Storytellers who feel that Gnosis is too powerful of an Advantage and don’t mind a little extra bookkeeping might want to consider this rule. Mages of high power and low Wisdom begin to lose cohesion on their Pattern, allow- ing Mana to bleed out into the Fallen World. If a mage’s Gnosis exceeds his Wisdom, the difference is subtracted from the mage’s Mana at the start of the chapter. So, for example, a mage with Gnosis 6 and Wisdom 4 would lose two
Mana (6 - 4 = 2).
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ANAMost of the Mana in the world is bound up in existing Patterns. “Free” Mana is very rare, but there are still a few ways to acquire it.
• Mages who perform an oblation (a ritual function associated with Path) at a Hallow can gain Mana points — see the Hallow Merit, pp. 73-74. Doing so requires anywhere from 15 minutes to an hour of uninterrupted ceremony (or one downtime action if not conducted during a chapter) and a Gnosis + Composure test. The ceremony should express the symbolism of the Path in some way — see “Supernal Symbols,” p. 36, for ideas on culturally specific myths or religions upon which a mage could base his oblation.
Each success provides one Mana. Mages cannot gain more Mana per chapter or downtime action, however, than the Hallow’s rating, but a mage can choose to take less than his test would indicate. If the mage acquired less Mana than the Hallow’s rating during a chapter and no other Mages claim the excess within the chapter, the excess becomes tass.
Legacies can also perform their own oblations — see the section on Legacies (pp. 405-409) for more details.
65 Chapter Two: Character
• Mages can scour their own Patterns for Mana. A mage chooses to reduce one of his Physical Attributes by one dot in return for three Mana points. The lost Attribute dot is restored in the next chapter. It takes a full turn to perform the Pattern scouring, during which the mage can do nothing but move his Acting Speed. This is a reverse effect to Pattern restoration (see p. 63). A mage can scour his Pattern a certain number of times within the same chapter (or during a downtime action): once at Gnosis 1–4, twice as Gnosis 5–6, three times at Gnosis 7–9 and four times at Gnosis 10.
A mage can choose to scour his Health instead. He suffers one lethal wound of Resis- tant Damage (see p. 159) and gains three Mana points. Magic cannot protect against this Resistant Damage, and it cannot be healed by any known supernatural power although Resistant Damage does heal naturally at the normal rate (see Mind’s Eye Theatre, p. 241). Healing is assumed to begin from the end of the downtime or chapter.
Unlike the scouring of Attributes, there is no limit to the number of Health scourings a mage can perform in the same chapter (although a downtime action is still required to do this between chapters). However, scouring Health more times than a mage could scour his Pattern means the wounds become aggravated instead of lethal, so a mage at Gnosis 5 who scours his Health three times during a chapter or downtime action takes an aggravated wound on the third scouring. The mage can even incapacitate himself this way by filling in his last Health box. If he does, he can’t use the Mana he gains unless he has a way to stay conscious while he dies (see “Incapacitation,” Mind’s Eye Theatre, pp. 239–240). Repeated scourings can lead to a deterioration of the mage’s Pattern or Health (causing permanent Attribute loss or physical Flaws) or may lead to Wisdom loss, all at the Storyteller’s discretion.
• There is an unsavory practice that can also yield up Mana to a mage: the sacrifice of a living creature. Animals of Size 2 or more provide one Mana each, although only one such killing in a chapter or downtime action will provide Mana. A human provides one Mana per available Health point (so a previously wounded victim has less Mana to yield than a healthy one), but the victim must die. The mage must inflict the kill- ing blow to gain the Mana — he cannot find a corpse and use it as a sacrifice or have someone else kill a person for him. Only the mage who delivers the killing blow gains the Mana; other mages who participate gain nothing. The killing mage must then take an instant action, during which he can move only up to his Acting Speed as he soaks up the energy (he also loses his Defense). If he does not perform this action, the Mana is lost. He can reap only a total amount of blood-sacrifice Mana points per chapter equal to twice his Gnosis dots. This practice is sure to cause a Wisdom degeneration draw and is typically not done during a downtime (see “Downtime Kills,” Mind’s Eye Theatre, pp. 174–175).
• Mages with the Prime Arcanum have some additional options for regaining and tapping into Mana. See the description of the Prime Arcanum on pp. 333-341 for more information.
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ASSSometimes Mana congeals into a material form known as tass. The form of tass is dictated by where it forms and other currents in reality. Tass nearly always forms in or around a Hallow, but sometimes tass can be found in the remains of a Hallow gone dry. Whatever the shape, all tass is basically the same: mystical energy in solid form that is convertible to Mana.
Edible and potable tass is quite coveted, as a mage can convert it to Mana simply by ingesting it. (It generally takes an hour after eating solid tass before the points are available or 10 minutes after drinking it.) The Storyteller decides how much Mana any particular mushroom, apple or draught of water yields, but a good rule of thumb is one Mana point per pound of tass food or for every 16 ounces of tass drink. Tass that can be ingested may be stored, but fruit must be dried and water-sealed, or else it rots or becomes stagnant. Further, it loses its potency at a rate of one Mana per week after the first week of storage (so fruit loses one Mana at the start of the second week).
Accessing the Mana in non-edible tass requires the Prime Arcanum. A mage with Prime 2 can draw the Mana in tass for personal use. Unlike organic tass, non-edible tass doesn’t lose potency over time and can be stored indefinitely until needed.
MODIFIED ADVANTAGE: WISDOM (MORALITY)
The Morality trait is characterized as Wisdom for mages. For the Awakened, moral- ity is the quest to attain the Mysteries without perishing in their crucible of the Fallen World. The Awakened have seen just a glimpse of the Invisible Truth, and Wisdom keeps them from mistaking that glimpse as the whole truth. It’s the passion to keep searching and asking and remaining humble while wielding god-like power. Mages who fail to learn this fall victim to hubris.
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UBRISWhen a mage does something against his Wisdom, it’s considered an act of hubris, because the needs of the Tapestry are temporarily subservient to the mage’s ego. Acts of hubris are sins against the Morality of Wisdom — see below for a list of acts a mage must avoid. In addition, the Awakened are still mortal and still abide by the same moral tenets of humanity as outlined in Mind’s Eye Theatre, p. 101. As with any sin against Morality, if a mage commits an act of hubris, degeneration draws (see Mind’s Eye Theatre, pp. 101–102) must be made to see if he loses a dot of Wisdom.
Mages can feel the pangs of conscience when they are about to commit an act of hubris. The Storyteller should always inform a player when a chosen course of action constitutes an act of hubris and allow the player to change his course if desired.
A failed degeneration draw means the player must also make a Wisdom test at the mage’s new Wisdom rating to resist acquiring a derangement. Storyteller should see Mind’s Eye Theatre, pp. 103–104 for information on derangements. The derange- ment is linked to the lost dot of Wisdom; the derangement remains until the lost dot is recovered. A mage whose Wisdom reaches 0 moves to the control of the Storyteller — see Mind’s Eye Theatre, p. 104.
Wisdom Acts of Hubris
10 Using magic to accomplish a task that could be achieved just as well without magic. Selfish thoughts. (Draw five times.)
9 Magically coercing another so that he acts
against his own free will. Altering a person’s perceptions. Magically manipulating another’s wants and emotions. Minor selfish act. (Draw
five times.)
10 Using magic to accomplish a task that could be achieved just as well without magic. Selfish
67 Chapter Two: Character
Wisdom Acts of Hubris
8 Magically coercing another so that he violates his own moral code (i.e., he is forced to make a degeneration draw). Injury to another (acciden- tal or otherwise). (Draw four times.)
7 Laying a curse on someone (magics that intend to cause harm but that do not guarantee harm). Using magic to harm someone in self-defense. Petty theft (shoplifting). (Draw four times.) 6 Forcibly binding an unwilling sentient being or spirit
to a place (such as through Mind or Spirit magic) or task (such as casting a Fate geas upon a subject). Grand theft (burglary). (Draw three times.) 5 Magically transforming a person into a lesser
being (turning a man into a pig) against his will. Transforming, wiping or taking complete control of a mind. Intentional, mass property damage. (Draw three times.)
4 Using magic to harm someone with intent
(accidents don’t count, neither does harming ghosts or spirits). Forcefully reducing another’s Mana against his will. Creating a soul stone (see “Soul Stones,” pp. 181-182). Impassioned crime (manslaughter, rape). (Draw three times.) 3 Forcefully abducting and/or exiling another
person (mage or Sleeper) into the Shadow Realm or causing her to become possessed by a spirit against her will. Sacrificing an animal for Mana. Planned crime without using magic (murder). (Draw two times.)
2 Intentionally preventing (or forcing) an
Awakening. Using magic with the intent to murder someone. Using magic to harm someone that kills him instead. Trading a soul for profit. Having a soul attached to oneself that the mage knows is stolen. Casual/callous crime (serial murder). (Draw two times.)
1 Stealing a soul. Sacrificing a person for Mana. Utter perversion, a heinous act (mass murder). (Draw two times.)
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FFECTSOFW
ISDOM• A mage with a high Wisdom radiates trustworthiness to spirits. A mage with a Wisdom of 9 or 10 gains a +1 bonus on Social tests when dealing with spirits. Likewise, a mage with a Wisdom of 1 or 2 suffers a –1 penalty on Social tests when dealing with spirits.
• A mage with a Wisdom of 9 or 10 gains a +1 bonus when contesting or countering the supernatural powers of Abyssal beings. Likewise, a mage with a Wisdom of 1 or 2 suffers a –1 penalty when contesting or countering Abyssal powers.
Magically coercing another so that he violates 8
his own moral code (i.e., he is forced to make a degeneration draw). Injury to another (acciden- tal or otherwise). (Draw four times.)
6 Forcibly binding an unwilling sentient being or spirit to a place (such as through Mind or Spirit magic) or task (such as casting a Fate geas upon a subject). Grand theft (burglary). (Draw three times.)
Using magic to harm someone with intent 4
(accidents don’t count, neither does harming ghosts or spirits). Forcefully reducing another’s Mana against his will. Creating a soul stone (see “Soul Stones,” pp. 181-182). Impassioned crime (manslaughter, rape). (Draw three times.)
Intentionally preventing (or forcing) an 2
Awakening. Using magic with the intent to murder someone. Using magic to harm someone that kills him instead. Trading a soul for profit. Having a soul attached to oneself that the mage knows is stolen. Casual/callous crime (serial murder). (Draw two times.)
• Mages with high Wisdom ratings have a better chance of being accepted for ap- prenticeship by other mages. If a mage should suffer Wisdom degeneration during a mentor’s observation, the teacher might force the student to perform a disciplinary task before he is allowed to begin his studies. If the pupil gained a derangement, the teacher can deny apprenticeship.
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ISDOMWhen Wisdom is lost, the mage must work to regain his morality. Experience points must be spent to raise his Wisdom dots — he cannot be awarded a dot for acts of contrition as Sleepers with Morality scores. Once the mage has been opened to the Mysteries, repercussions for his actions can’t be excused through ignorance. The mage makes his karma.
MERITS
Mages must use their own skills and talents to survive in a world of darkness. In Awakening, some of these talents are defined by the character’s Merits. Several of the Merits below detail a mage’s connection to the cosmos, higher powers of destiny or other elements of the Supernal Realm.