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Mage: The Ascension (Tabletop Game)

 Mage: The Ascension (Tabletop Game)
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 Mage: The Ascension (Tabletop Game)
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Mage: The Ascension (Tabletop Game)
 Mage: The Ascension (Tabletop Game)
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MageTheAscension
 Mage: The Ascension (Tabletop Game)
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A tabletop game in the Old World of Darkness, which might as well have been subtitled "A Storytelling Game of Philosophical Knife-Fights." note Not to be confused with the other Storytelling Game of Philosophical Knife-Fights, or the game of philosophers with clubs.The basic premise is that while reality apparently has certain basic fundamentals, for the most part, the laws of reality exist because mankind ''believes'' it exists by certain laws. Each average human, or "Sleeper," perceives the world in certain terms, and their perception contributes to the Consensus of reality. The Consensus reinforces how reality works, which in turn reinforces the Sleepers' beliefs, and so the cycle continues. Mages are the exception, humans who've Awakened to their innate power: they've realized the truth of the world, and they have the ability to reshape it to their will.A few things stand between mages and the magical playground of reality, of course. First, there are the competing paradigms: Every mage understands magic in different terms, be it "hyper-advanced science," "the divine emanations of the Almighty," or "the Old Ways", so trying to get any two mages to agree on anything is tricky. But they kind of have to, because of the second reason: The Technocracy. Long ago, when the mages actually did have their magical playground, there were a few too many who became Sorcerous Overlord and who made life even harder for the hapless majority of Muggles. In response, a group of other mages/scholars/knights/builders/etc decided to team up as the Order of Reason and fight the sorcerers (and vampires, and were-things and the Fair Folk, and so on) with Science/Art/Religion/Not Magic to make the world better for the average Joe and Jane. Well, they won... and in the process, they went a tad too far, until they had largely succeeded in stamping out any other reality save the non-magical worldview they endorsed.In the Modern Day, the Technocracy has turned into an authoritarian and nigh-unstoppable conglomerate set on protecting the status quo by squashing "Reality Deviants", their "Unmutual Paradigms", and the free-will/wonderment of magic and human potential with them. And it's working, because if enough humans agree with the world you're giving them, Reality Itself changes to match that view. This leads to the final hurdle between the mages and their goals: Paradox. Do anything that's too explicitly magic, flaunt your ability to alter the way things have become, and Reality will give you a wedgie. In other words, because a mage believes he can fly, he can. Problem is, that's not what the current rules of reality say, and so it resists, sometimes even fights back. Presumably, if a mage were the last living being, they'd have near-godlike power and the opportunity to find out what the fundamental rules of reality are absent human belief. Fortunately for everything in existence, this is not the desired endgame for most mages.Mage: The Ascension is a game of mad, beautiful ideas. This is a game where you can have an enlightened martial artist dispatching hungry ghosts from the Chinese Hells, a Hermetic magician preventing demon-worshippers from spreading corruption throughout San Francisco, and a mad scientist dispatching evil gibbering things in the void of space, then have them all get together to strike a blow against the New World Order. It was succeeded in the New World of Darkness by Mage: The Awakening, and you could keep your house warm from all the flame wars that erupt over that choice.Like the other Old World of Darkness games, Mage has a 20th Anniversary Edition that includes options for playing any of the three previous editions, cleans up the magick system, supports playable characters from the Traditions, Technocracy, Crafts and/or Orphans, and is generally massive (they had to edit it down to 500k words, with extra material going into supplements). Its Kickstarter was funded in 45 minutes.There are eleven main Traditions among the Mages, each (except Orphans) specializing in a Sphere of magic around which their style revolves: Order of Hermes: The traditional 'wizard' and user of Hermetic Magic. Masters of the Sphere of Forces. Verbena: Pagan and druidic-inspired witches who use healing and transformation powers. Masters of the Sphere of Life. Celestial Chorus: Omnitheistic miracle workers who channel the power of their faith. Masters of the Sphere of Prime. Dreamspeakers (Kha'vadi): Shamans who commune with the world of the spirits. Obviously, masters of the Sphere of Spirit. Akashic Brotherhood (Akashayana): Enlightened monks from the Far East, and experts of Supernatural Martial Arts. Masters of the Sphere of Mind. Euthanatos (Chakravanti): Necromantic mages who guide the great wheel of death and rebirth. Masters of the Sphere of Entropy. Cult of Ecstasy (Sahajiya): Mages who seek to alter perceptions and find new experiences, usually through the use of sex, drugs, and rock and roll. Masters of the Sphere of Time. Sons of Ether: Mad Scientist mages who embrace the weirder and more fantastic theories of Science. Also known as the gender-neutral Society of Ether or Etherites. Masters of the Sphere of Matter. Virtual Adepts: Computer wizards and hacker mages who seek to open up technology to the masses. Masters of the Sphere of Correspondence. Orphans: Not a Tradition, but a catch-all for mages who follow their own style of magick rather than a specific paradigm. Efforts to unify them as a single group are frequently repeated but short-lived. Hollow Ones: The closest thing to a success at uniting Orphans. These are a group of cynics whose schtick is a post-modern approach to magic and cynically referring to all other forms as "lies."The Technocracy has its own set of Conventions as well: Iteration X: Technocratic scientists and engineers who specialize in robotics and cybernetics. They also supply most of the union's military forces. New World Order: The Men in Black who act as frontline investigators/enforcers and their more cerebral superiors in White. Progenitors: Doctors and geneticists who focus on cutting-edge medical breakthroughs... and the occasional genetically-engineered monstrosity. Syndicate: Corrupt Corporate Executive types who derive their powers from money and influence, particularly through the media, all in the name of creating more true wealth, both for themselves and humanity. Naturally, it usually doesn't work out that way. Void Engineers: Astronauts and explorers who chart the far reaches of deep space, the Umbra, and many other "alternate dimensions". They also prevent incursions by the odd Eldritch Abomination. After the Avatar Storm, they have become more militaristic.In addition to these, there are a number of other, antagonistic groups: Marauders: Mad mages who ignore the shackles of Paradox, but have little control over their own powers or the fabric of reality around them. Nephandi: Mages that embrace absolute evil (even confirmed In-Universe as exactly that), worshiping various types of demons and Eldritch Abominations in an attempt to unmake reality.And with the release of the "Void Engineers" updated Convention Book in 2013, we finally meet what made the Void Engineers go more militaristic: Threat Null: What happened to the Technocratic detachments stranded out there in Deep Umbra space when the Dimensional Storm started. They became something totally other, totally alien. The Void Engineers, in an alliance with the Euthanatoi and elements of other Traditions, fight a lonely unsung battle on the edge of reality against twisted mirror opposites of the Technocracy's own lost souls, never daring to trust the secret of what Threat Null truly is even with the rest of the Technocracy (largely due to something detailed in the Agents entry below). But what's most horrifying about Threat Null is that it considers itself the true Technocratic Union, finally returned from dimensional exile to reclaim the world from fallen apostates and weak-willed collaborators. Autopolitans: Twisted caricatures of Iteration X, the Autopolitans are more machine than man. Linked to a soulless hivemind, their nigh-endlessly adaptable nanotechnological forms are relentless. Resistance is futile. You will be assimilated. Agents: What the NWO turns into after being exposed to too much "Void Adaptation". Soulless tricksters who can appear as anyone or anything, their agenda is incomprehensible... but their continued access to the NWO's Control protocols (meaning they can "mindwhack" any Technocracy member who hasn't had their original indoctrination removed, like the VEs have arranged to do to themselves in defiance of Technocracy regulations) is devastating. Transhumanity: The dark mirror of the Progenitors, the agents of Transhumanity are all "stunningly beautiful, frighteningly strong, and utterly brilliant". They accept any and all who wish to join them, and in return, they offer perfection. They just don't mention what it will cost you. (Unknown to its victims until it's too late, Transhumanity is more of a soulless hivemind than even the Autopolitans.) Residents: The dark mirror of the Syndicate, the friendly Residents are negotiators, traders, and fixers who travel around Umbral Space freely helping people. They will gladly be your guide, your interpreter, your host, your supplier, your concierge. Their deals are harmless, their trades entirely reasonable. Until the day you wake up owned body and soul and never know exactly when you traded yourself away...Spread throughout the books are myriad Crafts, smaller groups of mages who do not subscribe to any Tradition (or, in the case of the Ahl-i-Batin and Solificati/Children of Knowledge, were reduced from that position) and have their own unique magical paradigms. There are also numerous larger organizations exclusive to specific geographic areas (the magic traditions of Asia are a world unto themselves).In the 20th anniversary edition, a good number of the Crafts form an informal group around the turn of the millennium they sarcastically call the Disparate Alliance. Finally having had it about up to here with every other mage faction, the Alliance unite behind taking down the Nephandi and the Technocracy in subtle, subversive ways. However, before the Alliance can do anything major, it's got to work out some degree of organization and stability first. It may seem impossible — especially given who's involved — but mages are all about the impossible... Ahl-i-Batin: The Traditions' former masters of the Sphere of Correspondence, Arabic mages who pursue unity with the Divine. Also known as the Batini or Subtle Ones. Equal parts mystics, diplomats, warriors and assassins, they're known for their subtlety and elusiveness. Bata'a: Voudounists who see "magick" as the product of communion with the beings known as Les Mysteres, a respectful exchange between flesh and spirit. Children of Knowledge: Once, they were the Solificati, a group of medieval alchemists who served as the Traditions' first masters of the Sphere of Matter until a prominent figure was found colluding with the Order of Reason and was sentenced to having their Avatar hacked up with a rusty knife, causing the Solificati to collapse through infighting. By the 20th century, they'd reinvented themselves as the Children of Knowledge, updating their methods to the modern era. Hollow Ones: Goth street mages who use pop-culture occultism to work magick, watching out for the misfits, outcasts, and freaks of the modern world. Kopa Loei: Heirs to the magickal traditions of pre-colonial Polynesia, seeking to rebuild and restore their land and peoples. Ngoma: Practitioners of the high ritual magick of Classical Africa, the Ngoma pursue a brighter future for their varied continent. Sisters of Hippolyta: Tracing their origins to the legendary Amazons, the all-female Sisters champion the Divine Feminine (despite the name, the Sisters value not just the feminine, but also non-binary gender as well), serving as healers, liberators, and advocates for women and children. Taftani: Flamboyant, defiant djinn-binders from the Middle East who see magick as a gift, an expression of Ultimate Truth. Templar Knights: Yes, those Knights Templar. One-time servants of the Order of Reason, they were betrayed, faking their destruction and going into hiding, Christ's soldiers against the darkness. Wu Lung: The Dragon Wizards, the former power behind Imperial China, forced to rebuild themselves after they were dethroned by colonialism and Communism, drawing on Chinese alchemy and high ritual magick for their Arts.
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Necro Non Sequitur
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Necro Non Sequitur: A typical result of pissing off an entropy mage.
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Hero Antagonist
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Hero Antagonist: While this is not always the case, many Technocrats actually are this, notably the Void Engineers and the post-Avatar Storm Progenitors (bonus points for them teaming up afterwards).
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The Commandments
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The Commandments: The Protocols are the rules that allow the Traditions to function as an organization.
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The Social Expert
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The Social Expert: The New World Order's raison d'être.
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Visionary Villain
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Visionary Villain: The Technocratic Union, and especially the New World Order.
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Wrong Context Magic
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Wrong Context Magic: No two mages have the same view of reality. Because of this, it can be very hard for mages of different Traditions—or sometimes of the same Tradition — to understand how someone else performs their magickal effects, even when using the same Spheres. Doubly so when you compare the Traditions with the Technocratic Conventions: what the Traditions call the Sphere of Spirit, the Conventions call the Sphere of Dimensional Science, and the things that they can do with it are quite amazingly different.
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The Greys
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The Greys: They are around, though the question of what they actually are is hotly debated. Sightings could be of the actual Dimensional Science-wielding extraterrestrial species known as the Ka Luon, Void Engineer bioconstructs calledLERMUs (which may or may not themselves contain Ka Luon DNA) or otherwise unrelated spirits shaping themselves around urban myths.
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The Purge
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The Purge: The Technocracy used to enact The Pogrom, which was an effort to kill everything that violated their worldview (this includes not only the Traditions, but all the other supernaturals of the World of Darkness as well). The New World Order (which traditionally prefers conversion to murder) eventually pushed through an end to this; the Progenitors are the biggest proponents of a return. As of Technocracy Reloaded, the default Technocratic response to a Reality Deviant who isn't making a mess is "keep an eye out, but do nothing." Both the Traditions and the Technocracy still carry one out on the Nephandi, but as the latter are psychotic beings who wish for the destruction of everyrthing, it's less of a case of "enforcing a worldview" and more "ensuring survival."
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Raygun Gothic
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Raygun Gothic: A popular Etherite aesthetic.
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Wild Child
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One of the Infernalist templates in The Sorcerer's Crusade: Infernalism, the Wildling, is essentially a Wild Child that uses the Life Sphere to make herself one with nature in the most horrific ways. Largely incapable of human speech, unwilling to wear clothes, and prone to fucking wild animals, she enjoys shapeshifting into beastly forms so she can hunt down human intruders in her territory.
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Would Not Shoot a Civilian
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Would Not Shoot a Civilian: This is a rule for the Technocracy. Well...it's more of a guideline than an actual rule, especially when you're crossing the Godzilla Threshold every other Tuesday, but it's bad form to do it when you have other options.
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Wizards' War
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Wizards' War: The Ascension War is a global conflict fought between the world's Mages for control of human culture and beliefs, which in turn shape the paradigms that nature and magic operate by — the ultimate prize is the ability to determine what rules the world will follow. The main combatants are the progressive but highly controlling Technocratic Union and the traditionalist Council of Nine Mystic Traditions. Other factions include the Disparate Alliance, the alien force of Threat: Null, and a number of independent actors such as nihilistic Nephandi and insane Marauders.
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The Hedonist
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The Hedonist: The Cult of Ecstasy understandably attracts a lot of these.
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Crapsack World
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Crapsack World: Pretty much the entire point of the entire World of Darkness. Mage can be (but isn't necessarily) Lighter and Softer than most other games in the line, since the power to rewrite reality gives mages a more direct influence over the state of affairs than, say, wraiths or vampires have. The default world is pretty crappy though, and bringing about permanent positive change is very difficult for most. The primary antagonists of most Mage games are the mages themselves, in the sense of literally the actual player characters. There is a thin to nonexistent line between disbelieving in science because you know better and just being normal-style crazy; most magi are both, and people with very real psychological disorders having the ability to make their crazy entirely real doesn't end any better for them than it does for the people around. The Mages perceive their world as lighter and softer, but in many ways this is just because their perspective is intentionally divorced from reality. Edition-wise, the metaplot in Mage Revised was written specifically to dump flaming crap on the world in preparation for Ascension, with the effective destruction of the Traditions as an organization and the Technocracy governing a soulless, stagnant world. The default assumption of 20th Anniversary, meanwhile, is a Lighter and Softer reaction: the Technocracy's victory turned out to be temporary, the Traditions struck back, and the soulless apathy of The '90s gave way to an unprecedented empowerment of the average citizen that's blindsided just about everyone.
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Black Comedy
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Black Comedy: The Technocracy enjoys this.
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We ARE Struggling Together
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We ARE Struggling Together: The Traditions get a fair dose of this among one another, but it rivals the Trope Namer for sheer tragicomedy with the addition of the Disparate Alliance — which is basically a less organized version of the Traditions, but hates them almost as much as they do the Technocracy. One almost expects someone from either faction to shout, "Splitter!" at the other during a meeting.
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Your Mind Makes It Real
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Your Mind Makes It Real: The very concept the game is based upon.
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For Science!
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For Science!: From the Sons of Ether, who are really enthusiastic about what they do. More restrained versions are present in the Iterators, and the Virtual Adepts have a similar view re: code, hacking reality, etc. Void Engineers have a version that goes "For DISCOVERY!" and several mystic Traditions have the same approach to magic.
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World of Symbolism
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World of Symbolism: The Astral Umbra, various Umbral realms, Horizon realms, and much of the actual metaphysics of the setting.
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More than Mind Control
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The Technocracy used to enact The Pogrom, which was an effort to kill everything that violated their worldview (this includes not only the Traditions, but all the other supernaturals of the World of Darkness as well). The New World Order (which traditionally prefers conversion to murder) eventually pushed through an end to this; the Progenitors are the biggest proponents of a return. As of Technocracy Reloaded, the default Technocratic response to a Reality Deviant who isn't making a mess is "keep an eye out, but do nothing."
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 Mage: The Ascension (Tabletop Game) / int_2bdae2ae
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Awesome, but Impractical
 Mage: The Ascension (Tabletop Game) / int_2bdae2ae
comment
Awesome, but Impractical: Magic itself if you're not really careful. Any spells a mage casts that look or feel like real magic makes reality really unhappy, and likely to complain about it in the form of curses, monsters, and ultimately ejection from reality altogether. Mages instead are forced to keep their magic Boring, but Practical; sticking with effects that potential onlookers would either quickly rationalize away or not even notice in the first place.
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 Mage: The Ascension (Tabletop Game) / int_2be271c7
type
Hollywood Hacking
 Mage: The Ascension (Tabletop Game) / int_2be271c7
comment
Hollywood Hacking: Invoked by technomantic paradigms. You can use the widespread exaggerated ideas of what it's possible to do with a computer and an internet connection to get reality off your back by lampshading everything you do as "hacking". Sure, you only broke into that airgapped server from your living room by using rank 2 Correspondence, but the average person can't tell!
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 Mage: The Ascension (Tabletop Game) / int_2e90b7fb
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TheBadGuysWin
 Mage: The Ascension (Tabletop Game) / int_2e90b7fb
comment
The Bad Guys Win: The Hell on Earth scenario which is about a Nephandi victory. Note there are also several other happier endings as well. And there's a hint that even this nightmare can end...
 Mage: The Ascension (Tabletop Game) / int_2e90b7fb
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 Mage: The Ascension (Tabletop Game) / int_2eb94abd
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Deadly Euphemism
 Mage: The Ascension (Tabletop Game) / int_2eb94abd
comment
Deadly Euphemism: Human Resources is a Technocracy invention, so they tend to use very euphemistic jargon to describe the punishments in store for unmutual operatives. For example, Social Conditioning, Amended Society or the Degree Absolute. They also speak of "Collateral Impact" to refer to civilian casualties.
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 Mage: The Ascension (Tabletop Game) / int_2fb3170e
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Enemy Within
 Mage: The Ascension (Tabletop Game) / int_2fb3170e
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Enemy Within: On occasion, avatars can verge into this if their goals differ particularly strongly from their character's.
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 Mage: The Ascension (Tabletop Game) / int_319e4a2f
type
Even Evil Has Standards
 Mage: The Ascension (Tabletop Game) / int_319e4a2f
comment
Even Evil Has Standards: Even the New World Order, the second-most amoral Technocrats after the Syndicate, are disgusted with partisan politics and biased reporting. Justified, in that they want to bring the world together into relative harmony, and both those things do the exact opposite. They also abhor child slavery, child prostitution, and child pornography, so much so that they turn a blind eye to, if not outright help, the actions of the Children's Crusade, a faction of the Cult of Ecstasy dedicated to stamping these things out, who also have allies in every other Tradition. The Syndicate created Pentex but even they're disgusted with how the modern Pentex acts.
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 Mage: The Ascension (Tabletop Game) / int_31b9c6aa
type
Magic or Psychic?
 Mage: The Ascension (Tabletop Game) / int_31b9c6aa
comment
Magic or Psychic?: Psionics are a form of Practice that says that your power comes through your mind, manifesting as Instruments such as meditation, eye contact, and other exercises of the self. As a side note, psionics are considered "scientific" by the Technocracy, partly because the possibility of psi fits in the "scientific" paradigm (as defined by the Consensus), but also because they're plain useful.
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 Mage: The Ascension (Tabletop Game) / int_320cbf82
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Combinatorial Explosion
 Mage: The Ascension (Tabletop Game) / int_320cbf82
comment
Combinatorial Explosion: The mages' inherent strength is that spheres can be mixed and matched without any issue towards achieving an effect, higher level spheres grant access to higher power effects as well as more of them, to the point where just 3 spheres at level 2 have at least 50 possible effects that can result from their combinations.
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 Mage: The Ascension (Tabletop Game) / int_3517000d
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Mad Scientist
 Mage: The Ascension (Tabletop Game) / int_3517000d
comment
Mad Scientist: Some Conventions of the Technocracy, such as Iteration X and the Progenitors, aren't quite all there. On the side of the Traditions, there are the Sons of Ether (both true Mad Scientists and 'just really enthusiastic' types) and the Virtual Adepts (Reality Hackers). Among the Sons of Ether, the Ethernauts double down, basically declaring that The World of Darkness isn't crazy enough so they're going to build a magical (that is, Scientific) rocket ship to find a different world. Approaching from the more mystical end, any Tradition or Craft mage that's more interested in seeing what they can do with magic rather than anything approaching ethics or consent can become a sorcerous version of this. The Order of Hermes has more than a few examples.
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 Mage: The Ascension (Tabletop Game) / int_351e7cf9
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Romanticism Versus Enlightenment
 Mage: The Ascension (Tabletop Game) / int_351e7cf9
comment
Romanticism Versus Enlightenment: The seven more mystical Traditions definitely fall on the romanticism side, and the game overall casts the enlightenment worldview in a negative light. The technomantic Traditions also tend to favor Romanticist attitudes toward technology, to the point that the Sons of Ether left the Technocracy because the Technocrats were destroying all the "cool" science and not advancing technology fast enough. The Virtual Adepts, meanwhile, institutionally tend to embrace the "punk" part of Cyberpunk, though this isn't necessarily inherent to their Tradition (just to '90s attitudes about computers and hacking). From the Technocratic viewpoint, Romanticism is largely blaming its own problems on Enlightenment. They're not entirely wrong. The 20th Anniversary edition presents a more even-handed view of this, pointing out that the Traditions have issues, many Technocrats are genuinely trying to help people, and that Enlightenment has done a lot to improve things for the common man. It also suggests that a second Enlightenment, in the form of the increasing empowerment of ordinary citizens, has blindsided both sides and left them struggling to adapt. The paradigms enumerated in 20th Anniversary fit across the spectrum and outside of it. Bring Back the Golden Age is the purest example of Romanticism, with A World of Gods and Monsters, Everything is an Illusion, Prison or Mistake, Might is Right and One-Way Trip to Oblivion for partners...along with It's All Good-Have Faith. A Mechanistic Cosmos, Everything is Data, and especially Tech Holds All Answers carry the torch for team Enlightenment. Creation is Innately Divine and Alive is usually Romantic, but the Gaia Hypothesis is an Enlightened version of the same thing. Everything is Chaos takes both Romanticism and Enlightenment with a grain of salt, while Divine Order and Earthly Chaos can be either, but is usually neither. Many of the Paradigms in the Book of Secrets aren't really linked to this dichotomy, have elements of both or could be followed from either perspective, but Ancient Wisdom is the Key and We are Meant to be Wild are inherently Romantic, while A Holographic Reality and Turning the Keys to Reality are very Enlightened in character.
 Mage: The Ascension (Tabletop Game) / int_351e7cf9
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 Mage: The Ascension (Tabletop Game) / int_358388f6
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White Mage
 Mage: The Ascension (Tabletop Game) / int_358388f6
comment
White Mage: The Progenitors are this at their best as most modern medical technology which has caused humanity's life expectancy to skyrocket is their invention and many work on improving humanity's natural abilities. Of course, being a Technocratic Convention, they can occasionally go the other direction...
 Mage: The Ascension (Tabletop Game) / int_358388f6
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 Mage: The Ascension (Tabletop Game) / int_35d7be67
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Hermetic Magic
 Mage: The Ascension (Tabletop Game) / int_35d7be67
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Hermetic Magic: The Order of Hermes.
 Mage: The Ascension (Tabletop Game) / int_35d7be67
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 Mage: The Ascension (Tabletop Game) / int_36ed3e1e
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Ascended Meme
 Mage: The Ascension (Tabletop Game) / int_36ed3e1e
comment
Ascended Meme: "Mages turning vampires into lawn chairs" gets a page or so worth of space in 20th Anniversary, and even happened in universe once. Of course, it's in mutated form this time; it's no longer a joke about how powerless vampires are, but a cautionary tale: any mage powerful enough to make this happen ought to be smart enough not to do it, both because it doesn't stick, because a frenzied vampire can tear an unprepared mage apart, and even if the mage can deal with that, other vampires will team up to exsanguinate this mage and ensure that it doesn't become common practice. It's also of course incredibly vulgar; if the vampires don't make the mage regret using this spell, the Paradox Backlash certainly will.
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 Mage: The Ascension (Tabletop Game) / int_36fa0cc
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Clones Are People, Too
 Mage: The Ascension (Tabletop Game) / int_36fa0cc
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Clones Are People, Too: The Technocracy considers their artificially created agents to have the exact same worth as their normally born ones.
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 Mage: The Ascension (Tabletop Game) / int_38047858
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Squishy Wizard
 Mage: The Ascension (Tabletop Game) / int_38047858
comment
Squishy Wizard: Mages are by far the most powerful and versatile supernatural creatures in the World of Darkness, but since they're physically human, they're still Squishy Wizards compared to vampires, werewolves, and demons. They also need time to set up their more impressive feats, not to mention the risk of a Paradox Backlash if any Muggles see them working "magick".
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 Mage: The Ascension (Tabletop Game) / int_38f1a7ed
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Defector from Decadence
 Mage: The Ascension (Tabletop Game) / int_38f1a7ed
comment
Defector from Decadence: The Sons of Ether left the Technocracy after it sponsored the Michelson-Morley experiments that "disproved," well, The Ether. As a parting shot, they slipped relativity and quantum mechanics into the Consensus. Several decades later, the Etherites sponsored the Virtual Adepts when they did pretty much the same thing, spurred by the Technocracy's murder of Alan Turing.
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 Mage: The Ascension (Tabletop Game) / int_393ec3f9
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Zeerust
 Mage: The Ascension (Tabletop Game) / int_393ec3f9
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Zeerust: Etherite science is often based on antiquated ideas of technology. That still works. Somehow.
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 Mage: The Ascension (Tabletop Game) / int_3b99a9e0
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Reality Warper
 Mage: The Ascension (Tabletop Game) / int_3b99a9e0
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Reality Warper: Every human with an Avatar is, on some level, even the non-awakened masses. Only the Awakened (mages, Technocrats, Marauders, etc.) can consciously shape reality. The aspects they can affect, however, depend on their knowledge of the nine Spheres: Correspondence, Entropy, Forces, Life, Matter, Mind, Prime, Spirit, and Time. The Nephandi, the "Fallen", who sold their souls to demonic entities, gradually lose this ability as their soul is eaten away, and replace it with reality warping powers (the "Dark Spheres") granted by their demonic masters: same aspects, but less "shape" and more "take apart". Doubly so with the Marauders, see above. Imagine a person who can bend reality to their will, and then imagine that person is crazy. Not eccentric, not cute, not just creepy, but completely, frighteningly insane.
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 Mage: The Ascension (Tabletop Game) / int_3d85c6bc
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Black Speech
 Mage: The Ascension (Tabletop Game) / int_3d85c6bc
comment
Black Speech: Some Nephandi learn the language demons use to speak with each other, Haah'rath Kharoh, also known as the Dragon's Tongue. According to legend, it corrupts the bodies and minds of the people who speak it. Amusingly, it also otherwise bears similarities to 'normal' languages: there are a variety of dialects that could make a supposedly fluent Nephandus virtually unintelligible to the demon he's talking to, it often uses loan words from human languages for more modern and technical concepts, and more tech-savvy Nephandi have turned the written language into fonts that they use on their web pages because they 'look cool', even if they have no idea what the symbols actually mean.
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 Mage: The Ascension (Tabletop Game) / int_3d92b13e
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Research, Inc.
 Mage: The Ascension (Tabletop Game) / int_3d92b13e
comment
Research, Inc.: The Technocracy's Iteration X (cybernetics), the Progenitors (biotech), the Syndicate (if and when they ever do research), the Void Engineers's Research and Execution branch (hazardous environment protection), and the various Collegia of the New World Order (the "soft" sciences).
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 Mage: The Ascension (Tabletop Game) / int_3ed23024
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Surprisingly Realistic Outcome
 Mage: The Ascension (Tabletop Game) / int_3ed23024
comment
Surprisingly Realistic Outcome: The Age of Reason brought on by the Order of Reason actually did massively increase the quality of life for most of humanity, which is why it was accepted by the Consensus so easily.
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 Mage: The Ascension (Tabletop Game) / int_434a6d40
type
Evil Sorcerer
 Mage: The Ascension (Tabletop Game) / int_434a6d40
comment
By contrast, the Nephandi pursue Descension through a philosophy known as the Path of Screams. The exact meaning of the freedom it promises varies: some say that the path concludes with the Nephandus banishing themselves to a hell of their choosing, while others claim their Nirvana is a Descent to a lower plane to become a monstrous devil-god ruling over their own private reality. For good measure, The Book of Madness addresses this goal in a dark mimicry of Buddhism, even describing the Aswadim - who have delayed their own Descension in order to show prospective students the path - as "Bodhisattvas of the Void." Ascension flip-flops on this: "Judgement" rewards the Nephandi with the hells they always wanted to punish themselves with, while "Hell On Earth" brings Descension to all the Fallen by dividing the world into their eternal empire.
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Magically-Binding Contract
 Mage: The Ascension (Tabletop Game) / int_4353c4b7
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Magically-Binding Contract Books of Secrets has a flaw called Geas or Imperative, which first gives something that the mage can or cannot do and the result of the mage breaking that condition, the relative difficulty of abiding the contract and how bad the punishment is determining how big the flaw is in terms of freebies returned. So you can have an easy geas that asks that you go outside at least once per day and turns your hair rainbow if you don't, or one as horrifying as being unable to leave a particular spot or your avatar shatters. Obviously, the high end of these imperatives are downright unplayable barring very, very creative players who might use their spheres to abuse loopholes (astral projection not counting as their body had not left the spot or sending out clones as the original is still in the required spot), though these are usually high-level sphere effects that a starting character cannot possibly access with normal building rules.
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Agony Beam
 Mage: The Ascension (Tabletop Game) / int_43fe061e
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Agony Beam: The Cult of Ecstasy likes forcing rapists to experience the pain they inflicted on their victims.
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 Mage: The Ascension (Tabletop Game) / int_459fb8f5
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Animated Tattoo
 Mage: The Ascension (Tabletop Game) / int_459fb8f5
comment
Animated Tattoo: One of the rotes in the second-edition Hollow Ones book is the ability to turn mundane objects into tattoos and back. One of the canon characters, Baron, obviously knows a more advanced version of this rote, since he successfully uses it on another person.
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 Mage: The Ascension (Tabletop Game) / int_45fe3a2e
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Utopia Justifies the Means
 Mage: The Ascension (Tabletop Game) / int_45fe3a2e
comment
Utopia Justifies the Means: The Technocracy will do anything to preserve the paradigm that allows humans to use technology.
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Magical Native American
 Mage: The Ascension (Tabletop Game) / int_4755314a
comment
Magical Native American: The Dreamspeakers. As noted on that page, this also includes Africans, Australian Aborigines, and Pacific Islanders. They didn't coin the term "Dreamspeaker" themselves and originally considered it racist, since the European and Asian traditions lumped all tribal shamans into one group despite the specific cultures having little in common. After being screwed over by The White Man, they started to come together since they faced many of the same issues. Many individual groups remain "Crafts," as they've stayed apart from the Traditions as a whole. Also somewhat subverted in that the Dreamspeakers are as likely to be white as anything else, and tend to be by far the most grounded and practical of the traditions, as well as by far the least mystical. They owe this mostly to their penchant for spirit magic, which is the one sphere of magic that requires relating to other people's paradigms instead of imposing one's own. Where even a Virtual Adept has to go into three layers of technobabble to open a locked door, a Dreamspeaker tends to simply ask the door to unlock itself.
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Always Chaotic Evil
 Mage: The Ascension (Tabletop Game) / int_4832a3bb
comment
Always Chaotic Evil: Every single Nephandi is an Evil Sorcerer who either wants to turn the world into some sort of hellish wasteland or destroy it altogether.
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Shapeshifter Longevity
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Shapeshifter Longevity: Practitioners of the Life Sphere can develop their talents towards healing and transformation, allowing mages with enough skill to become both master shapeshifters and effectively immortal. This is especially true in the case of the Verbena, the traditional masters of the Life Sphere, who even feature an entire subculture of shapeshifters known as the Lifeweavers.
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Spell Crafting
 Mage: The Ascension (Tabletop Game) / int_4c116945
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Spell Crafting: If you've got the power and the skill, you can do it.
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Mage: The Ascension (Tabletop Game) / int_4c116945
 Mage: The Ascension (Tabletop Game) / int_4d070ee3
type
Power Perversion Potential
 Mage: The Ascension (Tabletop Game) / int_4d070ee3
comment
Power Perversion Potential: While vampire disciplines, werewolf gifts, and many other powers function under Magic A Is Magic A, mage spheres can be employed to almost any purpose... including the one that fits right in with the Cultists of Ecstasy.
 Mage: The Ascension (Tabletop Game) / int_4d070ee3
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Mage: The Ascension (Tabletop Game) / int_4d070ee3
 Mage: The Ascension (Tabletop Game) / int_4dbd3706
type
Clap Your Hands If You Believe
 Mage: The Ascension (Tabletop Game) / int_4dbd3706
comment
Not only is humanity failing to ascend, but their unconscious collective decision to stagnate—or, to put it another way, the Technos accidentally made them too lazy to bother clapping—means that the laws of physics are calcifying at the modern tech level (in other words, Technocracy "super-science" will remain as impossible among the masses as Traditional magic).
 Mage: The Ascension (Tabletop Game) / int_4dbd3706
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Mage: The Ascension (Tabletop Game) / int_4dbd3706
 Mage: The Ascension (Tabletop Game) / int_4e3d253b
type
Downer Ending
 Mage: The Ascension (Tabletop Game) / int_4e3d253b
comment
Downer Ending: In "The Earth Will Shake," the destruction of civilization and the death of nearly all humanity is a triumphant victory. A real failure means the destruction of the Earth's entire biosphere. And, of course, "Hell on Earth", where Nephandi won and take over the world, instead of destroying it... well, over what's left of it.
 Mage: The Ascension (Tabletop Game) / int_4e3d253b
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Mage: The Ascension (Tabletop Game) / int_4e3d253b
 Mage: The Ascension (Tabletop Game) / int_4e7c4536
type
Wham Line
 Mage: The Ascension (Tabletop Game) / int_4e7c4536
comment
Wham Line: Because Threat Null doesn’t call itself by that name. Threat Null calls itself the Technocratic Union.
 Mage: The Ascension (Tabletop Game) / int_4e7c4536
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 Mage: The Ascension (Tabletop Game) / int_4f88342a
type
Smug Super
 Mage: The Ascension (Tabletop Game) / int_4f88342a
comment
Smug Super: Technocrats call humans who aren't part of their organization the masses and believe they must be controlled for their own good.
 Mage: The Ascension (Tabletop Game) / int_4f88342a
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 Mage: The Ascension (Tabletop Game) / int_4fceaf4d
type
Primal Polymorphs
 Mage: The Ascension (Tabletop Game) / int_4fceaf4d
comment
Primal Polymorphs: The Madzimbabwe of The Sorcerer's Crusade are one of two Disparate groups based among the tribes of sub-Saharan Africa. Unlike the strictly urban ritualists of the Ngoma, the Madzimbabwe prefer a rural existence as tribal witch doctors and specialize in shapeshifting, to the point that they've even been able to develop a halfway-friendly relationship with the local Changing Breeds. Less pleasantly, they've drawn an unhealthy amount of influence from the Garou Nation's Impergium, to the point that they're in the habit of using their shapeshifting powers to cull society of "expendable" individuals. One of the Infernalist templates in The Sorcerer's Crusade: Infernalism, the Wildling, is essentially a Wild Child that uses the Life Sphere to make herself one with nature in the most horrific ways. Largely incapable of human speech, unwilling to wear clothes, and prone to fucking wild animals, she enjoys shapeshifting into beastly forms so she can hunt down human intruders in her territory.
 Mage: The Ascension (Tabletop Game) / int_4fceaf4d
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Mage: The Ascension (Tabletop Game) / int_4fceaf4d
 Mage: The Ascension (Tabletop Game) / int_5115e5f6
type
Fantastic Underclass
 Mage: The Ascension (Tabletop Game) / int_5115e5f6
comment
Fantastic Underclass: The older Traditions tend to look down on more technologically-minded mages like the Sons of Ether and the Virtual Adepts, sometimes even believing them to be one step removed from becoming members of the Technocracy. In the past, this actually led to House Verditus being dissolved by the Order of Hermes and its membership assigned to House Ex Miscellanea, where they were doomed to spend the rest of their lives as embarrassments and and outcasts. Unfortunately, this led to several members of House Verditus joining the Technocracy out of sheer spite. Mages who exist outside the factions are often on the lowest rung of Awakened society. Known condescendingly as Orphans, they follow neither Traditional magic nor Enlightened Science, instead creating their own style through trial and error. For this reason, many treat them as misguided children, either dismissing their work as invalid or trying to recruit the more "promising" ones into the Traditions or the Technocracy, sometimes minus their consent. However, because many exist without the support of a faction, Orphans are often killed by Technocracy hitsquads or preyed upon by Nephandi. The fact that several Orphans are impoverished or even homeless doesn't help. The Technocracy's view on Sleepers has shades of this. While they believe all humans are deserving of protection and the benefits of technology, they also think they must be controlled for their own good.
 Mage: The Ascension (Tabletop Game) / int_5115e5f6
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Mage: The Ascension (Tabletop Game) / int_5115e5f6
 Mage: The Ascension (Tabletop Game) / int_511728ae
type
Magic Versus Science
 Mage: The Ascension (Tabletop Game) / int_511728ae
comment
Magic Versus Science: The Technocracy has "technology": Spaceships, cybernetics, genetic engineering, and a lot of other stuff that looks like science fiction. Most of their enemies do "magic": They keep genies in rings, summon storms by chanting prayers, and do other things that look like fantasy. Ultimately subverted, as mages will tell you that the Technocracy still uses magic, it's just that their magic has been accepted as common knowledge, and the Technocrats will tell you that "magic" is just wildly-applied para-science created by people who don't understand the forces they touch. In the World Of Darkness, the metaphysics underlying magic and science are exactly the same, and both "science" and "magic" are pretty inaccurate terms to describe the primal energy that shapes reality. This is why (prior to Third Edition) the books used the word magick, which they defined at "altering reality through force of will," a definition originally popularized by Aleister Crowley, who also spelled it with a "k". When they dropped the "k" at the end, well...
 Mage: The Ascension (Tabletop Game) / int_511728ae
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Mage: The Ascension (Tabletop Game) / int_511728ae
 Mage: The Ascension (Tabletop Game) / int_51616227
type
Power Born of Madness
 Mage: The Ascension (Tabletop Game) / int_51616227
comment
Power Born of Madness: The Marauders are mages who came out of their Awakenings... wrong. They perceive the world much differently from others, and as a side effect, Paradox effectively slides off them and hits any other mage in the area. When they get really crazy, they get shunted from Reality into their own pocket dimension of the Spirit World. Where they're usually pretty happy, so yay.
 Mage: The Ascension (Tabletop Game) / int_51616227
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 Mage: The Ascension (Tabletop Game) / int_546e23f6
type
Evilutionary Biologist
 Mage: The Ascension (Tabletop Game) / int_546e23f6
comment
Evilutionary Biologist: Thoroughly Downplayed and ZigZagged with the Progenitors. On one hand they are genuinely devoted to keeping humanity healthy and created many of the medical revolutions that have transformed the world. On the other hand they are also genuinely devoted to bringing back the Pogrom so they can continue destroying all dangerous Reality Deviants. (Werewolves are an odd exception.)
 Mage: The Ascension (Tabletop Game) / int_546e23f6
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Mage: The Ascension (Tabletop Game) / int_546e23f6
 Mage: The Ascension (Tabletop Game) / int_55d79c60
type
Magical Homeless Person
 Mage: The Ascension (Tabletop Game) / int_55d79c60
comment
Magical Homeless Person: There's an entire subgroup of lower-than-lower class Blue Collar Warlocks; known condescendingly as "Orphans," they are mages who have Awakened without being attached to either the Traditions or the Technocracy, leaving them to develop their own magical systems by trial and error. Given how traumatic Awakening can be under the wrong circumstances, many of these Orphans struggle to make a living, and are often homeless, drug-addicted, or even mentally ill. As such, they are frequently culled by Technocracy HIT-squads, forcibly recruited by either side of the Ascension War, or preyed upon by the Nephandi.
 Mage: The Ascension (Tabletop Game) / int_55d79c60
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Mage: The Ascension (Tabletop Game) / int_55d79c60
 Mage: The Ascension (Tabletop Game) / int_575fd5e2
type
Dark Is Not Evil
 Mage: The Ascension (Tabletop Game) / int_575fd5e2
comment
Dark Is Not Evil: Both the magical assassins in the Euthanatos and the goth mages of the Hollow Ones favor a dark aesthetic, but both are often heroic.
 Mage: The Ascension (Tabletop Game) / int_575fd5e2
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Mage: The Ascension (Tabletop Game) / int_575fd5e2
 Mage: The Ascension (Tabletop Game) / int_57650eae
type
Time Is Dangerous
 Mage: The Ascension (Tabletop Game) / int_57650eae
comment
Time Is Dangerous: There are few ways accrue Paradox faster than time travel. No Paradigm in the game can do it totally without fear of Paradox, and most NPC's who attempt it end up so Continuity Snarl-ed as to be nearly impossible to write about. Wrinkle, the Paradox Spirit who (primarily) puishes time violators is the most powerful Paradox Spirit, rumoured to be capable of rewriting reality so that particularly flagrant and unrepentant violators cease to have ever existed.
 Mage: The Ascension (Tabletop Game) / int_57650eae
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 Mage: The Ascension (Tabletop Game) / int_584417c2
type
Reforged into a Minion
 Mage: The Ascension (Tabletop Game) / int_584417c2
comment
Reforged into a Minion: This is a common tactic for the Technocracy, taking captured Tradition or Craft mages and brainwashing them into the service of the Union. Some particularly tough nuts are broken thoroughly and used as Wetware CPU for the powerful Atlas units.
 Mage: The Ascension (Tabletop Game) / int_584417c2
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 Mage: The Ascension (Tabletop Game) / int_5989e3b6
type
Enemy Mine
 Mage: The Ascension (Tabletop Game) / int_5989e3b6
comment
The Disparate Alliance has rape as one of its few overriding laws, binding on all Crafts at the insistence of the Sisters of Hippolyta and the Knights Templar (one of the few things the two Crafts have ever agreed on). The punishment is castration, physical and magical, and a reliving of the victim's pain - though the Alliance accepts mitigating circumstances, reserving the most severe punishment for rapists with willful intent.
 Mage: The Ascension (Tabletop Game) / int_5989e3b6
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 Mage: The Ascension (Tabletop Game) / int_5a24baf5
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Sinister Nudity
 Mage: The Ascension (Tabletop Game) / int_5a24baf5
comment
Sinister Nudity: In the Infernalism sourcebook, many images feature Dark Age-era Nephandi characters naked, usually in contexts designed to make them appear otherworldly and threatening. One of the character templates, the Wildling, is depicted as such, though her breasts and crotch are hidden by her Primal Stance. At first, she looks surprisingly normal considering she's a Wild Child all grown up, but the hate-crazed snarl on her face immediately subtracts any potential for titillation. For good measure, the character notes make it clear that she's in the habit of Hunting the Most Dangerous Game while in other forms and using her magical control over animals to force wild beasts to have sex with her, so the nudity is a very bad sign.
 Mage: The Ascension (Tabletop Game) / int_5a24baf5
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Mage: The Ascension (Tabletop Game) / int_5a24baf5
 Mage: The Ascension (Tabletop Game) / int_5d6e6919
type
Magicians Are Wizards
 Mage: The Ascension (Tabletop Game) / int_5d6e6919
comment
Magicians Are Wizards: The 'Blatancy' skill allowed a mage to attempt to pass off his actual magic as stage magic.
 Mage: The Ascension (Tabletop Game) / int_5d6e6919
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 Mage: The Ascension (Tabletop Game) / int_5e7eb915
type
Clarke's Third Law
 Mage: The Ascension (Tabletop Game) / int_5e7eb915
comment
Do the Sons of Ether actually believe that they are Mages or do they just believe that they're following Clarke's Third Law?
 Mage: The Ascension (Tabletop Game) / int_5e7eb915
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Mage: The Ascension (Tabletop Game) / int_5e7eb915
 Mage: The Ascension (Tabletop Game) / int_6077534b
type
Clock Punk
 Mage: The Ascension (Tabletop Game) / int_6077534b
comment
Mage: The Sorcerers Crusade has a fair amount of Clockpunk style in places, and focuses equally on the young Traditions and the proto-Technocracy Order of Reason. But the "Daedaleans" of the Order, Awakened inventors, explorers, and swashbucklers who fight mythical monsters to protect humanity and advance progress for all, not only get cool gadgets but are seen by many in the fandom as more likable than the Traditions.
 Mage: The Ascension (Tabletop Game) / int_6077534b
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Mage: The Ascension (Tabletop Game) / int_6077534b
 Mage: The Ascension (Tabletop Game) / int_6114a875
type
Lost Technology
 Mage: The Ascension (Tabletop Game) / int_6114a875
comment
Lost Technology: Among the other things the Technocracy has suppressed in the modern version of history are: Babylonians trading with Ancient Astronauts, ancient Roman and Chinese automata, and Flying Saucer-like devices from ancient India known as Vinayas.
 Mage: The Ascension (Tabletop Game) / int_6114a875
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 Mage: The Ascension (Tabletop Game) / int_617f0563
type
Heel–Face Turn
 Mage: The Ascension (Tabletop Game) / int_617f0563
comment
Heel–Face Turn: The Scions of Ether and Virtual Adepts were both parts of the Technocracy before they joined the Traditions.
 Mage: The Ascension (Tabletop Game) / int_617f0563
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Mage: The Ascension (Tabletop Game) / int_617f0563
 Mage: The Ascension (Tabletop Game) / int_6193ae61
type
Deus Sex Machina
 Mage: The Ascension (Tabletop Game) / int_6193ae61
comment
Deus Sex Machina: The Cult of Ecstasy. Mind you, they're a group of ecstatics so anything from drugs to meditation to exercise could be used as a focus, but unsurprisingly a lot of people went with sex. The Verbena also occasionally dip into this — they can derive power from any bodily fluid; blood is hardly the only one they use.
 Mage: The Ascension (Tabletop Game) / int_6193ae61
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Mage: The Ascension (Tabletop Game) / int_6193ae61
 Mage: The Ascension (Tabletop Game) / int_61b8f9e2
type
Bunny-Ears Lawyer
 Mage: The Ascension (Tabletop Game) / int_61b8f9e2
comment
Doubly so with the Marauders, see above. Imagine a person who can bend reality to their will, and then imagine that person is crazy. Not eccentric, not cute, not just creepy, but completely, frighteningly insane.
 Mage: The Ascension (Tabletop Game) / int_61b8f9e2
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 Mage: The Ascension (Tabletop Game) / int_6201e8b0
type
I Have Your Wife
 Mage: The Ascension (Tabletop Game) / int_6201e8b0
comment
I Have Your Wife: Part of the control mechanism for the Technocracy, euphemistically called "amended society." If you're a Technocracy operative and you reach the stage of your career where you're allowed to have a life and family of your own, it's a generous gift from the Technocracy. If you prove either incompetent or unmutual (that is, disloyal), your family can be taken away from you.
 Mage: The Ascension (Tabletop Game) / int_6201e8b0
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Mage: The Ascension (Tabletop Game) / int_6201e8b0
 Mage: The Ascension (Tabletop Game) / int_62c1f9a9
type
Evil Versus Oblivion
 Mage: The Ascension (Tabletop Game) / int_62c1f9a9
comment
Evil Versus Oblivion: Technocrats, Tradition mages and even Marauders will team up to fight the Nephandi if they make an appearance, regardless of how malevolent their goals might otherwise be.
 Mage: The Ascension (Tabletop Game) / int_62c1f9a9
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 Mage: The Ascension (Tabletop Game) / int_6375f746
type
Drill Sergeant Nasty
 Mage: The Ascension (Tabletop Game) / int_6375f746
comment
Drill Sergeant Nasty: The "Why We Fight" briefing in Technocracy Reloaded is from the perspective of one. It's a series of educational motivational speeches peppered with an average of one f-bomb per sentence.
 Mage: The Ascension (Tabletop Game) / int_6375f746
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 Mage: The Ascension (Tabletop Game) / int_699a6c87
type
Masquerade Enforcer
 Mage: The Ascension (Tabletop Game) / int_699a6c87
comment
Masquerade Enforcer: Paradox. The few instances where mages tried to do world-grabbing magic, Paradox came down on them hard. As a result, they need to keep their magic subtle. Aggravated by other factions: The Technocracy, in addition to using The Men in Black to hunt down mages, loves making life difficult for "Reality Deviants" by encouraging muggles to disbelieve in magic, causing magic to risk Paradox. Also, revealing that you can do magic is a great way to attract the Spanish Inquisition (literally), and even magic can be overwhelmed by sheer numbers, especially with the Paradox those numbers generate. Also subverted by the Taftani, who refuse to accept the Masquerade and have actually made small areas of the world accept magic (mostly deserts and areas with few people).
 Mage: The Ascension (Tabletop Game) / int_699a6c87
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 Mage: The Ascension (Tabletop Game) / int_6bda9a30
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Meaningful Name
 Mage: The Ascension (Tabletop Game) / int_6bda9a30
comment
Meaningful Name: Heylel Teonim, Solificati representative in the First Cabal of the Traditions, is widely known in the Traditions as the traitor who sold out said Cabal to the Order of Reason and the traitor of the Traditions. "Heylel" is the Hebrew name most frequently translated as "Lucifer" in The Bible.
 Mage: The Ascension (Tabletop Game) / int_6bda9a30
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 Mage: The Ascension (Tabletop Game) / int_6ef09297
type
Masquerade
 Mage: The Ascension (Tabletop Game) / int_6ef09297
comment
Masquerade: Mages would love to let the rest of the world know they exist, but any proof they provide will bite them in the butt with Paradox. Not to mention that vampires and other groups know that once magic is revealed, people will start wondering how many other myths are true, so getting Killed to Uphold the Masquerade is a definite possibility.
 Mage: The Ascension (Tabletop Game) / int_6ef09297
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 Mage: The Ascension (Tabletop Game) / int_6fb07cc4
type
Science Is Wrong
 Mage: The Ascension (Tabletop Game) / int_6fb07cc4
comment
Science Is Wrong: Well, not so much "wrong" as it is "a competing paradigm as to how the world works, and if you tell the people in charge that it's only one of many, they'll disappear you."
 Mage: The Ascension (Tabletop Game) / int_6fb07cc4
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 Mage: The Ascension (Tabletop Game) / int_723be11b
type
Villain Has a Point
 Mage: The Ascension (Tabletop Game) / int_723be11b
comment
Villain Has a Point: Overlapping with The Extremist Was Right; awful as their treatment of Reality Deviants may be, the Technocracy is correct that the technological paradigm is the one most humans want. In fact, the entire reason the Order of Reason managed to pull it off is because Sleepers wanted technology more than they wanted a small magic using elite.
 Mage: The Ascension (Tabletop Game) / int_723be11b
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 Mage: The Ascension (Tabletop Game) / int_72856b70
type
Godzilla Threshold
 Mage: The Ascension (Tabletop Game) / int_72856b70
comment
Godzilla Threshold: "Code Ragnarok", the Technocracy's plan for Armageddon-level events. Specifically authorizes unlimited budget, unlimited weapons choice (in the one instance where they actually used it, the Ravnos incident, the Technocracy's response began with orbital nuclear bombardment and went up from there), and collateral damage up to and including total obliteration of everything remotely near the target. Also authorizes suicide missions to the point of killing every Technocratic operative involved in the operation, if necessary. They’d just say that Good is Not Nice.
 Mage: The Ascension (Tabletop Game) / int_72856b70
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Grey-and-Gray Morality
 Mage: The Ascension (Tabletop Game) / int_7335ffa9
comment
Grey-and-Gray Morality: Unlike its sister lines Werewolf: The Apocalypse, which runs on Black-and-Gray Morality, and Vampire: The Masquerade, which is Evil Versus Evil with a hefty dose of A Lighter Shade of Black, either of the two main conflict parties in this game can produce bona fide heroes. "Mage: Our villains save the world!" would be a reasonably accurate tagline... Black-and-Gray Morality: ...Except when the Nephandi are involved. Everybody sets aside their differences to annihilate the Fallen Ones...when they can find them, that is. It's implied more than once in every different edition of Mage that the Nephandi might be the only mages who can be said to be actually "winning" the Ascension War. While there's no canon in the 20th Anniversary Edition, the book's default state confirms this. The Nephandi are not only winning, but may control the Technocracy outright, depending on the Storyteller's choices.
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type
Our Genies Are Different
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comment
Our Genies Are Different: Djinn are a kind of powerful spirit often bound and commanded by Mages (particularly the Order of Hermes and the Taftani). Most have grown to resent all of humanity for this treatment and plot their downfall from their City of Brass.
 Mage: The Ascension (Tabletop Game) / int_74440b13
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Morality Kitchen Sink
 Mage: The Ascension (Tabletop Game) / int_7583ecbf
comment
Morality Kitchen Sink: Mages as individuals are usually trying to achieve good ends. The main conflict is Romanticism Versus Enlightenment, with the Romantic Traditions embracing old school mysticism and trying to awaken humanity and the Enlightened Technocratic Union trying to empower humanity For Science!. Then there are the Eldritch Abomination-serving Nephandi and the insane-as-all-Hell Reality Warper Marauders. The conflict started with the Traditions clearly being morally superior to the Technocrats, but the Technocracy got a little Character Development later on and it became very hard to say either side was right. Individual mages in each group were all over the map, while the Marauders are very much Blue-and-Orange Morality and the Nephandi are a faction serving evil masters.
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type
Spirit World
 Mage: The Ascension (Tabletop Game) / int_77586b1c
comment
Spirit World: The Umbra, a world of concepts made flesh. Just be sure to avoid any werecreatures prowling about. Werecreatures mostly concern themselves with the Vidare Spiritus and Middle Umbra, while mages can potentially have any of the videre and reach any part of the Umbra — including the Astral Umbra, which is almost exclusively their purview.
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Protectorate
 Mage: The Ascension (Tabletop Game) / int_7758b2c5
comment
Protectorate: Name-dropped by the Disparate Alliance. Each Disparate Craft has taken on a responsibility for protecting and elevating the culture or group they're tied to, and the rule is "we leave each other's protectorates alone." (The legal boundaries of the Protectorates are subject to negotiation; for example, the Ahl-i-Batin don't have a full protectorate over all Muslims, just Sufis.)
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All Myths Are True
 Mage: The Ascension (Tabletop Game) / int_776a06eb
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All Myths Are True: In a universe where Your Mind Makes It Real, everything can and does exist, somewhere.
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 Mage: The Ascension (Tabletop Game) / int_777c0033
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Technical Pacifist
 Mage: The Ascension (Tabletop Game) / int_777c0033
comment
Technical Pacifist: Czar Vargo tried to take over the world and destroyed armies of Technocrat robots, but fled rather than kill a single Progenitor soldier.
 Mage: The Ascension (Tabletop Game) / int_777c0033
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 Mage: The Ascension (Tabletop Game) / int_783ff962
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The Missing Faction
 Mage: The Ascension (Tabletop Game) / int_783ff962
comment
The Missing Faction: The cyberpunk mages called the Virtual Adepts are this to the Technocratic Union, while the Ahl-i-Batin were this to The Council of Nine. The Batini defected when the Council let the Technocracy stomp all over the Middle East, but then the Virtual Adepts filled the void by defecting to them from the Technocracy. Threat Null has an implicit one once you find out what its origins are — four factions, four corresponding Technocratic Conventions, so where are the Void Adapted counterpart to the Void Engineers?
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 Mage: The Ascension (Tabletop Game) / int_7958175
type
Unequal Rites
 Mage: The Ascension (Tabletop Game) / int_7958175
comment
Unequal Rites: Often leads to rivalries among the Traditions; God help the poor Chorister who watches her Ecstatic cabal-mate perform magick for the first time.
 Mage: The Ascension (Tabletop Game) / int_7958175
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I Reject Your Reality
 Mage: The Ascension (Tabletop Game) / int_7a1856ba
comment
I Reject Your Reality: The entire conflict is one massive version of this. Bonus points to the Marauders.
 Mage: The Ascension (Tabletop Game) / int_7a1856ba
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Fantastic Terrorists
 Mage: The Ascension (Tabletop Game) / int_8019c193
comment
Fantastic Terrorists: The Chaioth Ha-Quadesh. It's a genocidal group that includes Knight Templar crusaders and jihadists, a Chinese gang that thinks it's After the End, and a group of guys who think they're in a virtual reality FPS and act accordingly. They use reality-bending magic in order to get the stuff they need to accomplish a strike in place and then execute.
 Mage: The Ascension (Tabletop Game) / int_8019c193
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Straw Nihilist
 Mage: The Ascension (Tabletop Game) / int_80eb641c
comment
Straw Nihilist: The Hollow Ones. The Nephandi take this in a much more extreme and horrible direction.
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Shapeshifter Showoff Session
 Mage: The Ascension (Tabletop Game) / int_810d1017
comment
Shapeshifter Showoff Session: In the tradition book Verbena (revised), the character template known simply as "Shapeshifter" lived a restrained and depressive life as one of the Sleepers until she fell in love with a mystery man - a Verbena mage, of course. Their relationship eventually led to him revealing his true nature to her by transforming into a wolf, then an eagle, then her - as a preamble to explaining that the character can do this as well.
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type
Linear Warriors, Quadratic Wizards
 Mage: The Ascension (Tabletop Game) / int_812ee32b
comment
Linear Warriors, Quadratic Wizards: At character creation, Mages are not the most impressive creatures in the World of Darkness, and it's generally best that they not fight other supernatural beings head-on. Late-game, they are power Reality Warpers. One of the most frightening "warrior" builds in the setting is actually a mage built entirely as a vanilla mortal, but with one point in a wide array of spheres, because it's essentially a mortal hunter that always knows exactly what any other supernatural is, what they're doing, and how they're doing it, but the build doesn't scale up much in power as you advance, so the "linear warriors" bit applies even to mage itself.
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Humanoid Abomination
 Mage: The Ascension (Tabletop Game) / int_851dda8f
comment
Humanoid Abomination: The primary difference between Sleepers and Mages is that Mages essentially have an entire parallel reality trapped inside their brain, that they can modify and forcibly overlay onto reality. Other psychically sensitive supernaturals (especially Hunters) find the mere presence of mages, with their overwhelming auras of raw potential, to be exhausting and unnerving. What's more, most if not all mage factions believe that humanity is fundamentally a Mage Species and that every human possesses the capacity to Awaken under the right circumstances. Humans Are Cthulhu indeed...
 Mage: The Ascension (Tabletop Game) / int_851dda8f
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Fallout Shelter Fail
 Mage: The Ascension (Tabletop Game) / int_8570b055
comment
Fallout Shelter Fail: Invoked in the Ascension scenario "The Earth Will Shake", in which the fate of the planet is decided not by the Traditions or the Technocracy, but by a colossal meteor dubbed "Typhon." Screwing up this scenario will naturally result in an apocalyptic collision - and the book specifically notes that the meteor is so large that even the best-reinforced bunkers on Earth will collapse on impact, killing everyone inside just as surely as everyone else on the planet.
 Mage: The Ascension (Tabletop Game) / int_8570b055
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Black-and-Gray Morality
 Mage: The Ascension (Tabletop Game) / int_8767b1f3
comment
Black-and-Gray Morality: ...Except when the Nephandi are involved. Everybody sets aside their differences to annihilate the Fallen Ones...when they can find them, that is. It's implied more than once in every different edition of Mage that the Nephandi might be the only mages who can be said to be actually "winning" the Ascension War. While there's no canon in the 20th Anniversary Edition, the book's default state confirms this. The Nephandi are not only winning, but may control the Technocracy outright, depending on the Storyteller's choices.
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Eldritch Abomination
 Mage: The Ascension (Tabletop Game) / int_8774fb47
comment
Eldritch Abomination: Some of the things the Nephandi serve, such as the Wyrm. The alien entities that live beyond the Horizon also qualify.
 Mage: The Ascension (Tabletop Game) / int_8774fb47
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 Mage: The Ascension (Tabletop Game) / int_87f13be4
type
Designer Babies
 Mage: The Ascension (Tabletop Game) / int_87f13be4
comment
Designer Babies: The Progenitors grow Men in Black for the New World Order, the biological halves of Cyborgs for Iteration X, LERMUs for the Void Engineers, and a variety of other people/animals/whatever for themselves. Occasionally a Son of Ether will do the same thing.
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Badass Army
 Mage: The Ascension (Tabletop Game) / int_8878f3be
comment
Badass Army: Where to start? The NWO has the Black Suits, the MIB. The Progenitors have Damage Control, who are heavily enhanced commandos who primarily keep their own Convention in check. While the Iteration X have Shock Corps, heavily enhanced cybernetic army supported with actual robots and futuristic vehicles. And The Void Engineers have an army of actual Space Marines and Star Fleet. The Euthanatoi's Golden Chalice, to a man, has to qualify as elite special forces without any use of magic. Then you have the Celestial Chorus and the Russian Order of the Firebird, who are ex-Russian special forces who have become the successors to a knightly order. The most iconic, however, is probably the entire Akashic Brotherhood, all of whom learn the ur-Martial Art as their focus.
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Villain Protagonist
 Mage: The Ascension (Tabletop Game) / int_898ff050
comment
Villain Protagonist: The new versions of the game allow players to be Technocrats and even have Technocracy sourcebooks. Of course, in later editions this gets Played With in that not all Technocrats are actually evil or necessarily worse than Tradition Mages. Defied with the Nephandi not only are their not rules for playable Nephandi, the rulebook actually flat out states you can't play as them.
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Gravity Is Only a Theory
 Mage: The Ascension (Tabletop Game) / int_8a7b6187
comment
Gravity Is Only a Theory: Until the Technocracy decided to get rid of the luminiferous ether, special relativity was false, so presumably general relativity was too. "Things fall down" is not up for debate, but more subtle effects like "time runs slower in intense gravitational fields" is.
 Mage: The Ascension (Tabletop Game) / int_8a7b6187
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type
Rape Is a Special Kind of Evil
 Mage: The Ascension (Tabletop Game) / int_8a817c2a
comment
Rape Is a Special Kind of Evil: The Cult of Ecstasy hates rapists. They are ethical sluts who think sexuality is sacred so they view nonconsensual sex as a horrific corruption of their belief system. For this reason they created the Children's Crusade. The Disparate Alliance has rape as one of its few overriding laws, binding on all Crafts at the insistence of the Sisters of Hippolyta and the Knights Templar (one of the few things the two Crafts have ever agreed on). The punishment is castration, physical and magical, and a reliving of the victim's pain - though the Alliance accepts mitigating circumstances, reserving the most severe punishment for rapists with willful intent.
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Perspective Flip
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Perspective Flip: The sourcebook Guide to the Technocracy.
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Magical Computer
 Mage: The Ascension (Tabletop Game) / int_8b49514e
comment
Magical Computer: The Virtual Adepts have this as their literal premise.
 Mage: The Ascension (Tabletop Game) / int_8b49514e
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Ethical Slut
 Mage: The Ascension (Tabletop Game) / int_8c170cb1
comment
The Cult of Ecstasy hates rapists. They are ethical sluts who think sexuality is sacred so they view nonconsensual sex as a horrific corruption of their belief system. For this reason they created the Children's Crusade.
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Measuring the Marigolds
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comment
Measuring the Marigolds: Much like Changeling: The Dreaming. The Old World of Darkness really liked this theme though it's not as focused on in later editions created after the Technocracy's Character Development.
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Ancient Conspiracy
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comment
Ancient Conspiracy: The Technocracy. It's everything from the Men in Black to Skynet to bank conspiracies. It's heavily implied that the Traditions at their peak were conspiracies themselves, oppressing the people of the Middle Ages and necessitating a conspiracy against them. Needless to say, the roles are now reversed.
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 Mage: The Ascension (Tabletop Game) / int_905438eb
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Recycled IN SPACE!
 Mage: The Ascension (Tabletop Game) / int_905438eb
comment
Recycled In Space: Mage: THE DARK AGE and Mage: The Sorcerer's Crusade (Mage IN THE RENAISSANCE!) differ from the main game more than the other historical treatments; the systems for magick are different in the earlier ages where superstition is more mainstream. Some Storytellers even use the Dark Age rules for modern games, since they're easier and arguably more fun to work with. Mage: The Sorcerers Crusade has a fair amount of Clockpunk style in places, and focuses equally on the young Traditions and the proto-Technocracy Order of Reason. But the "Daedaleans" of the Order, Awakened inventors, explorers, and swashbucklers who fight mythical monsters to protect humanity and advance progress for all, not only get cool gadgets but are seen by many in the fandom as more likable than the Traditions.
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Our Mages Are Different
 Mage: The Ascension (Tabletop Game) / int_918ef79f
comment
Our Mages Are Different: The game features a variety of mage types, so obviously this trope is involved.
 Mage: The Ascension (Tabletop Game) / int_918ef79f
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 Mage: The Ascension (Tabletop Game) / int_928ca2cc
type
You Have Outlived Your Usefulness
 Mage: The Ascension (Tabletop Game) / int_928ca2cc
comment
You Have Outlived Your Usefulness: The Technocracy occasionally purges their own side. They even killed Alan Turing just to 'punish' the Virtual Adepts.
 Mage: The Ascension (Tabletop Game) / int_928ca2cc
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type
Magic Feather
 Mage: The Ascension (Tabletop Game) / int_93a38c9b
comment
Magic Feather: All mages use foci based on their Spheres and their paradigm; increasing in skill and knowledge eventually eliminates the need for foci. The exception being Technocrats, who are totally unable to transcend their foci at all because of their indoctriation.
 Mage: The Ascension (Tabletop Game) / int_93a38c9b
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Geometric Magic
 Mage: The Ascension (Tabletop Game) / int_94eb5311
comment
Geometric Magic: A frequent feature of Order of Hermes castings, predictably enough. The predecessors of the Technocracy in Mage: The Sorcerers’ Crusade also explicitly included geometricians, mystical mathematicians.
 Mage: The Ascension (Tabletop Game) / int_94eb5311
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Armed with Canon
 Mage: The Ascension (Tabletop Game) / int_96c26bf3
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Armed with Canon: Technocracy Reloaded takes a sidebar to directly call bullshit on the "Five Elemental Dragons" from older material and explain them as Nephandi propaganda.
 Mage: The Ascension (Tabletop Game) / int_96c26bf3
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 Mage: The Ascension (Tabletop Game) / int_98ca838
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Disciplines of Magic
 Mage: The Ascension (Tabletop Game) / int_98ca838
comment
Disciplines of Magic: Magic is separated into nine spheres, and each of the nine Traditions specializes in one of them: Entropy, Forces, Life, Matter, Mind, Prime, Correspondence, Spirit, and Time.
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 Mage: The Ascension (Tabletop Game) / int_9ff7276d
type
Literal Transformative Experience
 Mage: The Ascension (Tabletop Game) / int_9ff7276d
comment
Literal Transformative Experience: The Verbena character template known only as "Shapeshifter" started out as a Shrinking Violet with an unattainable desire to escape from her routine-bound life. However, everything changed when she fell in love with a Verbena mage: not only did she end up losing her virginity to him, but she ended up Awakening in the process, the two of them transforming into animals as they had sex. Now, the character is described to have become "like a house pet gone feral," taking on any persona or form imaginable on a whim, living life with exactly the kind of joie de vivre she always wanted.
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 Mage: The Ascension (Tabletop Game) / int_a2cbad1
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Half-Human Hybrid
 Mage: The Ascension (Tabletop Game) / int_a2cbad1
comment
Half-Human Hybrid: Sorcerers who can't rewrite reality like Mages, instead following linear paths of magic like divination and weathercraft. Sorcerer spells take a little longer to prepare and/or cast, but are not subject to Paradox and are valued for this reason. Also, it's possible for a Mage or Sorcerer to be a Ghoul, Kin, or Kinain.
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 Mage: The Ascension (Tabletop Game) / int_a4f2570d
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Muggles
 Mage: The Ascension (Tabletop Game) / int_a4f2570d
comment
Muggles: The Sleepers.
 Mage: The Ascension (Tabletop Game) / int_a4f2570d
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 Mage: The Ascension (Tabletop Game) / int_a80ad52c
type
Hanging Judge
 Mage: The Ascension (Tabletop Game) / int_a80ad52c
comment
Hanging Judge: While not villainous, the majority of Crafts in the Disparate Alliance don't believe in light punishments, largely because they arise from cultures or subcultures that do not fuck around when administering justice or vengeance. Accordingly, the Alliance's justice system is extremely harsh compared to the Traditions and the Technocracy, which is why Allies generally avoid breaking the rules.
 Mage: The Ascension (Tabletop Game) / int_a80ad52c
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 Mage: The Ascension (Tabletop Game) / int_aa27a981
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Full-Contact Magic
 Mage: The Ascension (Tabletop Game) / int_aa27a981
comment
Full-Contact Magic: The Akashic Brotherhood, equally skilled in fist-fighting and ki.
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 Mage: The Ascension (Tabletop Game) / int_aa42306e
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Totally Radical
 Mage: The Ascension (Tabletop Game) / int_aa42306e
comment
Totally Radical: The Virtual Adepts and Hollow Ones, somewhat, based on some of their flavor text. Good players can avoid playing them this way easily enough, and one of the stated goals of 20th Anniversary Edition is to remove problems like this and avoid them in the long-term. The Syndicate could be considered an odd example of this trope being approached from the opposite direction: many of their traits throughout the gameline read like Captain Planet or Wall Street villain monologues. In some ways, they come across as every Cyberpunk villain cliche played shamelessly straight. In other words: a perfect strawman for our Totally Radical youth culture protagonists to oppose. Quite tellingly, in later editions, (which turned the other Conventions into misguided idealists or even outright heroes), the Syndicate simply come across as Pragmatic Villains.
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 Mage: The Ascension (Tabletop Game) / int_aa4fa3d5
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Ancient Astronauts
 Mage: The Ascension (Tabletop Game) / int_aa4fa3d5
comment
Ancient Astronauts: The Etherites believe that they visited Earth, left their tech behind, and influenced the predecessors of the Void Engineers. There's evidence that indicates this might not be far from the truth (though this being Mage it may not have been true before the Etherites started believing it).
 Mage: The Ascension (Tabletop Game) / int_aa4fa3d5
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 Mage: The Ascension (Tabletop Game) / int_abdf7d09
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Weirdness Censor
 Mage: The Ascension (Tabletop Game) / int_abdf7d09
comment
Weirdness Censor: Be careful, or Paradox will bite you on the ass. Best avoided by making your magic covert (fireball bad, "gas tank explosion" good). Clever props can justify all kinds of magic, particularly if you play to urban legends or things 'everyone knows'. Casting a fireball with a lighter and a can of hairspray will generally be accepted by the consensus, even if the resulting fireball is far more powerful than it should be. Some sourcebooks even suggest that the physics-breaking stunts in action movies are the results of mages using Hollywood influence to subvert the dominant paradigm.
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 Mage: The Ascension (Tabletop Game) / int_abfff6e9
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Intellectually Supported Tyranny
 Mage: The Ascension (Tabletop Game) / int_abfff6e9
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Intellectually Supported Tyranny: The Technocratic Union, they effectively own the scientific and academic establishments.
 Mage: The Ascension (Tabletop Game) / int_abfff6e9
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 Mage: The Ascension (Tabletop Game) / int_ac320c0e
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Nuke 'em
 Mage: The Ascension (Tabletop Game) / int_ac320c0e
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Nuke 'em: The atom bomb does not work how you think it does. Its incredible destructive power is too much for the Consensus to truly accept, and Paradox is generated. Every time a nuclear weapon is detonated, a Technocrat is sacrificing his life for what he genuinely believes is the greater good. Or someone forced him to it.
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 Mage: The Ascension (Tabletop Game) / int_acf33d00
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Nice Job Fixing It, Villain
 Mage: The Ascension (Tabletop Game) / int_acf33d00
comment
Nice Job Fixing It, Villain: The Void Engineers' attempt to close the Umbra with the space program instead opened a portal to Arcadia and triggered a massive human belief in the impossible and miraculous, forcing the Technocracy to perform some serious damage control; echoes of this are still rippling through the world up till the end.
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 Mage: The Ascension (Tabletop Game) / int_ad9fbc1e
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Pyrrhic Victory
 Mage: The Ascension (Tabletop Game) / int_ad9fbc1e
comment
Pyrrhic Victory: The Technocracy hasn't completely won yet, but as of Revised their victory seemed all but inevitable. And all it cost was humanity's ability to Ascend (which even the Technocracy wanted in the beginning). Not only is humanity failing to ascend, but their unconscious collective decision to stagnate—or, to put it another way, the Technos accidentally made them too lazy to bother clapping—means that the laws of physics are calcifying at the modern tech level (in other words, Technocracy "super-science" will remain as impossible among the masses as Traditional magic). In the 20th Anniversary Edition this was changed so that the Technocracy only won temporarily and the Traditions have pulled a major comeback.
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 Mage: The Ascension (Tabletop Game) / int_af3ea0e3
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Face–Heel Turn
 Mage: The Ascension (Tabletop Game) / int_af3ea0e3
comment
Face–Heel Turn: The Technocracy started as the heroic Order of Reason who fought monsters and Dark Age mages on mankind's behalf. After centuries and multiple purges of their own members though they've become the modern Technocracy who, while not fully evil by any stretch of the imagination, do very questionable stuff like pogroms of Reality Deviants and ruling Sleepers from the shadows without their consent.
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Black Helicopter
 Mage: The Ascension (Tabletop Game) / int_b0cbdcb1
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Black Helicopter: The Technocracy has them. Many are magical, which explains how a helicopter can have a Silent Running Mode.
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 Mage: The Ascension (Tabletop Game) / int_b1346878
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Fate Worse than Death
 Mage: The Ascension (Tabletop Game) / int_b1346878
comment
Fate Worse than Death: The rare punishment of gilgul, which involves the utter destruction of a mage's Avatar, ensuring they can no longer cast magic and likely driving them a little mad in the process. It's only been used a few times among the Traditions, one of those times being when the head of the Solificati was found to have sold out to the Order of Reason. Moreover, because Avatars reincarnate after their current owner dies, gilgul is essentially the destruction of every other life that mage might have had: Execution several times over, stretching into eternity. It's also why mages are advised to capture Nephandi instead of killing them-subjecting a Fallen to gilgul is the only way to prevent them from coming back.
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 Mage: The Ascension (Tabletop Game) / int_b1619b3c
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Omnicidal Maniac
 Mage: The Ascension (Tabletop Game) / int_b1619b3c
comment
Both the Traditions and the Technocracy still carry one out on the Nephandi, but as the latter are psychotic beings who wish for the destruction of everyrthing, it's less of a case of "enforcing a worldview" and more "ensuring survival."
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 Mage: The Ascension (Tabletop Game) / int_b37fcad5
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Science Destroys Magic
 Mage: The Ascension (Tabletop Game) / int_b37fcad5
comment
Science Destroys Magic: This is what happened to Earth in the setting. The Technocracy managed to impose its scientific, rational worldview and thereby suppressed the fantasy elements (e.g. magic and monsters) that were common before. Magic by Any Other Name: Science being just another way of using magic is one of the primary conceits of the setting. So are martial arts, religion, trade, philosophy, and art for that matter.
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 Mage: The Ascension (Tabletop Game) / int_b38b6147
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Science Fantasy
 Mage: The Ascension (Tabletop Game) / int_b38b6147
comment
Science Fantasy: The Technocratic Union, including the now-Traditions Sons of Ether and Virtual Adepts, are Science Fiction, while the other Traditions are Fantasy. Most other traditions have anywhere from a handful of nutcases to a full subgroup of people who mix the Tradition's orthodoxy with modern sensibilities and technology. Most notable among these are the second edition Order of Hermes subgroup House Thig, who are arcane hackers. The Ngoma, particularly those not part of the Order of Hermes, refuse to stick to one side or the other. There's as much wisdom in reality hacking and hypereconomics as there is in ancient African lore or Hermetic High Ritual, and an Ngoma is likely to employ all of them. Any mage whose paradigm allows (or shifts to allow) can take the Trait Techgnosi/Scientific Mystic (for those whose primary focus is respectively mystic/technological) allowing such things as an Etherite using powered armor and magical martial arts, a Verbena using the internet to set up group rituals as they arrange in big circles or any other magitek mix one can imagine. Obviously unheard of in the Technocracy.
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 Mage: The Ascension (Tabletop Game) / int_bc74ef27
type
Berserk Button
 Mage: The Ascension (Tabletop Game) / int_bc74ef27
comment
Berserk Button: The Progenitors really, really hate anything that smells of pseudomedicine or non-scientific healing. Needless to say, this does not lead to fun times for the Traditions and their pseudomedicine and non-scientific healing.
 Mage: The Ascension (Tabletop Game) / int_bc74ef27
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 Mage: The Ascension (Tabletop Game) / int_bcc9f4f7
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Realpolitik
 Mage: The Ascension (Tabletop Game) / int_bcc9f4f7
comment
Realpolitik: The Technocracy in the 20th Anniversary Edition, as presented in Technocracy Reloaded, has more-or-less replaced the Pogrom with Pragmatic Villainy. They don't like any stripe of Reality Deviant, but their priority is to neutralize threats, which can mean shooting them until they're dead - but sometimes a polite request (or even a job offer) works better. Some Technocrats even consider vampires generally useful, because their leaders are really good at upholding the Masquerade and keeping their idiot neonates - and the rest of the World of Darkness - in line.
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 Mage: The Ascension (Tabletop Game) / int_bd2812b5
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Ascend to a Higher Plane of Existence
 Mage: The Ascension (Tabletop Game) / int_bd2812b5
comment
Ascend to a Higher Plane of Existence: The Oracles, who gained a perfect understanding of the universe and its workings and migrated off to the Umbra to have a hand in shaping the world. Any player character can reach the same lofty goals once they hit Arete 10.
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 Mage: The Ascension (Tabletop Game) / int_bf5fc089
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Tarot Motifs
 Mage: The Ascension (Tabletop Game) / int_bf5fc089
comment
Tarot Motifs: Played so much, they actually made a deck reflecting Mage and the wider World of Darkness. The four Suits were renamed after the four Avatar Essences and associated with their corresponding faction: Swords to Dynamism (Marauders), Coins to Pattern (the Technocracy), Cups to Primordialism (Nephandi) and Wands to Questing (the Traditions). The Major Arcana were illustrated as follows: The Fool: Changelings The Magician (renamed The Mage, as seen on the page's image): Virtual Adepts The High Priestess: Dreamspeakers The Empress: Verbena The Emperor: Order of Hermes The Hierophant: Celestial Chorus The Lovers: Cult of Ecstasy The Chariot: Sons of Ether Strength: Werewolves The Hermit: Hollow Ones Wheel of Fortune: Euthanatos Justice: Akashic Brotherhood The Hanged Man: Paradox Death: Vampires Temperance: Golconda The Devil: the Wyrm The Tower: a Chantry The Star: the Umbra The Moon (renamed Luna) The Sun Judgement: Gehenna/the Apocalypse/etc... The World (renamed Gaia)
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 Mage: The Ascension (Tabletop Game) / int_c0be06a8
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Cyborg Wizard
 Mage: The Ascension (Tabletop Game) / int_c0be06a8
comment
Cyborg Wizard: Crop up occasionally in factions like the Cult of Ecstasy and Ngoma who embrace mysticism and hypertech in equal measure.
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Metaplot
 Mage: The Ascension (Tabletop Game) / int_c0d1354b
comment
Edition-wise, the metaplot in Mage Revised was written specifically to dump flaming crap on the world in preparation for Ascension, with the effective destruction of the Traditions as an organization and the Technocracy governing a soulless, stagnant world. The default assumption of 20th Anniversary, meanwhile, is a Lighter and Softer reaction: the Technocracy's victory turned out to be temporary, the Traditions struck back, and the soulless apathy of The '90s gave way to an unprecedented empowerment of the average citizen that's blindsided just about everyone.
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Science Marches On
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comment
Science Marches On: Has been weaponized by the Technocracy on occasion, deliberately "revising scientific understanding" of elements of reality that proved advantageous to their enemies or detrimental to them.invoked
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Pride
 Mage: The Ascension (Tabletop Game) / int_c39846a3
comment
Pride: The 20th Anniversary book states that every last mage MUST be prideful and to a serious degree, as only the belief that their power is above reality's laws is what allows them to overcome it. More of an Informed Attribute as Arete is tied to understanding their power and how much of it the avatar grants. Still, this drives most of the politics of Mage.
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 Mage: The Ascension (Tabletop Game) / int_c3ab9165
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Tuneless Song of Madness
 Mage: The Ascension (Tabletop Game) / int_c3ab9165
comment
Tuneless Song of Madness: Not uncommon among Marauders and Nephandi; one anecdote in the Iteration X convention book features an operative being witness to a virtual Eldritch Abomination devouring a swathe of the Digital Web... all while an innocuous-looking man stood in the background, smiling to himself and humming a children's song.
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Splat
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comment
Splat: In best early-White-Wolf style, the Traditions and Conventions are classic splats.
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 Mage: The Ascension (Tabletop Game) / int_c4240537
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Moral Event Horizon
 Mage: The Ascension (Tabletop Game) / int_c4240537
comment
Moral Event Horizon: In-Universe: joining the Nephandi always involved entering the Caul, in which the prospective new Nephandus must willingly give himself over to his own personal manifestation of what he considers terrible and wrong. The irreversible spiritual "surgery" that commences not only makes the recruit absolutely sure of his decision, it frequently causes future incarnations of the Mage to feel the pull to rejoin. And even if they don't feel that pull, other Nephandi spare no expense to track them down and convert them; or, failing that, kill them so the corrupted Avatar can re-enter the cycle of reincarnation and come back later.
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 Mage: The Ascension (Tabletop Game) / int_c58a2047
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Brain Drain
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comment
Brain Drain: A common theme is how the various Traditions and Conventions try to recruit talented Mages from each other.
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Supernatural Martial Arts
 Mage: The Ascension (Tabletop Game) / int_c58de9b
comment
Supernatural Martial Arts: The Akashic Brotherhood's exclusive martial art Do. Do is actually the only martial art and philosophy of life — all the others, according to Akashics, are merely offshoots of it. This is one area where both the Traditions and the Technocracy are well-represented. On the Technocracy side, nearly all agents practice martial arts to some degree; it's clearly a technology that involves clever application of force to do amazing things, and therefore fits perfectly within the framework of Enlightened Science. Almost as importantly, The Men in Black wouldn't be superspies if they couldn't unleash the karate when the time came.
 Mage: The Ascension (Tabletop Game) / int_c58de9b
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 Mage: The Ascension (Tabletop Game) / int_c696f3ba
type
Heroic Willpower
 Mage: The Ascension (Tabletop Game) / int_c696f3ba
comment
Heroic Willpower: While not all mages are heroic, their magic is powered by their will. At early levels, that's the advantage of a mage over a vampire or werewolf: While most other creatures have a Willpower trait at 2-3 levels, mages start with Willpower 5 and can easily start with it at 8. One of the ways non-mage supernatural creatures in the World of Darkness continue to have a masquerade is because humans with low Willpower will either refuse to process whatever they just saw / heard / smelled / felt as supernatural or try to run away screaming incoherently. Mages will not only see what's actually happening, but often are entirely stoic about it.
 Mage: The Ascension (Tabletop Game) / int_c696f3ba
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 Mage: The Ascension (Tabletop Game) / int_c6ae3121
type
Modern Stasis
 Mage: The Ascension (Tabletop Game) / int_c6ae3121
comment
Modern Stasis: The Technocracy's Timetable for human advancement is starting to hit a wall as a sullen humanity accepts (dis)satisfaction with the status quo over progress and advancement, causing technological progress to begin to "calcify" around the modern level. Whether this is a side-effect of their reality policing and debunking, their own corrupt elements also betraying the ideals of the organization and accepting stability and mastery over a failing status quo over the risks of progress, or a result of human society as a whole going some bad directions the Technocracy can't be directly blamed for really depends on who you ask... and exactly how involved the Nephandi are in any or all of the above depends on your Storyteller.
 Mage: The Ascension (Tabletop Game) / int_c6ae3121
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 Mage: The Ascension (Tabletop Game) / int_cb17923a
type
Paranormal Gambling Advantage
 Mage: The Ascension (Tabletop Game) / int_cb17923a
comment
Paranormal Gambling Advantage: The Entropy Sphere has three ways to do this. The first rank grants automatic probability calculation (such as the odds of winning a poker hand). The second rank, combined with rank 2 Time, allows the user to forsee the most likely event. The third rank of Entropy allows a Mage to just make the machine give them a winning result.
 Mage: The Ascension (Tabletop Game) / int_cb17923a
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 Mage: The Ascension (Tabletop Game) / int_cb1fe02e
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Magic by Any Other Name
 Mage: The Ascension (Tabletop Game) / int_cb1fe02e
comment
Magic by Any Other Name: Science being just another way of using magic is one of the primary conceits of the setting. So are martial arts, religion, trade, philosophy, and art for that matter.
 Mage: The Ascension (Tabletop Game) / int_cb1fe02e
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 Mage: The Ascension (Tabletop Game) / int_cb2df71e
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The Magic Touch
 Mage: The Ascension (Tabletop Game) / int_cb2df71e
comment
The Magic Touch: Mages can imbue objects with energy, thus for example allowing them to hit ghosts.
 Mage: The Ascension (Tabletop Game) / int_cb2df71e
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1.0
 Mage: The Ascension (Tabletop Game) / int_cb2df71e
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 Mage: The Ascension (Tabletop Game) / int_cc4d190a
type
Did You Just Punch Out Cthulhu?
 Mage: The Ascension (Tabletop Game) / int_cc4d190a
comment
Did You Just Punch Out Cthulhu?: Void Engineers have the elimination of Eldritch Abominations in their job description, so it's a very good idea to avoid pissing them off.
 Mage: The Ascension (Tabletop Game) / int_cc4d190a
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 Mage: The Ascension (Tabletop Game) / int_cd52fd56
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The Aesthetics of Technology
 Mage: The Ascension (Tabletop Game) / int_cd52fd56
comment
The Aesthetics of Technology: In 20th Anniversary, this is leading to changes in the Technocracy's MO. Obvious cyborgs like Iteration X' legendary HIT Marks are distinctly '90s (though still in use, because obvious cyber does have a cool factor); "Victors" are more likely to just look like supermodels or musclemen with hidden implants, while heavy ass-kicking is more likely to be done with Powered Armor.
 Mage: The Ascension (Tabletop Game) / int_cd52fd56
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 Mage: The Ascension (Tabletop Game) / int_cda1a3db
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Pieces of God
 Mage: The Ascension (Tabletop Game) / int_cda1a3db
comment
Pieces of God: The Avatar, the bit of a mage's (or other Awakened person's) soul that lets him work magic. (Everyone has a Piece of God, but only Awakened people can use them.) At least, that is what the Celestial Chorus thinks. All the other groups have their own theories.
 Mage: The Ascension (Tabletop Game) / int_cda1a3db
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 Mage: The Ascension (Tabletop Game) / int_ce03051f
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The Spark of Genius
 Mage: The Ascension (Tabletop Game) / int_ce03051f
comment
The Spark of Genius: How most technomancers see their powers.
 Mage: The Ascension (Tabletop Game) / int_ce03051f
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 Mage: The Ascension (Tabletop Game) / int_ce6555f0
type
Lighter and Softer
 Mage: The Ascension (Tabletop Game) / int_ce6555f0
comment
Pretty much the entire point of the entire World of Darkness. Mage can be (but isn't necessarily) Lighter and Softer than most other games in the line, since the power to rewrite reality gives mages a more direct influence over the state of affairs than, say, wraiths or vampires have. The default world is pretty crappy though, and bringing about permanent positive change is very difficult for most.
 Mage: The Ascension (Tabletop Game) / int_ce6555f0
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 Mage: The Ascension (Tabletop Game) / int_cec7dac0
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The Magocracy
 Mage: The Ascension (Tabletop Game) / int_cec7dac0
comment
The Magocracy: Most Horizon Realms are/were directly ruled and controlled by Mages. What's more, prior to the rise of the Order of Reason (who arguably became an example themselves), many mages openly ruled over Sleepers on Earth.
 Mage: The Ascension (Tabletop Game) / int_cec7dac0
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 Mage: The Ascension (Tabletop Game) / int_cf6d4bad
type
Steampunk
 Mage: The Ascension (Tabletop Game) / int_cf6d4bad
comment
Steampunk: Sons of Ether tend to embrace "alternative" scientific paradigms such as Victorian-inspired (or pulp sci-fi) technology.
 Mage: The Ascension (Tabletop Game) / int_cf6d4bad
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 Mage: The Ascension (Tabletop Game) / int_d0309fad
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Religion is Magic
 Mage: The Ascension (Tabletop Game) / int_d0309fad
comment
Religion is Magic: The Eastern-themed Akashic Brotherhood, the shamanistic Dreamspeakers, the pagan Verbena, and the Abrahamic Celestial Chorus draw their paradigms from faith. Also subverted, as the paradigm is a basic framework for their magical workings; as a mage grows more powerful, they realize the power comes from within.
 Mage: The Ascension (Tabletop Game) / int_d0309fad
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 Mage: The Ascension (Tabletop Game) / int_d16e293f
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Creating Life Is Awesome
 Mage: The Ascension (Tabletop Game) / int_d16e293f
comment
Creating Life Is Awesome: Both the Traditions and the Technocratic Union create intelligent lifeforms in a benevolent manner. These creations can even become playable characters without any drawbacks from their artificial origins.
 Mage: The Ascension (Tabletop Game) / int_d16e293f
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 Mage: The Ascension (Tabletop Game) / int_d291ea97
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No Campaign for the Wicked
 Mage: The Ascension (Tabletop Game) / int_d291ea97
comment
No Campaign for the Wicked: In the 20th Anniversary edition, Nephandi are not allowed as Player Characters. The Book of the Fallen discusses the reasoning for this in detail; while realizing that there's nothing they can do to stop players from running such a campaign if they really want to, the authors strongly discourage it because the Nephandi are meant to be genuinely disturbing perpetrators of real world horrors of the worst sort, not Laughably Evil cartoon villains in black robes. As such, players running Nephandi Player Characters would be either missing the point or acting out some really disturbing scenarios that many people would find too disturbing to enjoy.
 Mage: The Ascension (Tabletop Game) / int_d291ea97
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Mage: The Ascension (Tabletop Game) / int_d291ea97
 Mage: The Ascension (Tabletop Game) / int_d366883d
type
Mortality Phobia
 Mage: The Ascension (Tabletop Game) / int_d366883d
comment
Mortality Phobia: One of the major villains is a death-obsessed Euthanatos. In one of the finale scenarios he becomes the Big Bad, attempting to stop a mass ascension event, even at the risk of breaking reality, just to keep himself alive.
 Mage: The Ascension (Tabletop Game) / int_d366883d
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 Mage: The Ascension (Tabletop Game) / int_d397657d
type
Hoist by His Own Petard
 Mage: The Ascension (Tabletop Game) / int_d397657d
comment
Hoist by His Own Petard: The Technocracy's attempts at forcing their Paradigm into being the "default" one worked... too well. As it ultimately revolved around crushing humanity's collective ability to wonder, dream and hope, they squeezed so tightly that they've permanently damaged it, meaning their own "hypertech" is now almost as impossible to muggles as a Traditional mage throwing a fireball. This is forcing a hard cap on just how much of their powers Technocrats can actually use in public and drastically slowing their ability to "uplift" humanity as a whole — this strong possibility that they may be on the verge of permanently removing the ability of others to Ascend has given the Technocracy a severe case of Pyrrhic Victory.
 Mage: The Ascension (Tabletop Game) / int_d397657d
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 Mage: The Ascension (Tabletop Game) / int_d6a33187
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We Didn't Start the Führer
 Mage: The Ascension (Tabletop Game) / int_d6a33187
comment
We Didn't Start the Führer: In the 20th Anniversary version, World War II was a result of a Nephandi scheme that damn near gave them the world. The Technocracy was originally duped into supporting the Axis (hence all the wunderwaffen), but after they realized just what was going on, changed sides and supported the Allies.
 Mage: The Ascension (Tabletop Game) / int_d6a33187
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 Mage: The Ascension (Tabletop Game) / int_d6dfb832
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Sexually Transmitted Superpowers
 Mage: The Ascension (Tabletop Game) / int_d6dfb832
comment
Sexually Transmitted Superpowers: The character template "Shapeshifter" was Awakened when she lost her virginity to a Verbena mage, mimicking his own shapeshifting talents perfectly over the next few hours of sex until she emerged on the other side as a fellow mage.
 Mage: The Ascension (Tabletop Game) / int_d6dfb832
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 Mage: The Ascension (Tabletop Game) / int_d73f1bba
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Enlightenment Superpowers
 Mage: The Ascension (Tabletop Game) / int_d73f1bba
comment
Enlightenment Superpowers: The Game.
 Mage: The Ascension (Tabletop Game) / int_d73f1bba
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 Mage: The Ascension (Tabletop Game) / int_d8085f48
type
Hollywood Voodoo
 Mage: The Ascension (Tabletop Game) / int_d8085f48
comment
Hollywood Voodoo: The Bata'a in the hands of players who don't know better, but averted by those that do.
 Mage: The Ascension (Tabletop Game) / int_d8085f48
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-1.0
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 Mage: The Ascension (Tabletop Game) / int_d86071cf
type
Special Snowflake Syndrome
 Mage: The Ascension (Tabletop Game) / int_d86071cf
comment
Special Snowflake Syndrome: "Look at me! I'm a Subtle One!" (More of an issue before the Batini were fleshed out as a faction) Besides that, Crafts for player characters are usually more acceptable than the indie splats in most other games, since Mages are individualistic by nature, though some Crafts are still better received than others.
 Mage: The Ascension (Tabletop Game) / int_d86071cf
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 Mage: The Ascension (Tabletop Game) / int_d8963315
type
Invisible Introvert
 Mage: The Ascension (Tabletop Game) / int_d8963315
comment
Invisible Introvert: Mages with the Arcane background can make themselves effectively invisible to Sleepers, sometimes even to fellow supernatural beings as well. The logical conclusion of this is the Ritual of Occultation, a rite that allows an Arcane mage to essentially make themselves into living Unpersons that cannot be detected or remembered by anything... and it can't be switched off. Needless to say, this ritual is only undertaken by devoutly ascetic asocial types who have willingly cut themselves off from all human interaction - because more socially-active mages empowered by this ritual would either go insane or die from neglect.
 Mage: The Ascension (Tabletop Game) / int_d8963315
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 Mage: The Ascension (Tabletop Game) / int_d92f1f2f
type
Immortal Genius
 Mage: The Ascension (Tabletop Game) / int_d92f1f2f
comment
Immortal Genius: Several Archmages have achieved immortality and are often centuries old, if not older - to the point that many of them can no longer live on Earth without experiencing constant Paradox, instead secluding themselves in Horizon Realms deep in the Umbra. Thanks to a mixture of experience and the understanding of magic they acquired just to get this far, Archmages such as these often the greatest known experts in their field of study. The Technocracy has their own equivalent of these, known as Archmasters, kept alive through Enlightened Science for centuries and still capable of incredible feats. In one case, Johannes Kepler is not only still alive and kicking, but he even helped Einstein develop faster-than-light travel in the 20th century!
 Mage: The Ascension (Tabletop Game) / int_d92f1f2f
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 Mage: The Ascension (Tabletop Game) / int_da303b9f
type
Fantastic Nirvana
 Mage: The Ascension (Tabletop Game) / int_da303b9f
comment
Fantastic Nirvana: The eponymous Ascension is something that most Traditionalist mages aspire to, representing the ultimate freedom from doubt and earthly constraints. Upon attaining this state of being, it's believed that an Ascended mage is no longer hampered by Paradox or any of the other laws that prevent them from making their vision of reality the norm... so, needless to say, it's a near-impossible rarity in the setting, and how one obtains it remains unknown. For good measure, mages actually reincarnate thanks to their Awakened Avatars, making the Buddhist influence even stronger. In Ascension, "Judgement" ends with Paradox finally biting the dust, whereupon everyone on the planet Ascends - allowing every possible vision of reality to become the norm simultaneously and allowing literally everyone a happy ending. By contrast, the Nephandi pursue Descension through a philosophy known as the Path of Screams. The exact meaning of the freedom it promises varies: some say that the path concludes with the Nephandus banishing themselves to a hell of their choosing, while others claim their Nirvana is a Descent to a lower plane to become a monstrous devil-god ruling over their own private reality. For good measure, The Book of Madness addresses this goal in a dark mimicry of Buddhism, even describing the Aswadim - who have delayed their own Descension in order to show prospective students the path - as "Bodhisattvas of the Void." Ascension flip-flops on this: "Judgement" rewards the Nephandi with the hells they always wanted to punish themselves with, while "Hell On Earth" brings Descension to all the Fallen by dividing the world into their eternal empire.
 Mage: The Ascension (Tabletop Game) / int_da303b9f
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 Mage: The Ascension (Tabletop Game) / int_da48b2c6
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Science Is Good
 Mage: The Ascension (Tabletop Game) / int_da48b2c6
comment
Science Is Good: In contrast to earlier versions, in the 20th anniversary edition a major theme is how science and technology are just as amazing and wonderful as the spiritual traditions mages draw power from. In spite of this the Technocracy are still presented as heavily flawed (but not evil) with it made clear that their issue isn't science, it's their authoritarian beliefs and willingness to do almost anything to achieve their goals.
 Mage: The Ascension (Tabletop Game) / int_da48b2c6
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 Mage: The Ascension (Tabletop Game) / int_db9dd05
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Magic Misfire
 Mage: The Ascension (Tabletop Game) / int_db9dd05
comment
The eponymous Ascension is something that most Traditionalist mages aspire to, representing the ultimate freedom from doubt and earthly constraints. Upon attaining this state of being, it's believed that an Ascended mage is no longer hampered by Paradox or any of the other laws that prevent them from making their vision of reality the norm... so, needless to say, it's a near-impossible rarity in the setting, and how one obtains it remains unknown. For good measure, mages actually reincarnate thanks to their Awakened Avatars, making the Buddhist influence even stronger. In Ascension, "Judgement" ends with Paradox finally biting the dust, whereupon everyone on the planet Ascends - allowing every possible vision of reality to become the norm simultaneously and allowing literally everyone a happy ending.
 Mage: The Ascension (Tabletop Game) / int_db9dd05
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 Mage: The Ascension (Tabletop Game) / int_dc6ed74
type
Grouped for Your Convenience
 Mage: The Ascension (Tabletop Game) / int_dc6ed74
comment
Grouped for Your Convenience: The Traditions and Conventions have their own traditional methods and practices, which tend to determine members' abilities and personalities.
 Mage: The Ascension (Tabletop Game) / int_dc6ed74
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 Mage: The Ascension (Tabletop Game) / int_dcac10e4
type
Tidally Locked Planet
 Mage: The Ascension (Tabletop Game) / int_dcac10e4
comment
Tidally Locked Planet: Early on the Euthanatos had a base on tidally locked Mercury. This was destroyed In-Universe when, out-of-universe, Mercury was revealed to not actually be tidally locked.
 Mage: The Ascension (Tabletop Game) / int_dcac10e4
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 Mage: The Ascension (Tabletop Game) / int_ddc4f035
type
Heroic Second Wind
 Mage: The Ascension (Tabletop Game) / int_ddc4f035
comment
In the 20th Anniversary Edition this was changed so that the Technocracy only won temporarily and the Traditions have pulled a major comeback.
 Mage: The Ascension (Tabletop Game) / int_ddc4f035
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 Mage: The Ascension (Tabletop Game) / int_de9c7ad5
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Vision Quest
 Mage: The Ascension (Tabletop Game) / int_de9c7ad5
comment
Vision Quest: Each mage has to go on a "Seeking" related to their paradigm before they can truly increase their knowledge of the universe (that is, raise their Arete score).
 Mage: The Ascension (Tabletop Game) / int_de9c7ad5
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 Mage: The Ascension (Tabletop Game) / int_dee04580
type
Our Gnomes Are Weirder
 Mage: The Ascension (Tabletop Game) / int_dee04580
comment
Our Gnomes Are Weirder: Players with a background in fantasy yet having trouble grasping the Sons of Ether can be safely told "They're like tinker gnomes." Just, you know... Human-sized.
 Mage: The Ascension (Tabletop Game) / int_dee04580
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 Mage: The Ascension (Tabletop Game) / int_dfa40c1b
type
Didn't See That Coming
 Mage: The Ascension (Tabletop Game) / int_dfa40c1b
comment
Didn't See That Coming: Social media and the expansion of the Internet took the Technocracy completely by surprise. Even the New World Order admits they kinda slacked on that one.
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Hell Seeker
 Mage: The Ascension (Tabletop Game) / int_e0e12e67
comment
Hell Seeker: This is the Nephandi's reason for existence. They do horrible things, love doing so and wish to be horribly punished for it. During one ending, they all get sentenced to the horrible hell they desired after they team up with the Traditionalists, Technocrats and Marauders to stop a common foe.
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Our Gods Are Different
 Mage: The Ascension (Tabletop Game) / int_e1ecdac3
comment
Our Gods Are Different: Every interpretation of every god ever concieved of exist in the Astral Umbra, feuding and plotting against eachother and occasionally aiding mages who know how to contact them.
 Mage: The Ascension (Tabletop Game) / int_e1ecdac3
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 Mage: The Ascension (Tabletop Game) / int_e390612a
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Hollywood Satanism
 Mage: The Ascension (Tabletop Game) / int_e390612a
comment
Hollywood Satanism: This is one of the three largest Nephandi factions with the others two being worshipers of the Wyrm and servants of eldritch abominations that live outside the Horizon.
 Mage: The Ascension (Tabletop Game) / int_e390612a
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 Mage: The Ascension (Tabletop Game) / int_e563bf09
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Insistent Terminology
 Mage: The Ascension (Tabletop Game) / int_e563bf09
comment
Insistent Terminology: The Technocracy does not have mages; it has Enlightened personnel. They do not do magic; they use hypertechnology built by Inspired Science. Their enemies are reality deviants, not mages, and they don't do magic, either; they use wildly applied para-science they don't really understand.
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 Mage: The Ascension (Tabletop Game) / int_e7db27c7
type
Sympathetic P.O.V.
 Mage: The Ascension (Tabletop Game) / int_e7db27c7
comment
Quite tellingly, in later editions, (which turned the other Conventions into misguided idealists or even outright heroes), the Syndicate simply come across as Pragmatic Villains.
 Mage: The Ascension (Tabletop Game) / int_e7db27c7
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 Mage: The Ascension (Tabletop Game) / int_e8b3ee16
type
Ghostapo
 Mage: The Ascension (Tabletop Game) / int_e8b3ee16
comment
Ghostapo/Stupid Jetpack Hitler: The Nephandi were unsurprisingly heavily involved in the rise of the Nazi Party, managing to seduce mages from all different factions (The Order of Hermes, Sons of Ether, Verbena, NWO and Progenitors Fell in particularly horrific numbers) except the Euthanatos and Virtual Adepts. Eventually, the Traditions and Technocracy temporarily put aside their differences to put a stop to the existence of an openly Nephandi-aligned government.
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type
Beethoven Was an Alien Spy
 Mage: The Ascension (Tabletop Game) / int_ec7da60a
comment
Beethoven Was an Alien Spy: Lots. Plenty of big-name scientists were actually Technocrats: Alan Turing got "killed" by the Technocracy because he asked too many uncomfortable questions, spurring the Virtual Adepts to break away and defect to the Traditions. Johannes Kepler is a Technocrat, is still alive and is running a deep space observatory on the Moon. Other examples include Aleister Crowley, a Hermetic gone rogue, and H.R. Giger, who got caught in a Nephandus's lair and spent the rest of his time trying to describe it in his paintings. Not to mention Jim Morrison, who actually Ascended. And for all the major historical names, the sourcebooks are full of minor ones reupped into the game's world. More completely, ALL scientists, big-name or otherwise, are technocrats (or from a formerly technocratic sect like Sons of Ether or the Virtual Adepts, or at minimum some sort of sleepwalker serving the technocracy unwittingly). Science IS magic, just a particularly regimented form, and the "discoverers" of various phenomena being mages applying enlightened will is literally the only reason that 'science' consistently functions the way that it does. By definition, anyone who 'discovers' anything in research is actually forging a new cantrip. Avoided with Adolf Hitler. Lots of supernatural people fought for, fought against or just plain took advantage of the Third Reich (to the point where you can find plenty of Those Wacky Nazis hanging around, complete with Stupid Jetpack Hitler and Ghostapo), but White Wolf made very sure that Hitler and his inner circle were mortals and didn't get significantly influenced by anyone. Though the Virtual Adepts Tradition book did imply that Goebbels was either influenced by or actually an Adept... Still, Hitler's Nazi Reich drew Nephandi to it like moths to a flame, and around 1940, the Third Reich was a literal Nephandi hotbed...to the point that the Traditions and the Technocracy allied to bring them down. Some of the greatest Nephandi surviving until today are SS or family members of SS members, so Stupid Jetpack Hitler is not entirely avoided. Avoided even more emphatically with 9/11.invoked
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Information Wants to Be Free
 Mage: The Ascension (Tabletop Game) / int_ecafe646
comment
Information Wants to Be Free: The Virtual Adepts.
 Mage: The Ascension (Tabletop Game) / int_ecafe646
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Counter-Earth
 Mage: The Ascension (Tabletop Game) / int_f005213
comment
Counter-Earth: A planetoid called Autochthonia exists in the Counter-earth position in the game's cosmology. This is the location of The Computer, which is central to Iteration X.
 Mage: The Ascension (Tabletop Game) / int_f005213
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 Mage: The Ascension (Tabletop Game) / int_f217cdab
type
Great Big Book of Everything
 Mage: The Ascension (Tabletop Game) / int_f217cdab
comment
Great Big Book of Everything: The Kitab Al-Alacir, an ancient book that predates the fall of Troy, which describes the order of the universe. It's most famous for discussing "ether" as a concept, so it's most commonly held up as one of the most important texts to the Etherites, but its study has influenced several other groups, including the Solifacti, the Order of Hermes, and even a few members of Iteration X and the Void Engineers (who typically view discussions of ether within said book with a Science Marches On perspective In-Universe).
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 Mage: The Ascension (Tabletop Game) / int_f3caa2be
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Distanced from Current Events
 Mage: The Ascension (Tabletop Game) / int_f3caa2be
comment
Avoided even more emphatically with 9/11.invoked
 Mage: The Ascension (Tabletop Game) / int_f3caa2be
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 Mage: The Ascension (Tabletop Game) / int_f4061d83
type
Capital Letters Are Magic
 Mage: The Ascension (Tabletop Game) / int_f4061d83
comment
Capital Letters Are Magic: Joked about in M20. "Yes, another capitalized term; we have lots of those."
 Mage: The Ascension (Tabletop Game) / int_f4061d83
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 Mage: The Ascension (Tabletop Game) / int_f52ae5d8
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Enemy Civil War
 Mage: The Ascension (Tabletop Game) / int_f52ae5d8
comment
Enemy Civil War: In the revised Convention books, the Syndicate and the NWO are on the brink of one. Meanwhile, the Void Engineers are waging one, sort of. It's against Threat Null, the Technocracy left behind the Avatar Storm and changed by the Void.
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Entropy and Chaos Magic
 Mage: The Ascension (Tabletop Game) / int_f52cc7b8
comment
Entropy and Chaos Magic: The Euthanatoi use these types of abilities.
 Mage: The Ascension (Tabletop Game) / int_f52cc7b8
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Earn Your Happy Ending
 Mage: The Ascension (Tabletop Game) / int_f64a9cf7
comment
Earn Your Happy Ending: Before the setting was revived there was an ending in which humanity did get universal Ascension like the heroic factions had always wanted.
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Everything Is Online
 Mage: The Ascension (Tabletop Game) / int_f6507695
comment
Everything Is Online: The Virtual Adepts. They can hack your arm control nerve or the wallpaper in your room.
 Mage: The Ascension (Tabletop Game) / int_f6507695
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 Mage: The Ascension (Tabletop Game) / int_f6ca5b54
type
The Archmage
 Mage: The Ascension (Tabletop Game) / int_f6ca5b54
comment
Several Archmages have achieved immortality and are often centuries old, if not older - to the point that many of them can no longer live on Earth without experiencing constant Paradox, instead secluding themselves in Horizon Realms deep in the Umbra. Thanks to a mixture of experience and the understanding of magic they acquired just to get this far, Archmages such as these often the greatest known experts in their field of study.
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 Mage: The Ascension (Tabletop Game) / int_f76842b1
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The Fundamentalist
 Mage: The Ascension (Tabletop Game) / int_f76842b1
comment
The Celestial Chorus is either a bunch of bickering fundamentalist Tautological Templars or they are all-loving Heart of the Traditions, making sure their allies don't lose sight of human morality.
 Mage: The Ascension (Tabletop Game) / int_f76842b1
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Higher Understanding Through Drugs
 Mage: The Ascension (Tabletop Game) / int_f88600be
comment
Higher Understanding Through Drugs: Several Traditions use various drugs as Foci, most notably the Cult of Ecstasy. The Progenitors have also developed pharmaceuticals that buff Enlightenment (the Technocracy term for the state of being Awakened), though they view it as more like caffeine than anything else.
 Mage: The Ascension (Tabletop Game) / int_f88600be
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type
Shatterpoint Tap
 Mage: The Ascension (Tabletop Game) / int_faa2e847
comment
Shatterpoint Tap: This is the first power of entropy. A wizard can use it to see weak spots in everything, from people and objects (which allows him to hit them for massive damage) to finding an entry to a guarded building by spotting the flaw in security procedures.
 Mage: The Ascension (Tabletop Game) / int_faa2e847
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 Mage: The Ascension (Tabletop Game) / int_faf36236
type
Cyberpunk
 Mage: The Ascension (Tabletop Game) / int_faf36236
comment
The technomantic Traditions also tend to favor Romanticist attitudes toward technology, to the point that the Sons of Ether left the Technocracy because the Technocrats were destroying all the "cool" science and not advancing technology fast enough. The Virtual Adepts, meanwhile, institutionally tend to embrace the "punk" part of Cyberpunk, though this isn't necessarily inherent to their Tradition (just to '90s attitudes about computers and hacking).
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Deadly Doctor
 Mage: The Ascension (Tabletop Game) / int_fc1ee7d5
comment
Deadly Doctor: The "Applied Sciences" wing of the Progenitors are those who actually get out of the lab to do stuff. Seeing as how "stuff" involves "eradicating threats to the Consensus" and "clamping down on rogue members", they pretty much have to be this.
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type
Well-Intentioned Extremist
 Mage: The Ascension (Tabletop Game) / int_fd4f8299
comment
Well-Intentioned Extremist: The Technocrats in general, but especially the Progenitors; as it is, many of them were real doctors and other medical professionals before they were Enlightened, and view what they now have as a gift to treat the world...and to utterly demolish anything that would harm it, especially medicine-inclined reality deviants.
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 Mage: The Ascension (Tabletop Game) / int_fd81c335
type
Nurture over Nature
 Mage: The Ascension (Tabletop Game) / int_fd81c335
comment
Nurture over Nature: An inversion that does not qualify for Villainous Lineage or In the Blood. Widderslaintes are reincarnated Nephandi, and their Avatar is inherently evil — in the words of a commenter, widderslaintes are "a living argument against free will." They are born sociopaths who can't be redeemed short of destroying their souls, and at that point death is a Mercy Kill. (Actually fixing their Avatar requires magic that's considered to be essentially mythical.) The 20th Anniversary Edition walks this back a little. Widderslaintes are not destined to fall, but they are heavily predisposed to, as other Nephandi take notice of them and their own Avatar effectively takes the role of an abusive parent. It’s possible for them to walk the righteous path, but it takes a lot of effort.
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 Mage: The Ascension (Tabletop Game) / int_fdc4fab4
type
Depending on the Writer
 Mage: The Ascension (Tabletop Game) / int_fdc4fab4
comment
Depending on the Writer: Each faction, but the various Traditions, being the de-facto focus, tend to get the most of this: The Celestial Chorus is either a bunch of bickering fundamentalist Tautological Templars or they are all-loving Heart of the Traditions, making sure their allies don't lose sight of human morality. The Dreamspeakers and Verbena are either different because one focuses on more esoteric and abstract matters over the physical world, or because one is European and one isn't. Do the Sons of Ether actually believe that they are Mages or do they just believe that they're following Clarke's Third Law? The Euthanatos may be the biggest victims of this trope. How much killing are they expected to do? How concerned are they with the non-death related aspects of fate? Are they the Traditions' internal police or not? On the Technocracy side: Who controls the media, the NWO or the Syndicate?
 Mage: The Ascension (Tabletop Game) / int_fdc4fab4
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Badass Preacher
 Mage: The Ascension (Tabletop Game) / int_fea42091
comment
Badass Preacher: Rather common among the Celestial Chorus.
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Mage: The Ascension (Tabletop Game)

The following is a list of statements referring to the current page from other pages.

 Tabletop Games / Fan Fic
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Counter-Earth / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Creating Life Is Awesome / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Crimefighting with Cash / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Critical Failure / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Cyberpunk for Flavor / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Cyberspace / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Cyborg / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Damaged Soul / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Dangerous Forbidden Technique / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Defector from Decadence / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Deity of Human Origin / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Depleted Phlebotinum Shells / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Designated Villain / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Detect Evil / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Deus Sex Machina / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Dimension Lord / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Disc-One Nuke / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Disciplines of Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Doing in the Scientist / int_2c59b515
 Mage: The Ascension (Tabletop Game)
hasFeature
Doing In the Wizard / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Doom as Test Prize / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Doublethink / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Dramatic Gun Cock / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Dyson Sphere / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Element No. 5 / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Elemental Powers / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Elvis Lives / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Emergency Authority / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Emergency Presidential Address / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Enfant Terrible / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Enlightenment Superpowers / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Epiphanic Prison / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Ethnic Magician / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Everyone Is Satan in Hell / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Everything Is Online / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Evil Sorcerer / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Evil Versus Oblivion / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Exponential Potential / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Failed a Spot Check / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fallen Hero / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fallout Shelter Fail / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fantastic Drug / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fantastic Fighting Style / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fantastic Nirvana / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fantastic Nuke / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fantastic Terrorists / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fantastic Underclass / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fantasy Contraception / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Faster-Than-Light Travel / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Feel No Pain / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fetus Terrible / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fiction as Cover-Up / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fights Like a Normal / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Fisher Kingdom / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Flanderization / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
For Science! / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
For the Evulz / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Frankenstein's Monster / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Full-Contact Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Future Slang / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Gadgeteer Genius / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Gas Leak Cover-Up / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Gaslamp Fantasy / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Genius Bruiser / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Genius Loci / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Godhood Seeker / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Goggles Do Something Unusual / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Goth / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Goth Girls Know Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Gravity Is Only a Theory / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Great Big Book of Everything / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Hanging Judge / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Happy Fun Ball / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Heal Thyself / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Heart Is an Awesome Power / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Hedge Mage / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Hell Seeker / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Hermetic Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Higher Understanding Through Drugs / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Hollywood Satanism / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Hollywood Silencer / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Hollywood Voodoo / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Human Sacrifice / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Humanoid Abomination / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Hunter of His Own Kind / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Hybrid-Overkill Avoidance / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
I Reject Your Reality / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
I Want My Jet Pack / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
If I Wanted You Dead... / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Immortal Genius / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Immune to Bullets / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Infernal Paradise / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Inferred Holocaust / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Information Wants to Be Free / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Insane Equals Violent / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Insistent Terminology / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Insult to Rocks / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Intercontinuity Crossover / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Invisibility / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Invisible Introvert / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
It Runs on Nonsensoleum / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Jackass Genie / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Jedi Mind Trick / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Just Think of the Potential! / int_ac8b90f5
 KennethHite
seeAlso
Mage: The Ascension (Tabletop Game)
 Mage: The Ascension (Tabletop Game)
hasFeature
Ki Manipulation / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Kryptonite-Proof Suit / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Kung-Fu Wizard / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Language of Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Literal Transformative Experience / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Living Ship / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Machine Worship / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Made of Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Mage Killer / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Mage Tower / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magic A Is Magic A / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magic by Any Other Name / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magic Feather / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magic Is Evil / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magic Is Mental / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magic-Powered Pseudoscience / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magic Versus Science / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magic Wand / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magical Homeless Person / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magical Library / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magical Native American / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magical Society / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magically-Binding Contract / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magicians Are Wizards / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Magick / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Make Sure He's Dead / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Mana / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Martyrdom Culture / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Masquerade Enforcer / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Master of One Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Maximum Fun Chamber / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Maybe Magic, Maybe Mundane / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Measuring the Marigolds / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Mechanical Abomination / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Mercy Kill / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Mistreatment-Induced Betrayal / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Mortality Phobia / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Mr. Fixit / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Muggles / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Muggles Do It Better / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Mundane Solution / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
N.G.O. Superpower / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Naked Nutter / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Napoleon Delusion / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Nay-Theist / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Nebulous Evil Organisation / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Necro Non Sequitur / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Necromancer / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Nightmare Fetishist / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
No Campaign for the Wicked / int_3faa4115
 Mage: The Ascension (Tabletop Game)
hasFeature
No One Sees the Boss / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
No Such Thing as Wizard Jesus / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Not-So-Omniscient Council of Bickering / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Not That Kind of Mage / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Nude Nature Dance / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Obliviously Evil / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Omnicidal Maniac / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Omnidisciplinary Scientist / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
One Stat to Rule Them All / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
One World Order / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Order Versus Chaos / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Orphaned Series / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Our Genies Are Different / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Our Liches Are Different / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Our Mages Are Different / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Perception Filter / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Perfection Is Static / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Perky Goth / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Perspective Flip / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Phantasy Spelling / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Pieces of God / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Place of Power / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Placebotinum Effect / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Pocket Protector / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Post-Modern Magik / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Power Born of Madness / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Power of the Void / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Power Perversion Potential / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Prehensile Hair / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Primal Polymorphs / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Professional Killer / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Psychic Link / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Puff of Logic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Pyrrhic Villainy / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Raygun Gothic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Reality Warping Is Not a Toy / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Reconcile the Bitter Foes / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Reforged into a Minion / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Reinventing the Telephone / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Religion is Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Research, Inc. / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Ret-Gone / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Rewriting Reality / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Ripple-Effect-Proof Memory / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Ritual Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Role-Playing Game 'Verse / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Rollerblade Good / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Room 101 / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Rules Conversions / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Sadly Mythtaken / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Safety in Muggles / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Schrödinger's Suggestion Box / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Science Destroys Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Science Fantasy / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Science Hero / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Science Is Wrong / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Science-Related Memetic Disorder / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Scienceville / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Screw the Rules, I Have Money! / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Screw Yourself / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Scry vs. Scry / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Serial-Killer Killer / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Sex Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Sexually Transmitted Superpowers / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Shapeshifter Longevity / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Shapeshifter Showoff Session / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Shapeshifting Trickster / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Shatterpoint Tap / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Sherlock Scan / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Significant Monogram / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Simplified Spellcasting / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Sinister Nudity / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Solar-Powered Magnifying Glass / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Soul Fragment / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Space Is an Ocean / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Space Master / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Special Snowflake Syndrome / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Spell Construction / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Stage Magician / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Stock Quotes / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Straw Hypocrite / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Strawman Has a Point / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Strongly Worded Letter / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Subtle Superpowering / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Sufficiently Analyzed Magic / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Summoning Ritual / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Suspect Is Hatless / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Synchronization / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Tagline / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Taking You with Me / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Technopath / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Terrorists Without a Cause / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Ageless / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Dark Arts / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The End of the World as We Know It / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Extremist Was Right / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Good, the Bad, and the Evil / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Illuminati / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Last Dance / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Loonie / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Magic Goes Away / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Magic Touch / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Magic Versus Technology War / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Mind Is a Plaything of the Body / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Missing Faction / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Nondescript / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Nudifier / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Omniscient Council of Vagueness / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Spark of Genius / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
The Unmasqued World / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Thou Shalt Not Kill Muggles / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Time Master / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
To the Pain / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Totalitarian Utilitarian / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Training from Hell / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Transhuman Abomination / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Traumatic Superpower Awakening / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Tyop on the Cover / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Unequal Rites / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Underwater Base / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Urban Fantasy / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Utopia Justifies the Means / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Van Helsing Hate Crimes / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Villains Out Shopping / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Vision Quest / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Voluntary Shapeshifting / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Wake Up, Go to School & Save the World / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Watch the World Die / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Weak, but Skilled / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Weather Manipulation / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Weird Science / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Weirdness Censor / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Wham Line / int_ac8b90f5
 WhiteWolf
seeAlso
Mage: The Ascension (Tabletop Game)
 Mage: The Ascension (Tabletop Game)
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Win-Win Ending / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Winds of Destiny, Change! / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Witch with a Capital "B" / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Wizard Duel / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Wizards from Outer Space / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Wizards Live Longer / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Wizards' War / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
World of Chaos / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
World of Symbolism / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Yellow Peril / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
You Cannot Kill an Idea / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Your Magic's No Good Here / int_ac8b90f5
 Mage: The Ascension (Tabletop Game)
hasFeature
Zeppelins from Another World / int_ac8b90f5
 MageTheAscension
sameAs
Mage: The Ascension (Tabletop Game)
 Senshi: The Merchandising (Tabletop Game)
seeAlso
Mage: The Ascension (Tabletop Game)
 MageTheAscension
sameAs
Mage: The Ascension (Tabletop Game)
 Mage: The Ascension (Tabletop Game)
hasFeature
The Dark Side / int_ac8b90f5