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  • Half-Awake: Awakened Magic for the Unawakened

    This Project is currently on hold, pending the release of 2E.
    What began as a small pet project to tweak Proximi for my upcoming games snowballed terrifically out of control. Before I knew it I'd written up eight different lines. However, several of my players noted that a couple of the ideas didn't really fit with Proximi, so I suddenly found myself working on a new sub-splat. Then I thought, "hey, why not make subgroups for all the Orders!" And suddenly my little pet project ballooned into a sizable undertaking.

    That said, I present:

    Half-Awake: Awakened Magic for the Unawakened

    Objective: To create/revise five sleepwalker specific sub-splats and organization for Mage: the Awakening, each associated with a different order. The intent being to provide storytellers with new and interesting sleepwalker specific tool both for players and NPCs. the subgroups are as follows:
    Proximi (Revised): Inheritors of magic by birth, Proximi are the result of the Silver Ladder’s finest endeavors to regiment awakening. Though restricted to using Blessings drawn from a narrow range of Arcana, within their purview Proximi are a force to be reckoned with. Their Blessings combine two or three arcana, and they quickly learn spells that would make even a Master Mage jealous. [Complete: View Here]

    Proximi Character Sheet 1-Page
    Thaumaturges: Taught primarily by the Mysterium, Thaumaturgy is the blanket term for the spiritual and magical paths that unawakened mortals can learn through extensive training and sheer force of will. Unlike Awakened Mages, to whom power flows naturally, Thaumaturges must practice constantly and develop trying rituals to work their art. Their magic requires trance states, unique to each school, that allow Thaumaturges to elevate themselves to higher levels of thought and aptitude. [Complete: View Here]

    Thaumaturge Character Sheet 1-Page
    Imbued: Sleepwalkers infused with Magic by the Adamant Arrow to aid in the Orders on going war with the forces beyond our world. Imbued sleepwalkers benefit from a very small range of permanent magical enhancements, ranging anywhere from telekinetic power, to shape-shifting, to near immunity to supernatural magic. Though their might is not their own, in the hands of a proper master an Imbued sleepwalker can be turned into a supernatural warrior worthy of respect.

    Technomancy: A growing movement within the Free Council, Technocrats exploit modern enthusiasm and general ignorance as to the function of advanced technology in order to pass off magic as simple science. While functional, technomancy doesn't hold up under extensive expert investigation, so Sleepwalker walkers, dubbed 'early adopters', are used to generate buzz and gradually introduce the Union's creations into the fallen world. [Incomplete: Outlined]

    The Occulted: Agents of the Guardians of the Veil, Occulted mortals have willingly abandoned their original identities to better serve the order. Neither deluded nor enslaved the Occulted work within the Labyrinth. Equipped with specialized masks that grant them false identities and a small bag of magical tricks the Occulted serve as field agents, spies, and first responders to magical phenomena. [Incomplete: Outlined]
    As always constructive comments and criticism are very welcome. These forums have been immensely helpful and supportive in the past, and I hope to use that enthusiasm to make this project the best it can be. However, for the sake of healthy conversation I ask that criticism be kept constructive, if you outright hate the project or an idea within that's fine, but please don't derail constructive conversations with angry rants or attacks. Pretty please...with sugar on top.

    Now, that's all said an done, I open the floor to the teeming masses...please, be gentle.

    Change Log

    12/05/2013: Qigong Masters and The Nephesh Heresy added to Thaumaturgy
    11/23/2013: Thaumaturges is done! About damn time.
    11/11/2013: Editing has returned! Previous updates include: Adding to Pendragon and Telyavel Blessings, and spoiling the Scholars of Urd.
    11/01/2013: New forum! Also updated progress
    10/24/2013: Added a link to expanded Tsuchimikado Blessings, including 8 new spells.
    10/21/2013: Added notes for starting characters.
    10/16/2013: Added the Baali, a line of left-handed demon summoners cursed with madness.
    10/15/2013: Made a whole slew of tweaks based on Elgusto's notes.
    10/15/2013: Tweaked disbelief and removed references to Wisdom.
    10/15/2013: Changed Gnosis to Arete (making them even more like cWoD) and made several tweaks to Blessings based on Epimetheus's suggestions. Also removed Attributes from Blessing dice pools, because I was clearly cracked out when I originally wrote that.


    Special Thanks
    -Thanks to Strider1276, TheKingsRaven and Epimetheus for their already extensive comments on the document.
    -Thanks to Arlecchino for writing most of the Dairine Proximi
    -Thanks to DaveB and all the other writers for making Mage such a vibrant game.
    Last edited by PenDragon; 02-18-2015, 08:24 PM.


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  • #2
    I must say this is something! Though I am curious i take it that Proximi are not actually meant to be Awakened... especially since the way you've written them theyre highly specialized but if they Awake, all that specialness is gone, right?

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    • #3
      Originally posted by Songtress View Post
      I must say this is something! Though I am curious i take it that Proximi are not actually meant to be Awakened... especially since the way you've written them theyre highly specialized but if they Awake, all that specialness is gone, right?
      Yes and no. Proximi awaken more often than mortals, but they keep their Blessings, and gain legacy attainments closely related to their line. So while an awakened proximi gains mage-like freedom, they still remain close to their inherited style. The specifics of this are broken down in detail under the Awakened Proximi subheading.


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      • #4
        I just want to say that I'm using a member of the Pendragon Line in my Mage Game and it's brought a fantastic addition to the cast. Thank you so much for your work on these, it's all very inspiring.


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        • #5
          Originally posted by Leetsepeak View Post
          I just want to say that I'm using a member of the Pendragon Line in my Mage Game and it's brought a fantastic addition to the cast. Thank you so much for your work on these, it's all very inspiring.
          That's wonderful to hear. Any fascinating stories to tell? Questions to clear up? Feedback is a marvelous thing.

          P.S. Should I take this as a, "write more Pendragon Blessings plz"?


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          • #6
            Originally posted by PenDragon View Post
            That's wonderful to hear. Any fascinating stories to tell? Questions to clear up? Feedback is a marvelous thing.

            P.S. Should I take this as a, "write more Pendragon Blessings plz"?
            Yes, totally!

            I've been thinking about their Curse, which I think is an interesting one. My issue is that the player who is a Pendragon is an Awakened Pendragon, so I wasn't sure what level of Blessings to give her.

            We've been negotiating it as her having the Second Blessing, but I do DESPERATELY want to introduce family members that are proper Proximi, so more Blessings are something I'm terrifically keen on.

            I also was wondering if you had any suggestions for what Legacy might be the Pendragon Legacy? I've been wondering which one you might recommend from the pre-existing ones.

            Since we didn't have a solid suggestion though, we've taken to crafting our own. The idea behind the Legacy is that they're really focused on the weapon they use, consecrating a chosen weapon which is the only weapon that the Attainments (Which are primarily Matter/Prime) then enhance.

            I won't lie, if I was a player and not the GM, I'd take on the interesting and fun challenge of playing a Proximi rather than an Awakened character. Besides, I could always Awaken later.

            If you have some suggestions for how to distribute blessing dots, if any for a Proximi that Awakened after starting, I'd love to hear them. I was just concerned about how to approach it because I was misunderstanding the blessings they had as following a strict ascending hierarchy like a discipline. I definitely think throwing some additional examples in there for the first Proximi Dynasty anybody reads about would help get the idea across that they're not like that.

            They're also just really awesome ideas in general, all of the Blessings. My hat goes off to you.


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            • #7
              Originally posted by Leetsepeak View Post

              Yes, totally!
              Bam. Eight more blessings. I can't seem to update the main post, otherwise I'd make note of it in the change log.

              Originally posted by Leetsepeak View Post
              I've been thinking about their Curse, which I think is an interesting one. My issue is that the player who is a Pendragon is an Awakened Pendragon, so I wasn't sure what level of Blessings to give her.

              We've been negotiating it as her having the Second Blessing, but I do DESPERATELY want to introduce family members that are proper Proximi, so more Blessings are something I'm terrifically keen on.

              If you have some suggestions for how to distribute blessing dots, if any for a Proximi that Awakened after starting, I'd love to hear them. I was just concerned about how to approach it because I was misunderstanding the blessings they had as following a strict ascending hierarchy like a discipline. I definitely think throwing some additional examples in there for the first Proximi Dynasty anybody reads about would help get the idea across that they're not like that.
              Hmmm, the rules for Awakened Proximi do kinda assume that such characters would awaken through play. Meaning that they'd awaken only after gaining a fair amount of exp. A Proximi who awakens shortly after unlocking her powers won't have had time to learn many Blessings or grow her Arete.

              What you could do, if you are not using starting characters, is have the player build as a Proximi and then, as the last step after making the character, apply the awakened template. The character probably wouldn't have as many Arcana dots as others to start, but she'd have Pendragon Blessings to fall back on that'd give her a clear advantage in certain scenarios (i.e. Combat). At the very least she'd start with three Blessings, as per the Proximi creation rules.

              Originally posted by Leetsepeak View Post
              I also was wondering if you had any suggestions for what Legacy might be the Pendragon Legacy? I've been wondering which one you might recommend from the pre-existing ones.

              Since we didn't have a solid suggestion though, we've taken to crafting our own. The idea behind the Legacy is that they're really focused on the weapon they use, consecrating a chosen weapon which is the only weapon that the Attainments (Which are primarily Matter/Prime) then enhance.
              I haven't written one as I don't have any Awakened Pendragon in my games, but yours sounds like its on the right track. The easy way would be to pick a few blessings and convert them into Attainments.

              Originally posted by Leetsepeak View Post
              I won't lie, if I was a player and not the GM, I'd take on the interesting and fun challenge of playing a Proximi rather than an Awakened character. Besides, I could always Awaken later.

              They're also just really awesome ideas in general, all of the Blessings. My hat goes off to you.
              Proximi are probably the most fit of the sub-splats in this project to play among awakened characters. Their Blessings are deliberately very powerful, and while Proximi aren't as flexible as Mages, they generally run about a dot ahead in terms of sheer spell-power in their area of expertise.

              Plus I find that power inequality is fine in a game. Just so long as everyone is enjoying the power they have, and characters are given sufficient moments to shine (And Proximi can really shine)
              Last edited by PenDragon; 11-02-2013, 08:18 PM.


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              • #8
                This is... Extremely cool actually. I really love this.
                Seeing as you picked up the Thaumaturges from Second Sight, do you have any intention to bake in the Psychics from that book as well? My initial reaction is that they'd fit quite well in with the Guardians.

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                • #9
                  Originally posted by Seidmadr View Post
                  This is... Extremely cool actually. I really love this.
                  Seeing as you picked up the Thaumaturges from Second Sight, do you have any intention to bake in the Psychics from that book as well? My initial reaction is that they'd fit quite well in with the Guardians.
                  It was not my intention to include psychics, especially since GMC has done such a good job of supporting them with Supernatural Merits. The Sub-groups here are more an exploration of how sleepwalkers can interact with Awakened Magic, and the different way magic is classically acquired. Though, that said, I'd venture that the Mysterium has a keen interest in psychics as a source of insight, and the Adamant Arrow looks on them as potential allies. Not certain if the Guardians would be fond of them, it'd likely have to be evaluated case-by-case.


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                  • #10
                    Originally posted by PenDragon View Post
                    It was not my intention to include psychics, especially since GMC has done such a good job of supporting them with Supernatural Merits. The Sub-groups here are more an exploration of how sleepwalkers can interact with Awakened Magic, and the different way magic is classically acquired. Though, that said, I'd venture that the Mysterium has a keen interest in psychics as a source of insight, and the Adamant Arrow looks on them as potential allies. Not certain if the Guardians would be fond of them, it'd likely have to be evaluated case-by-case.
                    Yeah, you are probably right. The Psychics = Guardians was more of a knee-jerk reaction when I read your stuff, based on the logic that the psychic can use his powers and often remain unnoticed, and it has mind control, something I at least associate tightly with the Guardians.

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                    • #11
                      Originally posted by Seidmadr View Post
                      Yeah, you are probably right. The Psychics = Guardians was more of a knee-jerk reaction when I read your stuff, based on the logic that the psychic can use his powers and often remain unnoticed, and it has mind control, something I at least associate tightly with the Guardians.
                      I'm certainly not claiming that Guardians wouldn't employ Psychics, they'd reasonably employ anyone of sound mind, like philosophy, and willing to take personal responsibility. And I think psychics would be right at home in a half-awake game, more versatile than Proximi, more immediate than Thaumaturges, and not dependent on others like Imbued, Occulted, or Thaumatech Adopters. Though you can judge that for yourself when those sections are finished.

                      Edit: Though as I re-read them I'm starting to think they'd fit pretty well with the Mysterium...
                      Last edited by PenDragon; 11-04-2013, 10:10 PM.


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                      • #12
                        Quick project update, as I can no longer alter the main post (which is a huge inconvenience).
                        • The Pendragon Line and House Telyavel have been updated with new Blessings, bringing each up to 13 Blessings total.
                        • Thaumaturges is coming along nicely. I completely ditched major sections of my previous draft and reworked their Sphere structure. I'll post it up in the near future, though I still don't know what I'll do about the outdated hub post problem...
                        Here's a little spoiler of how Thaumaturges look now:
                        Scholars of Urd

                        Origin: Early in the 18th century the Mysterium began an experiment, an attempt to enlighten mortals by through Atlantean education. Sleepwalkers were taught Atlantean runes and phrases in high speech, the hope being that through arcane language the unawakened would connect with the Tellurian. But alas, try as they may Sleepwalkers could not see the higher meaning of the mystic language and, less than a decade after its conception, Mages abandoned the project.
                        But the Sleepwalkers did not. Bereft of awakened guidance scholars continued to puzzle over runes. They branched out, pulling in symbols from other disciplines and inventing some of their own. Then something uncanny happened, the scholars succeeded. But the magic they unlocked was not that of Atlantis, indeed to awakened eyes the runic arrangements appeared to be nonsense. A random jumble of symbols arranged in an aesthetically pleasing manner. Whatever the sages saw, it was not the Tellurian. Despite concerns of abyssal intrusion, the Scholars of Urd were quickly reincorporated into the Mysterium curriculum, and remain a hot topic of study and debate to this day.

                        College Structure: More so than any other curriculum the Scholars of Urd operate as a true college. Newcomers are given shadow names, divided into classes, and awarded degrees for achievement. Experienced Sages hold seminars, lectures, and experiments in runecraft. In a perfect world Sages would operative in an environment of unrestricted learning and creativity. The World of Darkness is far from perfect. Regimented curriculums are impersonal, academics is weighed down by politics, and experienced sages covet their findings, restricting their full knowledge to favorite apprentices. Magical genius alone will not take an aspiring sage to the top, they’ll require a healthy amount of political savvy and ruthless politic to master the runic arts.

                        Ritual: Rune Magic. Before a Sage can work her arts she must first scribe the runes necessary for her spell. Because every spell uses radically different incantations, and runic arrangements are in no way interchangeable, rune magic tends to require a great deal of preparation. Sages prepare their spells in advance, and store arrangements on spellbooks, scrolls, and tablets. Failing that the only option is to scribe runes by hand, a time consuming process.
                        This requires an extended Intelligence + Academics roll, with a target of three times the sorcery’s dot rating and an interval of one roll every ten minutes. Storytellers can reasonably wave this roll when the Sage is unharried, but when the pressure is on setting up rune magic can be difficult. Should the runes that maintain a spell ever be damaged in any way the spell ceases instantly, which makes rune magic a tad unreliable in violent conflict.

                        Style: Rune magic is a vulgar art. The sorceries of the sages do not operate quietly, they command, warp, and control reality at its very core. Rune magic is never covert or incidental, when a Sage throws lightning she does so by conjuring it from the runes at her feet, when she makes a portal it manifests as a shimmering gateway floating mid air. Even spells that would normally be covert take on obviously magical properties, tass glows bright red, shields spark and flicker, and scrying creates floating eyes.

                        Spheres: Abjuration, Conjuration, Transmutation
                        • Abjuration is the art of shielding and protection. Sorceries create armor, protect areas from intrusion, and forge magical prisons.
                        • Conjuration creates and summons. Sorceries fling lightning, forge phantasms, and connect distant locations.
                        • Transmutations deals in transformation of matter and energy. Sorceries turn lead to gold, convert mana to tass, and alter the base properties of material.
                        Dice Pool: Intelligence + Sphere

                        Sample Sorceries:
                        • Abjuration - Counterspell (Any) •, Dispel Magic •, Unseen Shield ••, Ward ••, Armor of the Soul •••, Ephemeral Wall •••, Bind Spirit ••••, Pocket Realm ••••, Dead Zone •••••, Hide Space •••••
                        • Conjuration - Influence Heat •, Magnify* •, Apportation ••, Influence Electricity ••, Control Fire •••, Portal •••, Phantasmal Weapon ••••, Thunderbolt ••••, Create Hollow •••••, Radiation •••••
                        • Transmutation - Alter Conductivity •, Receiver •, Transmute Liquid ••, Transform Aura ••, Create Tass •••, Transmute Earth •••, Siphon Integrity ••••, Transmute Gold ••••, Forge Thaumium •••••, Greater Transmogrification •••••
                        Sobriquet: Sages

                        Spellcasting Examples:
                        • Mnerva, a specialist in the Sphere of Conjuration, possesses a pair of white silk gloves. Close inspection reveals that the fingers are stitched with silver sigils. When worn with paired sapphire rings, also etched with miniscule runes, Mnerva can fling brightly colored lightning from her fingertips.
                        • Ivan Blackthorne appears a normal man, but were he to remove his shirt you would see tattooed upon his chest an elaborate rune circle. These runes, symbolic of the Sphere of Transmutation, act as a shortcut to oblation. Ivan need only hold a piece of tass to the circle and the mana within is drawn into his pattern.
                        • Tanis Alcavan requires gold for a rune array, but not just any gold, liquid gold that will never freeze. Creating it is a two step process; first he inscribes a furnace, inside and out, with runes of transmutation. Then he does the same to a black iron crucible. In the crucible he places a piece of lead, which in turn goes into the fire. Tanis fills the the runes of the furnace with mana, transmuting the led to gold, then the runes of the crucible, insuring that the gold will remain liquid until it's purpose is served.
                        • Odis Sed has just purchased his very first sanctum, a great fortress of an estate which he now must ward. Odis takes a woodworking chisel and goes to every door and window in the house, carving on the frame of each an identical ring of runes. In the basement, at the dead center of the home, he inscribes a spiral circle to act as the symbolic 'control center' of the spell. His task complete Odis then goes about wallpapering the entire estate to hide the now luminescent runes.
                        • Terry is in deep, he flaunted his magic openly and earned the attention of a pair of witch hunters. Now he's trapped in a warehouse, rushed and without his tools. All he has to work with is a piece of chalk, not the ideal material with which to construct and array, but he'll take what he can get. To buy time Terry locks himself in the foreman’s office and marks the door with the five runes of summer, super-heating the handle. But that'll do little good of the hunters just smash their way in, so he also sketches runes along the outside of the frame with lines leading to a circle at the center of the door, making the fragile wood diamond tough.
                        Last edited by PenDragon; 11-08-2013, 06:27 PM.


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                        • #13
                          Nicely done.

                          If I understand correctly. It's Intelligence + Academics for Minerva to craft her gloves and rings, then Intelligence + Conjuration for her to throw a bolt of lightning?


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                          • #14
                            Originally posted by The Kings Raven View Post
                            Nicely done.

                            If I understand correctly. It's Intelligence + Academics for Minerva to craft her gloves and rings, then Intelligence + Conjuration for her to throw a bolt of lightning?
                            That'd example would be one of those cases I'd advise a GM just wave the roll. Carefully embroidered gloves would take days to make and couldn't really be replicated in a scene (not to say Lightning Flinging couldn't be cast through a different presentation). The Chalk example is better one for rolling Intelligence + Academics first, I'll clarify this in doc. Good feedback


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                            • #15
                              Damn I like this stuff

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