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The

Devil
.

Dave Brookshaw and


Malcolm Sheppard
Credits
Written and Developed by: Dave Brookshaw and
Malcolm Sheppard
Editor: Michelle Lyons-McFarland
Creative Director: Richard Thomas
Development Producer: Rose Bailey
Art Direction and Design: Mike Chaney
Interior Art: Lawrence Snelly, John Van Fleet, Michael
Komarck, Aleksi Briclot, Abrar Ajmal, Chris Shy,
Kevin Murphy, Jason Felix, Dan Brereton, Willima
OConnor, David Leri, Charles Vess, Michael Ryan,
Eric Williams, Ron Brown, Andrew Trabbold, Alex
Sheikman, Michel Koch, Mike Gaydos, Steve Stone
Front Cover Art: Michael Wm. Kaluta

2013 CCP h.f.. All rights reserved. No part of this publication may be
reproduced, stored in a retrieval system or transmitted in any form or by any
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the prior written permission of CCP h.f.. Reproduction prohibitions do not
apply to the character sheets contained in this book when reproduced for
personal use. White Wolf, Vampire and World of Darkness are registered
trademarks of CCP h.f.. All rights reserved. Night Horrors: Unbidden, Vampire
the Requiem, Werewolf the Forsaken, Mage the Awakening, Storytelling System,
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characters, names, places and text herein are copyrighted by CCP h.f..
The mention of or reference to any company or product in these pages is not a challenge to the trademark
or copyright concerned.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements
are fiction and intended for entertainment purposes only. Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com. Check out the Onyx Path at http://www.
theonyxpath.com

2 Mage Translation Guide


Contents
Introduction 5
Chapter One: The Awakening 9
Chapter Two: Tradition and Order 19
Chapter Three: Magic 35
Chapter Four: Game Traits and Systems 49
Chapter Five: The Realms Beyond 57
Chapter Six: Character Conversion 65

Credits 3
introduction

White Wolf released Mage: The Ascension in 1993 Theres one rule that doesnt change between games:
as the third game in the classic World of Darkness the Golden Rule. Its in the first edition of Mage: The
setting. The games titular Ascension arrived in 2004, Ascension and still present in the World of Darkness. Page
bringing the game line to a close until new books arrived 120 of the World of Darkness Rulebook and p. 219 of
in 2012. It made way for Mage: The Awakening, the Mage: The Ascension Revised phrase it in different ways,
third game in a new World of Darkness. Now Onyx but agree that dice and spellcasting rules should support a
Path produces both games side by side. compelling story. We offer suggestions here, but our stron-
This translation guide exists to help you play gest suggestion is that you change the rules to fit your group.
Ascension with Awakening rules or vice-versa, or Remember the Golden Rule because, frankly,
even devise a hybrid that produces your personal translating between Ascension and Awakening isnt a
Mage. Weve presented each games key systems seamless process. The two games differ in theme, prem-
and ideas through the other games framework. ise, setting and occult metaphysics. They represent the
How do the Traditions use Legacies? Which Path zeitgeists of their respective design eras, including their
rules the Sphere of Entropy? Youll find sugges- flaws. Look at the intent behind both games to fill in
tions here. the blanks and add your groups interests to the mix.

Ascension vs. Awakening


Before getting into the specific rules it. Vampires, werewolves, ghosts, faeries, and other
conversions, lets look at the games broad stranger things all existed, but could Ascensions cos-
differences: their contrasting Worlds of mology accept Vampire: The Masquerades creation
Darkness and nearly opposed metaphysics. myth? Maybe it wasnt easy.
Awakenings design allows protagonists from
Worlds of Darkness other new World of Darkness games to share the same
Ascension made grand statements universe. New World of Darkness games build on a
about the world and the things inhabiting foundation in the World of Darkness Rulebook, so
Storytellers can cross them over without hacking the

Introduction 5
Awakening:
core system. Awakening also leaves secrets for other
games to command as well as mysteries beyond the
ken of any supernatural being. Mysteries and Truths
Ascension and Awakening both make magic the
If theres an Ascension War in Awakening, it
fundamental force of the universe. Awakening to the
either ended long ago or shapes worlds in ways most
true nature of the world opens the door to magic,
mages only glimpse at some pinnacle of awareness.
making mortal men and women mages. Yet Awakening
Awakenings protagonists dwell in a Gnostic uni-
and Ascension reveal different truths and different
verse, where the everyday world is a shadow cast by
reasons for magics fundamental power.
living symbols of higher, Supernal Realms: worlds
Ascension: of truth and power. In an age beyond time as we
know it, mystics trod the Supernal with the con-
Reality on the Brink fidence of explorers or would-be colonists. These
sorcerers came from what legends call Atlantis: an
Ascensions willworkers understand that ev-
ur-civilization with countless names, remembered
eryday reality is a Consensus of belief. If enough
in the myths of all peoples.
people believe in something, it becomes true.
Avatars shards of creative power that accompa- Atlantis built a Celestial Ladder so its mages
ny humans generate the Consensus. Dormant, could bodily Ascend to the Supernal Realms.
Sleeping Avatars allow the majority to influence These sorcerers battled for supreme power until the
reality on a tiny, subconscious level. With Awakened Celestial Ladder shattered, wounding the cosmos.
Avatars, mages impose their wills on the world The Abyss still emanates from the wound, flooding
whether others believe as they do or not. They force the gulf between the Supernal and mundane Fallen
the worlds laws to conform to their paradigms, or World.
personal beliefs, through appropriate foci. A her- Now the mass of humanity Sleeps. The Abyss
metic wizard conjures elemental powers through infects their souls and prevents them from seeing
sigils and chanted formulae. A fringe scientist from the truth: magic exists and the World of Darkness
the Sons of Ether channels electricity and radiation is a prison. The few who shake off this curse of
into death rays and force fields. Quiescence experience waking dreams or Astral
Mages can also gain power by swaying others to journeys into the Supernal, called across the Abyss
their beliefs. Convince a critical mass of Sleepers by one of five Watchtowers erected by survivors of
and sorcery becomes accepted natural law. The the Fall. By marking the Watchtowers with their
Technocracy succeeded at this, and made Sleepers names, mages Awaken to the Fallen state of the
believe that magic is a delusion or a psychological world. Each Watchtower leads the way to a cor-
ritual. Against them, nine Traditions maintain mystic responding Path that lashes the mages soul to a
ways, living myths, and strange science in the face Supernal Realm, its symbols and its magical laws.
of Technocratic persecution. Theyve joined forces Drawing these laws down to bend or shatter Fallen
to protect themselves, asserting that Sleepers should reality is the art of sorcery.
be able to freely choose their beliefs and make the Protagonists usually belong to one of five Pen-
universe out of their desires. tacle orders. Four claim an Atlantean heritage. The
When will and belief twist out of control, mages fifth is the allied Free Council, which rejects ancient
go mad and their moral frameworks crumble. Two tradition for the sake of freedom and innovation.
groups represent madness and malformed desire. As mages deepen their understanding of reality,
Marauders retreat into insane personal paradigms, they contend with numerous enemies. Thanks to
twisting reality to conform to their delusions. deep trauma, Banishers persecute sorcerers even as
Nephandi seek suffering and destruction. Hate and they practice the Art themselves. The soul-deformed
nihilism are their sacraments. Mad mutilate the world to satisfy their delusions.
These four factions contend in an Ascension Left-Handed sects use magic for immoral purposes.
War to shape the universe. Reality stands on the The Pentacles greatest enemies, however, are the
brink. Seers of the Throne. These mages serve the Exarchs,
Atlantean sorcerers who seized Supernal power

6 Mage Translation Guide


Broad Epics and
and triggered the rise of the Lie. At the behest of
their masters, Seers keep humanity Asleep and
mired in conflict. Focused Stories
Awakening is about hidden knowledge, the
Ascension presents a global or even cosmic conflict.
quest for greater understanding, and the temp-
The Ascension War rages across the world and other
tations of power. Reality is a Lie, riddled with
realms. Strongholds called Chantries may possess portals to
supernatural mysteries to uncover. Mages seek out
many of these realms or otherwise act as way stations for
the unknown in forgotten ruins, strange cults and
willworkers from distant places. The Awakening Consilium
bloody urban legends.
is a local political body, not a nexus between nations and
Hubris and Paradox secret worlds. It helps mages settle disputes and deal with
common problems in a single city or equivalent region.
Both games say mages are prone to hubris and These basic organizational units set the basic scope
arrogance. They misuse power for personal reasons, of each game. Ascension stories explore a universe
victimizing Sleepers or striking at the pillars of exis- painted in broad strokes. Awakening games drill down
tence. In Ascension, hubris inspired and fueled the into the local mysteries. Theres nothing to keep you
Ascension War. Centuries ago, mages treated Sleepers from changing focus, but these are the starting points.
with cold indifference. Proto-Technocrats overthrew
them and in victory, decided what ordinary people Metaplot and
the Hierarchy of Tiers
were permitted to believe.
Awakenings sorcerers should use magic with
discretion, lest they profane their souls by harness- Ascension developed an ongoing story where the
ing them in immoral or thoughtless ways. A mages setting transformed with each book (with more than a
Wisdom measures his spiritual stability, degenerating little retroactive continuity). Horizon: Stronghold of
when he causes suffering or treats the Fallen World Hope described the great Chantry of the Traditions.
like a plaything. Tales of Magic: Dark Adventure chronicled its fall.
When mages defy the limits the universe places Threads of narratives such as these described a metaplot.
before them, reality strikes back in a phenomenon both Awakening doesnt use a metaplot, though there may be
games call Paradox. In Ascension, Paradox strikes when small, representative stories (such as the fall of the Nemean
mages feats clash with the Consensus. In Awakening, in Mysterium, The Silver Ladder and Left-Hand Path) that
Paradoxes represent the Abyss worming its way into arent in-game history, but potential possibilities. The games
a spell. No matter the version, Paradox represents an setting only changes in response to real world events some-
ambiguous stance on hubris. In Ascension, reality is body we described in 2005 probably owns a smartphone by
propaganda; mages may defy it not only out of pride, now. The setting doesnt expand in time but rather in detail
but hope for a better world. In Awakening, Paradox and scope, along broad tiers of focus, from local conflicts to
attacks spells that reveal the Lie. cosmic struggles that define the nature of the universe.

Introduction 7
Chapter One:
The Awakening

Before ever casting spells, World of Darkness divergent visions of Awakening. This section explores
mages Awaken to the secrets of their universesbut each games Awakening in the others frameworktruth
those secrets differ between the two games, presenting beyond the Lie and the power of belief.

Ascension to Awakening
An Awakening mage discovers that appeared as hallucinations or even physical manifes-
shes part of a greater universe, grasping the tations to guide their mages, but in the modern age
Supernal laws that create reality through Avatars rarely reveal themselves. Most Avatars take the
magical sympathy with the higher world. form of flashes of intuition, mysterious whispers, or
An Ascension mage Awakens to his inner strangely vivid dreams. Some mages dont even know
potential, using his Avatar to change the that they have AvatarsTechnocrats believe in personal
world according to his personal vision. Genius, for example. Mages generally describe Avatars
Where the Awakening mages Path ties her in ways that conform to their beliefs: as angels, guiding
to the Supernal and provides much of her gods, or alternate personalities. Avatars reincarnate,
magical style, the Ascension mage channels carrying impressions of their shared lives into future
an Essence that describes his Avatars essential character. hosts. Inspired by strangely transmitted memories of
other lives, mages often say Avatars have goals and
Avatar drives of their own.
An Avatar is a shard of Prime energy that allows Ascension uses a Background to measure the
an Ascension mage to manipulate reality. All humans bond between mage and Avatar. Under Awakening
possess Avatars, but a Sleepers Avatar doesnt grant rules, its a Merit. In both games, 0 dots indicate a
magical power or inspire its hostat least, not until weak connection, but its still enough to allow one of
the Sleeper Awakens. In ancient times, Avatars often the Awakened to work magic.

Chapter One: The Awakening 9


Merit to the Gnosis table in order to determine her
maximum Mana pool and how many points she can
Character Axes spend each turn. If she attains a Gnosis of 6 or more,
add the dots above 5 to her Avatar Merit dots.
Ascension describes characters by Essence
and Tradition. Awakening does it with Path, In a game using Ascension metaphysics, a character
order, and Legacy. Stylistic aspects such as how without this Merit possesses an effective Gnosis 0
they cast spells, what they believe and the sort for Mana manipulation purposes, and may store 5
of mage they are link to Tradition in Ascension, Mana and spend 1 point per turn. If your game uses
but to both Path and Legacy in Awakening. Es- Ascension-style Quintessence instead, use its rules to
sence only subtly shades magic in Ascension, but channel and store magical energy.
Path is all important in Awakening. Awakening Example: Julianas Gnosis 1 and Avatar Merit 3 entitle
orders define themselves by their purposes, not her to a maximum Mana pool of 13. She may spend up
out of cultural trappings drawn from the world to 3 Mana per turn. If she attained Gnosis 5 with Avatar
of Sleepers. Ascension describes sub-groups for 3, she would still only have 13/3. If, however, she gained
each Tradition and Convention; these function- Gnosis 7, her Mana pool increases to 15/6.
al divisions resemble the Awakening orders. Drawback: If her Avatar is destroyed (a process
Rather than lose the flavor of each game, requiring Spirit and/or Death 5) the character imme-
weve chosen to preserve how characters are diately loses her ability to cast magic unless another
defined. If you run an Ascension character in Awakened Avatar can be substituted. The fallout from
Awakening, for example, theyll get two Ruling Avatar loss is identical to Awakenings soul loss, except
Arcana, an inferior Arcanum, a bonus to spell that the mage cannot recover by having a Sleepers
casting when chanting, using magical tools, stolen soul substituted for her own.
and so onbut wont get them from the same
sources as a native Awakening character. If you Essence
only use some of the translations hereAvatars Mystics who study Avatars deeply classify them into
and Essence with the orders, for instanceyoull four Essences. In Awakening terms, Essence partially
need to do some work on your own to get the replaces Path. It doesnt provide magical toolsthose
customization you want. This choice underlies come from a mages paradigmand only grants one
the design decisions in this book. This trans- Ruling Arcanum and one Inferior Arcanum. An As-
lation guide provides the means to move from cension-style mages second Ruling Arcanum comes
one system to the other and back again, but also from her Tradition. Essence-based Arcana associations
offers the freedom to take just what you want, are only trends, not immutable laws of magicthe
with the caveat that if you mix and match, you four Essences were classified by mages to cover a wide
may need to tweak the systems described herein spectrum of experiences, leaving room for differences
to provide the best fit for your game. between mages of the same Essence.
When you select an Essence for your character, pick
one of its three possible Ruling Arcana. If you use Ava-
New Merit: Avatar ( to ) tars and Essence but not Traditions, choose the second
Ruling Arcanum freely. If you do use Traditions and a
Prerequisite: Awakened Traditions Ruling Arcanum happens to be the charac-
The characters connection to magic takes the form ters Essence-based Inferior Arcanum, the Arcanum in
of an Awakened Avatar. Her ability to store magical en- question graduates to Ruling, but the character gains
ergy within herself depends on her bond to her Avatar. a new Inferior Arcanum, selected from those that are
Effect: The character gains an Essence instead not possible Ruling Arcana for her Essence.
of a Path (see below), and does not receive all of the Example: Chris creates Dache, a Questing Akashic
benefits of the Gnosis Advantage as described on page Brother. Daches Questing Avatar allows for Fate, Prime, or
76 of Mage: The Awakening. Instead of increasing Space as a first Ruling Arcanum. He picks Space, noting the
maximum Mana and maximum Mana per Turn via Essences Inferior Arcanum of Mind. The Akashic Brotherhood
Gnosis, her ability to store and channel Mana depends grants Mind as its second Ruling Arcanum, so Chris picks
on this Merit until her Gnosis increases to 6 or higher. Spirit as the Inferior Arcanum instead. Daches final Ruling
At Gnosis 1-5, compare the characters dots in this Arcana are Space and Mind, and his Inferior Arcanum is Spirit.

10 Mage Translation Guide


Each Essence also provides a free dot in either original natures. As such, Primordial mages often find
Resolve or Composure. it difficult to learn the Fate Arcanum.
Favored Attribute: Composure
Dynamic
Dynamic Avatars focus on raw creation. Dynamic Questing
mages often feel restless, compelled to move on instead Questing Avatars balance the other Essences, seek-
of surrendering to routine. They might complain that ing change through purpose. Questing mages describe
their Avatars dont let them stay put to benefit from the cycle of Creation with their heroes journeys and
their labors or maintain leadership roles. Mages prize bind Awakened society into a cohesive whole. They
their originality and innovative spirits, however, as Dy- seek new experiences and change like a Dynamic mage,
namic sorcerers often invent new spells and Legacies. unearth essential qualities like a Primordial sorcerer
Ruling Arcana: Mind, Space, or Time. Dynamic and weave them into grand works of Pattern: societies,
Avatars represent inspiration, movement, and progress. Wonders and myths.
Inferior Arcanum: Spirit. Spirits are after-effects, Ruling Arcana: Fate, Prime, or Space. Questing
ephemeral images of mortal action remaining in the mages see existence as a series of journeys. Theyre
Umbra or Shadow. Many Dynamic mages find learning drawn to beginnings and destinations, literally so for
the Spirit Arcanum difficult. Space and figuratively in Fate. All these journeys seek
Favored Attribute: Resolve the truth, represented by Prime.
Inferior Arcanum: Mind. Questing mages know
Pattern themselves by their actions and are not prone to inner
Pattern mages refine, improve and stabilize realitys reflection.
foundations. They play vital roles as teachers, organiz- Favored Attribute: Resolve
ers and archivists. Pattern mages often join existing
Legacies and pass them on to multiple apprentices, Seekings
perpetuating them across millennia. They prefer ra-
When magic follows Ascensions metaphysics,
tional, structured thinking and often experience their
mages master their art by confronting their Avatars
Avatars as moments of lucidity and organized thought.
in a Seeking, a Mystery Play or Astral Journey the
Ruling Arcana: Forces, Matter, or Life. Pattern mage must undergo to increase her Gnosis (or Arete,
mages excel at altering tangible phenomena. if you use that trait instead). Each Seeking resembles
Inferior Arcanum: Death. The Death Arcanum the singular experience that granted Awakening. It
represents entropy and disintegration, the final trans- appears as a puzzle or other challenge in the mages
formation of Patterns into another form. dreams (the Oneiros, if you use Awakenings Astral
Favored Attribute: Composure Realms) or superimposed on the world. Technocrats
and other mages who deny the existence of their Av-
Primordial atars still Seek, but rationalize the experience as vivid
Primordial mages stand at the edge of realitys dreams or transformative, yet ordinary life events. In
underpinnings, where dark energies unravel and every case, Avatars tailor Seekings to mages beliefs
renew the Tapestry. They seek the origins of things and emotions.
and follow them to manifold endings: the last breaths If the mage resolves the challenge, her player
of death and the cry of new powers erupting into earns the right to buy the next dot of Gnosis or Arete,
the universe. Primordial mages excel at investigating The new dot costs experience points as usual, though
and analyzing supernatural phenomena. Primordial Ascension Storytellers often reduce or eliminate the
sorcery interrogates spirits and ghosts, tracking them cost based on the Seekings quality. Seekings should
to secret places. earn experience points just like other stories in the
Ruling Arcana: Death, Prime, or Spirit. Primordial game. Furthermore, you might award Awakening-style
mages understand the deeper nature of the universe Arcane Experience for the Seeking to mitigate the cost
and magic that deals with the building blocks of of raising Arete/Gnosis.
creation. In Awakening, every Oneiros hosts an Astral spirit
Inferior Arcanum: Fate. Fate follows Patterns called the Daimon: the personified drive for self-im-
from raw to refined states until they abandon their provement. In games using Ascension metaphysics,

Chapter One: The Awakening 11


the mages Avatar replaces her Daimon, and might
be questioned in her dreams.
New Flaw:
Paradigm and Foci Focus Dependence
Ascension mages cant just will spells into exis- Some extremely formal or close-minded
tence. They must structure their desires within belief paradigms (including those of many Techno-
systemsparadigmsthat make magic possible. Until crats and the Wu Lung faction of the Akashic
a mage attains great power, she must cast spells using Brotherhood) cant surpass their foci at all.
the tools and procedures her paradigm demands. Mages with this flaw gain an extra experience
These are called foci. point in chapters when this inflexibility causes
Creating a paradigm and picking foci are import- them problems.
ant parts of Ascension character creation, but dont
overdo itmages are experts in their models of reality,
but you dont need to be. Strike a balance between Speech benefits, if any. A mage may keep no more than
authenticity and fun. one personal focus per Arcanum or Sphere.
Even if the mage only declares personal foci, he
Using Foci can cast spells without them as long as he finds some
In Awakening, magical style provides mechanical way to channel magic through his paradigm. For ex-
effects. Ascension-style foci replace these. Use the ample, without his wand a Hermetic makes do with
guidelines below to set Awakening-style benefits for a diamond showstone, adapting the occult diagrams
various types of foci. he draws to summon elemental Forces.
Ritual Reagents: Many Traditions employ sacri- Some mages possess unique foci: special items of power
fice. They destroy a symbolic object (or creature) or they made by hand and linked to one or more Arcana/
use up resources to cast a spell. Some involve ritual Spheres. Unique foci are always objects of power, but are
consumption of a drug or even self-injury. Verbena even more personal than standard magical tools. They
blood sacrifices, Cult of Ecstasy drug trips, and even cant be rededicated if destroyed and the mage cant cast a
Syndicate funding all qualify. In Awakening terms, spell linked to its Arcana/Spheres without either using or
Reagents used as part of a paradigm are Sacraments surpassing it (see below). Its a terrible idea to link most of
that remove the dice penalty for casting a ritual spell. your magic to a unique focus, but the rewards for using one
on a limited selection of Arcana are great. Casting using
Objects of Power: All Traditions collect items of
a unique focus always adds +1 die bonus to applicable
personal significance to hone practitioners intentions
spellcasting rolls. Finally, be warned that a unique focus
and perform magical operations. From a Dreamspeak-
is the equivalent of a body sample (such as a lock of hair)
ers bone rattle to a trusty pair of Ether Goggles, objects
when used for sympathetic magic targeting its owner.
of power dont provide mechanical benefits beyond
being necessary to satisfy magical paradigms. Theyre Surpassing and Transcending Foci
often personal or unique foci, as described below.
Ceremonies and Rituals: Mages cast some spells Although paradigms are more flexible than Mag-
with a quick word or jab of the wand, but all Traditions ical Tools, they must be used unless a mage performs
employ lengthy ceremonies when needed. Any extend- a feat of extraordinary will or grows beyond them. To
ed spell that uses special words, sigils or chants counts cast a spell without appropriate foci, the mage must
as the use of High Speech or Runes, from a Choristers surpass this need. This costs a Willpower point and
hymns to a Virtual Adept coding session. imposes a 3 dice penalty to the spellcasting roll. See
Will vs. Imago on p. 36 for more information.
Personal and Unique Foci Insightful mages overcome these self-imposed limita-
tions. For every Gnosis or Arete dot a character gains past
In a change to Mage: The Awakenings rules on
the fifth, choose two Arcana or Spheres. The character no
Magical Tools, mages with paradigms can declare any
longer needs to spend Willpower to surpass foci for spells
focuseven rituals or the use of reagentsas one of
using only those Arcana or Spheres, but if she uses foci
their dedicated magical tools, reducing Paradox dice
anyway, she gains a one-die bonus to the casting dice pool
pools by one die when using them. This benefit stacks
in addition to the benefits such foci normally provide.
with the focus existing Sacraments, Runes, or High

12 Mage Translation Guide


Awakening to Ascension
Awakening magic emanates from the Awakening to the Watchtowers
Supernal Realms, the true reality, where
the pure power of being coalesces into Ancient myths say that five Atlantean kings created
perfect symbols, setting the patterns of the Watchtowers to guide seekers across the Abyss to
existence. Science, religion, mythologyall Awaken. Each Watchtower rises in a corresponding
contain fragments of the cosmic ur-signs. Supernal Realm of symbols, translated into myths
determined by the Realm and Awakening soul. At the
Between the Supernal and Fallen, an apex of Awakening, the seeker writes her name upon
Abyss of anti-reality and dark intelligences the Watchtower, and then returns with the secrets
corrupts the flow of true reality. Built of of magic. Her journey to a particular Watchtower
twisted shadows of Supernal truth, the Lie prevents determines her Path.
Sleepers from perceiving magic or even realizing that
Awakening is possible. In fact, the Abyss infects Sleep-
ers souls as a curse. Awakening is the act of climbing
Paths in Ascension
a Watchtower, throwing off the curse, and claiming A mages Path guides her soul and influences
the power of Supernal reality. the symbols she uses to express her Awakened will,
lifestyle and magical accoutrements. These occult
The Five Supernal Realms correspondences resemble an Ascension paradigm,
but remember that Awakening magic does not im-
The Awakened recognize five Supernal Realms, pose the mages beliefs on the world. Instead, magic
clustered around primordial symbols. These correspond draws on an objective, higher truth. Thus, occult
to particular ideas and philosophiesin Ascension correspondences influence a mages style, but dont
terms, a type of loose paradigm that they do not so restrict the types of spells she can cast. Instead, Path
much choose as attain through the act of Awakening. influences a mages sorcery by determining her Major
Each Realm is strongly attuned to certain fields of and Inferior Spheres. In this book, every Path includes
magic and weaker in others. In Awakenings system, Traditions among the occult correspondences as an
these fields are Arcana. If youre using Ascension aid to character translation.
magic, these are Spheres. These Major and Inferior Note that due to differences in systems between
fields are listed in the Path section, below. the games, translations have been tweaked for play-
The known Supernal Realms are: ability. For example, Ascensions Prime is important
The Aether: Kingdom of the Celestial Spheres for conjunctional spells, so it is neither Major nor
and Abode of Angels. Location of the Watchtower of Inferior for any Path using the Spheres.
the Golden Key. A plane of elementals, holy words The mage gains an additional Mental or Social
and celestial intelligences. Attribute dot called a Favored Attribute once she has
Arcadia: Kingdom of Enchantment and Abode been spiritually transformed by a Path. If this extra
of the Fae. Location of the Watchtower of Lunargent dot would increase the Attribute to 6 or higher, the
Thorn. An otherworld ruled by storybook doom, player must purchase the Legendary Attribute Merit
twisted dreams and capricious gods. (Mage: The Ascension Revised, pp. 296297).
Pandemonium: Kingdom of Nightmares and
Acanthus
Abode of Demons. Location of the Watchtower of
the Iron Gauntlet. A mad maze of desire given form, The Enchanters Awakened in Arcadia, the Supernal
or perhaps a hell created by ones own sins. Realm of the Fae. It is a world of ruthless gods who live in
The Primal Wild: Kingdom of Totems and Abode mythic time and command their universe through promises
of Beasts. Location of the Watchtower of the Stone Book. and dooms. An Acanthus mage is a natural trickster who
An untamed land where everything lives and speaks. improvises his way through life, reading omens to guide the
way. These wise fools conceal a devious nature beneath
Stygia: Kingdom of Crypts and Abode of Shades.
breezy personalities and aimless-looking wanderings.
Location of the Watchtower of the Lead Coin. A
haunted land of cast off riches and endless monuments Watchtower: The Lunargent Thorn, Watchtower
to the dead. of Arcadia

Chapter One: The Awakening 13


Occult Correspondences: The Fool in the tarots Occult Correspondences: The Devil in the tarots
major arcana. Faeries, elves, Celtic mythology. Tales major arcana. Goetia, demonology, the Tibetan Book of
of fate and doom. European Witchcraft and mystery the Dead, Zoroastrian dualism, the arts of self-possession
cults. Tricksters. Elements used by the Euthanatos, practiced in Santeria and Voodoo. Elements used by the
Dreamspeakers and Verbena. Akashic Brotherhood, Cult of Ecstasy and Order of Hermes.
Arcana/Spheres: Major: Fate/Entropy, Time; Arcana/Spheres: Major: Space/Correspondence;
Inferior: Forces Mind. Inferior: Matter
Favored Attribute: Wits Favored Attribute: Manipulation

Mastigos Moros
The Warlocks of the Iron Gauntlet Awakened within Although they are called Necromancers, Moros
a maze created by their own fears, passions and self-doubt, study death not as a scrap heap from which to raise
encountering the most terrifying and seductive manifesta- ghosts and shambling corpses, but as a natural trans-
tions of their psyches and learning to extend their vision formation. Death is a form of alchemy, allowing those
beyond the self into the vast web of connections between who pass on to purify themselves by shedding material
all things. Some Mastigos return to the world with new attachments to meet new incarnations, or perhaps the
humility, but more enter sorcery blazing with pride. They destiny that awaits souls after death. From here, they
prize the urges theyve chained to their wills, envisioning turn their attention to the ever-shifting universe and
them as separate beings: demons and familiars. They have apply the art of transformation to matter. Knowing
also mastered space for they know it consists of relationships, that everything must change and pass away fills Moros
not meaningless measurements of distance. with world-weariness. Even when they can make gold,
Watchtower: The Iron Gauntlet, Watchtower of they know that anything it buys and the happiness it
Pandemonium inspires is as mortal as human flesh.
Watchtower: The Leaden Coin, Watchtower of Stygia

14 Mage Translation Guide


Ascension Legacies
Occult Correspondences: Death in the tarots
major arcana. Egyptian and Etruscan religion, the
Greek Underworld, ancestor worship, ancestor wor- Awakening introduces the idea of magical tradi-
ship. Alchemy. Elements used by the Celestial Chorus, tions that transform an initiates soul. These Legacies
Euthanatos, and Sons of Ether. are optional, though common. Many mages consider
Arcana/Spheres: Major: Death/Entropy, Matter; membership a mandatory part of their magical devel-
Inferior: Life opment. Legacies exist for a host of reasons ranging
Favored Attribute: Perception from the philosophical to the pragmatic, but all of
them transform a mages soul, imparting supernatural
Obrimos abilities beyond the confines of conventional sorcery.
Obrimos Theurgists come away from Awakening with Follow the steps below to create a Legacy.
the understanding that there is an order to Creation set
by some unfathomable intelligence, whether it is called Step 1: Choose a Theme
God, Nature, primal mathematics, or even the deified Most Legacies concentrate on a type of magic,
Self. The order of things laces the universe with secret such as shapeshifting or demonology. In an Ascension
names, codes, and diagrams, entrusting the laws of nature game, you might use them to define a characters
to innumerable spiritual intelligences. An Obrimos learns place within his Tradition or Faction. A Hermetic
these codes, commands these entities, and thus shapes mage might join a Legacy based on her House or a
the universe with its own sigils and ephemeral machinery. cross-Tradition Legacy of monster slayers. Alternately,
Watchtower: The Golden Key, Watchtower of you might apply one Legacy per Tradition to provide a
the Aether suite of special abilities beyond the Tradition Sphere.
Occult Correspondences: Strength in the tarots You can create Legacies for Technocrats or Fallen
major arcana. Gnosticism, Cabalism, choirs of angels antagonists. Powerful Marauders probably manifest
and legions of elementals. Sky gods and astrology. a new Legacy with each encounter.
Elements used by the Celestial Chorus, Order of After you develop a theme, use that to create a set
Hermes and Sons of Ether. of oblations the initiate uses to regain Quintessence
Arcana/Spheres: Major: Forces, Spirit; Inferior: or Mana. Unlike conventional oblations, discussed
Death/Entropy on p. 53, Legacy oblations do not require a place of
power such as a Node or Hallow.
Favored Attribute: Intelligence
Step 2: Choose an Origin
Thyrsus
In Awakening, Legacies usually develop from the
Shamans follow the so-called Path of Ecstasy, follow- characters Path. A few teach initiates from a specific
ing intense passions to the thresholds of other worlds. order, regardless of Path affiliation.
The Primal Wild teaches the supremacy of lifes basic
urges: survival, sex, and the beauty of places sculpted In Ascension, you might consider alternative
by wind, rain and running roots. All these things live, origins. Mages could qualify for Legacy membership
whether biologically or through the spirits that murmur based on the following:
even in stones. A shaman translates the riot of existence Tradition/Convention: The Legacy belongs to a
into a form her allies can understand, but pays the price Tradition sect or Convention Methodology, or one
for attuning herself to these indescribable powers. Legacy accepts all members of one of these groups.
Occult Correspondences: The Moon in the tarots Faction: Create Legacies based on organizational
major arcana. Animism, pantheism and earth-cen- roles that cross Tradition or Convention boundaries,
tered beliefs such as those often associated (rightly such as warriors and diplomats.
or wrongly) with indigenous peoples. Maenads and Solitaries, Crafts and Antagonists: Eccentrics and
Taoist hermits. Elements used by the Cult of Ecstasy, small groups might develop Legacies. The Nephandis
Dreamspeakers and Verbena. half-sleeping masters brand Fallen souls with unnatural
Arcana/Spheres: Major: Spirit, Life. Inferior: Mind. power that could be modeled with these rules as well.
Favored Attribute: Charisma A mage may only belong to one Legacy at a time,
even if he qualifies for others.

Chapter One: The Awakening 15


effectiveForces can snuff out an attainment-cre-
ated fire, for example.
Honoring the Tutor They cannot be sensed by powers that detect
Except in rare cases where the mage learns an
Awakened magic.
attainment from a magical book or Wonder, she
must seek the tutelage of a Legacy member. To Many (though not all) do not require a dice roll
initiate a member, the tutor sacrifices a permanent to activate. They just work.
Willpower point (he may buy it back) and the stu-
dent spends a point of temporary Willpower. From Attainment Prerequisites
that point forward, the tutor takes a stipend of one
experience point from the student whenever the Many Legacies also possess a synergistic Arcanum/
student earns bonus experience for completing a Sphere. Legacy mages dont learn them any easier,
chapter (see Mage: The Ascension Revised, p. 131). but if they possess the prerequisite ranks they may be
entitled to additional attainments.
This connection also puts tutor and student
one success apart on the Correspondence range A few attainments require one more Sphere/
chart in Mage: The Ascension Revised, p. 209, Arcanum at a low level (typically 1 or 2 dots) as well.
as if one was part of the other. This rule exists to add flavor, not an undue hindrance
to character development.
Finally, the mages progress is limited by
As mages progress, they gain attainments as follows:
her tutor. She cannot learn an attainment he
doesnt know, unless its an optional attainment 1st Attainment: Gained at Arete/Gnosis 3, pri-
granted by a synergistic Arcanum/Sphere. mary Arcanum/Sphere 2. If the Legacy possesses
a synergistic Arcanum/Sphere at rank 2, the mage
gains its optional attainment when she learns that
rank in the synergistic Arcanum/Sphere. Some
Step 3: Determine Primary Arcana/ Legacies also require particular Abilities (up to
Spheres and Attainments two dots) to use the attainment.

Each Legacy teaches an additional major Arcanum 2nd Attainment: Gained at Arete/Gnosis 5,
or Sphere, depending on the magic rules you use. This primary Arcanum/Sphere 3. If the Legacy pos-
is the Legacys Primary Arcanum or Sphere and may sesses a synergistic Arcanum/Sphere at rank 3,
eliminate an inferior Arcanum/Sphere. If the mage the mage earns its optional attainment when she
already possesses the Arcanum/Sphere as a major learns that rank.
field, she pays new dots x 5 experience points to raise
it. The Primary Arcanum is one of the prerequisites 3rd Attainment: Gained at Arete/Gnosis 7,
for manifesting the Legacys signature powers, or primary Arcanum/Sphere 4. If the Legacy pos-
attainments. sesses a synergistic Arcanum/Sphere at rank 4,
the mage gains its optional attainment when she
Attainments are supernatural gifts that usually
learns that rank.
replicate a rote (a small number consist of more exot-
ic abilities). Unlike magical Effects, they possess the
Branching Off
following advantages:
A mage can delay accepting a second attainment
Theyre always treated as if theyre coincidental
(including the second optional attainment) until
and never accumulate Paradox.
Arete/Gnosis 6, when she has the option to devise
Unless specifically noted for flavor reasons, they her own attainment instead. Doing so requires the
do not require foci. mage to sacrifice a point of permanent Willpower.
From that point on, the mage no longer pays an
They are not Effects per se, so they cannot be experience stipend to her tutor and loses the special
countered or dispelled by anything that specifically sympathetic connection. The mage must now wait
targets Awakened magic. For example, Primium until Arete/Gnosis 8 to manifest a third attainment,
does not hinder them. Magic that attacks the but may develop her own instead of learning the one
manifestation rather than the power itself remains normally assigned to her Legacy.

16 Mage Translation Guide


Example Ascension Legacy: 2nd Attainment: Chi Force

Perfected Adepts of Prerequisites: Arete 5, Life 3, Brawl 3

the Vajrapani
The mage selects one Physical Attribute upon
gaining this attainment. As a normal action, she may
Perfected Adepts use extreme exercise, yoga, and mar- add her Life dots to that Attribute for one scene.
tial arts techniques to harness the qi (also written as chi) She may not use magic while initially activating the
that circulates through muscles, bones, sinews and organs. attainment, but may do so while it is active.
In Ascension, Perfected Adepts belong to the Optional Arcanum: Forces 3
Vajrapani sect of the Akashic Brotherhood. The If the mage also possesses Forces 3, she may attack a
brotherhood reserves its elite warring hands for distant target with a telekinetic strike. Roll Perception +
critical missions their violent operations impose Brawl, difficulty 6. The mage inflicts damage as if striking
moral burdens that may take multiple lifetimes with a rank 3 Forces Effect that scored as many successes
to unload. as her Forces dots 1. The target may dodge; roll Dexter-
Oblations: Martial arts practice, demonstrations ity + Dodge, difficulty 8. Subtract Dodge successes from
of endurance, and acts of humility such as attending to Perception + Brawl Successes. Excess successes on the
another persons ordinary needs for an hour or more Perception + Brawl roll add dice of lethal damage, just as
Primary Arcanum: Life for a standard ranged attack. This action requires too much
concentration to cast a spell during the same turn, even if it
Synergistic (Optional) Arcanum: Forces would be appropriate to the characters paradigm to do so.
1st Attainment: Body Temple 3rd Attainment: Perfect Body
Prerequisites: Arete 3, Life 2 (primary), Prime Prerequisites: Arete 7, Life 4
1, Athletics 3
The mage may now use the benefits of Chi Force on
The mage may control normally autonomous body a second Physical Attribute, selected upon gaining the
functions such as breathing, heart rate and response attainment. She may enhance both Attributes during
to cold. The mages player may divide a number of the same scene, spending a separate turn to activate
ranks equal to her Life Sphere dots among the fol- each enhancement. She may not use magic while
lowing effects: activating the attainment, but may do so afterwards.
+1 to Initiative per rank spent Optional Arcanum: Forces 4
Heal 2 levels of bashing damage per rank spent If the mage possesses Forces 4, she may devote an
instant, standard action to redirect incoming projectiles
Stave off hunger, thirst and discomfort (along with her hands and body. This is a defensive action and
with any associated penalties) may take place out of initiative order. Any attack that
would inflict less damage than the characters Forces dots
Reduce the need for oxygen by half per rank spent rebounds in any rough direction the character desires.
Perform other acts of endurance and body control, To strike someone else with a rebounded projec-
at the storytellers discretion tile requires more finesse: a Perception + Brawl roll,
difficulty 6. It inflicts damage as if using the same
These ranks refresh each turn. method as the incoming attack. Multiple deflections
The mage may also use her Prime dots as automatic degrade the mages dice pool, as if performing multiple
successes to detect Quintessence levels in a living being actions in the turn. The mage may not use a magical
within her line of sight. Effect while this attainment is active.

Chapter One: The Awakening 17


Chapter Two:
Tradition
and Order
From the Pentacle to the Traditions, magical societies Awakening alike. This chapter provides conversion notes to
and occult beliefs define characters in both Ascension and transfer these sects from one version of Mage to the other.

Ascension to Awakening
In Ascension, mages group them- women. These proto-scientists defeated sorcerers
selves according to common paradigms with cannon fire and Aristotelian physics. The
and magical practices. In Awakening Order encouraged Sleepers to believe in rational
conversions, characters earn one of their philosophy instead of rituals and magical diagrams.
Ruling Arcana from their magical society Their crusade to free humanity from supernatural
(while the other Ruling Arcanum and the darkness became a mission to crush different be-
Inferior Arcanum come from the charac- liefs, no matter their adherents actions.
ters Essence, as per Chapter One). Each In response, European witches, apostate priests, and
Tradition also grants three rote skills just ritual magicians reached out in search of fellow mystics
like an Awakening order does. in self-defense against forces bent on erasing them from
existence. They attracted mages from all over the world,
The Nine Traditions even places then unknown to Europeans. After rocky
In the Middle Ages, rival cults of sorcerers negotiations tainted by xenophobia and distrust, they
and philosophers vied for power. They cared little formed the Council of Nine Mystic Traditions. Some
for Sleepers, leaving them as prey for monsters Traditions, such as the Order of Hermes and Akashic
and ignoring their mundane needs. In Europe, Brotherhood, arrived fully formed. Other mages found
the Technocracys predecessors in the Order of common cause in a new Tradition or, like the Dream-
Reason took up the cause of common men and speakers, were forced together by outside pressure but
have since embraced their shared identity.

Chapter Two: Tradition and Order 19


The Tradition-Technocracy conflict is the most Record of their Traditions communal experiences,
prominent rivalry in the Ascension War. The Technoc- flowing back to the dawn of the Brotherhood. Individual
racy has all but snuffed out true belief in magic by the Brothers harness these elements and other magic through
modern day; most Sleepers can convince themselves Taoist alchemy, Feng Shui, Legalist philosophy, Shaolin
to engage in empty rituals and trivial superstitions, asceticism, and martial arts from all nations.
but dont believe magic is truly possible. Rebellious
hearts still burn with magical potential, however, and Akashic Brothers in Awakening
the Traditions might reach them still. Many Akashic Brothers superficially resemble
Adamantine Arrows, but their philosophy is based
Akashic Brotherhood on seeking harmony and balance, not endless strug-
Born of magical sects in India and East Asia, the gle. Some Akashics dont practice Do for combative
Akashic Brotherhood teaches that mind, body, and purposes, but Arrows practice all skills in order to
spirit possess no essential form or division. Discipline prevail in a conflict. There are Akashic parallels to all
balances them, calms desires, and reveals an illusion to the other orders, from purified leaders to rebels filled
reshape with imagination, or by letting go and letting with crazy wisdom. In every case, Akashics challenge
magic arrive like a wave crashing against the shore. the illusion of the self and a fixed reality, hoping to
see the indescribable, ever-flowing truth of existence.
Akashic Brothers (a translated gender-neutral term)
structure much of their magic through Do, a primordial Systems
martial art and mind-body discipline. Akashics also pierce
the illusion of individual identity to read the Akashic More than a mere fighting style, Do encompasses
many skills that develop a Brothers body and expose

20 Mage Translation Guide


him to ascetic discipline. Akashics train in Athletics, would never force an ecstatic state on another person,
Brawl, Medicine, Survival, and Weaponry. They hone but only a slim majority of the Cult has agreed to the
their minds with Occult enigmas and learn to assess Code of Ananda that prohibits inflicting sensation on
situations through stillness with Investigation. Martial others. The rest see ethics as another barrier to crack.
Brothers learn Fighting Style Merits, but they are disci-
plines arising from lifelong training, not the goal itself. Cultists in Awakening
Ruling Arcanum: Mind Some Ecstatic factions resemble groups within
Rote Skills: Athletics, Brawl, Medicine the Pentacle, particularly where it overlaps with the
Thyrsus Path. All orders have members who seek rev-
Celestial Chorus elations through altered states of consciousness. Even
the Seers of the Throne seek ecstasy in the presence of
The Celestial Chorus represents monotheistic faith the divine Exarchs and the secrets they whisper to
but accepts and cherishes members from unexpected anyone who opens themselves to hear them. Where
religions, including systems with sub-divinities and ethical Pentacle members look inward to personal
certain deified philosophies. Muslims, Buddhists, Jews, revelation, however, Seers and Left-Handed mages seek
minor Christian groups, followers of Mithras and faiths out unwilling partners for decadent, dangerous rituals.
based entirely on the Awakened experience believe
in the One, a universal, cosmic song that creates and Systems
guides all things. All living beings are children of the
The Cultists excel at perception magic. Ecstatic
One and part of its music. Chorus magic uses hymns,
characters should learn as many Arcana as possible to
music, meditation, holy symbols and sacred rituals.
unlock new and interesting senses. The methods they
Choristers in Awakening use to achieve the ecstatic state vary from one Cultist
to the next: some use Science, Survival, or Medicine
Although their religious beliefs and priestly roles to find herbs and drugs. Others leverage Contacts and
recall the Silver Ladder, Choristers dont exist to glo- Allies to score. When Ecstatics become slaves to drug
rify humanity rather, they seek to return humanity addiction or other obsessive pleasures (and pains) they
to its proper place in the cosmos, Ascended to the might acquire relevant Flaws.
right hand of the One. Some Gnostic factions in the
Ruling Arcanum: Time
Chorus fit right into Awakenings universe. Unlike
many Traditions, their subjective paradigm matches Rote Skills: Athletics, Empathy, Socialize

Dreamspeakers
truth theres a higher world and what we know is a
shadowy Lie. In a mixed game, the Chorus adds a third
side to the order-Seer conflict, seeking to return the Shamans and medicine workers formed the
world to the state of grace that existed before the Fall. Dreamspeakers unwillingly after being cast into a
common category by Western Traditions such as
Systems the Order of Hermes and the Celestial Chorus. The
Many Chorister groups deal extensively with mage Dreamspeakers didnt disband immediately because
politics, both internally and externally. They try to they sensed common threats to their ways: colonial-
guide the other Traditions the same way the Silver ism, racism and eventually Technocratic suppression.
Ladder do with the orders, so Social Skills, Merits and Their numbers have dwindled into the modern age as
Attributes are important to their work. they faced repression, but theyve revived themselves
Ruling Arcanum: Prime as their traditional societies renew the old ways and
teach the spirits stories.
Rote Skills: Academics, Expression, Persuasion
Dreamspeakers Awakening
Cult Ecstasy
in
of
Dreamspeakers find their closest match in the Mys-
The core Cult of Ecstasy came from the Near East and terium. Many shamans describe the worlds invisible
India, taking in Sufi Muslims, Greco-Roman Dionysian rhythms and living energies, paralleling Mysterium
cults, and modern-day trance and drug cultures along the beliefs about magic as a vital force. The Free Council
way. In ecstatic states, Cultists smash the barriers between incorporates many traditional, culturally-focused
themselves and everything else, including the world, other mages as well.
people, and even the flow of Time itself. Most members

Chapter Two: Tradition and Order 21


Dreamspeakers deal with spirits, which raises Death. Euthanatoi kill only after assessing a victims
comparisons between Ascensions Umbra and Awak- destiny and manipulate chance to shape karma
enings Shadow. In some games, you may prefer to and enhance their abilities. Euthanatoi learn the
connect Dreamspeakers to the Astral Realm where Skills of killers and spies. Most factions use bladed
gods, ancestors and primal dreams dwell. If you Weaponry, but modern Euthanatoi practice Fire-
choose this approach, change their ruling Arcanum arms just as diligently.
to Mind. See Chapter Five for details on translating Ruling Arcanum: Fate
the spirit worlds.
Rote Skills: Investigation, Stealth, Weaponry
Systems
Dreamspeakers must advocate for both human
Order of Hermes
and spiritual worlds. Many master Occult, Expression, Heirs to the ritualized magic of European high
and Investigation. Traditional territories and distant, wizards, the Order of Hermes forged itself out of
sacred places may demand skill in Animal Ken, Sur- Egyptian and Hebrew magical traditions, Greek mys-
vival, and Medicine. tery cults, and legends of Thrice-Great Hermes, god
of magic and wisdom. The most organized Tradition,
Ruling Arcanum: Spirit
the Order almost appears to be a microcosm of the
Rote Skills: Occult, Survival, Expression Council of Nine or rather, the Council was based

Euthanatos
on the Orders structure.
Hermetic magic is based on symbols and rituals.
Identifying as servants of the great cycle of re- Hermetic magi call angels in secret languages, apply
incarnation, the Euthanatos Tradition was formed esoteric mathematics, draw geometric shapes, and use
by death-focused mages from Celtic, Greek, Arabic, traditional implements like wands, staves, and crystals.
African, and especially Indian sects. Healers, prophets, Hermetic sorcerers seek Ascension through arcane power
priests, and elite killers, Euthanatoi seek to manipu- and self-perfection, following the divine imperative within
late others karma toward beneficial incarnations and themselves. Internally, the Order of Hermes organizes
eventual enlightenment. If someone is so damaged into Houses based on cultural styles and magical affinities.
that they can only injure their own karma further or Many Houses have a history longer then the Traditions,
drag others down with them, Euthanatoi apply the and some teach Ruling Arcana other than Forces.
Good Death, killing them to cut away the weight of
wasted life. During initiation, every member of the Hermetics in Awakening
Tradition suffers a type of temporary death called the The Order of Hermes is unusual among the Tra-
Agama Sojourn, where they learn the passions that ditions in that the bulk of their paradigm the high
leave ghosts clawing for mortal existence and taste the ritual style of magic is almost the same as Awakening
possibility of future incarnations. magic. House Solificati is even the basis for the Un-
crowned Kings Legacy in the Awakening core rulebook.
Euthanatoi in Awakening Almost every Pentacle order possesses a parallel within
Similar to the Guardians of the Veil, the Eu- the Order of Hermes. House Tytalus resemble the
thanatos experience distrust from outsiders. They Adamantine Arrow, House Janissary shares similarities
accept injuries to their karma on behalf of others with the Guardians of the Veil, and the Free Council
and will kill for metaphysical reasons. Euthanatoi would welcome House Thig with open arms.
believe that the good of their actions outweighs the
bad, however, while Guardians accept that they are Systems
damning themselves for others. Hermetics prize Academics and Occult above
all other skills, although many emphasize the social,
Systems organized nature of the Tradition with Persuasion,
Awakenings Death and Fate Arcana leave Intimidation, and Politics. They also invest in Merits
the Euthanatos requiring two magical fields to representing magical strongholds, training centers and
perform their duties instead of the unity offered inherited magical items, especially grimoires.
by Ascensions Entropy Sphere. Despite the Tra- Ruling Arcanum: Forces
ditions name, its mages hew closer to Fate than Rote Skills: Intimidation, Occult, Socialize

22 Mage Translation Guide


Sons Ether
nature. Non-technological elements of the Free Coun-
of cil, Mysterium, and some members of Silver Ladder
In the 19th Century, many Technocrats found believe in the same primal philosophy as the Verbena.
themselves at odds with their peers. Taking their
name from the disproven Ether declared unfit for
Systems
the Consensus by other Technocrats, the new Sons Focused on self-reliance and nature, Verbena pre-
of Ether defected to the Traditions. fer to benefit from the sweat of their own labor. The
Modern Etherites are still scientists but accept that Tradition fosters covens and friends, building strong
theyre also mages. They know their experiments succeed Social Merits. Verbena select Skills such as Crafts and
thanks to their Awakened state, so they focus on what ought Survival to develop self-sufficiency.
to be true. Etherites believe that science is an art. Theories Ruling Arcanum: Life
should be creative and elegant, inspiring wonder rather Rote Skills: Animal Ken, Medicine, Survival
than skeptical cynicism. Etherites squabble among them-
selves over ethics, theories and even fashion the Sons
of Ether wore goggles before the steampunks, after all.
Virtual Adepts
The second group of defectors from the Technocracy,
Etherites in Awakening the Virtual Adepts explores communications technology
and information theory. They began as Technocrats
As individualist mages with a technological, scien-
researching the possibilities of computing and the place
tific style, Sons of Ether fit Awakenings Free Council.
telephone conversations happen. They defected when
As a network of academic peers and rivals, however,
their free-wheeling ways clashed with the other Conven-
they might belong to the Mysterium too.
tions. Adepts discovered a sub-cosmos of pure information
Systems called the Digital Web and have popularized it among
Sleepers as the Internet. To an Adept, the Web isnt much
Academics and Science are the hallmarks of a Son different than mundane reality. The universe is just a very
of Ether. Many study Computer and Crafts as well. complex code one that can be hacked. Virtual Adepts
Most Sons of Ether invest heavily in their laboratories use telepresence, string theory, memetics, cybernetics,
and acquire the Hallow and Sanctum Merits. Adven- cognitive science, and radical human-machine interfaces.
turing Sons of Ether swear by obscure Fighting Styles
and Artifacts won from strange locales. Virtual Adepts in Awakening
Ruling Arcanum: Matter The anarchic, technomagical Virtual Adepts fit
Rote Skills: Academics, Crafts, Science with Awakenings Free Council. Some aspects of
the Adepts paradigm are very close to Awakenings
Verbena objective Supernal Realms. Their theories of Space as
an illusion of perception match the descriptions of
Heavily tied to the rhythms of life, Verbena are
Pandemonium taught by Mastigos mages.
witches, wise-people, and primal mages who focus on
the physical world rather than the shamanic magical Systems
style of the Dreamspeakers. Many Traditions claim to
be the eldest, but the Verbena tap into the primordial Computer is a mandatory Skill. Science and
aspects of human nature more than their fellows do. Academics are important, too. To participate in the
The Tradition believes in finding and safeguarding average theoretical discussion among the Adepts re-
Mythic Threads: ancient elements of magic bound quires a postgraduate-level education in physics and
into human culture and symbolism. They use blood, computer science, and the Tradition is ruthlessly,
sacrifice, soil, cycles, fertility rites, ritual dancing and unashamedly meritocratic. Mental Attributes arent
sex to fuel passionate, deep magic. just prized theyre venerated. Virtual Adepts who
cant walk the walk get trolled and flamed out of the
Verbena in Awakening Tradition. Mental Merits like Encyclopedic Knowledge
and Language are more valuable than the ability to
The Verbena resemble a Path the Thyrsus
make friends or be polite.
more than an order. All Pentacle orders contain
groups concerned with the essential qualities of the Ruling Arcanum: Space
Life Arcanum and the sensual, material elements of Rote Skills: Academics, Computer, Socialize

Chapter Two: Tradition and Order 23


Hollow Ones,
dustry, and exploration to conquest. In the 19th
Century, the Order reorganized into Conventions
Orphans and Crafts to better meet the demands of the new global, in-
dustrial age. The reformed Technocratic Union
In Ascension, an Orphan is a mage who isnt part set out the Time Table and suppressed dangerous
of a larger sect, either because her paradigm doesnt ideas, even including unorthodox science they feared
match any of the established groups or because she would threaten a steady progress toward Ascension.
wont or cant join them. The corresponding mages
Less advanced Technocrats dont know that
in Awakening are Apostates, mages who refuse mem-
theyre mages. Most of the Unions vast number
bership in an order.
of support workers, soldiers, and staff believe that
Also outside the main sects are the Crafts, societies theyre working for the government of a home
of Awakened who try to remain neutral in the Ascension nation, a university, or a corporation. Awakened
War. Most Crafts refused to join the Traditions when members join the conspiracy and a Convention,
the Council of Nine was created. Examples include the but dont learn that theres anything magical
Afro-Caribbean Bataa and the Persian Taftani. about their techniques until Gnosis/Arete 6 at
One Craft deserves special mention. Children of the that point they realize that theyre altering reality
Western Gothic-Romantic subcultures, the Hollow Ones through will. Most Technocrats possess the Focus
are mages with grab-bag paradigms of occult literature, Dependence Flaw (see page 12) and cant surpass
Victorian spiritualism, chaos magick, and ephemeral their foci even after the revelation, but the great
coolness. Theyre the Craft most aligned to the Tradi- crime of the Technocracys leadership is that they
tions, leading some mages to suspect that the Hollowers know the metaphysics of magic, but hide it from
might join the Council an idea that provokes cynical their own students and the world of Sleepers alike.
laughs from them, at least in mixed company.

Systems
The Five Conventions
of the Union
True Orphans have free choice of their second
Ruling Arcanum pick one based on paradigm. Most Five Conventions manage the Time Table and
Crafts possess a single Ruling Arcanum the Taftani structure themselves according to their specialties.
prize Spirit, for example. Hollow Ones developed Technocratic Conventions work together closely and
Death as their Ruling Arcanum by studying Victorian form a stable whole in theory, at least. In practice,
and pop culture afterlife beliefs. each Convention guards resources and advanced
Crafts teach rote skills based on their paradigm discoveries from the others and competes to push its
and magical methods. True Orphans have no way to own agendas across the greater Union.
learn rotes and begin without any Rote Skills. At the Each Convention possesses special Methodologies.
Storytellers discretion, though, an Orphan character Unlike the Traditions, where the overall group decides
may buy Rote Skills as three one-dot Merits. As a Craft, the second Ruling Arcanum in Awakening terms,
the Hollow Ones possess the Rote Skills of Expression, Methodology determines Arcanum for a Technocrat.
Occult, and Socialize. The Guide to the Technocracy and Convention Books
describe the Methodologies in detail.
The Technocracy
A worldwide conspiracy of willworkers, the
Iteration X
Technocracy believes that by influencing scientific Engineers and designers, Iteration X builds hardware
development and eliminating all non-Technocrat- for the Technocracy, striving to improve humanity by
ic paradigms they can shape the Consensus along perfecting its tools. Named after the sentient Computer
a Time Table that determines when humanity will the first AI who serves as the Conventions leader,
be ready for advances the Union currently keeps for Iteration X is infamous as a manufacturer of Technocracy
itself. The Masses will be safe and prosperous, but weapons and HIT Mark V cyborg assassins.
only under the Technocracys benevolent oversight. Rote Skills: Science, Computer, Crafts
The Union wasnt always this way. Success Ruling Arcanum: Biomechanics Life; Statisticians
corrupted the Order of Reasons good intentions, Fate or Time; Time Motion Managers Matter or Forces
turning protection to control, craft to brutal in-

24 Mage Translation Guide


New World Order
Propagandists and information-gatherers,
the New World Order (NWO) collects data and
creates truth for the Masses to consume. Relying
less on technology than the other Conventions
(except, perhaps, for the Syndicate), the NWO
edits history, manages a global network of spies,
and sends Men in Black to suppress inconvenient
truths.
Rote Skills: Academics, Subterfuge, Per-
suasion
Ruling Arcanum: The Ivory Tower Mind;
Operatives Mind; Watchers Space

Progenitors
Medics, biologists, pharmacists, and chemists,
Progenitors manage the Technocracys organic
creations. The most focused Convention, the
Progenitors develop new life forms in service to
the Union, perform surgery (both on the Unions
own members and its victims), and perfect the
human body.
Rote Skills: Academics, Science, Medicine
Ruling Arcanum: FACADE Engineers Life
or Mind; Genegineers Life; Pharmacopoeists Life

Syndicate
Economists, commercial planners, and
traders, the members of the Syndicate guide and
shape Sleeper economies to fit the Time Table. It
controls the Technocracys budget and influences
everything from organized crime to government
treasuries.
Rote Skills: Investigation, Intimidation,
Streetwise
Ruling Arcanum: Disbursements Space
or Mind; Enforcers Forces or Mind; Financiers
Prime; Media Control Mind; Special Projects
Division Spirit

Void Engineers
Void Engineers map the limits of the universe
and make it safe for Sleeper habitation. They pilot
starships through the Spirit Worlds night sky,
maintain Technocratic space stations (Horizon
Realms), delve into the realms of ghosts and ex-
plore other stranger locales. Void Engineers may
only still be members of the Technocracy because

Chapter Two: Tradition and Order 25


it suits their paradigm if the Union attempted to to improvise Perfecting and Making spells, but enjoy
impose upon them the internal controls it applies to a 1 Mana cost adjustment to Fraying, Unraveling,
the other Conventions, the Engineers might defect. and Unmaking spells.
Rote Skills: Crafts, Investigation, Science
Ruling Arcanum: Border Corps Division Forces; Marauders
Earth Frontier Division Space; Neutralization Specialist Marauders slip from overriding the Consensus
Corps Spirit; Pan-Dimensional Corps Spirit; Research to abandoning it. Broken Awakenings, great traumas,
and Execution Spirit or Prime or exceptionally potent Paradoxes drive mages to the
Marauder state, lost within solipsist universes of their
The Technocracy in Awakening own making. Their condition grows more extreme
In Awakening, the Technocracy represents a cross as they accumulate Paradox, changing how much a
between the mages who hide magic of the Guardians Marauders world diverges from the Consensus and
of the Veil and the secret masters of the world of how easily he traps others inside it.
the Seers of the Throne. In Awakenings backstory, In Awakening, Marauders acquire a new Trait
the Seers even proposed to the groups that became called Marauder Quiet, determining how divergent
the Free Council that they should join the Ministries their personal world is from reality. A Marauders rat-
instead and form a Technocracy. In a mixed game, ing begins between 1 and 3 dots, increasing whenever
your Union could be a Ministry of the Throne or a he suffers a Dramatic Failure on a spell and decreases
technologically-minded rival of the Seers. The Void when he interacts meaningfully with sane people for
Engineers are the most problematic Convention to a story; if it falls below his initial rating, it returns to
convert due to the vastly different outer worlds of the that rating at a rate of one dot per chapter.
settings, but if you import the Ascension-style Umbra
Marauder Quiet Description
along with the Technocracy, they work as described.
0 Temporarily sane
Nephandi and Marauders 1 One simple difference from reality or
a few very minor changes
Against the Traditions and Technocracy, two
2 A few simple differences, or one size-
groups of mages battle the Ascension War using magic able constant difference
fueled by personal madness and twisted Avatars.
3 The Marauder re-skins the world
Nephandi according to his delusions and no
longer experiences life as we know it
Antagonistic to other willworkers, Nephandi possess 4 A few major differences to reality
Avatars inverted by the Cauls of Oblivion and serve entities 5 Basic physics and causality are changed
hostile to existence itself. Where other mages feel driven to
6+ The Marauder vanishes from reality en-
create and perfect new realities, Nephandi want to torture
tirely and is expelled into a pocket universe
the cosmos. Their twisted Avatars can no longer lead them
to Ascension. Some Nephandi called barrabi fell from other Marauders are highly resistant to Paradox spells
factions. After the Cauls, such mages reincarnate as the are vulgar or covert depending on whether or not they
born bad widderslainte. Technocrats can be corrupted as adhere to the rules of a Marauders inner world. When
easily as Traditionalists. Nephandi possess Ruling Arcana a Marauder invokes a Paradox, transfer as many Paradox
and Rote Skills from their original sects. successes as his Marauder Quiet dots from the Marauder
Change Awakening Nephandi to fit your games to the next character to attract a Paradox in the same area.
cosmology. In Ascension, they debase themselves be- Marauders transmit their personal realities onto
fore the enemies of reality: demons, personifications of those around them through their nimbus and Reso-
Entropy, and the inhabitants of the Umbras farthest nance. Whenever a Marauder reveals his nimbus, roll
reaches. In Awakening, Nephandi could serve the his Marauder Quiet plus Gnosis aura bonus, penalized
Underworlds powers, beings from the Lower Depths, by the witness Resolve + Gnosis dots. If the Marauder
Astral evils, or Abyssal manifestations. succeeds, the victim descends into the Marauders
Nephandi practice Qlippothic magic through world, experiencing reality as the Marauder sees it. He
counter-Spheres of corruption. If your game uses follows that worlds internal definitions of covert and
Awakening magic, Qlippothic Arcana cant be used vulgar magic. The effects fade at the end of the scene.

26 Mage Translation Guide


Awakening to Ascension
Awakening doesnt have direct coun-
terparts to Ascensions Traditions, but
The Adamantine Arrow
it does have social organizations orders Adamantine Arrow mages believe that existence is
and Ministries that further their members war the universe is a maelstrom of opposing forces.
political objectives. These organizations They study conflict in all its forms, from hand-to-hand
also possess metaphysical beliefs, but these combat to mathematical game theory. Since ancient
arent paradigms in the Ascension sense times, they have served as the orders soldiers and
and only affect members magical practices defenders. Theyre reluctant to hold leadership posi-
in a few specific circumstances. No matter tions, preferring to swear sacred oaths to serve others.
the faction, all Awakening mages believe They can be honorable to the point of ruthlessness.
that they channel the laws of the Supernal Realms
through their souls to change Fallen reality. Their Ascension Adamantine Arrows
Paths, cultures and life experiences influence how they From an Ascension perspective, Arrow mages
practice magic. Magic is not the art of making these possess similarities to the Akashic Brotherhood and
beliefs real, however, but of transmitting a higher truth Euthanatos, including a warrior ethos, a strong sense
symbolized by many myths and rituals. of duty, and a willingness to kill for a higher purpose.
Orders and Ministries are worldwide organizations Although many Arrows are skilled martial artists, they
that have been affected by political considerations dont always practice their arts through a spiritual
in the world around them. Many outposts for these framework results matter more than enlightenment.
factions possess Eurocentric biases not because that They might see themselves as modern-day knights or
part of the world preserved more about the universal use cutting edge special operations methods. Some
truths of magic, but as a result of colonization and use the symbolism of chess or steal their enemies
conquest. Not every group of mages displays this bias. strengths through cannibalism.
Some prefer to fuse magics primal mythology with Systems
beliefs from other parts of the world and claim that As Ascension characters, Adamantine Arrows
these models are at least as true as Western counter- typically cultivate character traits to master conflict.
parts. Mages of the orders organize in small cabals In addition to Rote Abilities, they prize Alertness,
who resolve disputes through a local Consilium, and Awareness, Brawl, Dodge, Enigmas, Firearms, Melee,
only rarely act as global organizations. Seers belong to Stealth and Survival, expecting all members to under-
regional councils called Tetrarchies that encompass stand at least the basics of responding to threats and
multiple cities or contiguous territories. surviving in hostile environments.
Orders of the Pentacle Arrows often possess Merits linked to the Geasa
Flaw (Mage Revised, pp. 298-299) that represent
Orders belong to an organization called the Pentacle, magically binding oaths they have taken.
which furthers the practice of magic. Members of the Rote Abilities: Athletics, Intimidation, Medicine
Pentacle believe that the mundane world or Lie is a
cursed, twisted fragment of the universe that limits human
potential. Magic frees sorcerers from the Lie, and while
The Free Council
not every order believes that humanity should Awaken Throughout history, some mages have challenged
en masse to claim this freedom, they believe in preserving the orthodox view that occult study merely decodes
it for themselves and future sorcerers. The Pentacle was the secrets known to Atlantean mystics. Many stuck to
once known as the Diamond because it contained four quiet, isolated cults, but some challenged the orders
orders that claimed descent from the original social classes head on, believing that modern faith, philosophy and
of Atlantis. They changed their name in the early 20th technology could unlock new sorcery that human
Century after the Nameless mages without orders joined the innovation was magical. At the dawn of the 20th
Free Council and allied with them, but even before that, Century, these Nameless mages formed the Free
ancient traditions held a place for unorthodox outsiders. Council. In contrast to the other orders, this collective

Chapter Two: Tradition and Order 27


of so-called Libertines champion democracy, the free Guardians influence Sleepers through cults called
exchange of information, and magic ripped from living labyrinths, designed to direct all but the most sincere
cultures, not the dust of Atlantis. seekers toward petty social games and away from the
true secrets of magic. They discover more Awakenings
Ascension Libertines than any other order, but let most candidates pass to
If the Technocracy stayed true to their Craftmason other members of the Pentacle.
roots, championing Sleepers right to self-determina-
tion, they might have become something like the Free
Ascension Guardians of the Veil
Council. Libertines embrace culture on its own terms Guardians of the Veil bear a close resemblance to
and study the magical symbolism of human innovation. the Euthanatos in many respects. Both factions kill on
They embrace techn, a form of magic that incorporates the basis of a mystical ideology and believe they shoulder
technology and culture. This doesnt mean they believe the burden of sin. Where they differ is that Euthanatos
that other forms of magic are superstitious or that theyre kill to give souls a new reincarnation to either redeem
really using some kind of hypertechnology, but rather themselves or escape pain. Guardians kill when deception
that all human creations contain occult correspondences fails, to hide magic from petty and corrupt individuals.
which can be translated into magical theories. Some Systems
Libertines might utilize ideas familiar to the Sons of
The order needs members who can perform illegal
Ether and Virtual Adepts. Virtually any Tradition can
acts without flinching, lie easily, and maintain a sense
provide inspiration, with the proviso that members of
of righteousness no matter how dirty their hands get.
the Free Council dont believe in paradigms, but treat
In addition to Rote Abilities, such characters practice
them as practical tools.
Alertness, Enigmas, Investigation, Linguistics, Occult,
Systems Streetwise and Subterfuge. Their Willpower tends to
Eschewing the stereotype of sorcerer as a cloistered be exceptionally high, even by Awakened standards.
student of esoterica, Libertine characters usually devote The Arcane Background is extraordinarily common,
serious study to fields outside the occult. Any Free as are Backgrounds that establish multiple identities
Council member who wants to guide the order also through Influences and Contacts. In order to safeguard
needs to polish her social skills. Beyond Rote Abilities, information, members of the order never write down
the order pushes members to develop themselves in anything important; the Eidetic Memory Merit is com-
the fields of Academics, Computer, Expression, In- mon and even trained through classical techniques.
timidation, Linguistics and Performance. The Allies Rote Abilities: Investigation, Stealth, Subterfuge
and Contacts Backgrounds represent these persistent
ties to Sleeper traditions through friends in political,
religious and industrial fields. Many Libertines joined
The Mysterium
their order to follow a field that obsessed them before The scholars of the Mysterium believe that mag-
Awakening magic gives them a whole new reason ic itself is a living mystery. They devote themselves
to study. Mental Merits such as Ability Aptitude, to understanding it as an organism that constantly
Concentration and Lightning Calculator (see Mage changes, and even acts according to an unfathomable
Revised, p. 291) are common. consciousness. Once a mage Awakens, she earns a
Rote Abilities: Crafts, Leadership, Science connection to the living truth of sorcery, as well as a
responsibility to further its study, and never share its
Guardians of the Veil secrets freely. Mystagogues catalogue the strange books
and artifacts in their storehouses, or dare bizarre ruins
The Guardians of the Veil are spies, assassins and forgotten corners of the world to acquire more
and corruptors of occult knowledge, all to prevent stock. They possess more grimoires and supernatural
the secrets of magic from being discovered by the un- secrets than any other order, but wont give them to
worthy. To protect the Mysteries, they must become those with dark intentions, or mages who refuse to
the very people they would ban from the Art, so they pay knowledge is power, and must command a price.
comfort themselves with the belief that its justified in
the name of that great purpose and that in the end, Ascension Mystagogues
when Destiny unravels its last thread, someone will Members of the Mysterium would see much to
punish and forgive them. admire in the philosophies of the Order of Hermes

28 Mage Translation Guide


The Silver Ladder
and Celestial Chorus. The Hermetic focus on secret
signs and languages, as well as the obligations of
magic, has parallels in the order. Mystagogues dont The Silver Ladder believes that magic is a divine
necessarily see magic as God the way many Choristers right. Every man and woman is a god waiting to be
do, but believe it is a sacred, living thing. Modern born. The orders tharchs are their spiritual midwives,
mystagogues entertain ideas about magic as the data priests and viziers who enlighten humankind. In the
substrate of reality in ways that would be familiar to natural order, mages guide Sleepers and the Silver Lad-
more esoteric Virtual Adepts. der guides mages. It has been thus ever since Atlantis
Systems fell. The Lie is a realm of suffering the Exarchs made
The order often produces adventuring scholars, to keep humanity ignorant. The Exarchs are therefore
willing to dig their way into a cursed tomb to read weak, for anyone who requires downtrodden subjects
the ancient glyphs within. Beyond Rote Abilities, its and slaves is an unworthy ruler. The Silver Ladder
almost mandatory to invest in Academics, Aware- will unite the Pentacle, overthrow the Lie, and give
ness, Cosmology and Enigmas. Sticky situations call everyone the power they deserve.
for Alertness, Medicine, Subterfuge, and combat
Abilities. Most Mystagogues possess the Library Ascension Tharchs
Background thanks to the orders collections, and Hubris. Ambition. These are classic Hermetic traits
quite a few are able to borrow a Wonder for their in Ascension and provide a model for the Silver Ladder.
own use. The order is also a priesthood devoted to glorifying
Rote Abilities: Investigation, Occult, Survival humanity, a sort of Celestial Chorus where the One
is humanity. Human potential is also a theme found

Chapter Two: Tradition and Order 29


in the Akashic Brotherhood, though members of that Seers invent new Ministries to leverage human innova-
Tradition might not approve of the Silver Ladders tions in inhumanity, updating their methods of control.
egoistic spin. More than any other order, the Silver
Ladder places objectives above theory. Some of them The Four Great Ministries . . .
could even sympathize with Technocratic transhu- and the Up and Coming
manism, or the idea that the Masses must be guided The four most powerful Ministries claim to serve
to Ascension but not the Unions materialism or the high Archigentior Exarchs but their patrons
its desire to hide the supernatural. are called that because their Ministries are strong. In
Systems addition, one Ministry, Mammon, has grown strong
Tharchs train to be chaplains, leaders, and law- enough to challenge the others. Together, they are:
givers. They maintain the laws that govern Awakened Hegemonic: This ministry conspires against human-
society, believe themselves to be the best candidates ity through government institutions, but as governments
for high offices, and build conspiracies to battle the fade before corporate power, the Hegemonic Ministry
Exarchs influence and expose Sleepers to magic. Aside loses the firm grip it held on reality during the colonial
from Rote Abilities, they often master Etiquette, Intim- and imperialistic eras. It serves The Unity, Exarch of
idation, Investigation, Law and Occult. Some tharchs totalitarian rule. Rote Abilities: Etiquette, Law, Leadership.
are wandering judge-investigators called lictors who Panopticon: Serving The Eye, Exarch of surveil-
combine these Abilities with Alertness, combat skills lance, Panopticon Seers spy on Sleepers, mages, and
and Survival. Thearchs build conspiracies to develop even each other. They understand that surveillance is
Allies, Contacts, and Influence; many who feel driven by not just the act of watching but the oppression trans-
a grand purpose benefit from the Destiny Background. mitted by the feeling of being watched. Rote Abilities:
Rote Abilities: Expression, Leadership, Subterfuge Investigation, Stealth, Subterfuge.

Ministries of the
Paternoster: The Exarch called The Father bids his
Seers to worship him, and seed religions that exploit
Seers of the Throne. their followers around the world. By manipulating the
power of faith, agents of the Ministry create Sleepers
Ministries belong to the Seers of the Throne, a global who wait for God to free them instead of freeing them-
secret society that worships the Exarchs. Its members selves. Rote Abilities: Academics, Expression, Occult.
believe the Exarchs entrusted them with stewardship
of the world, which they must use to keep Sleepers Praetorian: Warrior-Seers in the service of The
from viewing the supernatural as anything but a men- Exarchs General use war as a tool to divide humanity.
ace beyond their comprehension and control. This, The fearful shadow of conflict obscures the way to
they hope, will prevent Awakenings except when the higher truths. Praetorian soldiers believe in a doctrine
Exarchs will it. Some Seer cabals (pylons) promote of total war, without ethical restraints. Rote Abilities:
disbelief. Others control religions to guide the flock Athletics, Intimidation, Streetwise
away from notions of personal empowerment. A few Mammon: This Ministry is not among the great
pylons plot to destroy civilization, or at least keep it four yet, but its star brightens while Hegemonics dims.
mired in eternal war. Mammons agents follow The Chancellor, patron
In return for hindering humanitys enlightenment, of commerce and materialism. Under his Ministrys
Seers grant their members the right to practice magic influence, Seers intensify scarcity and promote cap-
without being persecuted and virtually any pleasure italism over compassion. Rote Abilities: Academics,
the material world has to offer. Wealth and mundane Leadership, Streetwise.
political influence flow easily into Seers pockets. Seers Other Ministry Systems
looking for moral justification say that if people be-
lieved they could Awaken they might do so, shattering The Seers of the Throne possess significant worldly
the universe into fodder for the Abyss. power. Some enjoy the dubious honor of the Exarchs
Analogous to the Pentacles orders, Ministries wor- attention, filtered through portentous dreams and
ship a particular Exarch. Dozens of Ministries, ranging omens. In Ascension, use the following systems:
from pylons with delusions of grandeur to the four great Dream: Seers of the Throne may increase their
world-manipulating conspiracies, grow and die based on Dream Background rank during play. For Seers,
their plots successes against outsiders and internal rivals. Dream represents cryptic hints and commands

30 Mage Translation Guide


from the Exarchs. The higher the characters Resources and Wonder: Seers automatically gain one
Dream rank, the more specific and dangerous the dot in each of these Backgrounds. They may stack these dots
instructions. If the Seer ignores the command, with their own. Leaders acquire further dots up to five
other Seers with Dream receive omens that one of bonus dots, total. If you use the Status Background found
their own must be punished. in some Ascension supplements, a Seer gains one of these
bonus Background dots per dot of Seers of the Throne Status.

The Left-Handed in Ascension


Awakenings antagonists include the trauma because they committed morally degenerate
Left-Handed, mages who offend the ortho- acts, attempted to master Legacy attainments they
dox teachings of the Pentacle and Seers. werent ready for, or Awakened straight into a hell
Many Left-Handed are merely dissidents made from their broken spirits.
and eccentrics, but a few practice danger- In Ascension terms, the Mad utterly lack a con-
ous, even malevolent mystic Arts. Dozens science (and have Wisdom 0 if you use it), and dont
of Left-Handed Legacies face censure from regain Willpower the same way as other characters.
the orders if discovered practicing their Instead, each Mad one is consumed by a vile obses-
magical perversions, but four larger groups sion, such as the urge to magically mutilate humans or
stand out: the self-loathing Banishers, the loose dark spirits. If he indulges, the Mad one regains
soul-broken Mad, Scelesti who serve the Abyss, and the Willpower as though using Nature. If he is prevented
Tremere Legacy of soul-reaping necromancers. from doing so for a length of time equal to his Arete
in weeks, spell-like phenomena begin to manifest
Banishers in order to remove obstacles and force him to carry
Some mages achieve power in such a traumatic out his obsession. These resemble spells or Paradox
fashion that they become Banishers, sorcerers driven effects, but dont have to use Spheres the Mad one
by an instinctive disgust and fury who hunt down knows. In extreme circumstances, the effects even
other Awakened. Banishers with similar beliefs may manifest as spirit-like entities formed from the Mad
form cells to persecute other mages. They tolerate ones subconscious.
these alliances as long as all members share the same The Mad are incurably insane (and each has a
pathological hatred. permanent Derangement) but their broken states allow
A Banishers hate of magic doesnt help her learn them to achieve feats other mages cant when enacting
it. Banishers only possess formal training from the their obsessions. Mad ones obsessed with spell Effects
orders or Seers if they were once members, then went can cast them with Spheres they dont have. Those
insane. Most know little of magical languages and who employ Abilities to satisfy their obsessions gain
metaphysics and operate through instinct and zeal. automatic successes.
Banishers do not possess any Backgrounds or Merits Lastly, every Mad one possesses Arcane dots equal
that require occult training. to his Arete, even above 5. This supernatural occlusion
Banisher players (if you allow them) may trade in vanishes whenever he indulges his obsession, though,
any training-based trait for its experience point value. and returns at one dot per week.

The Scelesti
This category does not include Arcana/Spheres or
Arete/Gnosis, but does include Rote Specialties and
High Speech. Scelesti study the Abyss, and most serve the
maddening entities that dwell within. (Many of the
The Mad rest also serve, but unknowingly). The Scelesti master
The Mad are superficially comparable to Ascen- magic salted with Abyssal anti-reality. Many join
sions Marauders in that both lose touch with reality Legacies of their kind. They learn to summon lesser
and take comfort in delusions, but the resemblance (though still potent) entities called gulmoth, bargain
ends there. The Mad arent trapped in solipsist notions. with stranded acamoth, and navigate intrusions or verges
Theyve had their souls fractured by some exceptional from the counter-universe. They fill a role similar to

Chapter Two: Tradition and Order 31


that of Ascensions Nephandi, except that they
dont honor some corrupted principle of renewal
or chthonic entity in the Underworld. Instead,
Scelesti bargain with things from outside the true
universe that cannot even be called evil, because
evil is too comprehensible a concept.
Full membership in the Scelesti comes when
the mage joins an Abyss-corrupted Legacy. The
most commonly encountered factions learn at-
tainments that mirror Spirit summoning spells,
except that these actually call gulmoth to provide
service and information. Scelesti sometimes
learn new, tainted forms of magic Arts that
allow them to store and shape Paradox or inflict
Aggravated wounds. Otherwise, Scelesti Awaken
and learn magic like other mages.

The Tremere
After fleeing the destruction of Atlantis,
the Tremere cult searched for the secrets of
the soul until it fell under the sway of a mighty
vampire. The elder turned Tremere cultists
into a strange tribe of the undead, with powers
and weaknesses that set them apart from other
Kindred bloodlines.
They were slaves for centuries until they
found something capable of removing their curse.
This entity did not restore their souls, but left
them with a hungry spiritual hollow in its place.
After that, they either discovered an innate ability
to devour souls or perhaps just developed the
necessary attainments to survive. They became
what Awakened call Reapers, sorcerers who ha-
bitually steal and abuse souls.
Tremere consume souls in order to stay alive
and power their magic. Mages uncover them
when they steal too many Sleepers souls or try to
rip away the Awakened spark, given that Mages
souls are stronger and sustain the Reapers for
a longer time. A few scholars say the Tremere
possess other powers as well, along with a deep
agenda hidden in the inner circle of their Legacy.
In some ways, Awakening Tremere are the
opposite of their Ascension counterparts, the
vampire Hermetics of Clan Tremere. In an As-
cension game, Tremere may be former Tremere
vampires who were cured with exotic magic, or
could be what happens to ghouled mages when
cursed blood threatens their Avatars.

32 Mage Translation Guide


Tremere possess the following traits: 6. This requires an hour; the Tremere may try again if
Soulless: Tremere auras appear to be pale, much he fails. Finally, the mage can inspect the health of a
like a vampires, because they do not possess true souls. soul, to see if it belongs to a ghoul or other spiritually
They do not age, but require souls on a regular basis compromised being.
to sustain themselves, as described on the table in pp. 2nd Wicked Claim (Arete/Gnosis 5, Spirit/
365-366 of the Mage: The Awakening core rulebook. Death 3): The mage can attach a stolen soul to himself
For every week the Tremere needs a new soul yet or another soulless being. Tremere normally attach
goes without, the Tremere loses a point of permanent souls to themselves or allied Tremere to feed. Roll
Willpower. Once the Tremeres Willpower reaches 0, Charisma + Awareness (difficulty 8) in an extended
he suffers one level of aggravated damage per week action with intervals of one hour, but requires only one
without the necessary soul. This damage cannot be success. If the extended action botches, the mage loses
healed by normal or supernatural means (in Awaken- the soul. If the Tremere fails, it stays in its soul jar, or
ing terms, this is Resistant damage). When the Tremere vanishes if a soul jar was not used. The Tremere may
acquires a soul, the process reverses itself at the same also siphon Willpower points or Quintessence/Mana
order (health levels first, then permanent Willpower) from any being who has sustained at least one point
and rate (1 per week). The Tremere must either learn of aggravated damage. The Tremere must grapple his
the 2nd attainment of his Legacy or receive outside target and roll Manipulation + Intimidation (difficulty
help to attach a stolen soul and feed. equal to the targets permanent Willpower). Each suc-
cess drains one point of either trait (Tremeres choice).
Legacy: All Tremere belong to a Legacy. Nominally
a Moros (and other mages with Death as a Primary Optional Prime 3: With Prime 3, the mage may
Arcanum or either Spirit or Entropy as a specialty convert a stolen soul into Tass instead of storing it
Sphere) Legacy, any mage may join by seeking out in a soul jar. The mage creates Tass equal to the vic-
a Tremere teacher and suffering soul loss. Death is tims permanent Willpower + Quintessence or Mana.
the primary Tremere Arcanum if using Awakening When this Tass gets used up, the soul dissolves and is
Arcana. Spirit is its Ascension counterpart. Prime is lost, but is not consumed. It may be manipulated as
a synergistic Arcana, but only for the 2nd attainment. a soul as well the material form makes storing the
Tremere practice a number of morbid oblations in- soul easier, however.
volving corpses, graves and funerals. 3rd Supernal Theft (Arete/Gnosis 7, Spirit/
Tremere attainments consist of the following: Death 4): The Tremere may now steal Awakened
souls using the same rules for stealing Sleepers souls,
1st Hideous Stipend (Arete/Gnosis 3, Spirit/
except that the Tremere must now accumulate as
Death 2): The mage can steal a Sleepers soul. Roll
many successes as the victims permanent Willpower +
Charisma + Intimidating with a difficulty equal to the
Arete/Gnosis. The Tremere may also siphon Strength
targets permanent Willpower. This is an extended
dots from an opponent he successfully grapples. Roll
action with intervals of one turn; when the Tremere
Charisma + Occult (difficulty equal to the targets
accumulates as many successes as the victims perma-
Stamina + 3). Each success drains one dot, reducing
nent Willpower, he steals the soul. The Tremere loses
the target to a minimum of Strength 1. This power
the soul unless he places it in a specially prepared soul
lasts for the scene, after which the stolen Strength
jar. The attainment allows the Tremere to build one by
returns to the victim.
succeeding at a Manipulation + Crafts roll, difficulty

Chapter Two: Tradition and Order 33


Chapter Three:
Magic

Awakening and Ascension both present magic As the universe influences the Art, its practitioners
as an Art, a way to change the universe by manipulat- adhere to different rules. Even then, magics flex-
ing symbols. Beneath the superficial similarities, the ibility outpaces the categories its adepts create for
games reveal distinct supernatural universes where it, giving Storytellers opportunities to adjust the
mages acquire and shape symbols in different ways. rules to their liking.

Metaphysics
Ascension describes a world made nightmares create a Consensus that determines how
of beliefs made real; clashing myths, the universe functions. The Consensus once accepted
superstitions and dreams of scientific sorcery, but now Sleepers believe in science it works
progress. Awakening unveils a cosmos and magic usually doesnt. This is not necessarily a
of distorted truths and shadows of an conscious belief, but rather an acceptance that technol-
ultimate Mystery. Each setting develops ogy influences their lives and a dream of what it might
its premise into a structure for magic. do. Humans harbor still other beliefs too, in miracles,
witchcraft, and human potential. In certain places and
Consensual Reality situations, these Mythic Threads break the scientific
vs. the Lie
rules. Furthermore, some supernatural beings dont
depend on human belief. They obey ancient laws and
In Ascension, the Tellurian is shaped by the hidden cycles of Creation.
beliefs of billions of humans. Each of them possesses Awakenings reality doesnt bend to collective
an Avatar, a spark of mystic power and transcendental belief. Instead, humanity lives in a shadow of the
understanding. Most humans are Sleepers who cant ultimate truth, the Lie of the Fallen World. The Su-
consciously shape reality. Their beliefs, dreams and pernals radiance sustains the universe after crossing

Chapter Three: Magic 35


the Abyss of anti-truth, so its magical energies dilute might use alchemy or legends of the djinn, distilling each
and shift into the mundane laws of nature. By casting myth to its symbolic essence while practicing the outer
spells, mages call down the pure laws of the Supernal forms. Awakening mages can resort to pure visualization
Realms, imposing them on the Lie. This model not instead if they like, or perhaps use the secrets of Atlantis,
only describes a hierarchy of mighty realms, but also the ur-culture that knew the pure Supernal. Mages still
the geography of the soul. Sleepers cannot see the truth remember its sigils and High Speech.
of magic in their souls because a shard of the Abyss
lodged in their being distorts and hides it. Will vs. Imago
Paradigm vs. Symbolism In Ascension, a paradigm lays down a path for
the mages will. Until he transcends foci, he cannot
Ascensions mages develop a model to define walk the trackless land of pure willworking, but must
what magic can do and how they must do it. To resort to known theories and signs.
them, this describes the true nature of reality. They In desperate moments a mage might focus pure
build this paradigm from cultural sources, training, desire, using no foci, but this is difficult and taxing.
and personal beliefs. Sincerity and imagination are Unless the mage has already abandoned foci in a Sphere
as important as intellectual knowledge, so that even (or Arcanum, in Awakening conversions) it imposes
if a mage knows that other beliefs can also shape re- a +3 difficulty modifier in Ascension or (3 dice in
ality, he doesnt hold that in his heart not until he an Awakening conversion) and requires a point of
develops his understanding, transcends his magical Willpower, which does not benefit the casting.
tools, and perhaps Ascends. Each Tradition teaches
Awakening mages can cast spells through pure
a basic paradigm, while the Technocracy teaches that
visualization, creating an imago, a vision of the spell
science, modernism, and the secular faith of progress
to cast. The imago includes all the spells parameters
describes the ultimate truth. In each case, a mages
once defined, they cannot be changed.
paradigm determines how he casts a spell.
Only rotes require additional effort through the
In Awakening, the Supernal sends its symbols to the
use of gestures called mudras. A physically restrained
Lie for mages to interpret, hiding them in myths, esoteric
mage cant cast rotes but can use improvised counter-
religion, and strange science. Mages do not so much
parts. Mages can augment their spells with Atlantean
invent magic as discover it. Mages use these translated
secrets and other Supernal symbols, but magic never
symbols to encode their spells. In a memento mori, one
requires them.
mage sees the hidden Mystery of Death. Her companion

The Principles of Magic


Spellcasting (or in conversions, Arcanum) rank, as long as the
mage scores the required successes.
in Ascension Spellcasting guidelines on pp. 208-209 of Mage:
In Ascension, spellcasting is only The Ascension Revised determine these scales, though
limited by the number of successes the Storytellers can use some of the more abstract, descrip-
mage accumulates with an Arete roll. tive guidelines to overrule hard-coded progressions. In
Players do not apply dice penalties based most cases, though, Ascension mages spend successes
on the power they want to achieve. on the parameters of their Effects, as follows:
They score successes and then spend One Arete success equals:
them on aspects of the spell. Sphere rank primarily
determines the type of magic that can be performed, 2 Health Levels/points of damage (+1 to the total
but its power trait alteration, points of damage in- for Forces)
flicted, etc. is usually determined by the number A +1/1 adjustment to dice roll difficulties (max-
of successes scored. An Ascension counterpart to imum +/3); convert to /+ dice for Awakening.
an Awakening Shielding spell could provide any Remember that dice difficulty drops convert to
degree of armor no matter the characters Sphere bonus dice, and difficulty raises convert to penalties.

36 Mage Translation Guide


+1/1 dot in a game trait (such as an Attribute) Converting Ascension Spellcasting
1 target affected other than the mage to Awakening

In order to convert between systems, use Arete/


Duration factors (shift up one for each success Gnosis and Arcanum/Sphere equivalencies. Spellcast-
spent): one turn/one scene/one day/one story ing difficulties are a sticking point, as these modify
(multiple game sessions concluded by story expe- the target number to score a success on the die, which
rience award)/six months. Permanent duration never happens in Awakening. Instead, let spells re-
is possible at the Storytellers discretion, as long quire a minimum number of successes equal to the
as the mage accumulated double the required highest Arcanum/Sphere rank required, +1 for vulgar
successes in other factors. Effects, or the number of successes requires for an
Special factors for Correspondence, Gauntlet all or nothing Effect, whichever is higher. Witnesses
ratings, and Time as described in Mage: The subtract a die. For example, a vulgar Forces 3 spell
Ascension Revised. requires at least 4 successes. These successes may be
spent on spell factors such as damage and duration.
This structure divides spells into two types: all or
nothing spells that require a minimum number of
successes to be effective and spells that might function
Spellcasting in Awakening
with any number of successes. The spells type should Awakening recognizes two distinct types of spells:
be determined before rolling the dice, as failing to instant spells, cast as an instant action in a turn, and
reach the minimum successes for an all-or-nothing extended spells, which are cast over a longer period.
spell counts as a failed casting. Instant spells require one die roll, penalized accord-
Theres no hard and fast limit between instant and ing to the spell factors the mage wishes to incorporate
extended spells. Both use the same system. The inter- as listed on pp. 118-119 of Mage: The Awakening.
vals between spells are determined by the characters If the spellcasting roll scores one success, all built-in
paradigm and foci. Ascension mages are ultimately factors manifest. Conversely, extra successes only
limited to accumulating a number of successes equal enhance the spells primary factor on a 1-for-1 basis.
to Arete x permanent Willpower.

Chapter Three: Magic 37


In an extended spell, the mages player selects the Converting Awakening Spellcasting
spell factors he wishes to build into the spell as per to Ascension
p. 120 of Mage: The Awakening. These combined
factors generate the target number of successes for an Using Awakening-style two-factor dice pools dif-
extended spellcasting action, where each roll requires ferentiates magical abilities between characters, and a
a time interval determined by Gnosis as listed on p. set difficulty removes some of the probability oddities
121 of the Awakening core rulebook. in Ascension. The easiest way is to use Awakenings
In Awakening, a mages Arcanum rank sometimes spell factor tables for dice pools and set all spell dif-
determines a spells Potency and sometimes other ficulties at 7. Use Arete/Gnosis and Sphere/Arcana
factors as follows: equivalencies where applicable.
Trait Bonuses and Enhancements: Arcana that If you want to use floating dice difficulties, re-
grant bonus Attribute dots, Fate dice pool adjustments, member that Ascension difficulty increases translate to
and other enhancements are usually limited by the Awakening dice penalties, while Awakening bonuses
characters Arcana dots or the Arcana dots used to cast convert to lower Ascension difficulties.

General Conversion Consid-


the spell, regardless of the number of successes scored.
Extra successes may affect duration and other factors.
Shielding: Most spells using the Practice of erations
Shielding provide an armor bonus equal to the mages
The following comparisons illustrate differences
Arcanum rank, no matter how many successes the
between the games you can use to fine tune conver-
player rolled.
sions and hacks.
Spell Improvements: Some spells can be improved
if cast by a mage with more than the minimum Arcana Avatars and Souls
dots. Such benefits include:
Some Awakening spells manipulate souls
Advanced Area and Duration: To use these spell something Ascension magic doesnt do, because the
factors listed on p. 120 of Mage: The Awakening, definition of soul lies with character paradigms.
the mage needs to possess one dot higher than Though it is bound to a mages deepest being, Ascen-
the minimum necessary to cast the spell for each sions Avatar is not the soul and is generally impossible
advanced factor he plans to employ. to perceive or affect with anything less than five dots
in a Sphere or Arcanum.
Advanced Targeting: Certain spells that require
Without a soul, a mage gradually loses Willpow-
touch contact may be cast at sensory range as if
er and motivation; without an Avatar, he loses his
they were spells one dot higher than listed, and
magical abilities.
at sympathetic range at two dots higher. Similarly,
spells that normally affect individual targets may Conjunctions and Combined Spells
be upgraded to affect an area if cast at one dot
higher by spending a point of Mana/Quintessence. Both Awakening and Ascension use conjunc-
tional spells that require multiple Arcana/Spheres.
Personal to Target: Spells that normally only affect the mage Ascension doesnt have a special position on spells
(such as magical senses or Attribute enhancements) may that do more than one discrete thing simultaneously,
be cast on others as spells one dot higher than listed. though successes for each component need to be
The spell usually requires sensory range. spent separately. Awakening introduces the concept
of combined spells, where two spells can be cast as one,
Sympathetic Pattern Effects: Sympathetic spells on pp. 128-129.
targeting a Pattern require one dot higher than
usual in the spells primary Arcanum and a point Damage Types
of Mana or Quintessence.
In Ascension, damage types (bashing, lethal,
Spell improvement requirements generally stack, and aggravated) depend on the Sphere. for example,
so that a mage who wishes to apply an advanced du- Ascensions Prime 2 can enchant weapons to inflict
ration (+1 dot) to a normally personal spell being cast aggravated damage.
on an ally (+1 dot) requires 2 dots more than usual in
In Awakening, Practice usually determines
its primary Arcanum.
damage type. Fraying inflicts bashing damage,

38 Mage Translation Guide


Unraveling inflicts lethal damage, and Unmaking Living Things
inflicts aggravated damage. These guidelines do
not apply if the target is especially vulnerable to Ascension classifies some life forms as simple
an attack form. creatures that can be affected with Life 2. Awakening
uses a hierarchy of Base, Median and Advanced Life,
Awakening introduces a new damage type called
as listed on pp. 180 of the Mage: The Awakening core
Resistant damage. Resistant damage can be added to
rulebook. Certain spells will only work on certain types
any other type and when it is, it cant be healed with
of life. Check their descriptions for details. Ascensions
magic. It typically only manifests during Paradoxes and
simple creatures are the equivalent of Awakenings
Avatar Storm strikes in translation games. Ascension
Base Life and Median Life of Size 3 or less.
Paradox damage is not Resistant.
In Ascension, permanent magic can be cast with
Ex Nihilo Creation any Sphere rank as long as the Storyteller consents. If
the target is a living being, magical enhancements may
In Ascension, characters cant create something
invoke Pattern bleeding and/or permanent Paradox.
out of nothing the closest they can do is use Prime 2
Awakening does not allow permanent alterations to
to use free Quintessence as a raw material. Making fire
living creatures until a mage achieves archmage status.
appear out of nowhere is a Forces 3/Prime 2 spell,
for example. Awakening magic requires the Practice Quintessence vs. Mana Costs
of Making (5 dots) to create enduring manifestations
of the Arcana out of nothing, while lesser Practices In Ascension, mages use Quintessence to lower
can often generate temporary, limited Arcanum man- spellcasting difficulties by 1 per point (+1 die in a con-
ifestations out of nothing. version to Awakening) to a maximum of 3, and for a
small number of other tasks such as creating magical
Fast-Casting items. Awakening mages spend Mana on improvised
(non-rote) spells from non-ruling Arcana (1 point),
In Ascension, its possible to cast a spell while taking
on sympathetic spells (1 point), to inflict aggravated
another instant action in a process called fast casting. This
damage (1 point) and in other special circumstances
imposes a +1 difficulty penalty (1 die in Awakening
(where the cost varies).
conversions). In some cases, utilizing a focus takes up
the characters standard, instant action. The standard Rotes
action can be split using Ascensions multiple action
rules. Spells cannot be split with other actions and Ascension rotes require no special training out-
characters can never cast more than one spell per turn. side of Sphere knowledge, a paradigm that makes the
rote possible, and knowing the rote itself. Ascension
In addition, Ascension mages are allowed to ready
rotes provide 1 difficulty on casting (+1 die in an
most foci as a reflexive action theyre as well trained
Awakening conversion) but otherwise use standard
with them as a gunslinger is with her sidearms.
(Arete-based) spellcasting dice pools. Some rotes bend
In Awakening, spells are always normal, instant the rules for Sphere requirements or harness strange
or extended actions. In a high action chronicle you permutations in the nature of reality that most mages
might convert Ascension rules but otherwise, stick to are unaware of. Ascension mages learn rotes from
Awakenings native system. teachers or books (these need not be supernatural
items) that describe them. Any mage can design
Multiple Actions rotes that incorporate the Spheres he knows. To use
If you use the Storytelling system employed by Awak- Ascension rotes in Awakening, simply convert Sphere
ening, dont let magic confer the ability to take multiple to Arcanum.
actions. This holds true even if youre using the Ascension Awakening rotes are very different, requiring
setting with Awakening rules. Beyond Fighting Styles, the dedicated training to master. Learning a rote entitles
system doesnt support them. If you use Ascensions rules, the player to roll a three-factor dice pool of Attribute
you may allow Awakening spells that modify Initiative, + Skill (Ability in Ascension rules) + highest Arcanum.
Speed, and Defense to provide multiple actions instead. Mages learn rotes from each other, or from magical
Compare Acceleration (Awakening core, p. 262) to grimoires. Only Masters of the Arcana can create rotes
Distort Time (Ascension Revised core, p.193); these from scratch.
are equivalent spells from each system.

Chapter Three: Magic 39


After the six dots granted at character creation, affects Spell Tolerance, but otherwise runs on its
rotes possess the same costs as Merits assessed at a own the mage no longer controls it. This costs a
number of dots equal to the highest Arcanum required. dot of permanent Willpower, which may be regained
In Ascension, these translate as Backgrounds. To by spending experience points.
translate Awakening rotes into Ascension, convert
Skills to Abilities, and Arcana to Spheres. Convert Targeting
dice pools as follows: Beyond the general systems for spell targets and
If youre using standard Ascension spellcasting, areas in Awakening and Ascension, the games use
add the rotes Ability to its dice pool. different systems to aim magic.
Awakening spells can be cast at Sensory range out
If youre using a two-factor dice pool as in Awak- to 200 yards, or at Sympathetic range in conjunction
ening, use Awakenings three-factor dice pool with the Space Arcanum at greater distances. Some
for rotes as well. spells affect a targets Pattern directly and must contend
with resisted traits or resistance rolls. Other aimed
Simultaneous Effects, Spell Tolerance spells work largely like ranged weapons, as described
and Relinquishing on pp. 116-117 or Mage: The Awakening.
In Ascension, every two ongoing spells imposes Ascension allows a mage to affect any target in
a cumulative +1 difficulty penalty (1 die when con- line of sight to a maximum distance determined by
verting, or 1 per spell if converting to a two-factor the Storyteller. This can be enhanced further with
dice pool such as Arete/Gnosis + Sphere/Arcanum) Correspondence (requiring dots equal to the highest
to subsequent spellcasting attempts. Cancelling a spell other Sphere in the conjunction), Time, and other
requires a reflexive moment of concentration. conjunctions. Furthermore, attacks that aim an exter-
In Awakening, a mage may only maintain a nal object at another require a separate roll to strike
number of spells equal to her Gnosis + 3. In addition, using a paradigm-applicable dice pool Perception
she may tolerate a number of spells cast upon her + Occult for a Hermetic lightning bolt, or Dexterity
person (by herself or another) equal to her Stamina + Firearms for a Technocrats advanced pistol. These
score without penalty. Each spell cast by or upon her can be evaded as normal attacks; their successes can
after that point suffers a cumulative 1 die penalty inflict additional damage, where applicable.
per excess spell. Magical items count as half a spell Other Ascension spells are direct Pattern attacks that
for this purpose, and instant duration spells dont cannot be evaded because they magically alter the targets
count. In Awakening, Spell Tolerance also applies to essence or manipulate ephemeral aspects that cant be
other supernatural creatures, so that too many spells parried, dodged or forced away with ordinary abilities.
cast upon them will degrade their dice pools as well. Targets usually possess no inherent power to resist direct
These limits motivate Awakening mages to re- Pattern attacks, but might be able to use countermagic,
linquish control of the spells they cast. The spell still supernatural powers or raw toughness to prevail.

Arcana and Spheres


Ascension Spheres translate to Awak- Awakening Arcana are structured, objective forms
ening Arcana. Theyve got a lot in common of magic: pillars of the Supernal Realms with firm
after all, the former inspired the latter. Practices and powers. As shards of sublime truth, the
Ascension Spheres represent rough areas ten Arcana use more defined systems than Ascension
of expertise that were formalized early in Spheres. Nevertheless, mages not only blunder into
the settings history. They seem to represent phenomena outside the Arcana, but actively seek
universal categories, but mages have used them out to acquire Arcane Experience. The Fallen
other classifications in the past and argue world is not the Supernal; while the Arcana describe
about whether the Spheres identify nine phenomena, they only create them via magic.
universal forms of magic.

40 Mage Translation Guide


Practices Capabilities
Awakening Practices are formal magical capabil-
and ities, named and understood by mages. Awakenings
Ascension lists loose capabilities for each Sphere core rules provide numerous examples of the Practices
that follow general trends, not strict rules. For example, in action. Applying them to Ascension provides a more
one-dot Spheres always provide sensory abilities, and structured way to determine what magic can do. Be
a few (such as Mind) provide other minor abilities. aware, however, that offensive magic is substantially
Higher dots provide progressively wider arrays of abil- weaker in Awakening. Some Ascension magic inflicts
ities, and the fifth dot might include an exotic ability, aggravated wounds at rank three, not Frayings bashing
such as the power to survive the Deep Umbra or create damage. You might compromise by dropping Fraying,
consciousness. These capabilities are loose landmarks Unraveling and Unmaking prerequisites by one dot
of power the table below lists them, but dont treat in games tuned to Ascensions more intense action.
them like Awakenings strict Practices. If you want to The following table provides dot-by-dot compar-
relax Awakenings Arcana a bit, use these as alternatives. isons to get you started.

Arcanum/ Awakening Practice Ascension Capability


Sphere
Dots
Knowing: Examine phenomena Senses: Detect and examine phenomena
Compelling: Trivial influence of Self-Empowerment: Influence trivial phenomena related to person-
phenomena al capabilities
Unveiling: Detect phenomena
Ruling: Basic command of phe- Minor Influence: Command of basic phenomena or the ability to
nomena nudge phenomena, but not totally control them
Veiling: Conceal phenomena Trivial Pattern Influence: Certain non-Pattern Spheres may affect
Patterns in the most elementary ways. Examples: Enchant weap-
ons, conjure objects from another place
Shielding: Use phenomena as
armor
Weaving: Alter phenomenon Lesser Pattern Influence: Certain non-Pattern Spheres may target
capabilities Patterns with minor Effects at this rank (Pattern Spheres may
already do so). Examples: teleportation, cursing machinery
Fraying: Injure target (usually Minor Transformation: Transform one minor phenomenon into
bashing damage) another or with Prime, manifest it out of nothing
Perfecting: Improve phenomena Enhance and Repair: Improve phenomena, repair diminished or
damaged phenomena
Patterning: Alter phenomenon Greater Pattern Influence: Certain non-Pattern Spheres may target
type and major capabilities Patterns with powerful Effects at this rank (Pattern Spheres may
already do so). Examples: Convert matter to ephemera, curse
living creatures with disease
Unraveling: Injure target (usually Major Influence: Complex control over powerful phenomena
lethal damage)
Making: Create phenomenon Major Transformation: Convert or reshape powerful phenomena
Unmaking: Injure target (usually Legendary Influence: Perform a rare or exceptionally powerful
aggravated damage), annihilate feat that is normally not permitted
phenomenon

Chapter Three: Magic 41


Death lacks Entropys power to control probability,
Translating Arcana to Spheres and doesnt include the Spirit Spheres power over
Many Arcana translate directly into Awakening natural or Astral spirits.
Spheres and vice versa, but a few require special han- To convert Death to Ascension equivalents, find
dling translating ten Arcana into nine Spheres can out the experience point value of a dot rating by treating
get a little messy. Arcana and Spheres may cover similar it as a non-Ruling Arcanum. Include the value of dots
territory, but use different systems to define what mages the character received for free at character creation.
can do. For necessitys sake, the descriptions below Split this total in half and use it to purchase equal
provide rough comparisons for large, flexible domains. ranks of Entropy and Spirit. Give the character any
Storytellers should take ownership of the details, ad- leftover experience points.
justing basic conversions to fit individual chronicles. To convert Ascensions Spirit and Entropy Spheres
Remember that Arcana Practices and Sphere to the Death Arcanum, calculate the experience point
capabilities parcel out powers differently. Arcana value of these Sphere ranks. Use this experience to
abilities often manifest in stages, while Sphere ranks purchase as many dots in the Death Arcanum as the
provide the entire power. character possessed in the higher of Entropy or Spirit.
Use leftover experience to purchase dots in the Spirit
Death, Entropy, and Spirit and Fate Arcana. The character cant earn more dots
Awakenings Death Arcanum governs interac- in the Spirit Arcanum than she originally possessed in
tions with souls, ghosts, corpses, darkness, and the the Spirit Sphere, and cant earn more Fate dots than
Underworld. Death magic also includes the ability she possessed in Entropy. If this process leaves any
to drain targets of vital energy. These capabilities experience points behind, add them to the character
translate to several Ascension Spheres. Darkness sheet to be spent freely.
falls under Forces, and corpses are Matter Patterns. When should you convert Entropy and Spirit
Conjunctional Spirit and Entropy replicate Deaths Spheres to the Death Arcanum instead of Fate and
interactions with ghosts. Entropy 4 creates disorder Spirit? The following circumstances should encourage
and enervation in physical systems. Entropy 5 affects you to do so if:
mental and spiritual structures. The finished character is an Ascension Hollow One.

42 Mage Translation Guide


The finished characters concept is bound to Sphere and Arcanum possess broad similarities, specific
necromancy. This includes Legacies that deal with effects by rank vary between the games.
death and souls, such as Awakenings Tremere.
Matter
The finished character is a Moros or possesses
the Primordial Essence. Convert Matter Arcanum and Sphere dots either
way on a one-for-one basis. One notable difference
between them is that Awakenings Arcanum gradual-
Fate and Entropy
ly applies abilities that Ascension assigns by dot. For
The Fate Arcanum commands probability, condi- example, transmuting lead into gold is a higher-ranked
tional magic, curses, blessings and magical oaths. Fate Matter effect in Awakening, coming after the ability
also confers the ability to defy control or confinement to transmute between more common materials. In
based on a targets spiritual, subtle characteristics. As- Ascension, two dots allow transmutations to produce
censions Entropy Sphere includes Fates probability virtually any form of mundane matter. The Awakening
and oath control powers, albeit at different dot levels, Arcana also allow reshaping and property alteration
though not the explicit ability to escape magical control. in stages, while Ascension allows full access to such
At higher ranks, Entropy also confers control over capabilities at rank 3 and 5, respectively. Thaumium is
highly predictable phenomena, such as machines and the Awakening counterpart to Ascensions Primium.
materials (Entropy 3), living metabolisms (Entropy 4) Matter manipulates Patterns, and follows the guidelines
and ephemeral phenomena such as ideas (Entropy 5). for this form of magic from the system you choose.
In conjunctions, Entropy also tunes other Spheres
to affect deathly manifestations such as ghosts. Awak- Mind
ening assigns these powers to Death, not Fate. Convert Mind Arcanum and Sphere dots either
In many situations Fate translates directly into Entropy way on a one-for-one basis. Similar to Matter, Awak-
and vice versa. If the character doesnt fit into any of the ening parcels out capabilities in stages across ranks,
categories associated with Death users listed in the last while Ascension confers the entire range of a capability
section, convert his magic dot for dot in either direction. within each rank. Awakenings Mind Arcanum also
confers the ability to inflict lethal and aggravated
Forces damage abilities the Ascension Sphere does not
Convert Forces Arcanum and Sphere dots either confer outside of conjunctional spells.
way on a one for one basis. Awakenings Forces Ar- Note that in Ascension, psychic projection sends
canum works much like its Ascension counterpart, the mage into the Astral Umbra, while in Awakening,
subject to the usual differences in game systems and it sends her into Twilight or a targets dreams (some ex-
dot-by-dot capabilities. Both the Arcanum and Sphere otic applications may send the mage into Awakenings
manipulate Patterns and use the guidelines each game Astral Realms as a creature made of pure thought).
applies to Pattern manipulation.
Prime
In addition, Ascensions Forces can command
darkness (the province of Awakenings Death) and Convert Prime Arcanum and Sphere dots ei-
create illusions out of shaped light (as opposed to ther way on a one-for-one basis. Awakening Prime
Awakenings Prime-based phantasms). manipulates Mana, while its Ascension counterpart
affects Quintessence. Awakening Prime also includes
Life the ability to create illusions and animate objects by
Convert Life Arcanum and Sphere dots either manipulating threads of magical energy.
way on a one-for-one basis. Remember that unlike Ascension Prime confers the ability to enchant
the Ascension Sphere, Awakenings Life Arcanum items so that they inflict aggravated wounds at a lower
cannot cause permanent effects. In both games, Life rank than Awakening allows for such attacks, but
manipulates Patterns and plugs into relevant systems it most notably allows mages to create Patterns and
governing them. other phenomena out of nothing but magical power,
On the other hand, the Life Arcanum allows provided the caster possesses relevant conjunctional
practitioners to control animal behavior, while the Spheres.
Ascension Sphere requires Mind unless the player Hallows are the Awakening counterpart to As-
devises a clever rationale. Dont forget that while the censions Nodes.

Chapter Three: Magic 43


Space and Correspondence appropriate to convert Spirit and Entropy to Death
(see pp. 42-43 for details).
Convert Space Arcanum and Correspondence
Awakenings Spirit Arcanum does not affect ghosts
Sphere dots either way on a one-for-one basis. In
or psychic projections. Its Ascension counterpart does,
Ascension, Correspondence conjunctions require
though in some cases characters require a conjunctional
a rank equal to the highest rank among all other
Sphere. Awakening mages use Spirit to deal with the
Spheres used. If this is only rank 2, this imposes +1
Shadow, the equivalent of Ascensions Penumbra. The
to spellcasting difficulties (1 die when converting
Arcanum also possesses the ability to manipulate souls,
to Awakening). Awakening does not possess these
though Death is more commonly used for that purpose.
restrictions Space 2 is sufficient, but targets can
sense (and in some cases, step through) magical Time
portals and windows.
Convert Time Arcanum and Sphere dots either
Space and Correspondence sympathetic ranges
way on a one-for-one basis. Note that pre-casting spells
vary by game. See Mage: The Awakening pp. 114-
with conjunctional Time to unleash them later requires
115 for Space sympathetic ranges, and Mage: The
Time 2 in Awakening, but Time 4 in Ascension.
Ascension Revised, p. 209 for Correspondence
Awakening Time does not allow multiple actions.
ranges.
Ascensions Time 2 provides broad prophetic
Spirit ability; Awakening only allows immediate glimpses
of the future at that rank, but expands the ability at
Convert Spirit Arcanum and Sphere dots either
higher ranks. Finally, Ascension Time Mastery allows
way on a one-for-one basis, unless the character pos-
for significant (though risky) time travel. Awakening
sesses Entropy Sphere dots as well and it would be
doesnt, but allows mages to revise aspects of the past.

Paradox
Ascension and Awakening have Covert magic doesnt appear to be particularly
very different forms of Paradox, the unnatural or else it otherwise flows with the false
unintended consequences of magic. laws of the Fallen World, whether Sleepers would
Awakening Paradox inflicts frequent believe it or not. This corresponds to Ascensions
light consequences and twists spells coincidental magic.
from their intended course. Ascension
Paradox builds without apparent effect Improbable magic occurs when repeated covert
before backlashing with major injury or magic would attract the disbelief of Sleepers,
unpredictable warping of reality. whether theyre actually present or not. For game
purposes, treat improbable spells as vulgar. Mages
Abyssal Paradoxes can sense when a spell would be improbable; Sto-
rytellers should warn players when a spell would
in Ascension go too far before casting.
In Awakening, Paradox isnt a force but an event: Vulgar spells are unbelievable to Sleeper witnesses
an invasion from the Abyss that appears when magic or violate the rules of the Lie. In these situations,
breaks the Lies rules. A cage of unreality imprisoning the Abyss immediately reacts, attacking the spell
the Fallen World, the Abyss reacts when Supernal magic as its energies shake the cage of Fallen existence
rattles the bars. The Abyss isnt just an external force or as it emanates forth from a Sleeper witness
from beyond reality, however, but a curse afflicting all soul. This corresponds to Ascensions vulgar
Sleepers. They act as the Abyss unwitting agents. When magic, except that it doesnt always depend on
Sleepers see an obvious spell, their awe and disbelief aims whether witnesses would believe what they saw.
the Abyss at the source to infect it with counter-reality. Awakening doesnt use a separate classification
Covert, Improbable and Vulgar Magic for vulgar magic with witnesses, though witnesses
do increase the severity of a Paradox roll.
In Awakening, magic falls into three categories:

44 Mage Translation Guide


Invoking a Paradox as Dramatic Failures. On an Exceptional Success
(5+ successes), the character drops the difficulty of
Unlike Ascension Paradox, Awakening Paradoxes dispelling or countering the Havoc by 2.
arent based on a pool that accumulates, and none
Bedlam: Use as is unless you do not use Wisdom,
of it sticks around after it strikes. Instead, the player
in which case roll Willpower instead. Treat botches
makes a Paradox roll whenever her character casts a
as Dramatic Failures. To resist contagious Bedlam,
vulgar or improbable spell. Roll for a Paradox before
targets roll Willpower (difficulty 7).
rolling for the spell.
Anomaly: Convert all dice penalties to equivalent
Roll a base pool of one die per two ranks of Arete/
difficulty adjustments (the 2 dice to Death spells
Gnosis. In Ascension conversions, set the difficulty
imposed by an Aether Havoc becomes a +2 difficulty
at 7. Adjust the difficulty of this roll by a cumula-
penalty). Convert Arcana to Spheres when necessary
tive 1 for every previous Paradox roll made on the
based on the guidelines in this chapter. Replace the
characters behalf during the scene. Adjust it by 2 if
deja vu roll for Arcadia Havoc with a Perception +
Sleeper witnesses are present. Increase the difficulty
Awareness roll (difficulty 7).
rating in favorable circumstances: +1 for a rote, and
+1 for using a magical tool (or an equivalent focus). If youre using Ascensions cosmology, you may
replace Supernal Realm references with Anomalies
Each success generates the following effects:
based on paradigms. Apply the following guidelines
Consult Mage: The Awakening, p. 124 and based to construct them.
on successes scored, consult the table to deter-
Add +2 to the difficulty of an Arcanum or Sphere.
mine whether the mage invokes Havoc, Bedlam,
Anomaly, Branding, or Manifestation. Add +2 to a common, mundane Attribute + roll
diffuculty.
Each success increases the spells difficulty by +1.
A botch on the Paradox roll has the listed effect Select two other special effects from those listed
in Awakening for a Dramatic Failure. among all Supernal Realms that do not penalize
magic or mundane rolls.
Mitigation and Backlash Branding: Convert all dice penalties to equivalent
Mages may reduce the effects of a Paradox in difficulty adjustments. Base all Vice-based disfigure-
two ways: ments on the characters Nature instead. Some Bestial
Mitigation: Before the Paradox roll, the mage may Features provide natural weapons with damage ratings
spend Quintessence/Mana to increase the difficulty equal to the bonus listed. References to armor provide
of the Paradox roll by +1 per point. 2 bonus soak dice per point.
Backlash: After the roll, the mage may absorb the Manifestation: Use the spirit conversion rules
Paradox at the risk of injury and exhaustion. Each in Chapter Five to create the Manifestation entity.
level of Resistant bashing damage the mage willingly If youre using Ascension metaphysics, the Manifes-
endures eliminates one success. tation conforms to the casters paradigm, dominant
Resonance Traits, Essence, or some combination of
Paradox Effects these. The Manifestation might also appear as the
personification of an Arcanum/Sphere or cosmic
In games using Wisdom, consult the table on p. principle.
268 of Mage: The Awakening to determine a Paradoxs
duration. In games without Wisdom, subtract the Disbelief
highest number of Resonance traits the caster possesses
in a single category (Dynamic, Static or Primordial) In Awakening, most Sleepers forget that they wit-
from 6; this is the mages effective Wisdom for the ness improbable or vulgar magic. Page 274 of Mage:
purpose of determining Paradox duration. The Awakening provides the details. You can use this
rule without converting anything for Ascension games.
Apply the effects on pp. 268-274 of Mage: The
In Ascensions setting with Disbelief added, most
Awakening as follows:
Sleepers only clearly remember events that conform
Havoc: Use as is unless you do not use Wisdom, to the Consensus unless they invoke a witness deeply
in which case roll Willpower instead. Treat botches held beliefs.

Chapter Three: Magic 45


Paradox Accumulation
Spellcasting Result Coincidental Vulgar without Witnesses Vulgar with Witnesses
Dramatic Failure Highest Arcanum/ Highest Sphere/Arcanum used +1 (Highest Sphere/Arcanum
Sphere used used x2) + 2
Failure 0 0 0
Success 0 Highest Arcanum/Sphere used Highest Sphere/Arcanum used + 1
Exceptional Success 0 Highest Sphere/Arcanum used 1 Highest Sphere/Arcanum used

Consensus Paradox in
Accumulating Paradox

Awakening Mages accumulate Paradox points when they cast


spells, as the chart above illustrates.
Ascension Paradox is a pervasive force, a cosmic When a mage accumulates Paradox, it counts
Pattern that reweaves and tightens itself according to col- against his Quintessence/Mana maximum (in Ascen-
lective human will. When magic violates the Consensus, sion, this total is 20 for all mages, while in Awakening
a willworkers desires and beliefs clash with that Pattern, its determined by Gnosis). He can possess more
releasing violent energies. They form flaws, spirits, scour- Paradox than this maximum, but if his Paradox +
ing harm and even realms of existence, all for the sake of Quintessence/Mana total exceeds it, eliminate any
punishing the mage for assaulting the established order. excess Quintessence/Mana from his pool.
Coincidental Magic, Backlash
Vulgar Magic, and Witnesses
When a mage casts a spell that would accumulate
Ascension classifies magic based on whether or not Paradox and it increases his total Paradox points to 5 or
it violates Consensus reality. When Sleepers witness higher, roll a dice pool equal to his total accumulated
the impossible, Paradox strikes harder. This creates Paradox. Consult the following table for the next step:
the following categories:
Paradox Successes Effect
Coincidental spells trigger events that could have Dramatic Failure* All Paradox points discharge
happened without magical intervention, even if harmlessly.
they were unlikely to do so. This corresponds to Failure Nothing happens, but no
Awakenings covert category. Paradox points discharge.
Vulgar spells violate what Sleepers assume to be the 15 successes 1 point of Paradox discharges
laws of nature. This clashes with the Consensus per success. The mage suffers
even when Sleepers dont see it, creating magic 1 point of bashing damage per
thats vulgar without witnesses. This corresponds to success and suffers a Trivial
Awakenings vulgar category. Paradox Flaw.
610 successes 1 point of Paradox discharges
When Sleepers see a Consensus-breaking spell, per success. The mage suffers
it falls into the vulgar with witnesses category. In 1 point of bashing damage per
Awakening, witnesses modify Paradox rolls but success and suffers a Minor
not spellcasting rolls. Paradox Flaw.
1115 successes 1 point of Paradox discharges
Ascension doesnt use improbable magic the way
per success. The mage suffers
Awakening does, but utilizes the domino effect (successes 10) points of
(Mage: The Ascension Revised, p. 151). In a lethal damage and suffers a
conversion, impose a cumulative 1 die penalty Moderate Paradox Flaw.
for every two visible coincidences.

46 Mage Translation Guide


1620 successes 1 point of Paradox discharges
per success. The mage suffers
(successes 10) points of Paradox Botches
lethal damage and suffers a
Ascensions Paradox rules benefit from the classic
Severe Paradox Flaw.
Storyteller systems botch mechanic. In it, when all dice
21+ successes 1 point of Paradox discharges fail and roll 1 on the die face at least once, the character
per success. The mage suffers suffers a setback in addition to a normal failure.
(successes 20) points of
aggravated damage and a If youre adapting Ascension to Awakening
Drastic Paradox Flaw. The you may wish to keep this rule just for spellcasting
mage also experiences one of and invoke a Dramatic Failure and its Paradox
the following: 1 point of per- results on any botched roll.
manent Paradox, 1 Drastic
Paradox Flaw, a visit from a
Paradox Spirit, or entrapment
in a Paradox Realm. Instead of a standard Paradox, the Storyteller may im-
pose Quiet as described on pp. 199-200 of Mage: The
* Or botch, if you use the botch mechanic. Ascension Revised. Apply the table on p. 199 based
on Paradox pool successes, not the pool before rolling.
Paradox Delay
For every 24 hours during which the mage or her
A mages player may delay a backlash until the target possesses augmented Attributes or unnatural
end of the scene by spending a point of Willpower. capabilities, she must either expend one point of
She needs to spend 1 point of Willpower each time Quintessence/Mana or suffer 1 point of aggravated
a spellcasting attempt would force a Paradox roll. damage. This phenomenon is called Pattern bleeding,
The mage still accumulates Paradox points during and those suffering it are known as thaumivores.
this period, so that when the scene ends the mage
rolls a pool equal to all accumulated Paradox. Paradox Effects
Ascension mages have no way to reduce or eliminate
Paradox, but you may allow Awakening-style Mit- See Mage: The Ascension Revised pp. 194-198 for
igation. Choosing this option makes Paradox less information about Paradox. In Awakening, adjudicate
dangerous, and Quintessence/Mana more valuable. Paradox effects as follows:
Damage: Paradox in these rules is not resistant
Paradox Permutations damage. The mages magical style and the spell being
The following circumstances modify or supple- cast determine how it physically manifests as cuts,
ment Ascension-style Paradox: strange burns or other injuries.
Paradox Flaws: These are described on pp. 195-196
Each roll for an extended spell beyond the first of Mage: The Ascension Revised. Trivial Flaws have no
adds 1 Paradox point to the total. game effect, but are noticeable to witnesses. Minor Flaws
Powerful backlashes, each Attribute augmented beyond impose 2 dice to nonmagical actions for one turn per
the maximum for the mages template (in Awakening Paradox success. Moderate Flaws impose 5 dice to non-
its 5 or Gnosis, whichever is higher) and each unnatural magical actions for (Paradox successes 10) turns. Severe
feature (claws, extra limbs) imposes a point of permanent Flaws incapacitate the mage for (Paradox successes 10)
Paradox. Permanent Paradox points never discharge turns. Drastic Flaws cause a bizarre, dangerous effect for
during a backlash unless they were the result of aug- (Paradox 20) turns, or impose a permanent Trivial Flaw.
mentation or modification magic. In those cases, the Paradox Spirits: Treat these as Manifestation
permanent Paradox ends when the spell does. Abyssal Paradoxes triggered by Arcanum dots equal
to the backlash successes 20.
When Sleepers discovers a spell is unnatural after Paradox Realms: Storytellers adjudicate Paradox
the fact it suffers Unbelief. It adds Paradox points Realms. These usually challenge the mage with an enigma
and imposes a backlash (as a vulgar with witnesses or hardship related to the spell that triggered the backlash,
spell) as soon as this happens. This also causes the the mages personality and magical style, or the situation
spell to collapse. in which the backlash occurred.

Chapter Three: Magic 47


Chapter Four:
Game Traits
and Systems
This chapter describes the key differences between the core game systems for Ascension and Awakening.

Backgrounds, Merits
and Flaws
Backgrounds in Ascension repre- with the Merit in Chapter One. Ascensions other
sent a characters inherent qualities and mage-specific Backgrounds are already Awakening
social connections to the world. Merits Merits. Merits with the same names as Backgrounds
and Flaws represent minor advantages convert directly. Use Occultation for Arcane, Hallow
and disadvantages beyond the standard for Node, and Imbued Item, Enhanced Item, or Ar-
game traits. tifact for Wonder.
Merits in Awakening fill the roles of To convert Flaws, use the system on p. 218 of the
both Backgrounds and Merits. Flaws dont World of Darkness Rulebook to grant experience points
grant extra character creation points, when they hinder the character. Ignore the Flaws point
but act as an optional mechanic for gaining more value. Severe Flaws will interfere with a character more
experience as per the World of Darkness core rules. frequently, granting more experience points.

Ascension to Awakening Awakening to Ascension


When converting an Ascension Merit, the Story- The new World of Darkness uses Merits to cover
teller should look at Merits in the World of Darkness both Backgrounds and Merits from the original system.
Rulebook and Mage: The Awakening to see if it cor- The Storyteller should consult the Backgrounds and
responds to an existing Merit. If you use Awakening Merits listed in Ascension when running Awakening
rules to play Ascension, replace the Avatar Background using the older rules.

Chapter Four: Game Traits and Systems 49


Use Wonder for Imbued Item, Enhanced Item, If your character spends at least a turn (or what-
or Artifact. Use Arcane to represent Occultation and ever unit of time a ritual casting is using) describing
Node for Hallow. her spell using High Speech, she gains +1 die to her
In Ascension, High Speech becomes a Merit, not spellcasting dice pool.
a Background. In mash-ups, consider giving characters If your character marks the target of a spell with the
the Merit as a bonus for membership in a Tradition, High Speech description it will last longer, extending
Convention, or converted order to mirror the zero-cost the spell as if an extra success had been spent on its
benefit it provides for trained Awakening characters. duration.
High Speech takes a form dependent on your
High Speech (4-Pt. Merit) mages paradigm. Order of Hermes mages use Eno-
Your character knows High Speech: a mystical chian, the language of angels. Sons of Ether draw
or scientific language that allows her to describe her blueprints of their inventions. If appropriate, your
spells in detail, coding her will to ease the casting. mage may even use High Speech as a focus.

Arete and Gnosis


Both versions of Mage rely on a number of Arcana or Spheres a mage may master.
power trait that measures general Instead, mages may advance up to as many dots as
magical ability and the mages sublime their Arete in any number of Spheres or Arcana. An
understanding of the Tellurian. This trait Arete 5 Moros could possess 5 dots in all 9 Spheres or
both drives and limits a mages power. 10 Arcana, given sufficient experience points.
In Ascension this trait is Arete, while Foci (or Tool, High Speech and Mudra) Tran-
in Awakening it is Gnosis. This section scendence: As per Chapter One, Arete 6+ allows a
shows how to translate these concepts. mage to surpass foci without spending Willpower
and grants a dice bonus to Effects when he uses tran-
Arete in Awakening scended foci anyway.
Arete is derived from a Greek term for excellence If the character uses Awakening style magical tools,
or virtue. To develop Arete, the mage confronts her High Speech and rote mudras, he gains the benefits
innermost being in challenges arranged by the Ava- of magical tools or High Speech without actually
tar. When a mage uses these opportunities to reach using them, and never need to use rote mudras, for
out, understand the cosmos, and explore the subtle two Spheres/Arcana for each rank of Arete above 5.
bonds between it in the microcosm of a single will, Gnosis Functions: Use Arete as if it was Gnosis
she walks the path to Ascension. Arete has a number for any miscellaneous Awakening systems you wish
of applications in the Awakening rules set. to use, such as combining spells.
Arete Effects Increasing Arete
Spell Dice Pools: Arete provides the base dice pool To increase Arete, the mage must earn the required
for all magical spells called Effects in Ascension. To experience points (new rating x 8) and then undergo a
replicate Ascensions basic magic system roll Arete by Seeking: a vision quest where his magical consciousness
itself with no additional traits. The Arete dice pool (the Avatar in Ascension metaphysics) challenges him
is smaller, but its effects are more potent than the to demonstrate he understands its nature his Avatar
number of dice suggest. Each success translates into Essence or Path, depending on the rules you use. If
two spell factor ranks, including Potency, Target, Size, the mage overcomes a dream-obstacle that symbolizes
Area and Duration. Divide penalties for instant spells his magical nature, his player may spend experience
or resistant traits by half, rounded up. In cases where points on the increase.
you must count successes, treat each Arete success as Awakening characters earn Arcane Experience by
two Awakening spellcasting successes. encountering and investigating supernatural mysteries,
Limits on Magical Knowledge: Unlike Gnosis, which offset the cost of Gnosis. If you use this in As-
Arete does not impose limits on both the rank and cension, some of the cost of Arete can be paid for with

50 Mage Translation Guide


Arcane Experience the mage earns during his Seeking by spellcasting rolls always use difficulty 7, no matter the
examining the Self, he comprehends his souls Mystery. Sphere/Arcanum rank being used. If youre using As-
censions guidelines for magical effects, each success
Gnosis in Ascension is half as potent as an equivalent success rolled using
a dice pool based on Arete.
In Awakening, the power trait is Gnosis, another
Greek term with connotations of secret, mystical knowl- Power and Knowledge: The other effects of Gnosis
edge. A mages Gnosis grows when she confronts arcane cant be summarized in brief. Consult the Mage: The
mysteries and studies supernatural lore. This knowledge Awakening core, pp. 75-76 for more information. Apply
includes but is not limited to the secrets of Awakened the systems and tables on those pages whenever you use
magic. A mage who battles the undead or studies a Gnosis in an Ascension game. As Gnosis affects Mana
mystic artifact from outside the Atlantean tradition and Paradox, consult conversions for those systems on
gains a wider understanding of the universe. Gnosis pp. 46-47, of this book, respectively.
translates to Ascension rules in the following ways: Increasing Gnosis
Gnosis Effects To increase Gnosis, the player must spend expe-
Spell Dice Pools: Improvised spells use Gnosis rience as detailed in the Awakening rules, spending
+ the highest Arcanum/Sphere employed. (Rotes use new dots x 8. No Seeking is required. Awakenings
Attribute + Ability + highest Arcanum/Sphere.) Un- Arcane Experience may be spent to increase Gnosis.
like standard Ascension rules, converted Awakening

Chapter Four: Game Traits and Systems 51


Quintessence
and Mana
Just as both Mage games have a
power Trait, they both also have a
fuel Trait used by mages to enhance
their spells. The metaphysics behind
Quintessence and Mana are slightly
different, though, and leads to them
having different uses.

Quintessence in Awakening
Quintessence is the raw stuff of reality, the undif-
ferentiated fifth element from which all Patterns are
constructed. A low amount of free Quintessence perme-
ates the universe, gathering in Nodes where it sublimates
into Tass. Without special magical Effects, mages can
only acquire Quintessence by meditating at Nodes or
collecting Tass. Whenever magic creates anything from
nothing, it converts Quintessence into a Pattern.
In Awakening, Quintessence may be spent on all
of the uses for Mana described on p. 126 of Mage:
The Awakening. In addition, every Making spell also
requires at least one point of Quintessence, while every
Unmaking spell grants the caster a point after being
successfully cast. Adepts can spend Quintessence or
use a combined spell with Prime 3 Channel Mana
to draw it from a Node/Hallow or Tass to create
Patterns using the Practice of Patterning instead of the
Practice of Making, allowing them to duplicate some
Master-level spells by converting Quintessence into the
desired Pattern instead of building it from nothing.
Ascension-style mages in Awakening rules cant
regain Quintessence by Pattern Scouring or sacrifice,
and are limited in how much they can store and spend
by their Avatar Merit.
Note that Ascensions Quintessence should not
be confused with the legendary Quintessences used by
Awakening archmages.

Mana in Ascension
While Quintessence is the raw stuff of creation,
Mana is pure Supernal energy filtering into the world
across the Abyss. It flows into Hallows the way free
Quintessence gathers in Nodes and even forms Tass
in the same way. Patterns arent made of Mana the way
theyre made of Quintessence, but sometimes contain it.
Mana is easier to gain than Quintessence, but less
able to facilitate creation its the energy of magic, not

52 Mage Translation Guide


Oblations
Mages in both games refresh their personal
reserves of Mana or Quintessence by meditat-
ing at places of power. In Ascension, this is a
function of the Avatar Background. In Awak-
ening, its an ability of all mages. Awakening
calls this meditation oblation, and some mages
(especially those with Legacies) develop specific
oblations they can even perform outside of a
place of power.

adulterated, Fallen things. It may be substituted for


Quintessence for the purposes listed on p. 149 of
Mage: The Ascension Revised, except for building
new Patterns, which it cant do. Mages using Mana
in Ascension rules require three dots in a conjunc-
tional Sphere to convert one Pattern into another,
instead of being able to use Quintessence and Prime
2. If you use Spheres and Mana together, the fifth
dot in a Sphere also allows ex nihilo creation.
Mana can repair a mages Pattern. Spend 3 points
of Mana to heal one level of bashing or lethal damage.
They may degrade their Patterns to harvest it, using
the reverse effect. By scouring her own Pattern for a
turn, a mage can reduce one of her Physical Attributes
by one dot for 24 hours or suffer a level of aggravated
damage in exchange for 3 points of Mana.
In addition, unwholesome mages acquire Mana by
sacrificing living beings. In a ritual killing (not combat
the victim must be unable to resist), the mage gains one
point of Mana for every level of lethal damage she inflicts.

Resonance
and Nimbus
Mages in both games color their spells
with qualitative effects moods, tastes, and
feelings that leave a willworkers mark on his
spells. Mages recognize one anothers work
and Sleepers avoid such ominous phenom-
ena. Both games call these signs Resonance.
Ascension grades different fla-
vors of Resonance as three interrelated
traits. Awakening details mechanics for
the nimbus, an aura of Resonance that
surrounds a mage and becomes visible when she casts.

Chapter Four: Game Traits and Systems 53


Resonance in Awakening Nimbus in Ascension
Ascension mages possess three Resonance traits with dot Awakening not only includes Resonance, but
ratings ranging from 0 to 5. These traits correspond to the detailed mechanics for a mages nimbus her magi-
three parts of the Metaphysic Trinity Dynamic, Entropic, and cal aura, revealed when casting vulgar spells. To add
Static. In Awakening-based systems, use the following rules: this setting element to Ascension games, use the
following rules.
New characters begin with one dot in one Resonance
trait, assigning a descriptor (typically an adjective Every mage has a nimbus: a symbolic representa-
like Cold or Haunting) based on nimbus and tion of the Avatar interpreted through Resonance
Path. A character gains new dots during signifi- traits. The nimbus appears when she casts vulgar
cant magical efforts, including Seekings, Legacy magic or uses Resonance traits to enhance a spell.
initiations and magical Dramatic Failures. Players The nimbus is normally only visible to Awakened
may also purchase a new Resonance dot for (new using a spell to see it with Prime 1, Mind 1.
dots) x 3 Experience. If a character gains dots in a
second or third trait, add a new descriptor for each. When a mage casts a vulgar spell, all Awakened
onlookers are entitled to a reflexive Perception
When a mage successfully scrutinizes Resonance (see p. + Awareness roll (difficulty 6). Even one success
279 of Mage: The Awakening), she senses phenomena reveals all of the casters Resonance Traits.
based on the Resonance traits and descriptors of the sor-
cerers who generated it. Mages may also sense Resonance A mage can reveal his nimbus with a reflexive
from a nimbus with a successful Wits + Occult roll. Charisma + Occult roll (difficulty 6), even to Sleep-
ers, though this always filters through the mages
Ascension-style Resonance ratings replace the paradigm and may not appear to be supernatural.
Gnosis-based aura bonus with bonus dice equal If one of the mages Resonance traits would assist
to the characters highest Resonance 1. a Social roll, it reduces the rolls difficulty by her
dots in that trait to a minimum difficulty of 3.
When spell effects match the characters Resonance, This effect lasts for a single turn.
she gains a +1 die to her spellcasting dice pool

Wisdom in Ascension
Awakening introduces the concept of If his player fails, the mage grows a bit more callous and
Wisdom, a measure of the mages humility, prideful. He loses a dot of Wisdom and must roll his new
forbearance and compassion. All mages Wisdom rating as a dice pool. If his player fails that roll, the
begin with a Wisdom score of 7. Callous, mage acquires a derangement appropriate to the situation. In
hubris-laden or symbolically impure acts Ascension games, the characters Resonance may also deter-
cause a mages Wisdom to degrade and a mine the derangement selected. Make a note of the Wisdom
sharp fall can bring on madness. the character dropped to when he gained the derangement.
If a characters Wisdom drops to 0, he can no
Degeneration longer be played. In Awakenings setting, he becomes
Wisdom possesses a hierarchy of con- one of the Mad. In Ascensions setting, he might feel
ventional and Awakened sins listed on p. 79 of Mage: The compelled to enter the Nephandis Cauls.
Awakening. If the mage performs an act listed as a sin for Mages regain lost Wisdom by spending (new dots x 3) ex-
someone with his Wisdom or less, his player rolls the dice perience points. If a Wisdom increase raises it past a rank where
pool listed beside the sin, at difficulty 7. If the mage is fol- he gained a derangement, he recovers from that derangement.
lowing his Nature or Virtue, add 1 to 3 dice, depending on
how much his Nature/Virtue would compel the character Other Wisdom Effects
to act against Wisdoms code.
Wisdom also affects the severity and duration
If he succeeds on the roll, nothing happens on at of Awakening-style Paradox, as noted on p. 45. It
least a wordless, emotional level, the mage realizes his error. influences interactions with spirits and the most

54 Mage Translation Guide


malefic forms of magic, as noted on p. 80 of Mage: setting, references to the Abyss now convert to the
The Awakening. If you use Wisdom in Ascensions Nephandi and the powers they worship.

Virtue, Vice, Nature


and Demeanor
Ascension awards Willpower to a char- Monster: Virtue: Justice; Vice: Lust
acter who acts according to her true Nature Pedagogue: Virtue: Charity; Vice: Pride
(as opposed to her superficial Demeanor).
Penitent: Virtue: Faith; Vice: Envy
Awakening grants it to characters who act
upon their Virtues or slake their Vices. The Perfectionist: Virtue: Temperance; Vice: Pride
relevant systems can be summarized as follows: Rebel: Virtue: Hope; Vice: Sloth
Nature and Demeanor: A character Rogue: Virtue: Justice; Vice: Greed
who acts in accord with her Nature Survivor: Virtue: Fortitude; Vice: Envy
recovers 1 point of Willpower. Thrill-Seeker: Virtue: Hope; Vice: Pride
Virtue and Vice: Acting to fulfil a Virtue replen- Traditionalist: Virtue: Prudence; Vice: Sloth
ishes all expended Willpower. Acting to satisfy a Trickster: Virtue: Charity; Vice: Envy
Vice reclaims 1 point of Willpower. Visionary: Virtue: Faith; Vice: Pride

Converting Nature to Virtue Conversions and Convolutions


and Vice Consider the following options to convert per-
sonality traits between games:
Ascension Natures (Mage: The Ascension Re-
vised, pp. 96-101) roughly correspond to the following Nature/Demeanor to Virtue/Vice and Vice Versa:
new World of Darkness Virtue and Vice pairs (World Use the conversions as a starting point. If a player
of Darkness core rulebook, pp. 100-105): believes a Nature would correspond to a different
Architect: Virtue: Justice; Vice: Pride Virtue/Vice pair, allow it that wont break game
balance. An Awakening character can adopt which-
Autocrat: Virtue: Prudence; Vice: Wrath
ever Demeanor reflects his public personality.
Bon Vivant: Virtue: Hope; Vice: Gluttony
If you apply Nature and Demeanor to Awakening,
Bravo: Virtue: Fortitude; Vice: Wrath
let players recover all expended Willpower when the
Caregiver: Virtue: Charity; Vice: Pride character fulfills his Nature and 1 point when he satis-
Celebrant: Virtue: Hope; Vice: Lust fies his Demeanor in a particularly compelling fashion.
Child: Virtue: Hope; Vice: Sloth Maintaining the faade strengthens ones self-image.
Competitor: Virtue: Fortitude; Vice: Envy Nature/Demeanor Focusing Virtue/Vice, or Vice
Conformist: Virtue: Charity; Vice: Sloth Versa: Use Nature and Demeanor to clarify how a char-
acter satisfies a Virtue or Vice. For example, a Monster
Conniver: Virtue: Prudence; Vice: Envy
fulfills Justice by teaching a moral lesson through a brutal
Curmudgeon: Virtue: Temperance; Vice: Sloth example. This narrows the possibilities for Willpower
Deviant: Virtue: Hope; Vice: Gluttony or Lust recovery, so we suggest you use Awakenings more
Director: Virtue: Temperance; Vice: Wrath generous Willpower recovery rules. Satisfying a Virtue
Fanatic: Virtue: Justice; Vice: Wrath through the mages Nature recovers all Willpower.
Satisfying her Vice through her Nature recovers 1 point.
Gallant: Virtue: Temperance; Vice: Pride
Judge: Virtue: Justice; Vice: Sloth Nature/Demeanor and Virtue/Vice: Use both
Loner: Virtue: Fortitude; Vice: Pride sets of personality traits to add extra detail, and to
accelerate Willpower recovery. In this case, use the
Martyr: Virtue: Faith; Vice: Sloth Willpower awards from each traits original system.
Masochist: Virtue: Fortitude; Vice: Pride

Chapter Four: Game Traits and Systems 55


Chapter Five:
The Realms
Beyond
This chapter provides conversion guidelines for unearthly realms and spirits from each game.

Spirit Mechanics
In Ascension (spirit mechanics are in to a third to compensate. Base Charms on Influences
the Ascension Storytellers Companion), and Numina.
spirits possess the Willpower, Rage, and Spirits in Awakening that cross over into the phys-
Gnosis traits. In Mage: The Awakening ical world appear in the state of Twilight, incorporeal
(p. 317) they use Power, Finesse, and Re- and invisible except to those using spells to see them.
sistance. To translate a spirits core traits, Existing in this state bleeds Essence to survive for
convert Willpower to Resistance, Rage to more than a few hours, they require a host, an object
Power, and Gnosis to Finesse. or person to anchor them. Some spirits also can also
After converting its core traits, check use a Numen to become solid and visible. Ascension
its dot levels against the table on p. 317 of Mage: The doesnt include the concept of Twilight only spirits
Awakening to determine its Rank and Maximum Essence. with the Materialize Charm can cross over, and they
Assign a Size as per the World of Darkness Rulebook can stay as long as they like unless destroyed.
and add Resistance to produce Corpus. Pick Influences Spirit powers are called Charms in Ascension
according to the type of spirit and divide one dot per and Numina in Awakening. Many directly translate
Rank between them. Calculate the rest of its Advantages or possess thematic similarities Blast and Materialize
using those core traits and create an appropriate Ban. exist in both games, for example, while Material Vision
To translate a spirit from Awakening to Ascension, in Awakening and Peek in Ascension do the same
total its core traits to determine Essence. If the spirits thing. Some Charms should convert to Awakening
Corpus in Awakening is too high or low compared to Influences, especially when their names include the
the new Essence score, increase or decrease it by up words Create or Control. If a Charm grants a

Chapter Five: The Realms Beyond 57


spirit control over something relating to its domain, spirit dice rolls instead of one Gnosis rolls correspond to
it should be an Influence, not a Numen. Finesse + Resistance, Rage rolls translate as Power + Finesse,
To translate other Charms and Numina, decide if they and Willpower rolls should switch to Power + Resistance. If
require an Essence cost. Numina have higher costs than youre creating a new Numen based on a Charm that affects
Charms because, in Awakening, Essence doesnt serve as a another character, select a Resistance type and trait based
spirits health. The new World of Darkness uses two traits for on p. 202 of the World of Darkness Rulebook.

Outward Travel
Mages in both games use spells to needed for an Effect. In Awakening, it levies penalties
travel to most other realms, but each game to spellcasting dice pools.
features at least one outer realm accessed Both games distinguish between mental and
by other means. holistic travel, but the Sphere and Arcanum ratings
The basic concepts remain the same needed remain the same.
at least one spirit world is separated
In mental travel, a mage uses Mind 4 or 5 to leave
from the World of Darkness by a bar-
her body behind and experience her destination in
rier called the Gauntlet. In Ascension,
astral form, using Mental Attributes as Physical ones
the Gauntlets strength alters both the
and substituting Willpower for Health or Health
difficulty and the number of successes
levels. Mind 4 allows for brief trips, while extended

58 Mage Translation Guide


native matter of the realm. Both games use Spirit 3 as the
main requirement, though other Spheres or Arcana need
The Avatar Storm to be included to reach some realms. Holistic travel uses
the mages own Attributes, but if hes killed, hes killed.
Part-way through Ascensions metaplot, vast
cosmological upheavals filled the Gauntlet with Last, both games have realms that can be reached
shards of detached Avatars. After this develop- through special gateways (though some, but not all
ment, attempts to use magic to cross the Gauntlet require magic to open) or otherwise-mundane skills
injured mages who crossed over. In Awakening, and technology. Ascension mages can access the Digital
roll the casters Gnosis as a dice pool and apply Web through computers. Awakening mages access the
the successes as Resistant lethal damage. If this Astral Realms by meditating at Hallows.
knocks the mage unconscious, his soul becomes One piece of terminology might seem confusing
detached as per the rules in Awakening. Ascension mages refer to all mental travel as Astral,
and sometimes call the High Umbra the Astral Umbra.
Awakening Mind Adepts and Masters do use spells for
voyages require Mind 5. If a traveler dies on a mental mental travel, but for Awakenings purpose Astral typically
journey, she normally wakes up back in her body. refers to the Astral Realms while mental travel is simply
called psychic projection. Despite the name, and visitors
In holistic travel, a mage uses magic to physically transfer using Mental Attributes as though they were on a mental
himself to his destination, his body transforming into the journey, visiting the Astral Realms is something any mage
can do and doesnt require magic only an Awakened soul.

The Ascension Cosmology


Mage: The Ascension has a large Accessing the Low Umbra is difficult and dangerous.
cosmology, too big to give more than a It always crosses the Gauntlet and adds Entropy 4 and
summary of here. For more details, see Life 2 to the Effects Spheres (conjunctional Death 4
the Ascension core book, The Infinite and Life 2 in Awakening terms).
Tapestry and Digital Web 2.0. Most of Note that for space reasons we cant catalog many
Ascensions other realms are organized of the convolutions of Umbral travel, such as long-
into the overall title of the Umbra, divided term survival, the effects of crossing the Horizon, and
into High, Middle, and Low regions. The the rules for individual realms. When you encounter
High or Astral Umbra is the domain of these in Ascension sourcebooks, apply the conversion
concepts, mental archetypes, thoughts and guidelines elsewhere in this book.
emotions. The Middle Umbra or Spirit Wilds is the
animistic, shamanic universe of the essential natures
of all things, and the Low Umbra contains the lands
The Penumbra
of the dead. All versions of the Umbra are separated Upon crossing the Gauntlet, mages arrive in the
by the Gauntlet. Penumbra, the reflection of the world. Everything in
Crossing the Gauntlet with Spirit 3 alone allows a the physical world exists in the Penumbra, flavored
mage access to the Umbra most suited to her paradigm according to which Umbra the visitor is aiming for
the vast majority of Awakened go to the High Umbra, travelers en route to the High Umbra experience a
while especially primal mages like Verbena and Dream- vivid landscape of clear concepts. The Middle Umbra
speakers travel to the Middle Umbra instead. Mental looks more alive and vital (or corrupt with pollution)
travel allows access to the High Umbra only but doesnt and the Low Umbra contains a decayed, crumbling
have to cross the Gauntlet to do so. Some mages add recreation of the material world. Travelers bound to
Spirit 3 and Prime 2 to their mental journey spells to different destinations can still see each other. The
create ephemeral bodies on the other side, allowing them Penumbra, though, leads to the Umbra proper. Mists
to use their normal Attributes and explore further in swallow the traveler seeking a deeper voyage, and she
Awakening rules, this doesnt require Prime and can be finds a landscape that doesnt match anything on Earth.
achieved with either conjunctional Death 3 or Spirit 3.

Chapter Five: The Realms Beyond 59


The High Umbra
The realm of ideas, the High Umbra reflects the
thoughts of the universe. Mages travel it to study the
Consensus, bargain with archetypal spirits, and build
private worlds in the Horizon between its middle and
far regions.
The near region, where new arrivals appear, is
the Vulgate. Comprised of the collective thoughts of
humanity, the Vulgate is divided by culture. Every
society has a nation in the Vulgate, further divided
by time period as envisaged by modern humanity and
all arranged on an infinite river delta of language.
Spires rise from the Vulgate. These impossibly
tall and steep mountains house the archetypal
courts of gods and divine figures, and represent the
travelers individual struggles to reach higher reality,
separated by religion (or non-religion), spirituality
and cultural mythos. At its peak, travelers reach the
Epiphamies. The Epiphamies represent concepts
such as motherhood, or Newtonian physics,
as shaped by travelers paradigms.
Masters of Mind or Spirit can travel further,
entering a Horizon that appears as the travelers
paradigmatic vision of emptiness: from an ether-
filled version of space, a realistic vacuum, an
empty desert, or an endless gray void. The Horizon
contains High Umbral versions of Mercury, Venus,
and Mars (representing Correspondence, Life, and
Forces) and of more interest to most mages
the Horizon Realms. Pocket-universes constructed
with magic and terrestrial Quintessence, Horizon
Realms serve as laboratories and fortresses for the
Traditions and Conventions. Most possess stable
gateways back to Earth, allowing students to come
and go without a long and difficult journey.
Beyond the Horizon lie the other planetary
realms and the endless dark. The Void Engineers
explore new worlds there, while Nephandi wor-
ship horrors from beyond the stars. This far out,
theres no difference between the spiritual and
material realms.

The High Umbra in Awakening


If you import it into Awakening, decide if the
High Umbra replaces or complements the Astral
Realms. If it replaces the Astral Realms, decide
if mages can still meditate their way in without
magic. In certain conceptual realms, Ascension
Mind Effects replace Pattern Spheres. Awakening
Arcana dont work the same way their domains

60 Mage Translation Guide


remain constant and work just as well on conceptual Penumbra Gauntlet ratings become less onerous in
objects as on the real things. locations associated with deaths or hauntings.
Ascensions Horizon Realms seriously change
Awakenings assumptions. Awakenings archmages The Digital Web
create private realms, but visiting them is almost always a In Ascension, the Digital Web is the magical rep-
dangerous undertaking and they never act as strongholds resentation of connected electronic data everything
for less powerful mages. The great void beyond the Hori- from the internet to communications with the Voyager
zon might descend into Awakenings Abyss, separating probes. Anyone Sleepers included can experience
Ascension-style magical realms from the Supernal. the Web with a powerful computer and a basic virtual
The Middle and
reality rig, but most Virtual Adepts experience it as a
mental journey. Some Adepts enter holistically. In the
Low Umbrae Web, individual data sites or Sectors appear as anything
from basic, block-like representations of Sleeper websites
The Middle Umbra is an animistic, spiritual place, to the full 3D sensoria of a technomagical sanctum. Every
containing realms devoted to the city, pollution Sector links to at least three others through Conduits,
and so on. These arent realms of human thought, representations of Web links and data flows.
but the animistic reflection of material reality. The
Metaphysic Trinity of Stasis, Dynamism and Primor- Sleepers participate in the Digital Web by using the
dialism generate choirs of spirits. internet. Advanced technology and magical assistance
sometimes lets them access the elite features enjoyed by
The Low Umbra is a miserable place. Its self-aware
mages. By manipulating the Sectors behind ordinary
ghosts sense the living world through the Low Penum-
data, mages can send messages to and even magically
bra, but cant touch it. Below this, Dark Kingdoms
of the dead rise from a Tempest of roiling energy. A manipulate Sleepers. Technocrats and Virtual Adepts
Labyrinth in the deepest places houses entities who often use this method to encourage Awakenings. All
were never alive and monstrous ghosts who lost their this activity has led to the Web crashing twice, killing
humanity to nihilistic energies. holistically immersed visitors, ruining developed Sectors,
and giving rise to bizarre, haunted data.
The Middle and Low
Umbrae in Awakening The Digital Web in Awakening
The Middle Umbra resembles the Shadow, inso- In Awakening, mental Web travel requires Space
much as its Penumbra is an animistic reflection of the 2, but holistic travel (sending a physical form) is more
World of Darkness, but it goes much deeper to realms difficult than in Ascension, requiring a conjunctional
that dont match anything in the material plane. The Space 2, Life 4, and Forces 4 spell. Sending another
Shadow contains some places-that-arent, but theyre person requires an advanced version of these spells,
much rarer. Shadow spirits are more hostile, bound by raising the requirements by one dot.
an ecology of Resonance and predation. If your chron- The Web is easy to shape. Finding an unformatted
icle features Thyrsus intent on exploring the Shadow, Sector is increasingly difficult, but once found, alter-
though, you could merge the two to produce realms ing it only requires a form of meditation (intuitive
housing God-like, high-Rank spirits. programming and GUI manipulation) that anyone can
The Low Umbra, like the Underworld, is where do. This requires a standard meditation roll (see p. 51
ghosts are banished. In Awakening, ghosts fall to of the World of Darkness rulebook) or Intelligence +
the Underworld when they lose all of their anchors Computers, whichever is higher.
to the mundane world. In Ascension, ghosts begin The Digital Web is the easiest part of Ascensions
their existence in the Low Umbra, losing access to the cosmology to import to Awakening, as nothing like it
Low Penumbra when their obsessions and emotional exists in the new World of Darkness. The Web might
touchstones are spent. To covert the Low Umbra to be accessible through the Astral Realms in fact, it
Awakening, allow any Death magic that affects Twi- could be an entirely new frame of reference for the
light to make contact with the Low Penumbra as well. Astral, breaking the rules of realm hierarchies and
These spells must cross a Gauntlet (see Mage: The allowing access to digitally encoded data as well as
Awakening, p. 282). Unlike Spirit Gauntlets, Low human thought.

Chapter Five: The Realms Beyond 61


The Awakening Cosmology
In Ascension, the Tellurian contains mage imagines herself on a symbolic journey, winding
multiple, disconnected otherworlds and deeper into her soul. At some point she reaches a barrier
sometimes realms that change based on and pays a point of Mana to cross. After that, shes in.
the method of entry, supernatural tem- The easiest part of the Astral to access is an Oneiros
plate, or frame of reference. If theres that represents the travelers soul. Shaped by her mind,
a unified cosmology, its too subtle and it contains scenes from private thoughts, feelings, and
complex for all but the mightiest sorcerers memories. She can battle inner goetic demons, con-
and gods to comprehend. verse with her eidolon of higher drives, or confront
The Awakening core rulebook, the painful memories. Some mages use Mind magic before
Book of Spirits, the Book of the Dead, and Astral meditating to access the Oneiros of another person,
Realms describe some important realms. but if the subject is awake, his consciousness fights
the attempt.
The Astral Realms Deeper meditation leads to the Temenos, the shared
Mages dont need spells to enter Awakenings soul of all human beings. Every idea ever shared by two
Astral Realms. They just need to meditate at a Hallow or more people can be found here, from languages, to
or a magical location called a Demesne. A meditating religions, basic ideas, archetypes, histories, and every

62 Mage Translation Guide


The Shadow and
story ever told. Navigation is a matter of word-associa-
tion and correspondence, or finding one of the realms
of a concept relating to travel. the Underworld
Further exploration takes mage to the Anima
Awakenings spirit world is called the Shadow
Mundi, the Dreamtime or soul of the world itself.
and superficially resembles the Middle Penumbra.
After crossing a boundary representing the limits of
Unlike Ascensions Penumbra, theres no Metaphysic
human thought, a long and difficult journey brings
Trinity. Spirits prey on each other for Essence, growing
the mage to realms representing the world, the souls
strange when their meal doesnt possess the proper
of animals, plants and places, and finally to the sky,
Resonance. Hawk spirits that eat mouse spirits stay as
the planets, and the stars. At the very end of reality a
they are. Mouse spirits that eat hawk spirits turn into
black ocean the Abyss bars souls from Supernal
something unusual and perhaps dangerous.
truth. The deeper a mage journeys, the more the
Anima Mundi threatens to scatter her soul. She must Like the Low Umbra, the Underworld is the
use her will and ego to literally hold her Self together. Land of the Dead. An endless labyrinth of tunnels,
catacombs, and caverns, it is filled with ghosts who
The Astral Realms in Ascension lost their grip on the world and whove had their
faculties restored by the Underworlds deathly energies
Many Astral locales reflect parts of Ascensions and realize what theyve lost. The upper reaches of the
Umbra. The Temenos resembles the High Umbra. The Underworld resemble the underground of wherev-
Oneiros is like the Epiphamies. The Anima Mundi er it was entered from, through intangible gateways
shares qualities with the deeper Middle Umbra. The far with morbid Resonance that can be opened by Death
shores of Abyss is the closest thing Awakening has to spells or a unique, nonmagical key. The Underworld
a Horizon. In a translation game, decide which to use is divided by rivers. Each requires a toll to cross, and
based on your groups preferences. The Oneiros could the deeper a traveler goes, the stranger it gets.
be the best place to add to Ascension. You can seat
the mages Avatar there, and make it the place where The Shadow and the Underworld
Seekings happen. In Ascension, the Avatar probably in Ascension
possesses ultimate power over the mages Oneiros and
may represent both higher and lower drives. Use Ascension rules for entering the Umbra with
To use the meditative aspect of Astral Travel Spirit to enter the Shadow, except that all mages can
in Ascension, assume that travelers require a Node start their visit there, regardless of paradigm. To enter
with Resonance appropriate to their own. Roll Wits the Underworld of Awakening requires Conjunctional
+ Meditation, Difficulty 7. Use Awakenings success Spirit 3/Entropy 2 at a gateway, or temporary existence
requirements and charge Quintessence instead of as a ghost using the methods for entering Ascensions
Mana where applicable. Low Umbra.

Chapter Five: The Realms Beyond 63


Chapter Six:
Character
Conversion

This chapter takes you through converting characters


by way of two examples: Ascension signature character
Mark Gillan from Tradition Book: Order of Hermes Conversion Notes
Revised, and Maculda, described on pp. 71-75 of Mage: To clearly highlight the differences between
The Awakening. Mark is an experienced character and character creation methods, weve chosen to
therefore an example of converting an existing character convert these characters fully into each game,
instead of starting from scratch. Maculda demonstrates instead of using the options presented else-
how to convert a fresh Awakening character. where in this book for mashing up mechanics.
Think of this process as a guideline, not a strict For example, Mark Gillan is an Obrimos here
set of rules. Adjust it to fit your game, especially if you rather than using the rules in Chapter One
plan on merging Ascension and Awakening into a for importing his native Ascension Questing
personal version of Mage. The process works should Essence into Awakening.
work for long-running or new characters.

Ascension to Awakening
Concept Awakening rules build characters as normal
humans first then apply a supernatural template in a
The most important thing to consider later stage, but its not cheating to create your mere
when converting a character from Ascension mortals with Path, order and magical capabilities
to Awakening is the concept. Will it even in mind.
work in the new World of Darkness? Some Born on a military base, his life controlled by his
characters Technocrats in particular strict father, Mark Gillan learned how an ordered mind
dont translate well and require more work. could accomplish great things. After his fathers ran-

Chapter Six: Character Conversion 65


dom death and his own rebellion-fuelled exploration of standard success in the Ascensions Storyteller system is
Sleeper magic, he learned that chaos destroys order three successes but in Awakenings Storytelling you only
better to be an agent of change than its victim. Hes need one. In Awakening, lower traits are more effective.
a former member of House Flambeau in the Order Thus, characters begin with fewer dots. Remove two dots
of Hermes, a political leader known for his ability to from the characters primary category and one from his
see if structures can be saved or must be destroyed. secondary category. The fifth dot of an Attribute costs two
Marks magical style House Flambeau are dots if purchased during character creation, but doesnt
Iberian fire-mages suggests the Obrimos Path. His have a special cost if purchased with experience points.
drive to reform magical society, ripping it apart if Mental Attributes in Ascension are Perception, Wits,
necessary, fits the Free Council. and Intelligence. In Awakening, Perception rolls are han-
dled with Wits + Composure. Resolve occupies the space
Attributes Perception left, but doesnt replace it instead, its used to
resist unwanted mental influence and bolster Willpower.
Attributes are mostly the same in the Storytelling
system, especially the physical Attributes, but some Social Attributes are the most different. In
differences need to be explained. The threshold for a Ascension, theyre Charisma, Manipulation, and

66 Mage Translation Guide


Appearance. Charisma and Presence are analogous, need the Languages Merit, and removing the Abilities
but Appearance is a Merit in the new system. The that dont exist as Skills leaves him with Academics
third Awakening Social Attribute is Composure, 3, Computer 2, Investigation 2, Medicine 1, Occult
which measures the characters resistance to panic 4, Politics 1, Science 2; Athletics 2, Brawl 2, Drive 2,
and social influence. Firearms 2, Stealth 3, Survival 2, Weaponry 1; Expres-
Marks primary category is Mental; he has four dots sion 1, Intimidation 1, Persuasion 1, Streetwise 2, and
in each Mental Attribute. Convert that to Awakening Subterfuge 2 still more than a starting character,
by removing two dots from this category and changing but hes lost more than 2/2/1 dots, so those will do.
Perception to Resolve. Mark needs to be quick-witted Marks player picks Skill Specialties in Investiga-
and perceptive, so his player drops Intelligence and tion (Supernatural), Occult (Gematria he had this
Resolve to 3 and leaves his Wits at 4. His secondary in Ascension) and Science (Explosives, to replace a
category is Physical, with Strength 3, Dexterity 3, Demolitions Specialty from his lost Technology Abil-
and Stamina 4. His player applies the one dot drop ity). Investigation isnt his best Skill, but the choice
to Stamina, leaving it at 3. Last, his Social Attributes fits his concept.
are Charisma 3, Manipulation 3, and Appearance 2.
Converting them to Presence 3, Manipulation 3, and Mage Template
Composure 2 still leaves Mark with a perception dice
pool of 6, in keeping with his old Attributes. At this point, the Sleeper Awakens to become
a mage. Add Path, order, Rote Specialties, Arcana,
Skills and Specialties Gnosis, and Mana.
Find out if the Storyteller uses Awakening Paths
Where Ascension has Talents, Skills, and Knowl- and orders or Awakening adaptations of Ascensions
edges, Awakening uses Physical, Mental, and Social Essence and Traditions. Apply Rote Specialties, grant
Skills. The list of skills available and the number of an extra Attribute dot, and determine Ruling and
dots available at character creation vary between games. Inferior Arcana.
When converting a character, remove any dots in skills
Awakening employs 10 Arcana instead of nine
with no equivalent in Awakening and check that the
Spheres, but both games provide six dots in these
number of dots matches the 11/7/4 totals rather than
magical fields at character creation. Ascension char-
Ascensions 13/9/5, or reduce experienced characters
acters begin with one dot in their Traditions specialty
by 2/2/1 if they havent lost enough dots by removing
Sphere. Otherwise, players invest the other five dots as
now-redundant Abilities. The fifth dot of a Skill costs
they wish, up to the limit of a characters Arete rank.
two points at character creation but possesses no extra
experience point cost. Awakenings Gnosis caps Arcana according to
the table on p. 76 of Mage: The Awakening. Pick
Some Abilities shift categories in the transi-
three Arcana for a character: two Ruling and a third.
tion. Awakening rotes use Attributes and Skills, so
Assign two dots to two of these Arcana, and one dot to
Storytellers should feel free to tweak conversions to
a third. Lastly, add a remaining dot to any Arcanum,
competently cast the rotes they would know. Replace
including initial picks.
Linguistics with the Languages Merit. Some Abilities
have convert to Skills with new names. Melee becomes To convert an Ascension character with the En-
Weaponry. Leadership and Law translate well to Persua- tropy Sphere, decide if her focus was Death, Fate, or a
sion and Politics for many concepts, and Performance split between the two as discussed in Chapter Three.
and Expression have been merged. Correspondence converts to Space.
Finally, remove automatic Ability Specialties at 4 Convert Arete to Gnosis on a one for one basis.
dots and higher, but add three free Skill Specialties in Ignore Quintessence; calculate the characters new
converted Skills. The player chooses these Specialties Mana pool according to her Gnosis trait.
from her Ascension sheet or tweaks her character a Marks player converts him to an Obrimos
bit to fit Awakenings themes. Libertine. Marks Path nets an extra dot of Resolve,
Mark is an experienced character, and has far bringing his final rating to 4. Marks Free Council
more Talent, Skill, and Knowledge dots than a starting Rote Specialties are Crafts, Persuasion, and Science.
character would. He only possesses a single Knowledge His Ruling Arcana are Forces and Prime, and his
at 5, though, and thats Linguistics noting that hell Inferior Arcanum is Death.

Chapter Six: Character Conversion 67


Advantages
Marks Spheres were Correspondence 3, Forces
4, Matter 2, Mind 2, and Prime 1. Thats actually
a valid build for an experienced Obrimos his Awakening Advantages derive from Attributes
initial Arcana would have been Forces 3, Matter or govern personality and morality. Characters also
2, and Prime 1. Correspondence changes to Space, receive a Virtue and Vice. See the conversion lists in
and his Arcana remain at the same levels as his Chapter Five.
old Spheres.
Marks Advantages work out to Defense 3, Health 8,
Marks Arete 5 becomes Gnosis 5, granting him Initiative 5, Wisdom 7, Size 5, Speed 11, and Willpow-
a maximum Mana pool of 14 and all the other Gno- er 6. His old Nature and Demeanor of Architect and
sis-dependent systems in Awakening. Loner convert to the Fortitude Virtue and Pride Vice.

Merits Final Touches


Awakening Merits map to Ascension Backgrounds Only the last few details remain. An Awakening
and Merits. See if any Backgrounds have corresponding character needs a Magical Tool and nimbus descrip-
Merits first and remember to buy the Striking Looks tion as per pp. 89-90 of Mage: The Awakening. Use
or Language Merits if the character had a high Ap- Ascension foci and Resonance Traits to guide your
pearance Attribute or Linguistics Ability. The Avatar conversion.
Background doesnt have any purpose if youre using a
Starting Awakening characters get six dots worth
straight conversion to Awakening, but optional rules
of rotes. Look through Awakenings spells and select
for it as a Merit are in Chapter One. Optionally, you
those appropriate to the characters concept. Look at
may refund Avatar and other unsuitable Ascension
non-Ruling Arcana spells in particular; these are more
Backgrounds and Merits as bonus Merit dots, but only
cost-effective to buy as rotes because they dont carry
if this doesnt provide more than 7 starting Merit dots
the improvised spell Mana charge.
as per Awakenings rules.
Mark was a Hermetic. His description notes that
Note that order members get the High Speech
he carries a lot of minor charms and amulets. If one
Merit for free, even when theyve been converted
of these is a steel or gold coin on a chain, marked with
from Ascension.
the Atlantean pentagram, it would make for a good
Mark was an expert Linguist it was his best Path-based Magical Tool.
Ability so he needs Languages 5 to cover his
Marks Resonance Traits were Static (Crystalline)
old Knowledge. His Allies 4, Contacts 5, and Re-
and Dynamic (Chaotic), equally balanced at 3 dots.
sources 3 all transfer easily. His Arcane 3 becomes
His nimbus appears as a feeling of overwhelming
Occultation 3. His Wonder 3 represents loaned
energy spreading out from him, cracking reality like
items from other mages when he needs them.
splintering glass.
This is better represented as Status: Free Council
3 in his new setting. Marks player adds rotes. He buys Ballistic Target-
ing (Space 1), Escape Hatch (Space 3), and Sword of
the Slayer (Matter 2).

Awakening to Ascension
Concept into a member of a minor Hermetic House, a Celtic Eu-
thanatos, or even a Dreamspeaker. Nevertheless, Verbena
In Ascension, the Concept phase is probably the best baseline Tradition for conversion.
includes Tradition (or other faction), Maculdas Thyrsus Path translates into Caitlins
Essence, Nature and Demeanor. choice of Dynamic or Primordial Essence. She chooses
Caitlin described her Awakening charac- Primordial to fit her characters search for spirit-borne
ter Maculda as a student of the Old Ways, secrets. Her Virtue, Vice and temperament fit the Loner
sympathetic to Wicca. This immediately Nature. Caitlin gives Maculda a Survivor Demeanor,
suggests membership in Ascensions Verbena representing her public willingness to endure hardship
Tradition, though she could also be translated to get closer to spirits of the land.

68 Mage Translation Guide


Attributes
For Mental Attributes, keep Intelligence as is and reassign
Wits and Resolve dots to Wits and Perception in any fashion
In the Attributes phase, add 2 points to the primary that fits the characters concept. Caitlin picked Mental as
category and 1 point to the secondary category because Maculdas tertiary category, so she keeps it at two dots each.
Ascension uses a 7/5/3 Primary/Secondary/Tertiary Keep Manipulation as is, but for other Social Attri-
spread, not Awakenings 5/4/3. If a player spent two butes, reassign dots based on the characters concept.
points for a fifth dot in an Attribute, he gets that dot back Caitlin puts two dots and the bonus dot for a
to spend in the category, but not to raise any score over 5. secondary category into Charisma, increasing it to
Caitlin translates Maculdas Physical Attributes 4, Manipulation stays at 2. She assigns one dot to
to Ascension counterparts, leading to Strength 2, Appearance, leaving it as 2 shes average looking,
Dexterity 2, and Stamina 4. This is her primary but possesses a fierce personality.
category, so she increases Stamina to 5 and Strength If the character earned a bonus Attribute dot
to 3, supporting the characters stocky, tough image. from her Path, remove it dont convert it. Maculdas

Chapter Six: Character Conversion 69


Thyrsus-granted extra dot of Composure doesnt get available in the Ascension core rules though present in
added to an alternate Social Attribute. the Mage Storytellers Companion. Instead of digging
up that book, she opts to treat the familiar as a two-dot
Abilities Ally. She spends the rest on Contacts 2 and Avatar 3.
Ascension categories dont match Awakenings Convert your dedicated magical tools (if any)
Attribute-based counterparts at all, so just convert into foci. After that, make up foci for each Sphere.
Skills to any equivalent Abilities. Maculda has none. Caitlin selects standard Verbena
foci for her Spheres, though Maculda isnt the type
The category (Talents, Skills or Knowledges) with to go for bloodletting, so she avoids those.
the most dots becomes your primary choice, the next
most becomes the secondary priority, and the least
dots become your tertiary category (in any tie, choose
Finishing Touches
a priority based on the characters concept). Adjust Now its time to choose Spheres, set Arete, re-
primary to 13 dots, secondary to 9 dots, and tertiary cord Willpower, Quintessence and Paradox, pick a
to 5 dots. If you have to decrease the number of dots Resonance Trait, and spend Freebie Points. Caitlin
in a category, the Storyteller can allow dots to stay accomplishes each step as follows:
as is and adjust the rest, as long as the total doesnt Spheres: Awakening mages begin with 6 Arcana
exceed 27 dots for all Abilities for a starting character. dots, three of which must be in the two Ruling Ar-
Note that Awakenings Languages Merits cana, and may buy up to 3 dots in a single Arcanum
translates into Ascensions Linguistics Skill. If your at Gnosis 1. Ascension mages begin with 6 Sphere
character possessed Languages, devote unassigned dots (no Sphere can exceed Arete), at least one of
dots to Linguistics to an equivalent degree, even if which must belong to the characters Tradition spe-
this breaks the priority system. cialty Sphere. Maculdas Life 2 and Spirit 2 convert
Maculdas Skills translate into the following straight from Arcana to Spheres. Her Space 2 converts
Abilities: to Correspondence 2. (7 Freebie Points increases her
Spirit Sphere to 3.)
Talents: Athletics 3, Brawl 1, Expression 2
Secondary. Caitlin needs to add four more dots. Arete: Maculdas Gnosis 2 converts to Arete 2.
She chooses Alertness 2 and Awareness 2, to fit her Caitlin remembers to spend 4 Freebie Points to cover
inquisitive concept. this. (She later increases it to 3 with 4 more Freebie
Points).
Skills: Crafts 2, Stealth 4, Survival 5 (+2 dots
from Animal Ken) Primary. Caitlin needs to add Willpower: Caitlin replaces Maculdas old Will-
two more dots. She picks Meditation 2, for moments power score with the base 5 for Ascension mages.
when Maculda communes with nature. Quintessence and Paradox: If the character has
Knowledges: Investigation 2, Occult 3 Tertiary. extra Mana, convert it to Quintessence on a 1 for
With five dots here, Caitlin doesnt need to add more. 1 basis. Do not convert Paradox let the character
earn it in play. Otherwise, the character begins with
Advantages Quintessence equal to her Avatar Background. Caitlin
bought Maculda Avatar 3, so the mage starts with 3
In Ascension, characters use this step to select points of Quintessence.
Backgrounds and foci. Convert Merit dots to equivalent Resonance Trait: Pick a Resonance Trait based
Backgrounds when you can. If they dont translate into on the characters aura. Caitlin never defined this, so
Backgrounds, you might purchase them with Freebie she draws on Maculdas character history to evoke the
Points later on. If this process leaves you with any Back- image of a shadowy wild place. She picks Shadowy and
ground dots left over, spend them to fit your concept. Wild (Entropic) as her Resonance Trait.
If you used Merit dots to increase Gnosis (Arete), pay
for the same increase with Freebie Points instead. Freebee Points: Caitlin already devoted 4 Freebie
Points to Arete, leaving her with 11. She increases her
Caitlin spent three Merit dots to increase Mac- Arete to 3 (4 more points) and Spirit Sphere to 3 (7
uldas Gnosis, so she gets those back as Background points).
dots. She spent the rest on Familiar, a Background not

70 Mage Translation Guide


Contents
NAME : Mark Gillian C ONCEP T: Reluctant Leader PAT H: Obrimos
PLAY ER : Jesse VIRT UE : Fortitude ORDER : Free Council
CHRONICLE : VICE: Pride CABAL:

AT T RIBUT ES

POW ER Intelligence ooooo Strength ooooo Presence ooooo


F INESSE Wits ooooo Dexterity ooooo Manipulation ooooo
RESISTANCE Resolve ooooo Stamina ooooo Composure ooooo
SKILLS OT HER TRAITS
Rote MEN TAL MERITS H EALT H
Skill
OOOOOOOOOOOOOOO
ooooo ooooo
(-3 u n skilled)

Academics ____ Languages


____________________
Computer _____ ooooo Allies
____________________ ooooo WILLPOW ER
Crafts ________ ooooo Contacts
____________________ ooooo OOOOOOOOOO
ooooo Resources ooooo M ANA
Investigation __ ____________________
Medicine______ ooooo Occultation
____________________ ooooo
Occult ________
Gematria ooooo Status:
____________________ ooooo
Politics _______ ooooo Free Council
____________________ ooooo GNOSIS
Points per turn: _____________

Science _______
Explosives ooooo ____________________ ooooo OOOOOOOOOO
WISDOM
P H Y SICAL F LAWS
Rote
Skill
____________________________
10 ______________________ o
ooooo
(-1 u n skilled)

Athletics ______ 9 _______________________ o


Brawl _________ ooooo ____________________________ 8 _______________________ o
Drive _________ ooooo ____________________________ 7 _______________________ o
Firearms ______ ooooo 5
Size _________________________ 6 _______________________ o
Larceny _______ ooooo 3
Defense ______________________ 5 _______________________ o
ooooo 5
Initiative Mod_________________
4 _______________________ o
Stealth ________
11
3 _______________________ o
Survival _______ ooooo Speed ________________________ 2 _______________________ o
Weaponry _____ ooooo Experience ___________________ 1 _______________________ o
Rote SOCIAL ARCANA ARMOR
ooooo
Skill
Death ______________
ooooo
(-1 u n skilled)

Animal Ken____ Type Points


ooooo
Fate ________________ ooooo
Empathy ______ Forces ______________ ooooo
Expression _____ ooooo Life ________________ ooooo _____________________________
Intimidation ___ ooooo Matter ______________ ooooo P ROT ECT I V E SPELLS
Persuasion _____ ooooo Mind _______________ ooooo Name Points
ooooo
Prime ______________ ooooo Mage Armor(Forces) 4
Socialize ______ Space _______________ ooooo _____________________________
Streetwise _____ ooooo Spirit _______________ ooooo
Subterfuge _____ ooooo Time _______________ ooooo _____________________________

Attributes 5/4/3 Skills 11/7/4 (+3 Specialties) Favored Resistance Attribute Acanthus, Moros, Thyrsus: +1 Composure; Mastigos, Obrimos: +1 Resolve Arcana
2 dots in 1st Arcanum, 2 dots in 2nd, 1 dot in 3rd, (two of these must be the Paths Ruling Arcana) +1 dot in any Arcanum Rotes 6 Merits 7 (Buying the 5th
dot in Attributes, Skills or Merits costs 2 points) Health = Stamina + Size Willpower = Resolve + Composure Size = 5 Defense = Lowest of Dexterity or Wits
Initiative Mod = Dexterity + Composure Speed = Strength + Dexterity + 5 Starting Wisdom = 7 Starting Gnosis = 1 Starting Mana = Wisdom
ACT I V E SPELLS ROT ES
Dots Arcana Name Dice Pool Page #
Max = Gnosis +3
_____________________________ 1 Space Ballistic Targeting 10
_____________________________________________________________
_____________________________________________________________
_____________________________
3 Space Escape Hatch 8
_____________________________________________________________
_____________________________
_____________________________________________________________
_____________________________ 2 Matter Sword of the Slayer 8
_____________________________________________________________
_____________________________ _____________________________________________________________

SPELLS CAST
_____________________________________________________________

U PON SELF
_____________________________________________________________
_____________________________________________________________
Spell tolerance = Stamina;
-1 dice per extra spell) _____________________________________________________________
_____________________________ _____________________________________________________________
_____________________________ _____________________________________________________________
_____________________________ _____________________________________________________________
_____________________________________________________________
WEAPONS
_____________________________
_____________________________

NIMBU S
Type Damage Range Clip Size Special
_____________________________________________________________
_____________________________________________________________
Spreading cracks of energy
_____________________________
_____________________________________________________________
ENCH AN T ED
_____________________________
_____________________________ IT EMS

PAR ADOX M ARKS


Type Power Dice Pool Mana
_____________________________________________________________
Bedlam:______________________ _____________________________________________________________
_____________________________________________________________
Brand: _______________________
EQU IPMEN T
DEDICATED
MAGICAL TOOL
Type Dice Mod.
_____________________________________________________________
_____________________________________________________________
Golden Amulet
_____________________________
_____________________________________________________________
F AMILIAR
Arcana Based Tools: ___________
_____________________________
_____________________________ Type: ________________________ Size: ________________________
Description: __________________ Influence: ____________________
E XPERIENCE _____________________________ Numina Cost
_____________________________ _____________________________
Power: _______________________ _____________________________
_____________________________ Finesse: ______________________ _____________________________
Resistance: ___________________ Ban: ________________________
ARCANE E XPERIENCE Skills: _______________________ Corpus/Health
_____________________________ OOOOOOOOOOOOOOO
_____________________________ Willpower
_____________________________ Initiative: ____________________ OOOOOOOOOO
Defense: _____________________
Essence
Speed: _______________________
Name: Maculda (Elizabeth Daring)Nature: Loner Tradition: Verbena
Player: Caitlin Essence: Primordial Concept: Seeker of Wild Mysteries
Chronicle: Demeanor: Loner Cabal:

Attributes
Physical Social Mental
Strength______________
OOOOO Charisma______________
OOOOO Perception_____________
OOOOO
Dexterity_____________
OOOOO Manipulation___________
OOOOO Intelligence____________
OOOOO
Stamina______________
OOOOO Appearance____________
OOOOO Wits__________________
OOOOO

Abilities
Talents Skills Knowledges
Alertness______________
OOOOO Crafts_________________
OOOOO Academics______________
OOOOO
Athletics______________
OOOOO Drive_________________
OOOOO Computer______________
OOOOO
Awareness_____________
OOOOO Etiquette______________
OOOOO Cosmology_____________
OOOOO
Brawl_________________
OOOOO Firearms_______________
OOOOO Enigmas______________
OOOOO
Dodge________________
OOOOO Meditation_____________
OOOOO Investigation___________
OOOOO
Expression_____________
OOOOO Melee_________________
OOOOO Law__________________
OOOOO
Intimidation___________
OOOOO Performance____________
OOOOO Linguistics_____________
OOOOO
Leadership______________
OOOOO Camouflage OOOOO
Stealth________________ Medicine______________
OOOOO
Streetwise_____________
OOOOO Woodland OOOOO
Survival________________ Occult________________
OOOOO
Subterfuge_____________
OOOOO Technology_____________
OOOOO Science________________
OOOOO

Spheres
Correspondence________
OOOOO Life__________________
OOOOO Prime_________________
OOOOO
Entropy_______________
OOOOO Matter________________
OOOOO Spirit_________________
OOOOO
Forces________________
OOOOO Mind_________________
OOOOO Time_________________
OOOOO

Advantages
Backgrounds Arete Health
Allies (Spirit)
__________________ OOOOO O O O O O O O O O O Bruised -0
Avatar
__________________ OOOOO Hurt -1
Contacts
__________________ OOOOO Willpower Injured -1
__________________OOOOO O O O O O O O O O O Wounded -2
__________________OOOOO Mauled -2
Crippled -5
Resonance Quintessence Incapacitated
OOOOO
Combat
shadowy-wild OOOOO Weapon Difficulty Damage
OOOOO

Experience
Paradox

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