Mage RPG Hints

WAKE UP! Oh, you already have? Sorry. Well, actually, I'm not surprised,
or you wouldn't be reading this. So, you've got an Avatar telling you
what to do, where to go, how to break reality... And you thought your
PARENTS were controlling. At least Mom amd Dad weren't part of the
fabric of your being...

Watch out. You are your own worst enemy, no matter what you think. I've
seen Paradox shred supposed Masters, and I don't think you're any
different. Heck, I don't think I'm any different. I'm just careful. So,
you want to be a mage? Get ready. There's a lot you're gonna hate about
this ride, but it's better than Six Flags.

Playing the Traditions (et al):

Akashic Brotherhood: Peace in. Peace out. Then, when you're done
meditating, go kick their sorry butts! A few points in Do, and you're
ready for buisiness. Add a second point to Mind, and you're the most
scary/attractive/cool/etc. person around. By now you know what to do.

Al-i-Batin: You're a member of the Lost Tradition? Hmm...
Well, stranger things have happened, so I guess you might be,
but I really don't think you need my help if you could convince
your Storyteller to let you get away with this.

Celestial Chorus: The One is love. The One is forgiveness. And
the One will smite the infidels who stand in your way. Of
course, if a few of the less faithful get in the way of enemy
fire, well, that just proves that God protects his own, right?

Cult of Ecstacy: Cool! Unfortunately, my morals prevent me from
going any farther, as I'm trying to keep this clean. Umm...okay.
Music and incence are both safe topics. Well, music's really
good for altering someone's attitude toward something... Anyway,
remember, artists don't fight.

Dreamspeakers: Spirits are your friends. With a second dot in
Spirit, you can call spirits from anywhere, provided you know
a spirit that can go to wherever you are. For example, fire
elementals are not horribly effective at sea. Just having a
spirit show up can wreak havoc on enemy morale.

Euthanatos: Good Death. Kill the right people at the right time,
and the world gets better. How easy does it get? Of course, there
ARE those pesky Masters out there who keep track of everyone to
make sure that every death dealt is a Good one. So make sure you
don't kill wantonly.

Hollow Ones: Ascension? Ha! What a joke. The world is a video
game, and Magick is the joystick. Have as much fun as possible
with your toys. (Of course, I'm biased here, but...)

Iteration X: Computers are favored by evolution. We will become
one with the machine. Yeah, right, and my walkman's gonna be one
of the great philosophers of this new world...

Marauders: The Mad Ones? Fun, if you know a LOT of counter-
magick. Also, you can't worry too much about Paradox, 'cause
it'll roll right off these duck's backs onto whoever's close by.

Nephandi: If you are one of these guys, then nothing I can say
will help you improve your situation, because you obviously have 
the Storyteller wrapped around your little finger, and there's
nothing to improve.

New World Order: If you are a member of the New World Order, you
are the best. Just look at the interesting little Device right
here, and you'll see why you're the best. I assure you, your
brain is not being wiped clean by this...

Order of Hermes: Temporis et omnia mutantur. Time changes all 
things. Except, of course, you stuffy little robe addicts who
get your kicks chanting in Enochian. Of course, I'm gonna get
flames for that (not the least cause being these guys' mastery
of Forces). Guys, you know I'm just kidding. Some of my favorite
spirits speak Enochian...

Orphans: You're just the little rebel, aren't you? Don't be too
upset. You're not alone. There are the Crafts and the Hollowers,
and a few others wandering about. So whenever you get in trouble,
just blame the Technocracy/Traditions/Nephandi/Marauders, point
the direction the "troublemakers" ran, and head the other way at
top speed.

Progenitors: Ooh! What do you get when you cross a lion and a
polar bear? Eaten. These guys come up with stuff that'd give
H. P. Lovecraft nightmares. What's that? You are one? Sorry.
Thanks for all the medicine you've developed. And the diseases
you created so you could sell these pills.

Sons of Ether: Oingo Boingo has nothing on you guys. Talk about
weird science! A forklift+a seive+200 feet of extension cord+a
LOT of AA batteries= What? Well, depending on the individual in
question, you might have a giant portable generator on wheels,
an elevator that goes wherever you do, or a high-powered pasta
strainer. Have fun... Someplace where I won't get caught in the
blast radius. Of course, if you should happen to come up with an
idea or two that works particularly well, let me know!

Syndicate: ATM, MAC, COD, 1040K. With names like these, it's
easy to see why accountants are noted for their lack of
imagination. Of course, you guys are more powerful than the
average accountant... Even on April 15. Especially on April 15.

Verbena: Bubble, bubble, read it double, herbs will get you out
of trouble. Wands and cups and mystick chants, your magick these
things do enhance. Cauldrons and the sap of trees, Verbena do
believe in these. Seriously, though, with Life as your specialty,
you're potentially the most potent Tradition. Use your mastery of
living patterns to inspire awe as well as fear, and you'll go far.

Virtual Adept: The Digital Web is your playground. Have fun on 
your little world, and learn a few things there that will help
you in the real world. Correspondence is good for checking on
what's happening at distant locations. It's the next best thing
to being there!

Void Engineers: You are a part of what may be the single most
enterprising plan in the entire human existance. Too bad it's
doomed to fail one way or another. There are ways to save it,
but with your Convention's links to the Nephandi, that doesn't
seem likely. Your best chance to survive is to stay in Gaia Realm.



Outside the Chantry

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