Project: Legacy [Mage:The Awakening]

[X]: 2: Bachelor[Normal]

[X]:The Cat Fisherman

[X]2: Hobbyist[Normal]

[X]:3: Disciple [Easy-er]: You've been a Mage for most of your adult life, and are considered a full citizen of your local Consilium. A "normal" mage, if there's such a thing. Cannot take if you select Teenager
 
Alrighty then, currently it looks like

Cat Fisherman
Hobbyist
Disciple

with a tie between Professional and Bachelor,I'll be coin flipping and locking if there's no tie breaker vote so I can write, no real eta on that, my disturbingly adult better half is being a bit insistent on doing some "Errands", which I believe is shorthand for "Look at every endcap display in the store one by one". Most likely in about 6-20 hours.
 
If it isn't considered too late:

[X]: 3: Proffesional[Easy-er]
[X]:The Cat Fisherman
[X]3: Fanatic [Easy-er]
[X]:3: Disciple [Easy-er]
 
Arcana Capabilities
Vote locked, writing now.

1.How good were you at your job?
Proffesional(Easy-er)
2. Private Investigator Background Specialization.
The Cat Fisherman
3. How into Martial Arts were you?
Fanatic (Easy-er)
4. How experienced of a Mage are you?
Disciple (Easy-er)

I was writing up a threadmark for what arcana do what, but while researching it I discovered an excellent post on rpg.net by Azunth that is good enough to just copy-paste, full credit to him. It's organized by Path, and handily enough has Acanthus first. It doesn't get into the minutiae of mechanics, but will give you a good impression on what Time and Fate can do, and context for the choice for your other Arcana which will be selected in the next vote.

For some context on your build, no matter how you vote in the next round, you will have Fate and Time at 2(Apprentice) since you chose Disciple. You will almost certainly have one of them at 3. You will have access to one or two more at a low rating as well.

Acanthus


Initiate
Fate

All Acanthus Can Detect Sympathetic connections of people or places she can see, see the marks of fate, identify those who have violated oaths or geasae, and detect spells with Conditional Durations. (Interconnections).
All Acanthus Can Can know when a specific fate befalls the subject of the spell.
All Acanthus Can Negate environmental penalties on actions, and "Aim" to give bonus to instant actions. (Quantum flux)
All Acanthus Can Give a small blessing or curse, with limited control over it's outcome. (REading the Outermost Eddies)
All Acanthus Can Gain an omen that will guide her closer to her goal (Serendipity).

Time

All Acanthus Can ...
All Acanthus Can Gain generalized knowledge of likely futures. (Divination)
All Acanthus Can Cause cause a person to encounter more or less delays- the elevator arrives when they need it, or the
lights are all red. (Green Light/Red Light).
All Acanthus Can See if a person will be good or bad for her in the future. (Momentary Flux).
All Acanthus Can Know exactly when to act, adding potency to mundane instant actions (Perfect Timing.)
All Acanthus Can Look into the relatively recent past (Postcognition).

With Mage sight, Reveal the presence and Use of a destiny, and detect dramatic failures and exceptional successes. They can
also know when a character is about to act and is ablle to pre-empt it, an and detect time travelers.

Apprentice
Fate

Most Acanthus can Impose a Hex (penalty to mundane actions or impose negative tilts) or a Boon (grant positive
Conditions, grant 9/8 again on mundane dice rolls in general, or grant a dice bonus on a predetermiended narrow type of
roll; a single skill or equivilent).
Most Acanthus can Hide and Falsify fates and destiny, to the point where fate-based conditional triggers are fooled.
(Faricate Fortune).
Most Acanthus can Eliminate Untrained penalties and improve subjects impression in social situations, but only if
operating with no detailed knowledge or preperation. (Fools Rush In).
Most Acanthus can Enable subject to guess phone numbers, passwords, and lock combinations, and make similar absurd
guesses with reliability. (Lucky Number)
Most Acanthus can Allow the subject to find the most available or nearest person or subject matching a broad description-
corrupt cop, carpenter, etc. (Shifting the Odds)
Most Acanthus can Protect a person against fate manipulation or magical compulsions (Warding Gesture).
Most Acanthus can Look into the relatively Distant Past (Postcognition with Attaiment)


Time
Most Acanthus can Roll twice on mundane dice rolls (Choose the Thread)
Most Acanthus can Protects a person's history from being altered due to time travel. (Constant Presence).
Most Acanthus can For Cost, delay their own spells from taking effect. (Hung Spell).
Most Acanthus can Protect a subject from postcognition and precognition (Shield of Chronos).
Most Acanthus can Speed up or slow down time. (Tipping the hourglass).
Most Acanthus can Ward off deletrious effects that worsen with Time (Veil of Moments)

Most Acanthus can also improve a spells duration by setting conditions upon which it will lapse. (Fate attainment)
Most Acanthus can cast a spell on a target's past. (Time attainment)
Most Acanthus can improve their Defense, use it against firearms, and boost their counterattack on a dodge. (Fate Dodge)
Most Acanthus can improve their Defense, use it against firearms, and reduce their enemies initiative. (TIme Dodge

Disciple

Fate

Many Acanthus can Make accidents and injuries worse. (Grave misfortune).
Many Acanthus can increase or decrease the equpiment bonus of an object. (Monkey's paw)
Many Acanthus can cause subjects to share tilts or unwanted conditions).
Many Acanthus can grant the rote quality on a subjects actions.
Many Acanthus can witnesss oaths, which grant a boon and protect against supernatural compulsions, but cause hexes when
broken.

Time

Many Acanthus can speed up a target, or slow them down to combat relevance. (Accleration/Chronos Curse).
Many Acanthus can rewind time a handful of seconds (Shifting Sands).
Many Acanthus can replace a subject with an earlier version of itself emporarailty.
Many Acanthus can use the passage of time to damage structures and creatures.

Mastigos
Under Mage Sight, Instantly judge distances, weapon ranges, and cover, and detect warps, scrying windows, and portals to
other worlds (irisis). Mind sight detects thinking beings, and see a person's state of conciousness, and detect when a
person gains or spends willpower.

Initiate

Space

All Mastigos can Learn of a persons sympatetic links , and their location if present. (Correspondence)
All Mastigos can Cause a subject to cover more or less ground when moving (Ground eater)
All Mastigos can Force a subject to spend willpower and take penalties to interact with others socially (Isolation)
All Mastigos can Locate an object within the spells area (Locate object).
All Mastigos can See and hear from all points in sensory range simultaneously. (Outward and Inward Eye).

Mind

All Mastigos can Learn a person's Virtue, Vice, Mental or social attribute levels, Aspirations and obssessions (Know
Nature).
All Mastigos can Scan surface thoughts of a subject, getting their mood, general intelligence, mental problems, greatest
desire, and if he is supernatural. (Mental Scan)
All Mastigos can have the subject hold two trains of thought at once. (one Mind, Two thoghts)
All Mastigos can Gain perfect recall of target memories. (Perfect Recal)

Apprentice

Space

Most Mastigos Can Give or take sympathetic links from herself to others. (Borrow Sympathy)
Most Mastigos Can Open a window to view and communicate with distant locations. (Scrying)
Most Mastigos Can Ruin subject's sense of direction and ability to navigate (Lying maps).
Most Mastigos Can Conceal doorsways/portals (Secret door) and Sympathetic connections (Veil sympathy)

Mind

Most Mastigos Can Conceal their thoughts and emotions from mundane and supernatural scrutiny. (Alter Mental Pattern)
Most Mastigos Can Enter and share the dreams of a subject (Dream Reaching)
Most Mastigos Can Temporarily cause a subject to forget a memory (Memory Hole).
Most Mastigos Can Alter a subject's impression of another in a social situation, how they will react. (First impressions)
Most Mastigos Can Cause a subject to feel a particular emotion (Emotional Urging).
Most Mastigos Can Send people simple commands through thoughts and emotions (Psychic domination).
Most Mastigos Can Make people forget and not notice the subjeect (Incognitio presence)
Most Mastigos Can Synchronizes the subjects thoughts to let them communicate telepathically. (telepathy)

Most mastigos can see goetic phenomena (Mind Attainment
Most mastigos can cast spells along sympathetic connections (Space Attainment)
Most Mastiogs can make Enemies not want to attack them, adding to their defense and forcing them to spend Willpower. (Mind Armor)
Most Mastigos can warp space to defend themselves, Increasing their Defense, applying it to firearms, and possibly redircting attacks at cost. (Space Armor)

Disciple

Space

Many mastiogs can conceal a space from outside intrusion. (Ban)
Many Mastigos can Co-locate subects, allowing for teleportation. (Co-location)
Improve rolls against strong sympathetic connections (Perfect sympathy)

Mind

Many mastigos can improve their mental or social attriutes (Augment mind).
Supress mental conditions ore tilts. (Clear Thoguhts)
Imrpove their skills of the subject. (Enhance Skills)
Summon Goetic spirits. (Summon Goetia)
Control their own sleep cycle and dreams (Sleep of the just)
Read and modify a person's memories and subconcious) (Read the depths),
Make a subject believe she is someone else (Imposter).
Understand any language (Universal language)

Moros

Initiate

All Moros can, using Mage sight determine the Structure, Durability, value, and quality of all items. It also sees manifested ghosts and anchors, see if
someone has a soul or a body is dead.

Death

All Moros can scuplt ectoplasm (Ectoplasmic shaping)
All Moros can Deepend and change the shape of shadows. (Deepen Shadows, Shadow Sculpting)
All Moros can Determine the helath of another's soul, including supnatural creatures, possesions, and persistant
conditions; which are- Addicted, Amnesia, Blind, Broken, Connected, Disabled, Soul loss Conditiongs, Fugue, Maddness,
Obsession, Mute, Mystery Commands. (Soul Marks)
All Moros can detemine Method and TIme of a corpses Demise (Forenscic gaze)
All Moros can Allow the subject to Sense and communicate with ghosts and sense anchors, and determine a ghosts rank and
number of anchors. (Speak with Dead)

Matter
All Moros can maniuplate mechanical objects to do something they might ordinarily do (Remote control).
All Moros can Detect substances or objects. (Detect Substance)
All Moros can Draw a substance or type of object closer. (Lodestone)
All Moros can Know the properties and composition of an object, and find it's weak points, concealed compartments, and
where it came from. (Discern Composition)
All Moros can Know what an object is intended to do, and how to use it.(Craftmans eye).



Apprentice

Death

Most Moros can Degrade an object's durability and structure (Decay)
Most Moros can Store a soul (Soul Jar)
Most Moros can Create ectoplasm. (Ectoplasm)
Most Moros can Supress a person's aura. (Supress Aura)
Most Moros can Supress a person's life, making them appear dead. (Supress Life.)
Most Moros can Interact with ghosts and deathly twilight items. (Touch of the Grave)
Most Moros can Leave no forensic traces. (Without a Trace)

Matter
Most Moros can Give tool 9/8 again (Find the balance)
Most Moros can Conceal objects from notice (Hidden hoard).
Most Moros can Hide from machines such as cameras or microphones. (Machine invisiblity)
Most Moros can Protect themselves from dangerous substances (Alchemist's Touch)
Most Moros can Shape and control fluids such as air or water. (Shaping)


Most Moros can see Ghosts with Mage Sight. (Death Attainment)
Most Moros can use advanced duration factors in Matter Spells (Matter Attainment)
Most moros can gain physical Armor against physical attacks. (Matter Armor)
Most Moros can take damage like a vampire, degrading at least two wounds from an attack to bashing, and staying concious
with severe injuries. (Death Armor

Disciple

Death

Many Moros can Dissipate heat in the area (Cold Snap)
Many Moros can open gate to twilight as ghost, (Ghost Gate)
Many Moros can Draw power from injurty (Devouring the Slain)
Many Moros can Animate zombies (Quicken Corpse)
Many Moros can sUmmon Ghosts (Summon Ghost)
Many Moros can Sever a sleepers Soul (Sever Soul).
Many Moros can Make Shadows Solid and use them as objects (Shadow Crafting).

Matter
Many Moros can use of Water or Air to clobber people (Windstrike)
Many Moros can Superimpose objects to create a hybrid machine. (Wonderful Machine)
Many Moros can Alter an objects size. (Shrink and Grow)
Many Moros can Repair or destory objects (Nigredo adn Albedo)
Many Moros can Many Moros can Toughen or Weaken Objects (Ageis)
Many Moros can Change a objects phase. (State Change)
Many Moros can Make objects better, improving value or adding 8 again. (Crucible)

Thrysus

Initiate


All Thrysus can, using mage sight, detect life signs, guage injuries witha a glance, and detect Toxins, Disaease, and personal tilts. They
also can judge the strength of the guantlet, detects the presence and nature of Spiritual Resonance, along with sources
of essence, and see manifested Spirits.

Life

All Thrysus can Discen species, age, gender, health (Analyze life).
All Thrysus can Bolster the body's resitance to toxins (Clease the Body
All Thrysus can Speak with Animals (Speaks wtih Beasts)
All Thrysus can Find living objeccts. (Web of LIfe)

Spirit
All Thrysus can Make spirit or phyiscal representation to take a single action in accordance with it's nature. (coaxing
the spirits)
All Thrysus can See spirits. (Exorcists Eye)
All Thrysus can turn an a failure into a Dramatic Failure by targeting an equipment. (Gremlins)
All Thrysus can know a sprit's name, rank, manifestations, numinences, influences, ban or bane. (Know Spirit)
All Thrysus can superchange a spirit's Bane (Invoke Bane)

Apprentice

Life

Most Thrysus can alter a subjects appearance. (Mutable mask)
Most Thrysus can improve their senses, (Heightened Senses)
Most Thrysus can Lure and Repel living creatures or a specific type. (Sure and repel)
Most Thrysus can Protect a person from illness. (Purge illness)
Most Thrysus can Regulate their own body, protecting against suffication, starvation, toxins, tacking by scent, and
improving resources. (Body Control)
Most Thrysus can Trigger instincutal responses regardless of context (Control Instincts)

Spirit
Most Thrysus can Touch Sprirts (Gossamer Touch).
Most Thrysus can Channel Essence between Loci, creatures, or vessels (Channel Essence)
Most Thrysus can Give spirits orders (Command Spirit)
Most Thrysus can cause the open condition, allowing for fetterment, possesion, or materilization, or vice versa (Opener
of the Way)

Most Thryusus can use the higher of their Wits+ deterity to denfense, and add half the aracnum rating as both defense and
armor. (Life Armor)
Most thrysus can degrading lethal damage from kinetic and epherenal attacks to bashing. (Spirit Armor)
Most Thrysus can restore their patterns more easily and scour them more safely. (Life attainment)
Most Thrysus can see Spirits in mage sight (Spirit attainment).

Disciple

Life

Many Thrysus can heal wounds outright (Knit)
Many Thrysus can Improve or Reduce physical attibutes (Honing/Degrading the form)
Many Thrysus can Cause partial transformations across species (Transform Life)
Many Thrysus can Cause functional alterations to the target's phyiscal features (Many Faces)

Sprit

Many Thrysus can Summon Spirits in sensory Range (Spirit Summons)
Many Thrysus can Interact with the Far side of the Gauntlet (Reaching).
Many Thrysus can Alter the Gauntlet's Stregth (Place of Power)
Many Thrysus can Awaken a Hiberneting Spirit Early (Rouse Spirit).

Obirimos

Initiate

All Obrimos can see if a device of power, dtect motion, and environmental tilts. They can also detect Yantras they can
use, the presence of Awakened magic or attainments, and recognize tass and know when they're in a hallow or a node.

Forces
All Obrimos can Turn electic objects on an off, bypassing passowords, key locks, and the like. (Influence electricity)
All Obrimos can Move fire in a direction, at risk. (Influence Fire).
All Obrimos can Move more efficenctly, reducing fatigue, increasing speed and climbing (Kinetic Efficency)
All Obrimos can Control the flow of Heat, preventing damage in extreme environments. (Influence Heat)
All Obrimos can See in the Dark (Nightvision).
All Obrimos can Hear Ultra/innfrasound (Dreciver).
All Obrimos can Hear and intercept all wireless Signalls. (Control Electricity)

Prime
All Obrimos can Detect Objective Truth (or lack therof) of a current statement (Pierce Deception).
All Obrimos can Gain the ability to see if a person is connected to the supernal, spot how much mana she carries, judge
their ability with magic to a rough exent, and know their nimbus. With risk, this can be used on non-supernatural
creatures. (Supernal Vision).
All Obrimos can Bypass conditional triggers. (Word of Command)
All Obrimos can at cost, Write down or Copy Rotes.

Apprentice

Forces

Most Obrimos Can Exert limited Control over Electricity. (Control Electricity)
Most Obrimos Can Increase or decrease the size or heat of a fire. (Control Fire)
Most Obrimos Can Change direction of Gravity (Control Gravity)
Most Obrimos Can Increase or decrease level of heat, creating Extreme Environment (Control Heat)
Most Obrimos Can Dim Light, Intensify it, change it's spectrum, focus in, or disperse it. (Control Light)
Most Obrimos Can Weaken Sound, Amplify it, Alter tone of the sound, and change it's direction and focus. (Control Sound)
Most Obrimos Can Control the whether, creating storms or ending them. (Control Wheather)
Most Obrimos Can Protect a subject environmental dangers (Envronmental Shield)
Most Obrimos Can Turn Invisible (Invisiblity)
Most Obrimos Can Focus kinietic energy gain or improve a weapon bonus on attacks, knock people down, or Stun them.
(kinetic Blow)
Most Obrimos Can Alter the content of existing wireless signals. (Transmission)
Most Obrimos Can Wise magic to magnify her vision like a magnifying glass or telescope. (Zoom in)

Prime

Most Obrimos Can Make a Yantra give 9 or 8 again (As above, SO below)
Most Obrimos Can Conceal their Nimbus (Cloke Nimbus).
Most Obrimos Can Make messages in High Speech (Invisible Runes).
Most Obrimos Can Hide magic and magical creatures from detection.
Most Obrimos Can Protect against Supernal Magic. (Wards and Signs)
Most Obrimos Can, if they believe something to be true, and is objectively correct, can speak it so that people
automatically know what she says is true. (Words of Truth)

Disciple

Forces

Many Obrimos Can Call down Lightning from a stormy sky, for large amounts of Bashing Damage (Call Lightning).
Many Obrimos Can Increase or Decrese the strength of Gravity (Gravitic Supremecy)
Many Obrimos Can Apply Telekinetic force (Telekinesis)
Many Obrimos Can Change a targets momentum- either at touch range or at risk)
Many Obrimos Can Increase or decrease a target's speed dramatically (Velocity Control).

Prime

Many Obrimos Can Channel Mana between vessels (Cannel Mana).
Many Obrimos Can Remove the traces of a Nimbus (Clenase Pattern).
Many Obrimos Can Create Tass (Platonic Form).
Many Obrimos Can Let objects cut Epheranal entities (Ephernal Enchantment).
Many Obrimos Can Temporarily make a sleeper a sleepwalker, delaying effects of Quiescence. (Stealing Fire)

Analysis

To quote Stephen Shepard from rpg.net, "Innate capacity for a task may shape personality, or at least dimensions of confidence. Through analysis of shared competencies we can observe what may be broad personality trends amongst members of the Paths". I think we can also look at how a newly awakened mage will respond when presented with the insights and abilities granted by magic- in short, what it is like to be a newly awakened mage.

Acanthus

An Acanthus is never at a loss of what to do. She always knows if something (or someone) is a good or bad idea, and always has some idea of what to do next. She's always able to find what she needs, often when she needs it. The ability to offset penalties (and apply boosts) means acanthus will induldge in risky behavior, or just try things she has no idea how to do. An Witch's magic makes life a hundered times smoother; she never has to wait in line longer than she has too, she gets nice coicedences whenever she wants them, and can avoid bad luck and surprises. What all this adds up to is that everything seems in reach- no matter what her goal, an Acanthus has some idea of what to do to get there- and much improved ability to ensure she could succeed.

An Acanthus who always wanted to be an artist or musician- could try and do so, and use magic to smooth her way into success- she won't be much better, but the random factors that could shut down-or make- an wannabe's carreer could happen as she wants them. Political goals suddenly seem much more possible, as does distant dreams such as "finding a good husband or wife". To an Acanthus, nothing seems impossible- long dead dreams suddenly become possible again.

On an everyday level, a Witch never has to be uncertain, thanks to her magic- they can take risks, knowing the outcome will be at least good. Good luck is pretty much guaranteed. An newly awakened acanthus probably feels awesome; everything is easy, and those big dreams he or she always had now suddenly seem a lot more possible.

One thing I noticed is that Acanthus get and see results, but not the process. An Acanthus can be reasonably sure she'll find the doctor she needs, that her boss will probably get fired, and that fate will keep her from being spotted by the guards, but not know how or why it will happen. This makes them look bizarre from the outside- to the Acanthus, she's trusting her own skill at magic, but to an outsider, she's trusting blind chance and not even be able to explain how she knew her intended result would come about.

(OneArmedYeti's note: He then goes on to describe roleplaying notes for the other 4 paths, full post here
 
I have a few questions. First, how will Paradox work on Earth Bet? Are they far enough away from the Abyss that it can't reach us and/or are you following the old rule where if you can convince any Sleepers who see you that what you're doing has a valid explanation then it lowers or eliminates Paradox? Which is effectively the same since they'll just blame it on parahuman shit unless they scan our brain. Second, what does the Archive actually contain? Like, I assume we've got Grimoires for our non-ruling Arcanum but what else? Also, I can't find Lucky Number in my book.
 
I have a few questions. First, how will Paradox work on Earth Bet? Are they far enough away from the Abyss that it can't reach us and/or are you following the old rule where if you can convince any Sleepers who see you that what you're doing has a valid explanation then it lowers or eliminates Paradox? Which is effectively the same since they'll just blame it on parahuman shit unless they scan our brain. Second, what does the Archive actually contain? Like, I assume we've got Grimoires for our non-ruling Arcanum but what else? Also, I can't find Lucky Number in my book.

Actually, belief doesn't matter in Awakening. In Ascension it did, but in Awakening, use of magic has inherent danger in paradox, though paradox isn't very dangerous.
 
Keep in mind that Vulgar magic is still vulgar and paradox inducing. But due to parahumans Subtle magic has a much bigger leeway before someone calls bullshit.
 
[]: Thrysus-Shamans on the Path of Ecstasy, Scions of the Watchtower of the Singing Stone in the Realm of the Primal Wild, Kingdom of Totems and Abode of Beasts

Major Arcana: Life-Spirit

Pros: Life is probably the best arcana at improving traditional combat, and healing abilities are relatively rare where you're going.

Cons: Spirit is almost completely useless in a world without magic, but if you grow powerful enough to make your own spirit ecosystem (long term) it will be an outside context solution for many threats.


[]: Acanthus - Enchanters on the Path of Thistle, Scions of the Watchtower of the Lunargent Thorn in the Realm of Arcadia, Kingdom of Enchantment and Abode of the Fae

Major Arcana: Fate - time

Pros: Fate and Time are probably the two most widely applicable Arcana.

Cons: Although, they can be difficult to affect the world directly with. Not really though, I'm reaching.


[]: Mastigos - Warlocks on the Path of Scourging, Scions of the Watchtower of the Iron Gauntlet in the Realm of Pandemonium, Kingdom of Nightmares and Abode of Demons

Major Arcana: Space- Mind

Pro:Like Acanthus, Space and Mind are incredibly widely applicable. Additionally, Space is unusually potent because of the world you're headed to. Probably the best Path at remaining subtle.

Cons: Mental supernatural effects get a bit of a bad wrap.


[]: Moros - Necromancers on the Path of Doom, Scions of the Watchtower of the Lead Coin in the Realm of Stygia, Kingdom of Crypts and Abode of Shades

Pros: Matter is almost everywhere, humans use tools for most things. Matter has some synergistic effects with certain unique things where you're going.

Cons: Death is much less potent in a place without natural ghosts, though not nearly as much as Spirit.
Too late now, but you drastically undersold some of these

DEATH: death is the one you underestimated most. It is entropy, endings, flaws, absence, ice, darkness, and souls. Not just ghosts. Ghosts are a secondary benefit really.

Death is the most omni-applicable Arcana, because it governs the end of all the phenomena of the other Arcana. It can break a gun, quell a wave, destroy the space/time/fate sympathetic bonds that keep someone in an organization, ruin friendships, degrade skill, sterilize a wound, quell apathy, jam radio, and end mind control. And that's before you start getting into things like "If I Know how to ruin my own friendships, I know what to avoid doing"

Spirit: might have been useful if there's an entire empty Shadow (spirit world) to use as a personal playground. Also probably capable of gathering Resonance, converting that into Essence, and then converting that into mana.

Life: can Veil(hide) living things. Like the character. Also really good for getting strange senses and upgrades and borrowing senses from other people.

Fate: fate is a bitch to work with and improvise spells for. Since they usually amount to asking the DM for permission to rewrite the backstory of the scene. I've had players spend entire sessions casting ONLY exceptional luck, because they just couldn't come up with something better to do with Fate

Mind: the single greatest strength of Mind is self buffing. Between Augment Mind and Enhance Skill, a few seconds is enough to become a world class expert at anything mental or social. It can also go even more transhumanist and rewrite your own personality to exactly the kind of person you choose to be.


Prime: Prime makes Imbued Items (objects that can cast one or more spell). Imbued items can even be used by Sleepers. Depending on how Paradox/Abyss rules work in Worm regarding Parahumans, that could be huge. Plus Prime is the Arcana of Truth. Detecting, manipulating, revealing, and concealing. You can speak truth and have it be irrefutably trusted as such. Of course this also gives it the most terrifyingly powerful Veiling spells.
 
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Spirit: might have been useful if there's an entire empty Shadow (spirit world) to use as a personal playground. Also probably capable of gathering Resonance, converting that into Essence, and then converting that into mana.
Pretty potent, but since its mentioned the Shadow is empty, and we don't start with any...probably value is low until a big payoff when we can make independent spirits.
 
Pretty potent, but since its mentioned the Shadow is empty, and we don't start with any...probably value is low until a big payoff when we can make independent spirits.
I don't know, "you essentially have your own private mirror-planet" is pretty useful. Especially when you also have the power to create portals between your private planet and the normal world. Or even affect(see, touch, cast spells at) the normal world while safely in your private world.

Death can do that too, via the Twilight (state of ghostly intangiblity). But I'd guess that that's much more likely to be vulnerable to Parahumans being able to hit back.
 
I don't know, "you essentially have your own private mirror-planet" is pretty useful. Especially when you also have the power to create portals between your private planet and the normal world. Or even affect(see, touch, cast spells at) the normal world while safely in your private world.

Death can do that too, via the Twilight (state of ghostly intangiblity). But I'd guess that that's much more likely to be vulnerable to Parahumans being able to hit back.
More like, you need to invest quite a bit to even get to where you can cross over(I think 3 dots? we're starting at 0)
 
Got called into work last night, update most likely coming in a few hours.

First, how will Paradox work on Earth Bet?

By the 2e rules(p115), with the caveat that almost no Sleepers on Earth Bet will see what you're doing as "Obvious magic", since they'll just think you're a parahuman. Stay out of MRIs, and away from Glaistag and Chev and you should be fine as long as you stay within your free reaches. Even past that, magical tools can buy you quite a bit of leeway statistically.

Second, what does the Archive actually contain? Like, I assume we've got Grimoires for our non-ruling Arcanum but what else?

As it was explained to the MC as they implanted it in his Oneiros, it is a copy of all Astral Realms the Pentacle had access to backdated to before the emergence of the Enemy to prevent contamination. This means you have access to the entirety of human knowledge in ChrOD, as well as a plethora of Awakened and other supernatural knowledge sources. Rotes, Legacy tutors, kung fu masters, it's all there.

What it lacks is a decent user interface.

Also, I can't find Lucky Number in my book.

MTAw 2e, p. 136.

Too late now, but you drastically undersold some of these

You're absolutely right. I guess I've been playing WoD so long I forget other people don't know the games very well.
 
Actually, belief doesn't matter in Awakening. In Ascension it did, but in Awakening, use of magic has inherent danger in paradox, though paradox isn't very dangerous.
That's not what my book said. Sleepers at the very least make Paradox worse. And the difference between Vulgar and Covert seems to be based on how plausible it is. For example, Healing Heart is either Covert or Vulgar depending on whether the wound was serious enough that you couldn't just pass it off as not being as bad as it looked.
As it was explained to the MC as they implanted it in his Oneiros, it is a copy of all Astral Realms the Pentacle had access to backdated to before the emergence of the Enemy to prevent contamination. This means you have access to the entirety of human knowledge in ChrOD, as well as a plethora of Awakened and other supernatural knowledge sources. Rotes, Legacy tutors, kung fu masters, it's all there.

What it lacks is a decent user interface.
Some of that might be useful. It's implied that the Endbringers, and maybe Tinkers, made Earth Bet's technological development nearly halt. Though that might be fanon. And how bad is the user interface? Would basic Time and Fate manipulation make stumbling across what we're looking for easier or will we have to make some kind of spirit google?
And it appears that my book is 1e and I am woefully out of date.
 
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And how bad is the user interface? Would basic Time and Fate manipulation make stumbling across what we're looking for easier or will we have to make some kind of spirit google?

It would be navigated as an Astral Journey. Fate would help, Mind would help more, but Astral Journey's are navigated by the metaphors in them, so there's a way through them with almost any build.

Laurent does an excellent job with them in "The Roaring Age"
 
Hmm... how many Dots would it take to give Google a spirit? And then use it as a spirit guide through the archive.

Spirit 3 and access to some of the most well guarded server banks in the world, after finding their location, dodging Watchdog along the way.

That would let you Awaken a Spirit of Google's search algorithms. To make a spirit of Google would be a bit more complex, and would involve some footwork and research to learn how.

This spirit would not be loyal without additional effort, and feeding it will be troublesome, with Bet's bedrock thick Gauntlet making Essence gathering not done by yourself difficult.

At any rate, going to google.com on your laptop would not allow you to target "google".
 
Spirit 3 and access to some of the most well guarded server banks in the world, after finding their location, dodging Watchdog along the way.

That would let you Awaken a Spirit of Google's search algorithms. To make a spirit of Google would be a bit more complex, and would involve some footwork and research to learn how.

This spirit would not be loyal without additional effort, and feeding it will be troublesome, with Bet's bedrock thick Gauntlet making Essence gathering not done by yourself difficult.

At any rate, going to google.com on your laptop would not allow you to target "google".
Well, there are probably more efficient ways to make an astral search engine anyway. Also, would Spacial Awareness let us detect Parahumans and/or Shards?
 
Space flavored Mage Sight would certainly detect extradimensional shenanigans.

Narrowing that down to active power use, residual power use, or Parahuman would require familiarizing yourself with those respective phenomena.
I was thinking more "Hey, what's with all the wormholes in your brains?" Could be useful for pointing us in the right direction to murdle Zion.
 
Could hit via Mind. The canon ending shows Zion as being rather weak to that.
I'm not entirely sure about that. Depends on how distributed his ego is. If we'd have to mindwhammy every single shard that would take forever. But noticing the brain wormholes is the first step to noticing shards. I wonder if Warding Gesture protects against precogs. Almost definitely protects against Ziz. Unless spells that protect against magic don't protect against parahumans in which case we're kinda fucked.
 
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