Lots of people have lots of questions about Mage. Many of those questions have no black-and-white answers - after all, this is a game about dueling realities. Even so, some issues come up across the table - and on the internet, and in our mailbox - again and again.
First of all, what's up with those weird spine numbers that aren't the stock numbers? What was number X?
The numbers on the spines of various Mage: The Ascension, sort of reminiscent of the Halo numbers from various Nine Inch Nails CDs and videos, provide a method of keeping track of which Mage books you do and don't have. This is a list of all of them so far, including editions that are no longer in print:
01 Mage 1st
02 Mage 1st Screen
03 Book of Chantries
04 Loom of Fate
05 Progenitors
06 Digital Web
07 Book of Shadows
08 Chaos Factor
09 Iteration X
10 Book of Madness
11 New World Order
12 Ascension's Right Hand
13 Mage 2nd
14 Mage 2nd Screen
15 Void Engineers
16 Horizon: Stronghold of Hope
17 Book of Crafts
18 Book of Worlds
19 Book of Mirrors
20 Syndicate
21 Technomancer's Toybox
22 Digital Web 2.0
23 Orphan's Survival Guide
24 Tales of Magick: Dark Adventure
25 Guide to the Technocracy
26 Initiates of the Art
27 Spirit Ways
28 Masters of the Art
29 Mage Revised
30 Mage Revised Companion
31 Bitter Road
32 Dead magic
33 Blood Treachery
34 Midnight Dragons
35 Sorcerer Revised
Mage Revised FAQ
Additional questions will be posted with answers as they
come up.
What happened to (my favorite stuff that wasn't in the book)?
Victims of word counts. Mage Revised clocked in with 90,000
words over what we could print. For reference's sake,
that's about equal to an extra 160 pages of material that just
couldn't fit in the main book. It's unfortunate but it's also
a law of publishing. It's up to the developer to decide what's
essential and what can be held until later. So, if you thought
something was at the heart of Mage but you didn't see
it in the core book, chances are that it was held for a later
release. Material that will be covered in later books
includes additional Backgrounds, additional Merits and Flaws,
Do, spirits, the Umbra, Wonders (Talismans and other magical
items), Familiars, Chantries and Sanctums. The Technocracy already
has its own Guide. In the meantime, we'll try to make important
notes accessible here on this FAQ.
I'm confused by the new Paradox system. Does Paradox always
backlash? Does it always release the entire amount? The descriptions
seem contradictory.
Paradox is a fickle force. Sometimes it backlashes; sometimes
it waits. Sometimes it's a hammer and sometimes it's like sandpaper
against your skin.
Paradox usually ignites as it's garnered, but not always.
Figure about a one-in-ten chance that Paradox will hang on a
mage instead of backlashing immediately. And, of course, the
player can always spend Willpower to prevent the Paradox from
going off all at once. Ultimately it's up to the Storyteller
to decide whether the Paradox explodes as gathered or whether
it hangs in the balance.
When Paradox backlashes, it's usually easiest to simply fire
off all of the Paradox accumulated at once and look up the results
on the appropriate damage and flaw tables. However, if you want
to run with more uncertainty in your Paradox, you can roll a
die pool equal to the Paradox rating of the mage; each success
(6 or more) causes one point of Paradox to discharge from the
pool in a backlash. (Permanent Paradox can still discharge in
this case, but it doesn't go away.) Take the results for the
amount of total Paradox that backlashes; the mage stores up the
rest.
In the event that a mage has some hanging Paradox left in his
pool, it still disperses at a rate of one point per week, as
stated in the rules.
What are the differences between vulgar and coincidental magic?
What happens when a mage casts coincidental magic, and how much
does the player have to describe? The rules seem kinda sketchy.
Vulgar and coincidental magic are described on pp. 137-138,
but the descriptions leave a lot of leeway. Ultimately, the full
limits of what counts as "vulgar" versus "coincidental"
is up to the game that the Storyteller wants to run.
In brief, coincidental magic is anything that could reasonably
have happened without the intervention of magic. If a mage does
some mojo and a couple of cars crash, well, they could've
crashed anyway; it's a coincidence. Likewise, if the mage
prays for intervention while an enemy is chasing him and suddenly
the enemy's elevator gets stuck, it's a coincidence.
Vulgar magic is anything outside the bounds of coincidence. The
mage hurls lightning from his fingers - that couldn't plausibly
happen in the real world, so it's obviously magic! Similarly,
if a mage steps into a bathroom in one city and steps out of
one in another city, it's clearly something that couldn't have
"just happened," and it's vulgar magic.
The boundaries of coincidence and vulgarity aren't set, though.
The Consensus has some effect: What people believe is
possible shapes what is possible. Thus, if a mage manages
to convince people that he has some incredible gizmo that really
works and lets him appear to hurl lightning, the effect may well
be coincidence - the mage does his magic and waves his hands,
but the device is doing the work, right? As far as people can
tell, anyway. Similarly, a mage may have special knowledge about
some little-known "fact" of science that he leans on,
but if it's not widely-spread and believed, it won't appear to
be a natural part of what could have happened, so it'll be vulgar
magic or science.
When a mage does vulgar magic, (s)he cuts loose with an effect
and fires off something that clearly violates the natural order.
Simple. A coincidental effect is usually much more subtle, though.
The mage sets magic in motion, but then weaves that magic into
the Tapestry. The magic nudges events into a certain direction;
those without magic can't even tell that anything unusual happened.
The mage might not even know what is going to happen! The player
should describe a plausible coincidence, but the mage
merely sets up events and probably doesn't even know if the
end result came from chance or from magic. For instance, a Hermetic
mage could invoke the power of Forces to strike an enemy down
coincidentally. The mage weaves the magic into the Tapestry and
hopes that it works. Lo and behold, a severed power line hits
the foe and shocks him. Unusual, but it could happen it's a coincidence,
and nobody could really tell if it was magic or not. The player
knew by rolling dice, and the player described the
plausible coincidence (subject to the Storyteller's approval),
but the mage only knows that he relied on magic, he believed
and lo, his enemy was struck down.
Individual Storytellers should play with the boundaries of coincidence
as it suits the nature of the game. Coincidence and vulgarity
will shift from time to time, place to place and person to person,
too.
When stepping sideways, does the Avatar Storm cause damage
from failed Spirit dice, or from a separate roll of Arete + Paradox?
And does the Storm affect anything other than mages?
It's Arete + Paradox. The Storm only affects enlightened
individuals and creations - that is, mages and Talismans.
It seems really hard to build a fast Effect. With penalties
for fast-casting, required successes and the like, most mages
will have trouble getting more than one or two successes in a
turn.
This is deliberate; mages should take time to prepare, cast
their Effects wisely and use brains, not brute force. Magic turns
the universe on its head - this is not something done quickly
or lightly! And, again, magic is not an instant cure-all for
everything. A mage can't rely solely on magic to fix every problem.
A mage under stress is probably better suited using some subtle
magic to nudge events into her favor, or splitting dice pools
to get a simple personal Effect backing up a normal action. Real
titanic workings will take time and effort. If a mage just has
to do something phenomenal in one turn, that's what Willpower
and Quintessence expenditures are for. Remember, too, that if
all that your mage wants to do is kill someone with vulgar magic,
that successes on the attack roll do add to damage as with any
other sort of attack, so even a one-success fire blast can inflict
some hefty damage with a good shot.
If a Storyteller wants to let mages build faster Effects, then
it's easiest just to get rid of the fast-casting difficulty penalty
and to loosen up the success chart so that one or two successes
can still score useful results.
Um, what are the Technocracy's Conventions, anyway?
Blast, that sidebar just didn't make it in in brief, the
Technocracy has five Conventions: Iteration X, concerned with
computer and material sciences; New World Order, which works
with social engineering and information distribution; Progenitors,
who practice medicine; the Syndicate, which works with money
and economics; and the Void Engineers, who explore and chart
unknown places and dimensions. Together they uphold the Precepts
of Damian, a set of guidelines that exhort them to protect humanity
and explore the cosmos.
What level of Life magic is required to heal other people?
As implied in Life 3, "To more complex creatures,
she can exert change,
causing the entity to grow or change as she desires," a
mage can heal or
injure other people (and complex animals) with Life 3. Transforming
the
Pattern into something else requires Life 4.