Mage 
Charts
As with Vampire, there are
charts that you sometimes don't want to continuously open your books for,
so here they are as HTML documents and MS-Word (.doc) downloadables.
Mage Revised Update
White Wolf has put out a
Revised set of rules (Vampire 2nd. Revised) for Mage
(and Werewolf).
Overall they're pretty good (and realistically, as long as you have Vamp
Revised and know the other game(s) well you could easily adapt the rules
yourself). The costs have changed somewhat (and dramatically, especially
at the lower levels).
for the full table (Vampires, Werewolves, and Mages). The old and new costs
for Spheres get smaller and smaller as you progress in the particular trait
(from 4th to 5th in a Sphere was 32pts, now it is 35).
In an e-mail to WW I asked about this and the answer was... well,
.
Mage Reality
Follow this link
to an ever-growing discussion of why magic(k) is not dead and why
the Traditions should not just surrender to the Technocracy, as
some have posted in the newsgroups.
Magickal Range Clarification
I've seen a few arguments
over Magickal ranges vs. damage, and how mages must decide the range of
their attack vs. the amount of damage done by said Effect. If you would
refer to my Table,
you'd see that Correspondence is the only thing affected by range. When
rolling for damage (using Forces, for example) as long as the target is
within sensory range (usually visual, but even taste would work) it gets
affected fully by said Effect.
Questionable Technocratic Behavior
The Umbra
Here's an interesting question:
if Technocratic science dictates that the umbra is some sort of inter dimensional
plane which connects our plane (Earth) to all of the others (Realms), would
this not defeat the purpose of strengthening the Gauntlet? After all, the
more we advance scientifically, the more inter dimensional travel becomes
commonplace, and the easier it would be to [unknowingly] interact with
umbral spirits. Not a good thing, methinks.
Destroying Avatars
Once all Sleeper Avatars are
destroyed, aside from pissing everybody off and possibly causing a cataclysm,
would this not make magick exceptionally easier to perform? Would it not
completely destroy sleeper influence on paradigms? Furthermore, would it
not [almost] completely remove the threat of Paradox and Unbelief?
Reality 101
Okay, according to Mage 2nd
Edition (and all of the books after that until #24... so far), this is
what reality is all about. These are the foundations of reality, from the
beginning. Neither the Traditions nor the Technomancers nor anybody else
made these. Mages can change these, of course (they do manipulate reality),
but they have always been here, regardless of who defined what the hell
they are.
-
The Earth is round and orbits the Sun. It didn't just 'shift' one day because
Copernicus said so (although 1st edition says this, it is contradicted
in 2nd ed).
-
Gravity.
-
Dinosaurs.
-
Sand.
-
Water.
-
Dirt.
And on, and on. You get the idea.
Immortality
Here's something that's never
been explained to [my] full satisfaction; why can't mages be immortal?
If you have any ideas (backed by official book stuff), please let
me know. Until then, here're some interesting points for you to ponder
-- keep in mind that these points assume the mage in question has the appropriate
Spheres and, more importantly, the desire to see every loved one die of
old age.
-
Life 3 would allow permanent physical alterations, such as looking
nicer, being stronger, etc. It also allows you to re-shape your body into
looking different (black, white, etc.). There's nothing that prevents you
from reaching 40 and then using a simple, permanent Effect to change to
20 and start the cycle over again.
-
The Sphere of Time should allow you to age very, very slowly, if at all.
-
Entropy ought to allow your body to age but not decay... so it should allow
your body to not age.
-
If you really wanted to be flashy, you could use Life 5 to create a soulless
body, and then use Mind to transfer yourself into it once every couple
of decades. Since you are not appropriating someone else's body, no annoying
umbral spirits should come along to bug you for not dying.
-
Mind and Entropy mixed together should keep you from losing your mind (see
below) for quite a long while -- on the order of many centuries
(millenia, honestly).
-
Paradox should never set in if you're really old, as "Horizon" indicates
(one permanent point per 50 years after 150), and here's why; reality's
supposed to get upset over the fact that you've been around too long, however,
it doesn't seem to mind having three or four HIT Marks running around until
they "go vulgar" (sprouting an extra arm, whipping out the chain guns,
etc.). Keep in mind that if you saw someone walking down the street that
looked 30, you'd not think "Maybe he's 400 years old... I wonder." and
there'd be no external (or internal, for that matter) indication to contradict
your nice little Effect, so there's no real reason why you couldn't just
walk around forever. The paradigm says you cannot be immortal, but it also
does not support cyborgs (regardless of what some STs say).
-
Just like Vampires, mages die and therefore the "old" population would
be kept low... if young mages had any real reason to kill old mages (it's
not like they can diablerize the old man). This is the only hole in my
'issue' on immortality and it only deals with game balance -- a very old
mage would be able to teach many secrets and would therefore be cherished
and protected far more than some dusty, anachronistic Methuselah. Besides,
when 'pops', as the younger chantry members call him, has the power to
level mountains...
Technocratic Realms
Here's something
to take to your fellow players/STs; in Techno realms (Constructs, to the
uninitiated) tech-magick is coincidental and all other forms are vulgar.
This makes sense, as it's exactly opposite in Tradition realms. Now, what
the books hint at (especially "The Book of Worlds") is that all forms of
Tradition magick would be vulgar in constructs, which does not work
right. See if you can follow me; constructs have a set paradigm of super-science,
based entirely on our earthbound paradigm of science which permits coincidences,
therefore some magick that is coincidental on earth should work just fine
in constructs, albeit it would be far more tightly controlled.
The reason I bring this up is because, in science,
there's theory and there's fact, and the simple truth is that they almost
never jive 100% with each other, so what should happen and what
does
happen can vary slightly (at the very least).
Mage: the Sorcerers Crusade
I'll begin by saying that
the book is excellent. Just like "Dark Ages", it really delivers the medieval/early
renaissance world in ways that, quite honestly, put all high-school
text books to shame. Spheres are left unchanged (if it ain't broke...)
except for some of their names.
Now, onto the rants:
-
Paradox (Scourge) is dramatically different. It is now beneficial as well
as malign, and depending on circumstances having a 16-die backlash can
bring about miracles of gargantuan proportions. Scourge is fairly similar
to karma in M:tSC. My problem; why did this change in 500 years? It's far
too radical for unbelief (MtA) to be the cause, especially since MtSC actually
deals with it and it's effects ('coincidental' magicks that become 'vulgar'
from one day to the next and so forth).
-
Other creatures (Vamps & so forth) can now countermagick!!!
How in the hell do you explain countering True Magick?!? What the hell
is the difference now between it and hedge magic (other than the fact that
it's dynamic)? I truly believe that someone just wimped out at WW and decided
it was unfair that the others had no defense against True Magick (other
than dodging the lightning bolts). In order to counter, however, the creature
has to have some type of magical knowledge (one or more dots in either
Thaumaturgy or Gnosis).
-
Mages are now officially the weakest of all the WoD creatures.
a) they are mortal, b) they cannot soak aggravated damage, c) their powers
are not guaranteed to work, unlike everybody else, d) their powers
can be countered by creatures that can actually use magic more than once
per turn, and e) their Arete is now going up against the Wits +
Occult
rating of their opponent (which will generally be higher).
-
After picking up "Crusade Lore" (the game screen and add-on for the main
rulebook), I'm even more disgusted at how wimpy mages are! The whole feel
of the book was "Well, we have rocking powers but we need to be careful
out there," which I completely agree with (MtA had this tone, and it worked
quite well) "and everything and everyone we deal with can mop the floor
with us." which just doesn't work. Besides, in the era of High Magick (MtSC),
considering MtA's attitude, Mages should have had egos second to none (save
that of Vampires). Consider; that all-powerful Elder (vampire) can be turned
into a turd with the snap of a finger without Paradox setting in,
and even if it does chances are that it will be beneficial, and you can
see my point.
Well after all these rants, I should probably let you all know that I LOVE
playing Vampire, Werewolf, and Mage. I just hate to see a really cool group
of supernaturals get shafted in such a way.
