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Written by Matthew McFarland. Cover art by Mike Kaluta.

Playtesters:
Matt Karafa, Jeffrey Kreider, Matthew McFarland, Keith McMillin, Fred
Martin-Shultz, Dawn Wiatrowski
© 2005 White Wolf Publishing, Inc. All rights reserved. Reproduction
or reposting without the written permission of the publisher is expressly
forbidden, except for the downloading of one copy for personal use from
www.white-wolf.com. White Wolf and World of Darkness are registered
trademarks of White Wolf Publishing, Inc. Mage the Awakening,
Storytelling System, Gloria Mundi, and Gazing into You are trademarks
of White Wolf Publishing, Inc. All rights reserved. All characters, names,
places, and text herein are copyrighted by White Wolf Publishing, Inc.
The mention of or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned.
This book uses the supernatural for settings, characters, and themes.
All mystical and supernatural elements are fiction and intended for
entertainment purposes only. This book contains mature content. Reader
discretion is advised.
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PRINTED IN CANADA
TO WAKE
F ROM DREAMING…
The sea of time grows murky as one ap- and usurped their places. They sought to control
proaches the distant past. Ruins, artifacts, cave all reality with their thoughts alone, yet Creation
paintings—all this evidence of history tells an trembled at their every unwise whim. There was
incomplete tale. Most people never realize that no choice but to cast them down, lest all of reality
they don’t know the whole truth, but some can be corrupted and sundered. Those Awakened
see that there is more to learn. Those who do, still left in our world climbed the celestial lad-
and who know where to look, eventually discover der themselves and made wizard-war on their
a legend of a fallen civilization and a war for the erstwhile brethren, shaking all of Creation. In
throne of reality. The names for that civilization the end, the very ladder itself was shattered and
are many, most of them lost over the years, but our world fell away from the Supernal Realms,
even patchwork recorded history remembers one leaving only an impassable gulf of unreality
of them: Atlantis. known as the Abyss between them.
Humanity found that mythical place eons ago, Yet though the Fallen World was cursed to
led by dreams more real than their waking sight. fall deeper into Sleep, there are those still who
There they learned to see beyond this world to Awaken. Deep in the Supernal Realms stand
the Supernal Realms, and what they discovered cyclopean watchtowers that even today call brave,
in those places set their very souls aglow. By the enlightened souls across the treacherous Abyss.
power of their thoughts, they learned how to Should a soul survive this journey and carve its
make what was real in the Supernal Realms real name on one of these watchtowers, that Sleeper
in this world—to make the impossible possible. Awakens and inherits humanity’s forgotten
What once could be done only in dreams was legacy: magic. When he does, it’s up to him to
now achievable in the waking world. Indeed, find those others like himself who have broken
it seemed only those most enlightened souls free from humanity’s shared dream and try once
were truly Awake, while everyone else was but again to find the truths behind the Mysteries of
a Sleeper, sharing the same dream. Creation. And should they uncover the linger-
The Awakened built a glorious civilization ing fragments of lore about lost, fabled Atlantis,
on their sacred island, dividing themselves into mages must decide whether to re-create the
specialized orders of governance and working enlightened civilization those earliest dreamers
together to unravel the Mysteries of the higher forged or build something even better, founded
realms. Yet the power they uncovered in un- on the highest ideals of this Fallen World.
raveling these mysteries soon outstripped their You’ve had the sense at some point in your
wisdom, and they committed a great crime of life that there is more to this world than you
hubris. Seeking to abandon the dreaming world can see. You’ve always known that sinister truths
altogether, they constructed a grand celestial hide behind a façade of normality, veiled by the
ladder to carry them to the Supernal Realms, rational, orderly “natural laws” we call science.
where they overturned the thrones of the gods When night falls, as the shadows grow long and

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the wind whistles through the trees, you shud- describing the world to the other players, acting
der and remember the truths of your ancestors, out the parts of other characters, and determin-
who were right to fear the dark. In those times, ing what challenges the players’ characters face.
you realize just how alone and ignorant you’ve Players roll dice to determine if their characters
always been. You feel this way because you’ve can overcome the challenges before them. In
just entered the World of Darkness, where the a typical exchange, the Storyteller describes
shadows hide unimaginable secrets. the scene in which the players’ characters find
In Mage: The Awakening, the third World themselves. (“You see five beings taking shape
of Darkness Storytelling game, you and your right in front of you, materializing from nowhere.
friends tell stories set in this world, in which you It takes you just a moment to realize that they
reveal these secrets and unravel the Mysteries of look exactly like you and your companions. What
Creation. Those who do so successfully Awaken do you do?”) The players then describe their
to the greatest mystery of all—that the rules of characters’ actions, usually in the first person.
reality are not as hard and fast as everyone thinks. The Storyteller then describes the results of the
By forging mystical paths to realms beyond the action, going back and forth until the scene is
material world, the Awakened (known as wiz- resolved. Dice are rolled when players have their
ards, sorcerers, and mages) can impose the laws characters try things that aren’t guaranteed suc-
of those higher realms on this world. Doing so, cess. Jumping on top of a moving car without
they can shed light on what hides in the World getting hurt would require a dice roll; climbing
of Darkness and work great wonders tempered out of a stationary one wouldn’t.
only by their wisdom. This introductory package contains everything
Yet for all their power and insight, the Awak- you and a small group of friends will need to play
ened are still human, subject to the same failings your first game of Mage: The Awakening, except
and shortsightedness all humanity suffers. They for some pencils and paper (for notes) and several
must temper their wonders with wisdom, lest 10-sided dice. (These specialty dice are available
the friction between opposing laws of disparate in most hobby shops and are sometimes called
realities cause an uncontrollable Paradox. Nor “d10s.”) Those of you who are going to be play-
can they cavalierly expose the secrets their ers should read over the character backgrounds
Awakenings reveal to them. Some secrets are included in this package and choose the one you
hidden from Sleeping humanity for good rea- want to play. The Storyteller should read the rest
sons, and it is only the proud, foolish mage who of the booklet in preparation before playing.

THE RU LES
casts into the light those things best exiled to
shadow. What’s more, a mage does well to keep
his pride in check, as pride goeth before a fall. Mage: The Awakening uses a set of rules
There’s always another mage out there with just called the Storytelling System. Many of the rules
a bit more power or who knows just a little more are introduced in the scenario proper or on the
about what’s hidden in the darkness… character sheets (special powers and so on), but

THE GAME
there are a few basics to go over first.
• Rolling Dice: When rolling dice in the
Mage: The Awakening is a Storytelling (or Storytelling System, you do not add the numbers
roleplaying) game. In it, a group of players co- together. Instead, any single die that comes up
operates to tell a story. Each player takes on the 8 or better is considered a success. You usually
role of a single mage, except for the Storyteller. need only one success to accomplish a task, but
This player essentially takes on every other role, more is always better (causing more damage in

2
combat, for example). Any die that comes up a • Actions: Almost anything a character does
“0” (considered a 10) counts as a success and is considered an instant action. You determine
can be rolled again (and potentially get another the dice pool, roll the dice, and see if you succeed
success). If you manage to roll five or more suc- or fail. In combat you can perform one instant
cesses, you get an exceptional success. If you action per turn. Sometimes, you’ll be asked to
roll no successes at all, your character has failed take an extended action, which represents doing
that action. something over a period of time, such as searching
• Dice Pools: The number of dice you roll to a room or casting an especially complex spell. In
attempt something is called your dice pool. It this case, every roll of the dice represents a fixed
usually consists of the total of two traits on your amount of time (usually 10 minutes, but it varies
character sheet (one Attribute and one Skill) and for some more involved actions). You accumulate
modifiers imposed by any special equipment your successes from roll to roll until you get a certain
character uses or adverse conditions. number (described in the text), at which point
• Modifiers: The Storyteller determines either something happens or you run out of time.
what modifiers apply to any dice pool. Modifiers Some actions can also be contested, which means
either add to or subtract from the dice pool (the that two people are working against each other,
number of dice rolled). These modifiers usually such as in an arm-wrestling match, or when a
come from tools used (a bonus is listed with the character tries to sneak past a watchful guard.
tool), Merits that the character has (described In a contested action, each player (or the player
in the character description), or other general and the Storyteller) rolls the dice pool for his
circumstances. The Storyteller should grant or character and the person with the most successes
impose a bonus or penalty (usually ranging from wins. Finally, some actions are reflexive, which
+2 to –2) if the circumstances are especially means that they happen automatically and don’t
favorable or deleterious. For example, an attempt take up any time—you can perform them and still
to climb a wall that is slick with rain and slime perform an instant action in that turn.
would suffer a –2 penalty, whereas climbing a • Turns and Scenes: A turn is a three-second
wall with plentiful handholds and ledges would period and is used in combat. A scene is a longer
gain a +2. period (usually an hour or as long as it takes for
• Chance Die: If modifiers reduce your dice everyone to do what they want in a particular
pool to zero dice (you can’t have a negative place). Some mage powers or spells function for a
dice pool), you should instead roll a single die single turn, while others last the whole scene.
(called a chance die). A 10 rolled on a chance
die generates a single success, while any other THE CH AR ACT ER SHEET
result is a failure. And yes, if you manage to roll The end section of this packet contains char-
that 10, you get to roll again and try for another acter sheets for the five characters that players
success. As long as you keep rolling 10s, you can use in Gloria Mundi. These sheets contain
keep generating successes. Rolling anything all the game numbers that define a character’s
other than a 10, however, is not a success. In capabilities, divided into a variety of types of
fact, rolling a 1 on a chance die (just on the first traits. Most traits are rated from one dot (•) to
roll, not subsequent rolls after getting that first five dots (•••••), much like a star rating system
10) indicates a dramatic failure. The Storyteller for movie reviews. Different traits represent
should describe especially troublesome results for different things:
a dramatic failure, such as a gun jamming or a • Attributes represent inherent capabilities,
tire blowing out during a car chase. such as Strength, Intelligence, or Presence.

3
• Skills represent learned abilities, such as Looks. The effects of each Merit are explained
Firearms or Medicine. A word or phrase in in the character’s description.
parentheses next to a Skill indicates a Specialty, • Defense and Initiative Modifier are traits
an area of the overall Skill in which the character used in combat and are explained in that sec-
is particularly talented. If you are asked to roll a tion.
dice pool in which your character doesn’t have • Speed is the number of yards a character
the right Skill, you suffer a penalty of either –1 can move in one combat turn and still perform
(for a missing Physical or Social Skill) or –3 (for an action. A character can run up to twice that
a missing Mental Skill). If, on the other hand, distance in a turn if he sacrifices his action. Speed
you have a relevant Specialty in the Skill in your will most likely come into play in a chase.
dice pool, you get a +1 modifier. • Wisdom is a measure of your character’s mo-
• Health determines how wounded your rality, of how well he tempers his growing power
character is, and it has both dots and points. Your over reality with reason. Your character can lose
character’s dots are filled in on your character Wisdom over the course of play. Wisdom is ranked
sheet, and they represent the total number avail- from 1 to 10, unlike most other traits.

COMBAT
able to him when he is uninjured. His Health
points are recorded in the corresponding boxes,
denoting his current state of health. (See “Health Surrounded by supernatural creatures who
and Damage” for how to mark off Health points would rather remain hidden, as well as jealous
and the effects of wound penalties.) hoarders of secrets, mages sometimes attract
• Willpower represents your character’s violence. When a fight breaks out, it can be
reserves. You can spend one point (and one important to keep track of who is doing what,
point only) of Willpower on any roll, which and how badly they are hurting each other. When
gives you three additional dice in that dice pool. that happens, follow these steps:
Alternatively, you can spend a point to raise First tell the players that their characters
your Defense trait by two against a single attack. are entering combat. Until the combat ends,
Willpower is valuable, and you regain it only for everyone acts turn-by-turn, with each character
acting in accordance with your character’s Virtue getting one chance to act each turn.
or Vice (see individual character descriptions). Next, have everyone roll Initiative, which
Willpower is ranked from 1 to 10, unlike most is the result of the roll of a single die + the
other traits. character’s Initiative modifier as listed on the
• Gnosis represents the inherent higher under- character sheet. (This is a rare case where you
standing of reality a mage has achieved. add the number that comes up on a die to the
• Mana is the amount of distilled magical value of your trait, instead of rolling a dice pool
power that currently suffuses the mage character’s and looking for a success.)
body. You spend Mana to cast or modify certain Starting with the character with the highest
spells. Initiative result and continuing on to the lowest,
• Arcana are special degrees of understanding each character gets to take a single instant action
of the Mysteries of reality. The accompanying (usually an attack). The player can choose to yield
handout explains what fundamental forces each her character’s action until later in the Initiative
Arcanum affects. queue, or until the next turn if she wishes. Resolve
• Rotes are specialized spells mages can cast, each character’s action before asking the next
based on their mastery of the Arcana. player what his character does.
• Merits are special natural edges a character If one character attacks another, the attacker’s
has, such as Contacts, Resources, or Striking player rolls the appropriate dice pool:

4
• Unarmed close combat: Strength + Brawl, feet) or throwing a weapon. To avoid damage in
minus target’s Defense and armor (if any) a firefight you can either find cover (hide behind
• Armed close combat: Strength + Weapon- something solid) or fall prone (drop flat to the
ry, minus target’s Defense and armor (if any) ground). Falling prone constitutes a character’s
• Ranged combat (guns and bows): Dexterity action for the turn but levies a –2 penalty on
+ Firearms, minus target’s armor (if any) ranged attacks. Anyone within close-combat
• Ranged combat (thrown weapons): Dex- striking distance (a few feet) gets a +2 bonus
terity + Athletics, minus target’s Defense and to hit a prone character, though.
armor (if any) • Concealment and Cover: If your character
Add bonus dice based on what weapon is be- is partially concealed behind an object, she is
ing used or what effect is being performed, then harder to hit with ranged attacks. The penalty
subtract penalties for circumstance conditions. goes from –1 (crouching behind an office chair)
(Using an improvised weapon such as a garbage to –3 (poking up out of a foxhole). If you are
can lid or a broken table leg, for instance, levies completely concealed, the attacker suffers no dice
a –1 penalty on the attack roll.) The player rolls pool penalty but has to score enough successes to
the remaining pool. Each success equates to one shoot through the intervening object (called the
Health point of damage inflicted, the type of cover). Piercing an object reduces the number of
which is determined by the nature of the attack. success rolled by a number based on the durability
The Storyteller describes the attack and wound of the cover: from 1 (for wood or thick glass) to
in narrative terms. 3 (for steel). If this penalty reduces the number
Once everyone has acted, a new turn starts of successes to 0, the attack fails to penetrate
and the player with the highest Initiative gets the cover and you take no damage.
to act again. Players do not make new Initiative • Range: Every ranged weapon has three
rolls every turn. ranges listed in yards in the format short/me-
dium/long. An attacker suffers no penalty when
C OMPLICAT IONS her target is within the short range. If the target
• Avoiding Damage in Close Combat: is at medium range, she suffers a –2 penalty. At
Your character’s Defense trait represents his long range, this penalty goes to –4.

H EALT H DAM AGE


instinctive ability to duck and weave and make
close-combat attacks harder, so it serves as a AND

penalty to incoming attacks. If your character • Damage Types: There are three types of
hasn’t yet acted this turn and is willing to forgo damage—bashing, lethal, and aggravated—and
that action, he can dodge, which doubles his each is more serious than the last. Bashing
Defense for the rest of the turn. If your character damage generally results from blunt or stun-
is attacked multiple times in the same turn, ning attacks. Lethal damage generally results
however, it becomes harder for him to avoid being from cuts, gunshots, and other more serious
hurt. For every attack targeted at him after the attacks (such as an animal’s bite). Aggravated
first, reduce the character’s Defense by one (to a damage generally results from especially vile
minimum of zero). If your character is dodging, supernatural attacks.
the doubled Defense still decreases by one for • Marking Damage: When a character suffers
each additional attack. damage, the player marks off that number of
• Avoiding Damage in Ranged Combat: Health points, starting with the box under the
Defense doesn’t apply to ranged combat unless leftmost dot of his Health trait and proceeding
a ranged attacker is either close enough that he left to right. The symbol used depends on the
could just as easily attack in close combat (a few type of damage.

5
Bashing damage is marked with a slash (/) in Without further Health boxes to mark off, you
the first available empty box. So imagining that represent this additional damage by upgrading
Ogma (one of the characters in this scenario, existing wounds. Any new bashing or lethal
who has seven Health dots) had just taken one wound upgrades an existing bashing wound to
point of bashing damage, his Health boxes would lethal (make the leftmost / into an X). Additional
look like this: aggravated damage converts a point of lethal or
bashing damage to aggravated (make the leftmost
X or / into an asterisk).
Lethal damage is marked with an X, and it • Healing: Mortal human beings recover from
pushes any existing bashing damage right on damage thanks to rest and medical attention.
the track (so that it always appears to the left of Mages can spend their Mana to heal themselves
bashing damage). If Ogma next took a point of more quickly, and some mages can cast spells
lethal damage, his track would be: to heal themselves even more quickly. Should
they elect not to do so, though, they heal one
point of bashing damage every 15 minutes, one
Aggravated damage is marked with a large point of lethal damage every two days, and one
asterisk (*) by adding a vertical bar to an X. It also point of aggravated damage every week. Lost
pushes any existing lethal and bashing damage Health is recovered from right to left on the
right on the track (so that it always appears to character sheet.
the left of lethal or bashing damage). If Ogma
next suffered a point of aggravated damage, his BEING A M AGE
track would be: The scenario in this packet does not deal
explicitly with the characters Awakening to
their supernal power, so it will help to have all
• Wound Penalties: If a character is reduced in the same place some of the basic game effects
to three or fewer Health points (by whatever type of what mages understand and can do.
of damage), the player suffers penalties to all die • Metaphysical Geography: Through the cen-
rolls. When the third-to-last box is marked with turies, mages have refined a high concept of how
a wound, the penalty is –1; when the second the universe and all reality is structured, as well
to last is marked it is –2; when the last box is as what our world’s place is in it. Reality is divided
marked it is –3. (These modifiers appear on into the Fallen World and the Supernal World,
the character sheet for easy reference). These and a vast, howling Abyss separates the two. The
penalties apply to all rolls except those related Fallen World is subdivided into our physical world
to losing Wisdom (see below). (which is the only thing most people ever see)
• No More Health: Marking off a character’s and the Shadow Realm (also known as the spirit
last Health box usually means that the character world). An invisible, intangible membrane called
has become incapacitated. If that rightmost the Gauntlet stands between the physical world
wound is bashing (and the character is human) and the Shadow Realm. The Supernal World is
she falls unconscious. If that rightmost wound is divided into five discrete realms, each with its
lethal or aggravated, a mortal character quickly own unique natural laws. To Awaken is to travel
bleeds to death. Note that this would mean the in spirit to one of those Supernal Realms and
character has no bashing damage at all, since it make your mark on it. To work magic, is to draw
will always be the rightmost. down the unique natural laws of the Supernal
• Additional Damage: An unconscious Realms into the Fallen World, supplanting our
person can still be damaged by further attacks. physical world’s natural laws.

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• Resonance: Everything has a subtle side, • Mage Society: Certain recurring factors
an esoteric spiritual or magical nature that make mages who they are, and recognizing
defi nes it just as much as its physical aspect those factors has influenced the formation of
does. In the case of places, this ethereal ele- magical society as it stands today. Every mage
ment is called resonance. Resonance is marked who Awakens travels in spirit to one of the five
by certain qualities, most often characterized Supernal Realms along a certain path, and that
by emotions (hate, anger, joy, sorrow), or path informs the style and type of magic he is
more rarely by concepts (logic, chaos, fascism, able to perform. No two mages of the same path
democracy). Spirits in the Shadow Realm are are exactly alike, but they stand to be more alike
attracted to resonance in the physical world than mages of different paths. Yet no mage is an
that has qualities similar to their own natures. island, and no mage can solve all of Creation’s
Magic cannot directly affect the resonance of mysteries himself, so mages tend to work together
a place (at least not for long), so sorcerers must in groups called cabals. Cabals can consist of
work to alter it indirectly over time to achieve mages of different paths, as their group goals
the qualities they want. tend to be personal and temporal rather than
• Hallows & Sanctums: Where the pure force driven by metaphysical ideology. Mages do
of magic, Mana, filters down from the Supernal come together into larger, looser groups based
World (or where that energy is regularly trapped on ideology, though, and those groups are called
and recycled), it saturates the local area, turning orders. Many harking back to the ideals of lost
the place into a “Hallow.” For those who know Atlantis, the orders are global in scope and driven
how to harness them, such places are invalu- by broad agendas locally. Orders take in mages
able. Hallows often have a strong allure for both of any path, and likewise, many cabals include
Awakened and Sleeper, although the latter don’t members of different orders. The most influential
really understand why. Hallows vary a great deal and knowledgeable body of local governance
from one to the next, but they all share a single over the Awakened is known as a Consilium.
tendency: They don’t feel like mundane space. Like a local senate, a Consilium consists of
Fertile or fetid, holy or hellish, there’s no mistak- all the local representatives of the orders and
ing a Hallow for any mundane place. Any mage cabals at work in a given area, and it works to
standing in a Hallow can sense its ambient Mana see to the best interests of the Awakened who
with a successful Wits + Occult roll. live in that area.
A sanctum is a mage’s stronghold, a place • Shadow Names: Names have power, and
where he can practice his Art away from the none know that better than the Awakened.
eyes of Sleepers and spies. Such strongholds are A mage’s soul writes his true name forever
usually built on Hallows when mages can find on the walls of his chosen watchtower in the
those places and snatch them up quickly enough. Supernal Realms when he Awakens, and doing
Legends tell of wizard’s towers, witch’s huts, and so imbues his name with powerful sympathetic
sorcerer’s caves, but the reality is usually more resonance. Should another mage learn his name,
prosaic: a penthouse apartment, an old estate, that mage can use magic against him more
or even a nondescript suburban tract house. In easily. Therefore, most mages who are part of
Gloria Mundi, the characters all share a beach Awakened society take on “shadow names” to
house sanctum on a Hallow by the coast. Nor- protect themselves.
mally having a Hallow and a sanctum is a function • Hubris: When a mage’s hubris outstrips his
of Merit dots, and those dots have been factored morality, he risks losing his Wisdom. The more
invisibly into the characters’ backgrounds for heinous sins he commits in the name of ego, the
simplicity’s sake. more quickly his Wisdom falls. At Wisdom 7

7
(where almost all characters start), laying a curse the expenditure of a point of Mana, unless the
on someone, shoplifting from a store, or any worse primary Arcanum used is one of the mage’s ruling
misdeed can cause moral degeneration (a loss of Arcana (as indicated in the character write-ups).
Wisdom). When the character commits such an Casting a spell on a target beyond sensory range
act, the player rolls a number of dice based on requires the expenditure of a point of Mana, as
the severity of the sin. The worse the sin is, the does inflicting aggravated damage with a spell.
fewer dice are rolled. (Committing grand theft Also, certain spells that significantly alter the
is three dice; using magic to murder someone laws of nature or physics might require the
is two dice.) If the roll fails, the character loses expenditure of Mana.
a point of Wisdom. (Willpower can’t be spent To regain spent Mana, a mage can do one of
on this roll.) several things. He can perform an oblation (a
Characters with reduced Wisdom justify their ritual function associated with his path) at a
behavior to themselves instead of repenting, and Hallow. Doing so requires an hour of uninter-
they become that much more blinded by hubris. rupted ceremony and a Gnosis + Composure
It will now take a worse sin to cause another roll roll. Each success provides one Mana. Mages
to degenerate. At Wisdom 6, binding a human cannot gain more Mana per day, however, than
being to a place or task can spark such a roll. At the Hallow’s rating. (The Hallow in Gloria
Wisdom 4, you can bind a person to do anything Mundi is rated 3, so no matter how many mages
you want as long as you don’t use your magic to perform oblations on the same day, only three
actually harm him. At Wisdom 2, you can harm points of Mana are available from sunrise to
him to your heart’s content as long as you don’t sunrise.) Mages can also scour their bodies to
actually let him die. At Wisdom 1, you can even free up Mana. A mage elects to degrade one of
go so far as to kill a victim as long as you don’t his Physical Attributes by one dot in return for
steal his soul. three Mana points. The lost Attribute dot is
Characters who do lose Wisdom naturally restored 24 hours later. Scouring takes one full
risk becoming unhinged mentally. If a player turn. A mage could elect to scour his Health
fails a degeneration roll, he should immediately instead. He suffers one lethal wound and gains
roll his character’s reduced Wisdom as a dice three Mana points. Magic cannot protect against
pool. If he fails that roll, the character gains this damage, and it cannot be healed by Pattern
a derangement. This derangement can be any restoration or any known Awakened magic. It
form of minor but pervasive mental disorder, heals naturally at the normal rate. Unlike the
such as depression or a phobia. The player should scouring of Attributes, there is no limit to the
roleplay this new character quirk, but it has no number of Health scourings a mage can perform
mechanical effect. in the same day.
• Mana: Mana is the formless Supernal Finally there is one last and unsavory practice
energy filtered down into the Fallen World. that can also yield up Mana to a mage: the death
Some of it is residual energy left trapped when and blood sacrifice of a living creature. Animals
the Abyss opened, recycled over the millennia as big as a cat provide one Mana each, although
into a thousand forms, but some of it is fresh, only one such killing per day provides Mana.
brought into the world by a mysterious form of Sacrificing a human provides one Mana per
grace from on high. The mage characters in Health dot. The victim must die; he cannot be
Gloria Mundi can hold up to 10 points of Mana bled until he is close to death. Only the one mage
in their bodies at a time. Players spend points of who performs the sacrifice gains the ill-gotten
Mana to allow mages to perform various feats Mana. This practice is sure to cause a Wisdom
of magic. Casting an improvised spell requires degeneration roll.

8
• Mage Sight: Mages have a number of At Gnosis 1–4, he can do so only once per day.
means by which they can open their eyes to the With Gnosis 5 or 6, he can perform two Pattern
supernatural, seeing (or even hearing, smelling, restorations per day.

M AGIC
touching, and tasting) the subtle currents of
supernatural powers at work in the world. While
all mages have an innate sixth sense to detect What sets the Awakened apart from Sleepers
the presence of active powers, it does not allow is not only their deeper understanding of the
them to identify or analyze such powers. For that, Mysteries of reality, but their ability to impose
they need to enchant their senses. Although such the laws of Supernal reality on the Fallen World.
spells come in many forms, they are collectively The only word Sleepers have to describe such
called Mage Sight. Besides revealing magic and effects (inasmuch as they can even comprehend
other supernatural powers, these spells make them) is magic. Awakened mages are capable
resonance obvious to the senses. Once a Mage of literally anything they can conceive as they
Sight Spell is active, the player should can Intel- mature and grow in power, and the magic system
ligence + Occult to analyze the resonance. This of Mage: The Awakening accounts for as many
is an extended action with each roll representing possibilities as are humanly possible. This booklet
a single turn of scrutiny; it takes 5 successes to offers a somewhat stripped-down version of that
determine the basic nature of the resonance. magic system, offering a glimpse of the wonders
More successes can provide more information that are possible. For your character to cast a
at the Storyteller’s discretion. spell, follow these steps.
Finally, some Arcana can be used to sense
or analyze certain powers better than others, ST EP ONE :

DECL ARE SPELL


although all Arcana can be used to sense
T HE
supernatural power. If the power is mystically
concealed, however, successes rolled for the The simplest way to perform acts of magic is to
mage must equal or exceed the Potency of the choose one of the rotes provided in the character
magic used to conceal the source. Note that write-ups. Those descriptions tell what sort of
Mage Sight does not allow a sorcerer to see or action casting the spell is (whether it’s instant or
interact with entities in the ephemeral state extended), as well as how long the effect lasts if
called Twilight (see “Crossing Over” on page the roll to cast it succeeds. Instant spellcasting
12). That requires other spells (usually Death actions take only a single turn to perform, but
for ghosts and Spirit for spirits). extended actions take far longer. For a character
• Pattern Restoration: Mages can infuse with Gnosis 1 (i.e., all the provided characters),
Mana into their bodies to heal wounds. (Doing each roll of an extended action requires an entire
so is called restoring or repairing the mage’s hour’s worth of spellcasting work in game time
metaphysical Pattern.) The cost is three Mana (not session time).
points per one bashing or lethal wound. This The descriptions also list each spell’s aspect.
is an instant action. Those mages unable to The aspect defines how well the mage can hide
spend more than three Mana per turn (e.g. all the Supernal wonder among the events of the
the characters provided in Gloria Mundi) can Fallen World. If a mage tries to do something
take as many consecutive turns performing only subtle (such as make a building go dark while
this action as they need, until they’ve spent all he’s hiding inside), he can cast a subtle spell of
three points. The number of times a mage can darkness that knocks out all the lights in the
spend Mana to restore his Pattern within the building. Bearing witness to that effect, Sleepers
same 24-hour period depends on his Gnosis. might only think that a power transformer is

9
busted or that some glitch just kicked off in the Also, at various points in the following story are
city’s power grid. That sort of spell is considered offered certain “Magic Suggestions” that show
covert, and it slips into the reality of the Fallen how one might use improvised magic to its best
World seamlessly. Some spells are slightly more effect in the story.
noticeable, though. For instance, a mage might
choose to make a single room in an office building ST EP TWO :

SPELLCAST ING DICE POOL


go dark, then make another one go dark, then
another, and so on (all to make the people he’s
hiding from wonder which of those dark rooms For a rote spellcasting, you simply add the
he’s actually hiding in while he sneaks away down specified Attribute + Skill + Arcanum to de-
the stairwell). While such random power-outages termine the caster’s base spellcasting pool. These
are technically possible in the everyday reality of dice pools have been listed with the character
the Fallen World, they’re not very likely, so the write-ups. For an improvised casting, you roll
spell raises questions in the disbelieving minds Gnosis + Arcanum to determine the caster’s base
of Sleepers. Such a spell would be considered spellcasting pool. Several mitigating factors that
improbable. Finally, there are some spells that affect the spellcasting dice pool have been listed
are in no way possible by the fundamental laws under “Mitigating Factors” on p. 11.
of our reality, and they can’t be rationalized away
as luck or coincidence. If a mage is standing on ST EP THREE :

PAR ADOX
the hood of a speeding car frying the driver with
lightning from his fingertips, then he jumps
off, turns a one-and-a-half twist in the air, and Paradox is the friction that exists between the
skids safely to a halt on the soles of his Chuck Fallen World and the Supernal Realms when a
Taylors while the car swerves into a newsstand mage casts a spell to impose a conflicting set of
and explodes… Well, that’s just not possible. natural laws over our preexisting one. The more
Such a spell is considered vulgar. Vulgar and often a mage works magic, and the more overtly
improbable spells have consequences in terms he does so, the more likely he is to invoke the
of cost and side effect, which are explained in force of Paradox. If the spell is vulgar or improb-
Step Three. able, the Storyteller checks for a Paradox, rolling
Magic is a dynamic and tricky thing, though, a base dice pool based on the caster’s Gnosis
and mages are not restricted to casting rotes. and modified by various conditions. For the
Their Arcana represent not only specific characters in Gloria Mundi, the characters all
achievements and ranks of rotes learned, but a have Gnosis 1, which means the Storyteller rolls
more general understanding of the broader laws a base of one die.
of nature. The more dots he has in the various The number of successes the Storyteller rolls
Arcana, the better he understands and can subse- on the Paradox roll determines the nature of the
quently change the world around him. Changing Paradox that occurs when the mage casts his spell.
the world thus with magic is called improvised With only one Paradox success, the mage loses
spellcasting, and it works somewhat differently control of his spell, affecting a different target
than simple rote spellcasting. It’s a little bit of the same type somewhere else in his sensory
harder (represented by a smaller dice pool), and range. With two successes, the mage gains a
the costs involved are different. The Arcana derangement appropriate to the circumstances
Handout that came with this packet details for one scene. With three successes, an anomaly
what sorts of effects and changes are possible at of unreality occurs for one scene (hail might fall
the provided characters’ levels of understanding. from a clear blue sky, or the streets might crack

10
and bleed upward into air). With four successes, the player’s spellcasting roll (which is why the
the mage is branded as vaguely inhuman in some Paradox roll comes first). What’s more, the more
subtle way for a scene (be it a witch’s mark or improbable or vulgar spells the mage attempts
an indescribable aura of otherness). With five in the same scene, the higher the Paradox dice
successes, a twisted spirit from the Abyss enters pool climbs. For every additional improbable
the Fallen World. or vulgar spell a mage casts in a scene, the
Other effects of Paradox are listed under the Storyteller begins to add additional Paradox
“Aspect” subheading of “Mitigating Factors”. dice to his pool.
Finally, bear in mind that the Storyteller rolls If one or more Sleepers witness a mage casting
Paradox before the player rolls for his mage’s a vulgar effect, add two dice to the Storyteller’s
spell. Also, no matter how many successes the Paradox dice pool on top of everything else.
Storyteller rolls, the player cannot call off his Therefore, if the mage is casting only one
magical effect just because the very laws of reality improbable or vulgar spell in a scene but it is
have turned against his character. witnessed by Sleepers, the Storyteller rolls three
dice against the spell.
M IT IGAT ING F ACTORS Magic Resistance: Some rote spells allow the
Certain environmental or inherent factors target protection against magic, either a reflexive
affect how a desired spell works. These factors contested roll or a Resistance Attribute that
might affect the cost of the spell, the dice pool of is subtracted from the spellcasting dice pool.
the spell, or the likelihood of a Paradox. Where that is the case, it has been noted in the
Range: If the mage cannot see, hear, or other- character write-ups.
wise detect the target of his spell with his normal Mana Costs: For improvised spellcasting, the
senses, he cannot affect it with a regular spell mage must spend one Mana if the highest-rated
unless he has and adds Space 2 into the spell. Arcanum required for the spell is not one of his
(Of the provided characters, only Ogma has this ruling Arcana. (The provided characters’ ruling
degree of mastery over the Space Arcanum.) A Arcana have been noted in their write-ups.) If
spell cast outside sensory range thus (known as the spell affects a target sympathetically, the
a sympathetic spell) suffers a penalty based on spell costs one Mana. Infl icting aggravated
the vagueness of the mage’s connection to the damage with a spell also costs one Mana.
target. If the target is a close friend or if the Other Mana costs might be associated with
casting mage has a sample of the target’s blood certain spells, and those costs are listed in the
or hair, the penalty is only –2. If the target is spell write-ups.
someone you know only in passing (say you’ve Bear in mind that the characters can spend
passed him on the street), the penalty is –8. If only so much Mana in a turn. If a spell is listed
you know nothing at all about a target outside as an instant action, the character must be able
your sensory range, you can’t affect it with a to spend the entire requisite amount of Mana
sympathetic spell at all. If you don’t know the he needs in that same turn, or his spell will
real name of a person who’s the target of a sym- not work.
pathetic spell, the roll is penalized an additional Reducing Paradox: If a player doesn’t want
four dice. (This is why most mages adopt shadow his mage to run the risk of a severe Paradox
names in mage society, because a shadow name problem, he can have his character mitigate the
does not alleviate that penalty.) Paradox by spending Mana. For every Mana spent
Aspect: When a mage attempts an improbable (bearing in mind his total allowed expenditure
of vulgar spell, the Storyteller rolls for a Paradox. per turn), he removes one of the dice from the
Successes on that roll subtract successes from Paradox pool the Storyteller rolls.

11
A mage can also reduce the amount of a spirit loses all of its Essence and Corpus, it is
Paradox by suffering a Backlash. Rather than destroyed permanently.
applying the successes on the Paradox roll to • Influence represents a spirit’s ability to con-
his spellcasting roll or having a Paradox occur, trol or manipulate the very concept that created
the mage suffers a number of bashing wounds it. The greater the dots in an Influence, the more
equal to the successes on the Paradox roll. This power the spirit has over that concept.
damage can only be healed normally: Pattern • Numina are the various supernatural
restoration and magical healing do not work powers of spirits. Many are only usable in the
against it. physical world once the spirit has manifested

SPRITS
(see below).
• Essence is a spirit’s lifeblood, the spiritual
Some mages deal with spirits a great deal, power without which it cannot exist. Sprits use
and spirits have slightly different traits than Essence for many activities, but every spirit spends
material beings. one point every moonrise simply to survive.
• Attributes: Rather than having nine Spirits who slip into the physical world must
Attributes like characters, spirits and ghosts spend one Essence point every hour until they
have only three. Power is used for Intelligence, can possess a host or bind themselves to an
Strength, and Presence. Finesse is used for inanimate object using their Numina.
Wits, Dexterity, and Manipulation; Resistance • Crossing Over: Unless they have a special
is used for Resolve, Stamina, and Composure. Numen, spirits can only cross into the physical
If the spirit wishes to attack, roll Power + world at a Hallow, or some other place where
Finesse (the target’s Defense is applied nor- the boundary between worlds is frail and thin.
mally), with each success infl icting one point (They can also be summoned into the physical
of lethal damage. world by certain spells.) Once across, the spirit
• Corpus is the spiritual equivalent of Health. remains ephemeral, invisible, and intangible—in
If a spirit loses all of its Corpus, it discorporates a state called “Twilight”—until it chooses to
and vanishes. It will re-form in the spirit world manifest. Doing so requires a successful roll of
in two days with one dot of Corpus, and then Power + Finesse, in which case the spirit may
heal one dot of Corpus every two days. Physi- become visible at will and may be able to speak
cal attacks can only erode a spirit’s Corpus if it or send messages depending on its nature. Even
has somehow become material or the attacker in this state, it remains immaterial and largely
benefits from a spirit power of some sort. If a immune to physical attacks.

12
GAZ ING
INTO YOU
This is the first scenario in an eight-part answer any questions they might have. Help them
chronicle called Gloria Mundi, which will be understand how the rules work with regard to the
released online at www.worldofdarkness.com. dots and numbers on the character sheets.
The chronicle takes the characters deep into Also, read through “Gazing into You” once
the World of Darkness, revealing some of the before attempting to act as Storyteller. We’ve
secrets of the Awakened and, ultimately, the tried to make it as easy as possible on you, but
fate of the characters. But before any such you should have an idea of what’s coming up.
grandiose concerns, the characters have to Plus, players will always make decisions that
come to grips with a more immediate threat you—and we—didn’t see coming. That’s a great
to their minds and souls, combating their part of roleplaying, but it requires you to think
own inner demons and those of a powerful, on your feet. This is especially true given that
but incautious mage. Pride goes before the all of the characters have a brief list of rotes
fall, and the characters are about to see that (magical effects that they can perform easily
truism illustrated. and skillfully) but are also capable of broad,
This scenario is meant for the Storyteller’s dynamic uses of their magic. If you know how
eyes only. If you are planning to take on the role the plot progresses, you can take what the players
of one of the characters in “Gazing into You,” do and allow those decisions to steer the game
please stop reading now. Storytelling games are toward the conclusion, rather than having to
much more enjoyable if you experience the plot say, “No, Jim, you can’t do that because it would
twists and surprises along with your characters, take us too far off track.”
so don’t spoil the fun for yourself. Throughout this scenario, you will find blocks

P REPARING PLAY
of italicized text for you to read aloud to the
FOR players. You will also fi nd occasional sidebars
First, read through the rules at the beginning labeled “Magic Suggestions.” Getting the hang
of this document, just to get an idea of how the of the magic system in Mage can be a challenge,
mechanics of the game work. Then, have a look as most other roleplaying games that incorporate
at the character sheets beginning on p. 38, and magic require that a character choose from a list
note the characters’ different capabilities and of spells rather than using a sphere of influence.
advantages. We don’t expect you or the players These sidebars allow you to suggest effects that
to memorize everything right out of the gate, these characters can perform, but the players
but if you give the characters a quick once-over might not consider. As the chronicle progresses,
in conjunction with the rules, the numbers will you’ll see fewer of these sidebars, since you and
make more sense in game play. the players should be coming to grips with how
Let the players read over their characters’ the system works and what the parameters of
backgrounds, roleplaying hints and traits, and the different Arcana are.

13
STOR Y T ELLING TECHNIQUE : important topics such as childhood experiences
E XIST ING G ROU PS
and the Awakening. Note, too, that not everyone
thinks well on their feet, so it’s perfectly accept-
Most pre-written scenarios, such as “Gazing able for a player to answer, “I don’t know, let me
into You,” revolve around the characters coming think about that.”
together for the first time and forming a cohesive Q&A: Similar to hot seat, Q&A involves
group. This is sometimes handled elegantly, with each player writing down two questions and
characters being given several reasons to bond passing them to you. You then pose all 10 of the
with each other, and sometimes through various questions, in addition to any others you feel are
clichés of roleplaying, such as bar fights where necessary, to each player in turn. You might want
all the characters are (for some reason) on the to jot down the responses or have the players do
same side. In some games, a powerful character it, since this information might shape the way
simply tells the characters what to do. you present facets of the chronicle later. Ap-
Those clichés are standards for a reason, propriate questions here are much the same as
though. They’re quick and easy to understand, for hot seat, but because each player is answering
and they allow the Storyteller to put the charac- the same questions, they can get a bit more in-
ters together and get on with the story, and that’s depth. The questions can be about straight facts
fine. Gloria Mundi, however, does things a little (“Does your character have any living family?”)
differently by stipulating that the characters are or more intangible (“What song or work of art
part of an established cabal before the chronicle best represents your character?”).
starts. Merit dots have been taken from each Anecdotes: People who live together for any
character to comprise the cabal’s Sanctum and length of time eventually develop in-jokes and
Hallow (see p. 16) and the characters’ descrip- anecdotes about each other. Have each player
tions include brief notes on how they came choose another and make up a quick anecdote
to join the cabal. This method of putting the about that player’s character. The player in ques-
characters together allows for empowerment to tion has veto power, of course, if someone tries
the players—they already have a support network to paint her character in a truly inappropriate
with each other and can look to shared history way. Remember, though, that no one behaves
for strength. in a truly consistent way all the time. Even if,
Of course, since you haven’t played through for instance, Morrigan’s player has decided that
that shared history, it’s a good idea to devote a few she’s a teetotaler and Ogma’s player tells a story
minutes before the story actually starts to discussing about that time he saw Morrigan stumbling
it. Here, we present three methods of fleshing out drunk down by the seashore, that anecdote isn’t
the characters’ relationships with each other. immediately invalid. Maybe Morrigan is usually
Hot Seat: Have each player take a turn in sober, but that one instance was an exception
the “hot seat” while you and the other players (one she regrets). Maybe she wasn’t drunk, but
fire questions at her. These questions should be reeling from the effects of a Paradox. Maybe that
about the character but not directed at her. That simply wasn’t Morrigan.
is, if Sarah is taking on the role of Niamh in the Use any or all of these three techniques to
chronicle, you might ask “How does Niamh feel develop some sense of the history of the cabal
about Ogma?” rather than “How do you feel about before play begins. If the players see their char-
Ogma?” This allows the player more freedom in acters as a unit, as a group of colleagues (if not
answering sensitive questions about the character. friends), they will be more inclined to cooperate
Don’t be afraid to ask about seemingly innocuous and to meet challenges as a united force—which
topics (favorite foods, pastimes, etc.) as well as is an edge they may well need.

14
THE SET T ING
the Consilium acknowledges him. Other mages
do indeed live in the city, however, and on the
“Gazing into You” (and most of the larger night that this story begins, the characters are
chronicle) is set in Quincy, Massachusetts, about going to meet one of them.

F ACT IONS, C ONSILII, CABALS,


10 miles south of Boston. The city contains just
under 90,000 people and dates back to the 17th
century. The city boasts miles of coastline, so it AND SOLITARIES
houses a number of summer homes and rental
The World of Darkness is a dangerous place,
cottages—few of which see year-round residence.
even (perhaps especially) for mages. As such,
One of these seaside houses, however, serves as
mages band together in groups. A small group
the sanctum of a cabal of mages—the characters
of mages, usually formed around a symbolic
the players portray in Gloria Mundi.
theme, is called a cabal. A Consilium is the
highest political body among the Awakened in
Looking It Up a region. Councilors from various local cabals
serve, making collective decisions as necessary
Quincy (pronounced “quin-zee” by the that concern the Awakened as a whole. Most
locals) is a real city. Storytellers and players mages also belong to orders, overarching groups
interested in doing further research into of mages that have been handed down since the
the area can start with the city’s official fall of Atlantis (with the exception of the Free
website: http://www.scstest.com/quincy/ Council, which is a new development).
default.asp. The power base of Awakened in the Quincy
Although Mage: The Awakening and area isn’t very well formed. The most power-
the World of Darkness takes place in our ful mage in the city is probably Paul Kresham
own modern world, the presence of the (known among the Awakened as Adam), but
supernatural has changed many of the he doesn’t belong to any cabal or order, and
details (and dramatic license is taken with hasn’t involved himself with Consilium af-
all real-world locales portrayed in these fairs in years. Mages without cabals are called
books). Gloria Mundi isn’t intended as a solitaries, and they are uncommon. Most such
travel guide to Quincy. mages are either powerful enough to take care
of themselves or have left preexisting cabals for
The cabal doesn’t have a name for itself yet. personal reasons.
Four of the five members claim Irish ancestry and Other mages (and stranger things still) call
take their Shadow Names from Irish mythology, Quincy home, and the cabal will encounter
which lends itself to a cabal name and heraldry them in future installments of Gloria Mundi.
along those lines. The fifth member, Anthony For now, we need be concerned with only these
“Tyrrhenus” Licavoli, is Italian-American, few characters.

THE CH AR ACT ERS’ CABAL


though, and proud of it. As such, discussions
on what, if anything, to name the cabal have
stalled. (This is a challenge that your troupe The characters collectively maintain a
could perhaps take up.) sanctum in Quincy, near the seashore. They all
The cabal is the only one in Quincy, at least contribute money and time toward the upkeep
as far as the characters know. The only member of the house, although Niamh actually owns it.
with any influence in the Consilium of Boston is The house is large enough for all five characters
Tyrrhenus, and he has “influence” only insofar as and encompasses enough land for the Hallow

15
(see below), but beyond that we aren’t providing Appropriate places in the text note the
much in the way of details about the sanctum. information and aid that Sisyphus can best
That’s for you and your players to envision. It provide. If Jack’s player wants Sisyphus to
does have some security measures, however. rush out and lend a hand directly, Sisyphus is
Anyone trying to break into the house suffers honor-bound to do, but Jack will burn through
a –2 penalty on any attempt to do so, and the his three favors in short order at that rate. Feel
cabal members receive a +2 bonus while inside free to remind Jack’s player that it might be
the house. better to exhaust other options before falling
The grounds also include a Hallow. Hallows back on this Merit.
suffuse their immediate area with magical power
and allow mages within that area to draw on the THEME AND MOOD
Mana they produce. The Hallow on the cabal’s The theme of “Gazing into You” is self-reflec-
property is located near the sea on a small hill. tion. The title of the story is from Beyond Good
The area in a circle around that hill (roughly 30 and Evil by Friedrich Nietzsche. The full quote
feet in diameter) is saturated with magic. Any is “He who fights with monsters might take care
magic cast within that area requires one less lest he thereby become a monster. And if you
point of Mana than it normally would. That is, gaze for long into an abyss, the abyss gazes also
any member of the cabal can cast improvised into you.” The Abyss has special meaning in
magic using non-Path Arcana near the Hallow Mage. It is the gulf that separates the magical
and avoid the normal Mana expenditure. Also, from the mundane, the Fallen World from the
the Hallow produces three points of Mana per Supernal Realms. Adam sought to purge the
day, which any of the characters can absorb. Abyss—which saw as the base desires of his
The cabal has, in all probability, developed some mortal frame—from his soul, and in the process
sort of schedule for who can go “walking on the unleashed something dangerous into the world.
beach” on what day. This is, again, something Over the course of this story, and indeed the
that your players should figure out as part of whole chronicle, the characters are forced to
fleshing out the cabal’s dynamics. examine the darkest, most embarrassing and yet

SIS Y PHU S
most basic aspects of their minds and personas.
They might decide to change those facets, or
Jack can contact his thrall, Sisyphus, at they might decide that these foibles are part
any time during this story to demand help or of what make them human. The answer to the
information from him. Sisyphus is only slightly question varies, but the characters have to ask
older than Jack, but Awakened young and is the question to fi nd the answer.
powerful and intelligent. He isn’t terribly wise, The mood of this story is discomfort. The
though (as became obvious when he tossed his spirits that Adam’s spell unleashed can see the
soul stone into the pot at a poker game), and character’s darkest secrets and aren’t afraid to let
he trusts in his luck a little too much. His game them know it. Every character in this chronicle
traits aren’t defi ned in this story because he has committed acts of hubris of one degree or
is likely to play only a supporting role, if any. another, and now those acts are coming back
(He will play a more substantial role in future to haunt them as the spirits make them relive
installments of Gloria Mundi, though.) In their moments of weakness. Throughout this
particular, his Arcana aren’t provided, but as story, you can reinforce this mood by having
an Acanthus mage he has some proficiency in strangers stand too close for comfort, stare a
Fate and Time, equivalent to or greater than little too long, or lower their voices when the
Jack’s level of skill. characters draw near.

16
ACT ONE:
DEMONS COME CALLING

In this act, the characters find themselves a substitute—it possessed a Hallow—whereas the
targeted by hostile spirits, spirits that have an Wrath spirit has already found and possessed a
uncanny and unsettling knowledge of their mage. (The characters will meet this unfortunate
magic, their personalities, and even their true soul in the next story.)

SCENE ONE: HOME


names. They can fend off the spirits’ attacks,
but clearly these spirits present a grave danger.
IN VASION
Therefore, the mages must track the spirits back
to their source.

WH AT ’S G OING ON
The story begins on a Monday night in late
April. The characters are all at home. The players
In an attempt to remove all base impulses can decide what exactly the characters are doing.
and temptations from his own soul, a powerful They might be practicing magic, walking on the
mage called Adam opened a gateway into the beach or engaging in more mundane pastimes like
spirit worlds, allowing a spiritual force into surfing the Internet or playing cards (although
the Fallen World. Unable to find the urges it playing cards with the likes of Jack might become
needed in Adam, this presence possessed his an exercise in frustration, given his prowess in
Sleeper servant, Allan. The presence split into manipulating probability). Ask each player what
seven distinct parts, each taking on a facet of his or her character is doing tonight. Also, ask
the servant’s desires. (These forces are roughly them if they have any spells such as Unseen
analogous to the seven deadly sins of Christian Aegis or Mage Sight active at the moment. Many
theology, but this distinction is simply for an easy mages activate shielding spells for the day, so it’s
frame of reference; the creatures are not demons, fine if the players choose to have such spells cast
nor is Adam a particularly pious mage.) The ahead of time. Remember that shielding spells
spirits then tore the unfortunate servant’s body like Unseen Aegis or Fortune’s Protection only
asunder, looking for a way to ground themselves last the day if the player spends a point of Mana
in the Fallen World. for the character, but if such spells are cast at a
Adam tried to stop the spirits from escaping, Hallow, the mage avoids this cost. As such, if
but they fought him and left him crippled in body the characters wish to have a shielding spell up
and soul before fleeing his Sanctum. They require for the entire day, the only thing you need to
human hosts to anchor them to our world, and nail down is when the spell was originally cast.
they learned from their experience with Adam’s Twenty-four hours from that point, the spell falls
servant that Sleepers’ minds do not possess the and the character needs to reactivate it.
energy (Mana) that they need. As such, they If the characters are together for whatever
spread out to look for Awakened minds that reason, let them interact for a few minutes.
resonated with their specific desires. In game When you and the players are ready, proceed
terms, each spirit needs to find a mage with the from this point.
appropriate Vice. One of the spirits (Sloth) found Read the following aloud:

17
After a warm weekend, the temperature has dropped Occult. Success indicates that the mage
sharply. The wind from the ocean is chill, and it rattles can sense the spirits’ resonance (envy for
the windows of the house every so often. Every now the Envy-spirit, lust for the Lust-spirit
and again, you catch what you imagine to be a voice and so on). An exceptional success (five
in song, one single melodic note, echoing from the or more successes on the roll) means that
hill near the sea. You’ve grown accustomed to that the character knows that these spirits are
sound, if not entirely comfortable with it. You know parts of a greater spiritual presence that
it’s an effect of the Hallow near the house, but it’s has fractured somehow.
still haunting. Complications: If Tyrrhenus uses Supernal
Stop reading aloud. Vision on these spirits, he knows that they
Have each player roll Wits + Composure. have recently been attacked by magic, though
Characters whose players fail the roll don’t he doesn’t recognize the magical “signature”
perceive anything special. of the mage responsible. If Morrigan or
Read the following to any player who suc- Niamh use the Spirit Arcana to activate
ceeds on the roll: Mage Sight (Niamh knows this rote, and
The sea’s song cuts off abruptly. You feel a ripple Morrigan can do so as an improvised spell)
of power pass through you. Something magical is their players receive +1 to the Intelligence +
nearby, closing in on the Hallow. Occult roll. Finally, if Ogma uses Third Eye
Stop reading aloud. on these spirits, he knows that they are rapidly
The characters have time to take one action adapting their resonance to match that of
before the spirits find them. During this time, the characters. Regardless, the characters
players might wish to have their characters cast are about to find this out anyway.
spells such as Mage Sight, Fortune’s Protection
or Spatial Map in order to aid in a coming battle. Read the following aloud.
They might wish to run out to the Hallow or to You feel a presence near you. You cannot see it.
group together in the main room of the house. You hear no (creak on the floorboards/rustle in the
Regardless, allow each player to state what his sand) [depending on whether the character is
character is doing, make any necessary dice rolls indoors or not]. Your time among the Awakened
and resolve any actions such as spellcasting, then has sharpened your sense of the unseen, and you feel
proceed from this point. the hairs on the back of your neck rise as the presence
draws closer. A spirit? A ghost? You barely have time
to consider the question when thoughts rise in your
Magic Suggestions— consciousness, unbidden. You find yourself dwelling
Perceiving the Spirits on memories.
Read this to Jack’s player
Each of the characters knows a rote Watching from the sidewalk as people rode by in
that grants Mage Sight. All 10 Arcana their warm, dry cars, and hating them.
are capable of activating Mage Sight, but Read this to Morrigan’s player
each Arcanum does so in a different way. The sense of accomplishment as a week-old corpse
The characters might activate Mage Sight rose under your power for the first time.
once they know something is happening, Read this to Tyrrhenus’ player
and this can grant them information Taking a handful of bills from your uncle, in
about the spirits. If a character activates exchange for telling the cops he’d been at home
Mage Sight (or already has this spell all night.
active), have the player roll Intelligence + Read this to Ogma’s player

18
Magic Suggestion—
Loosening your belt after a seven-course meal.
Read this to Niamh’s player
Waking up on the beach, pressed between two Avoiding and Combating Possession
warm bodies, trying for a moment to recall their
names before giving up and walking away. Obviously, the Mind Arcanum is of
Continue reading to everyone greatest utility here. If Ogma has shielded
The memories are comfortable, if somewhat himself mentally before the fight begins,
shameful. Along with them, though, you find your the Gluttony-spirit suffers a –2 penalty
name—your true name—rising in your mind like to the Power + Finesse roll to possess
a bubble in water. The presence you felt is searching him. If he has already been possessed, he
for it, looking for a handhold in your mind. can attempt to use magic to stave off the
Stop reading aloud. possession by forcing his mind away from
Have each player roll Resolve + Composure focus on his Vice. This spell is improvised
while you roll the spirits’ Power + Finesse (seven for Ogma, but if it succeeds, the spirit can
dice). The spirits are attempting to possess the no longer draw enough strength to keep the
mages. If the player rolls as many or more successes possession going and manifests.
than you do, the spirit cannot possess the mage
and materializes to attack more directly. If you roll Free mages can help their possessed house-
more successes, the character is possessed and the mates in a number of ways. Niamh can use Spirit
spirit tries to flee with the body in order to use its magic to coax a spirit out of its host. Ogma can
Claim Numen in privacy. The other mages can use Mind magic to emotionally push a mage away
help their possessed comrade, however. from the state of mind that nourishes the spirit
If the characters are currently involved in an possessing him. If all else fails, inflicting a point of
activity that feeds their Vice (Ogma might be bashing damage to the victim shocks her system
enjoying a bottle of wine, for instance) that player enough that the spirit is jarred free.
suffers a –1 penalty on the Resolve + Composure Once the spirits have tried to possess the
roll for his character to avoid possession. mages and failed, they move to a more direct
Possessed mages can’t do anything except try approach. They materialize and try to sap the
to break free of the possession. Doing so requires mages’ Mana. Normally the Materialize Numen
the player to spend a point of Willpower and roll would require you to make a Power + Finesse roll
Resolve + Composure. You roll Power + Finesse for each spirit, but for purposes of this scene you
for the spirit, just as before. Although breaking can assume that the spirits manifest automatically
free in this manner isn’t guaranteed, the spirit can (you should still spend the three Essence for the
only force the body to stumble a few feet during a each spirit, though).
turn in which it is fighting for control. Read the following aloud.
If it becomes obvious to the spirits that they Your minds are your own once again, but you
cannot escape in a mage’s body, they abandon are not alone. A human figure shimmers into being
possession and instead materialize. If a spirit does in front of each of you. At first it’s just a shadow,
manage to leave the house with the body, the a mirage, but becoming more solid every second. It
mage is on his own and must fight his way out of looks… like you. You stare at your doppelgangers
the possession as described previously, or hope for a few seconds, your minds trying to resolve
that his comrades come looking for him. This the bizarre sensation of looking into a mirror and
shouldn’t take long, of course, but you might need watching the reflection act on its own whim. And
to suggest to players that they find and rescue then these doubles reach out for you, grabbing at
any of their missing compatriots. your throats.

19
Stop reading aloud. The spirits fade into nothing. You wait for a mo-
The spirits attack with their Mana Drain Nu- ment, tense, waiting for them to reappear or strike at
men (see Dramatis Personae for their traits). They your minds again, but the attack does not come. They
are fully solid and can attack and be damaged seem to have retreated. You are all shaken, however.
normally. Roll the spirits’ Power + Finesse – the Those creatures at least know your true names, and
character’s Defense to attack. They are not trying, that is enough to make them dangerous.
initially, to damage the characters, but simply to Stop reading aloud.
touch them in order to steal their Mana. If the This scene ends when the characters regroup
characters prove too difficult to grab, they try to and start to discuss their options. If no one has
beat them senseless and drain them in peace. taken Mana from the Hallow today, characters
Any attack the characters perform on the spirits, might want to avail themselves of this option.
magical or otherwise, cut away chunks of their Remember that only three points of Mana are
materialized “bodies.” The spirits do not bleed, available per day.

SCENE TWO :
but lose Corpus from the attacks. In addition,
the spirits emit small signs of their true natures
F INDING ADAM
when attacked. For instance, if the Gluttony-spirit
loses Corpus, it might give off the scent of food,
probably unnecessary dessert or snack food, while In this scene, the characters regroup and plan
loose change falls to the ground if the Greed-spirit their next move, eventually tracking the spirits
takes damage. (This money disappears when the back to Adam.
spirit flees.) The sound of applause might fill the Let the players discuss what just happened.
air when a character harms the Pride-spirit, while They will probably note that each of the spirits
shrieks and moans accompany the Lust-spirit’s seemed to reflect a negative quality present in that
wounds. The Envy-spirit might grow small upon spirit’s target, and this might lead players to the
being struck, or the area damaged might turn a very logical conclusion that these spirits were sent
poisonous green for a moment. specifically to find and attack them. The cabal has
During the fight, the spirits don’t acknowledge no enemies that it knows of, however. If Ogma
each other or any mage except the ones who noticed that the spirits were adapting themselves
share their individual Vices. They plead with to fit the characters, he might surmise that the
those mages, however, asking them to surrender creatures didn’t hunt down the cabal specifically,
and help them. The spirits beg the mages not to but just imprinted on the first group of mages
“make them return” or “send them back,” and they came across.
what’s worse, they call the mages by their birth The following are a few examples of tactics
names rather than by their Shadow Names. The and directions the characters might take, along
Envy-spirit also whistles as it attacks Jack, which with their results. Be aware, though, that players
means you can (and should) take advantage of invariably come up with courses of action that
the bane dice from his Destiny Merit. you (and we) can’t anticipate, so be prepared to
Each spirit discorporates and flees after it has improvise a bit.
taken five points of damage. All of the spirits flee • Contact the Consilium: Tyrrhenus might de-
after two turns of combat in any event, unless no cide to contact the Boston Consilium and let them
spirit has taken any damage by that point, in which know what has occurred. He is only acknowledged
case they keep fighting until one of them takes by the hierarchy there, though, so he doesn’t have
five points of damage. When the characters have enough clout to get through to anyone terribly
won the fight, proceed from this point. important. His contact in the Consilium is an
Read the following: acolyte, a woman named Frances. Frances serves

20
as an assistant to a mage in the Consilium. Her in the area, but he has been out of contact with
job is to take correspondence from mages outside Awakened society for years. The Guardians of the
the Consilium’s court (which is actually in Salem Veil know this because he was involved in some
rather than Boston proper) and forward it along to magical practices they considered unsafe at the
the appropriate people. Tyrrhenus is a member of time (but apparently not so dangerous that they
the Consilium, but he doesn’t have a way to reach kept tabs on him). The Free Council knows his
the higher-ups on short notice. name because he used to be a member. Neither
If Tyrrhenus contacts Fran to explain to her order has an address for him, however.
what has happened (and perhaps request help or • Sisyphus: If Jack contacts his thrall with the
advice), have his player roll Presence + Persuasion intent of using a favor for information, have his
+ his Consilium Status (six total dice). If this player roll Presence + Persuasion. Apply positive
roll fails, Fran takes Tyrrhenus’ information but or negative modifiers based on how polite Jack is
misunderstands what he’s trying to tell her and during this exchange. If the roll fails, Sisyphus
doesn’t bother contacting her employer until the agrees to help, but counts answering questions or
next day. If it succeeds, Fran says she will contact giving assistance as one of the three favors. If the
her employer immediately and relay the message. roll succeeds, Sisyphus mentions that with Jack’s
If the player rolls an exceptional success, she knowledge of Fate, he could find a path for the cabal
impresses up her employer how important this to follow quite easily by himself. He considers this
matter is, and the Consilium aids the cabal from piece of advice to be simply something he would
afar using Space and Fate magic. (In game terms, say to any mage in trouble, and doesn’t count it
give each player a +1 bonus to a roll of your choice against the three favors.
sometime during this story. This bonus takes the • Seven Deadly Sins: The characters might
form of a lucky coincidence or turn of fate.) note that the spirits correspond to five of the
In any case, if Tyrrhenus does contact either the seven deadly sins, and thus wonder why Wrath
Consilium or his order (the Silver Ladder), make a and Sloth were not present. (Feel free to supply
note of it. Even if it doesn’t net immediate results, the missing sins to the players if they’re having
this action has benefits in the next story. trouble remembering all seven.) This might well
• Contact the Orders: Each of the characters prompt the characters to look into their personal
belongs to a magical order and has a way to libraries or check the Internet for information
contact that order in the case of an emergency. on the seven deadly sins. Characters pursu-
For the most part, however, the characters aren’t ing this line of research find information on
respected enough within their orders to merit religious texts and other mundane discussions
immediate assistance. Any of the orders can tell of these vices, but nothing particularly relevant
the characters that they know of no other cabals to their situation.
in Quincy, but the Silver Ladder, the Mysterium, • Spirits: Niamh knows enough about spirits to
and the Adamantine Arrow have no further come to some conclusions, if she considers what
information. If Ogma or Jack makes contact with she’s seen. She already knows that the spirits have
his respective orders, however, have the player roll vanished back into the Shadow Realm, because if
Presence + Persuasion + 1 (for Status). Apply a they were still present but invisible and intangible
–3 modifier to Jack and –4 to Ogma, as this in- (in a state called “Twilight”) the mages would be
formation is extremely obscure (this gives Ogma a able to sense them. Have her player roll Intelligence
chance die). If the roll fails, the order has no special + Occult (four dice). If the roll succeeds, she
information (no special effect for dramatic failure). realizes that she could probably track the spirits’
If the roll succeeds, however, the representative movements through Twilight and perhaps trace
mentions that a mage named Adam used to live them back to their point of origin.

21
M AGICAL PAT H S
• Spirit: Niamh or Morrigan can trace the
spirit’s resonances back to Adam. Doing so
In order to find the spirits’ origin, the characters requires using Spirit to activate Mage Sight
need to use magic. The spirits don’t leave mundane (an improvised spell for Morrigan, and one for
tracks, nor did any of them interact with the which her player must spend a point of Mana,
physical world in a way that facilitates tracking. As except at the Hallow) and then following the
such, the characters must turn to their knowledge “trail” of spiritual energy back to Adam’s house.
of the Arcana to trace the spirits, but they have a Roll Spirit + Gnosis (two dice) for Morrigan to
number of options on the particulars:
activate Mage Sight. Use the Second Sight rote
• Space: Ogma is capable of scrying—using
for Niamh. Then roll Intelligence + Occult as an
Space magic to find a particular being or person.
extended action to track the resonance. Each roll
Sympathetic magic normally costs a Mana point,
takes 10 minutes, and it takes 10 successes to find
but since he can cast the spell at the Hallow,
Adam. If the player rolls five successes or more in
he can avoid this expenditure. He cannot scry
one roll, however, she notices that the spiritual
to find the Vice-spirits. They have disappeared
resonance grows stronger and more complex at
back into the Shadow Realm, and Ogma doesn’t
one point. (This, of course, is where Wrath and
possess the necessary magic to find them there.
Sloth split off from the other spirits.)
He can, however, look for a mental resonance
If the players come up with other methods of
similar to the ones the spirits produced, which
using their magic to find Adam, and you feel
can lead him to Adam. Roll Space + Gnosis – 4
(because the resonance is weak), or a chance die. their ideas are within the character’s power,
If the player spends a Willpower point, the dice allow them to try it. Make sure to remind the
pool becomes two (Space (2) + Gnosis (1) + 3 players of the benefits of casting magic at a Hal-
for the Willpower point – 4 = 2). low. This is a lesson that will serve them well in
• Time: Niamh or Jack can look forward in later stories. Also, if the characters wish to cast
time to find the characters’ next move. Since the shielding spells that require a point of Mana for
destinies of Adam and the characters have become longer duration, they would be advised to do so
inextricably linked through the Vice-spirits, this at the Hallow.
is easier than it would be otherwise. This is an Once the characters have found Adam’s house,
improvised spell for both Niamh and Jack, and continue to the next scene.

SCENE THREE: A LOOK


Niamh’s player must spend a Mana point or
perform the magic at the Hallow (because Time
IN T HE M IRROR
is not one of Niamh’s Path Arcana). Roll Time
+ Gnosis (three dice).
• Fate: Jack can find Adam’s house randomly, In this scene, Adam explains what happened
either by getting into a car and driving aimlessly and begs the characters to help him. When the
or throwing a dart at a map. Roll Fate + Gnosis characters arrive at the house, after finding it
(three dice). with whatever means they favor, proceed from
• Prime: Tyrrhenus can trace the energy left by this point.
the spirits as they traveled to the cabal’s sanctum. Read the following:
To do so, he must use the Supernal Vision rote, You turn left into a street lined with old houses.
then he can track the spirits’ resonance. Doing so Most of them are well-kept, flower gardens just
requires an extended roll of Wits + Occult (four beginning to show signs of life and lawns not quite
dice), with each roll taking 10 minutes. Once the recovered enough from winter to demand mowing.
player reaches 10 successes, Tyrrhenus has traced As you slowly cruise down the street, looking for the
the spirit’s “tracks” to Adam’s house. house you saw in the vision (adapt to fit whatever

22
means the characters used to find Adam’s house), presence. Even then, all Niamh can unearth is that
you feel a rush of magic. The house is nearby, and as there is one living human being in the house.
you approach, it seems to fairly glow with Supernal • Matter: Morrigan can touch a wall or a door
energy. The energy is chaotic, though, not focused and make it transparent, allowing the characters
and directed as the abode of a powerful mage would to see into the house. Adam is currently on the
indicate. Instead, magic seems to be flowing, almost floor in the front hallway, so making the front
bleeding, from the house’s structure. door transparent allows the characters to see
The house’s physical structure, however, is intact. him. This spell is vulgar, however, and so risks a
It is white with blue trim, and looks as well-kept as Paradox. The roll is Matter + Gnosis.
any other on the street. It has two stories and a high, • Mind: Ogma can use Mind to detect a sen-
peaked roof with a triangular window—probably an tient mind in the house in much the same way
attic. You notice a late-model sedan in the driveway that Niamh can use life. Ogma, however, can
but do not see any lights on in the house. combine Mind with Space and find the mind’s
Stop reading aloud. exact location within the building, as well as what
Have the players roll Intelligence + Occult. Suc- condition that mind is in. The spell is improvised,
cess means the character realizes that the strange of course, but if it is successful, Ogma knows that
magic flow is due to a number of protective wards the only sentient being in the house is in the front
on the house being shattered from the inside. hallway, that he is in a great deal of pain, and
The characters might take any number of that he is ashamed and afraid. Ogma also senses
actions at this point. Scrying into the house is the remains of wards around the house, but they
impossible because the characters do not have a have been shattered from the inside. Roll Gnosis
strong enough sympathetic connection to do so. + Space (three dice).
Other magical methods of gleaning information • Spirit: Morrigan or Niamh can check the
exist, however, as do some mundane ones. area using the Spirit Arcanum (or Death, to
• Death: If Morrigan has Grim Sight active, check for ghosts), but they find no spirits in the
ask her player to roll Intelligence + Occult (seven immediate area.
dice). If the roll succeeds, tell the player that • Prime: Tyrrhenus can use the Prime Arca-
Morrigan has the distinct feeling that someone num to build a clearer picture of what happened
died in this vicinity very recently. The player at this house, magically speaking. He must first
might wish to put out a general summons for any activate Supernal Vision, and then the player can
ghosts in the area. This is possible at Morrigan’s roll Intelligence + Occult (three dice). If the roll
level of the Death Arcanum, but the person who succeeds, Tyrrhenus realizes that there was a battle
died (Adam’s servant) did not linger as a ghost, here involving much the same resonance as at the
so no spirits respond to such a call. characters’ sanctum, but the magic used here was
• Life: Niamh can use the Life Arcanum to more powerful and concentrated. The power was
detect living things in her immediate area. She contained for a time, but then the Vice-spirits
might wish to use this power to scan the house for burst out of the protective wards and fled.
any living creatures. She can choose to ignore any • Time: Jack or Niamh can use the Time Arca-
given type of life, scanning for “humans only” or num to look at the past and find out what happened
“humans and dogs,” so that she isn’t overwhelmed here. In either case, this is an improvised spell, but
by sensing every cockroach, spider, and mouse in there are some other variables to consider. The
the house during the scan. This is an improvised player must state how far in the past she wishes
spell (the roll is Life + Gnosis), and the player needs her character to look, and then from that point
four successes on the roll (from the front door) or the character sees and hears one turn’s worth of
five successes (from the street) to detect Adam’s time per success. Guessing how long ago to look

23
back can be difficult, but Jack can use Time and fence surrounds the yard, but since it doesn’t prevent
Fate together to gauge how long ago something anyone from entering the yard by walking up the
significant (for the characters’ purposes) happened driveway you wonder what it’s meant to do.
here. This would normally require a spell, but Stop reading aloud.
you can waive that roll in the interest of keeping • Knock: If the characters take the direct ap-
things moving along. proach and knock on the door, they hear a weak
If the mages use only the Time Arcanum, they voice ask for help. If they simply try the door, it is
see and hear the events with their physical senses locked, but any character can easily rectify that
only. That is, they hear shouting and crashes (have the player roll Dexterity + Larceny). If
from inside, and then hear a horrific scream and mundane methods don’t work, a character can kick
a sound of tearing fabric. They hear a man’s voice in the door with a successful Strength + Athletics
scream “No!” and then hear a body collapse near roll, or, of course, use magic to open the lock. (Fate 2
the front door. for a fortuitous jiggle of a hairpin, Matter 2 to simply
If Niamh combines Time with Spirit, she sees unlock it, Death 2 to corrode the lock.)
A DAM
the house ablaze with spiritual activity. She sees
a sudden dimming of this power before the first
scream, and just as the man screams “No!” she sees Once the characters have gained entry to the
the Vice-spirits—all seven of them—fly through the house, proceed from this point.
house’s walls and away into the night. If she uses Read the following:
Life as well, she notes two living beings inside up A man lies on the floor in the hallway near the
until the first scream, at which point one of those front door. He is wearing a pair of black slacks and
lives flickers out. a white shirt stained with blood. His hair is gray and
If Jack combines Time with Space, he gains his hands tremble slightly. He raises his head a bit as
a rough perspective on where all of this takes you enter the house and weakly asks for help.
place—on the first floor, in a large enclosed room. A quick glance around reveals a staircase leading
He has no familiarity with the house, however, up and two doorways side by side. The one closest to
and cannot see anything beyond that. the front door leads to a small sitting room, while the
next one leads into a large, windowless room. This
Remember that Time is not a Path Arcana for
second space is completely suffused with magic. The
Niamh, so any spell which uses Time as the primary
walls are marked with Atlantean runes, and you
Arcanum costs her a Mana point.
see pieces of brass, perhaps from a shattered bowl or
• Check Mail: The characters might look in the
cup, on the floor.
mailbox on the porch to see who lives at the house.
[If Tyrrhenus has Supernal Vision active,
They find mail addressed to “Paul Kresham” and read the next paragraph. If not, skip it and go
“Allan Flynn.” Paul is the mage known as Adam, to the one following it.]
and Flynn was his ill-fated acolyte. This room is a Hallow, about as strong as the
• Walk Around House: If the characters walk one your cabal shares. The resonance here is subtle,
up the driveway and around the house, proceed but concentrating, you begin to sense its flavor. This
from this point. Hallow gives off energy best described as “patient.”
Read the following: The power is potent, but tempered.
You find a back door to the house, but it is locked. A Glancing further into the room, you see a large
small, one-car garage sits at the end of the drive, which pool of blood. In a darkened corner, you see a
is odd, since you had to walk around a car to get this far. human being… or what remains of one. The
The house has a small back yard that shows no signs unfortunate man seems to have been torn to pieces
of ever having been gardened or treated—the grass and left in a pile.
is yellowed and stunted. A four-feet-high chain-link Stop reading aloud.

24
The characters probably want some answers, visions of Pandemonium during his Awakening
and this involves reviving Adam. None of the led him to the belief that there were creatures from
mages has enough expertise in the Life Arcanum the Supernal Realms that would be dangerous to
to help him, but Niamh and Morrigan both have the entire Fallen World should they ever cross the
a bit of medical knowledge. Have the player of Abyss. He maintains, though, that Sleepers have
any character who wishes to aid Adam roll In- the capacity to fight those creatures if they are given
telligence + Medicine. Success means that the the tools, and only mages are fit to teach them. For
character binds his wounds and helps him to a mages to undertake such instruction, though, they
seat, reviving him enough that he can speak. If must first best their own vices. Adam claims to have
Niamh wishes to use the Life Arcanum to assess spent the last several years calling forth and besting
Adam’s health, she finds that he has been battered any aspect of himself that the demons might use
and is suffering from internal bruising but is not to manipulate him, finally deciding he was ready
in any danger of death from his injuries. to take on something more dangerous.
At this point, Adam starts shaking, obviously
Searching the House
trying to hold back tears. He slowly explains that
he was horribly wrong, that no human being is
capable of facing down the personifications of vice
The characters might wish to search
and surviving, no matter how powerful a mage he
Adam’s house. You can allow this to take as
might be. The spirits burst forth into our world, he
much or as little time as you wish, and include
says, but lacked form and definition (which is why,
as much detail as you wish, extrapolating
as Jack might have noticed earlier, the spirits were
from the description given thus far. Since
originally one being). Since Adam’s mind was free
the house is going to burn at the end of this
of vice, they set upon Allan Flynn, his assistant,
story, however, it doesn’t make much sense
and tore his mind and body asunder. They then
for us to spend time detailing it here.
defined themselves in terms of seven base urges
and, since they could not take what they needed
Once the characters have revived Adam,
from Adam, they beat him into unconsciousness
he becomes agitated and tries unsuccessfully
and fled.
to stand. He calms down after a moment and
asks the characters what happened. When he
hears their tale, tears fill his eyes and he begs the Magical Suggestion—Veri fi cation
characters to forgive him.
Adam explains that he has, for some years now, Any character with Mind 1 or higher can
followed a magical philosophy called goetia. This cast a simple spell to tell if Adam is lying.
philosophy involves calling forth one’s own inner He isn’t. Everything he says is true as far
demons and vices, giving them spiritual form, and as he knows it.
besting them. Have the players roll Intelligence +
Occult. Success means that character has heard At this point, or any time during the scene, the
of this practice, and knows that it is not widely characters can ask Adam questions. He answers to
accepted or favored. An exceptional success means the best of his ability. The following are some of
that the character knows that such magic isn’t the more important/obvious questions the players
forbidden or even “evil” by nature, but that corrupt might think to ask.
goetic mages have been known to enslave Sleepers • Why did the spirits try to possess us? Adam
by manipulating vice and weakness. isn’t sure exactly what the spirits want, but the
Adam insists that he meant no one any harm. characters’ information adds some crucial pieces to
He is a Warlock, like Ogma, and claims that his the puzzle. Apparently the spirits are only capable

25
of possessing or stealing energy from mages (since hold his magical prowess over their heads, but by
they passed up hundreds of Sleepers on their way the same token, he doesn’t try to bribe them, either.
to the mages’ sanctum). Adam does not know He simply states that even if the characters aren’t
exactly what the spirits hope to accomplish by interested in helping him to rectify his mistake
possessing mages, but he suspects it will enable (for which he doesn’t judge them, though he does
them to stay in the Fallen World and interact mention gently that all mages make mistakes and
with its denizens. that one reason the orders and Consilii exist is to
• What order do you belong to? The charac- provide something of a safety net), their fates are
ters might be curious to know Adam’s position in bound up in this matter now. The spirits will return
Awakened society (Tyrrhenus especially). Adam for them, and they stand to save themselves pain
was once a member of the Free Council, but he and suffering by being proactive.
renounced his membership years ago. If Tyrrhenus • How can you help us? Adam promises to do
calls Fran, his contact in the Boston Consilium, what he can to find the spirits’ bans, but he is too
he can verify this information. weak to perform magic at the moment. He pledges
• How can we destroy the spirits? Adam does to look through his library and try to find clues as to
not know. Most spirits (as the characters know) what went wrong and what the spirits’ bans might
simply discorporate and re-form later if they suffer too be. He gives the characters his phone number and
much damage. He suspects that, like all spirits, these tells them to call as soon as they find the spirits, and
creatures have bans which could be used to dispel or he will do what he can to instruct them.
destroy them, but the Vice-spirits are beyond his ken
and he doesn’t know what their bans might be.
• Where are the other two? Adam is too dis- Off the Beaten Path
oriented to notice unless the characters mention The characters might be angry with Adam
it, but two of the spirits (Wrath and Sloth) were for unleashing these spirits upon the world,
not present at the characters’ sanctum. When and rightly so. He accepts full responsibility
Adam realizes this, he grows even more agitated for his actions, but if the characters press the
and tries to stand up again, saying that those other issue, he gently reminds them that regardless
two spirits must be accounted for. Adam is far of how monumental his mistake, it is in the
too weak to find the spirits, though, and begs the past and there are greater problems at hand.
characters to hunt down Wrath and Sloth before He is fully willing to submit to judgment
they find hosts. before the Boston Consilium once the crisis
• What about the first five? The mages has been averted, but in the meantime he
might justifiably be concerned that the spirits needs the characters’ help.
they fought will simply find other victims. Adam If the players refuse, though, there isn’t
reluctantly informs the characters that the spirits much you can to do force them. (Well, Adam
have “marked” them now, and that the spirits will is a master of the Mind Arcanum and probably
return for them at some point. Adam is unsure how could force them, but he isn’t strong enough
intelligent the spirits are, but he does know that to attempt such magic or willing to command
the characters are in danger. He pledges to help others’ minds.) The spirits have fixated on
them in any way that he can, but he reiterates that them, however, and will begin to torment
if the Wrath- and Sloth-spirits have found victims them within the next few days. The players
already, the characters have a duty to their fellow can feel free not to follow the plot of the story,
Awakened to assist them. but their characters are bound up in these
• Why should we help? Adam never threatens events now whether they like it or not.
or bullies the characters. He does not attempt to

26
ACT TWO:
SLOT H
In this act, the characters track down one of the area. Adam knows of no other mages, but then,
two unaccounted-for Vice-spirits, that of Sloth. The he didn’t know about the characters, either. He
characters will meet Amelia, the Wrath-host, in mentions that the spirit might be able to take
the next installment of Gloria Mundi. Instead of power from a Hallow if it found one with a similar
possessing a mage, the Sloth-spirit has possessed an enough resonance.
untended Hallow not too far from Adam’s home. With all of this in mind, the characters have a
This sinkhole of magic doesn’t present a danger to few options in trying to find the Sloth-spirit.
the mages in the same way that the other spirits
What About Wrath?
will, but it can prove deadly nonetheless.

SCENE ONE: F INDING The characters might well point out that
SPIRIT
Wrath has the potential to cause more
T HE damage than Sloth, and is apt to be easier
Finding the Sloth-spirit isn’t as easy as it would to find in any case. They can look for Wrath
seem. The spirit, true to its nature, is subtle and if they like, but they find that their magical
insidious, and its resonance is extremely difficult attempts to find this spirit are swallowed up
to track. Using magic to track it doesn’t work well, in the Sinkhole, just as if they were searching
because the Sinkhole sucks in any magic that comes for Sloth. The Sinkhole is greedy for magic,
near it, including magic meant to unveil or detect and since the Vice-spirits are all linked, they
it. Characters using Space, Time, Fate, Prime, or all share the knowledge of the characters’
Mind in the same manner as described previously names and resonances, allowing the Sloth-
when searching for Adam find that their limbs feel spirit to absorb their magic, now that it has
heavy for a few seconds, and then they lose their had time to settle into its new home.
bearings as though drunk. The character can
snap himself out of this state easily enough, but • Find nearby mages: None of the characters
he cannot get a bead on the Sloth-spirit. know about any other local mages, but Tyrrhenus
The characters can apply logic to find the spirit, can contact the Boston Consilium to find out
however. Allow them to discuss where the spirit if any others are known to live in Quincy. He
might have gone. They should realize fairly quickly discovers, however, that the Consilium does not
that the spirit probably didn’t flee too far, being know of any.
a spirit of inaction and laziness. (You can allow a • Find nearby Hallows: The characters have
player to make a Wits + Intelligence roll to figure several options for finding Hallows near to Adam’s
this out if no one realizes it.) It still needs a source home. Most orders of mages keep track of Hallows
of energy, of course, but given its nature, it would in a given area, though the Mysterium has the most
probably prefer to let its food come to it rather than extensive records. Niamh can ask, but finding the
go out “hunting.” As such, the characters should information requires some convincing on her part.
look for any sources of Mana in the immediate Have her player roll Manipulation + Persuasion

27
+ 1 (for her Status Merit). If she explains the The characters can find the Sinkhole using any
situation to her order, add another die, since this of the methods in the previous scene. Once they
is an important matter. If the roll fails, she is told are on the right track and approach the Hallow,
that someone will check the order’s records and proceed from this point.
contact her in the morning. If it succeeds, she is Note: This scene assumes the characters are
put on hold for a few minutes and then told that driving. If this is not the case, obviously the
the Mysterium has records of a recent Hallow just scene requires some revision. Be sure to stress
over a mile east of Adam’s house. the feeling of lethargy as the characters grow
The characters might also decide to leave the closer to the Sinkhole. They don’t feel sleepy,
house and search for a Hallow rather than a spirit. they simply feel that movement and action isn’t
Tyrrhenus, as the only character with any skill in worth the effort. Characters on foot, therefore,
the Prime Arcanum, has the best chance of finding should find it very difficult to continue on toward
it. This works on the same system given for finding the Hallow.
Adam, except that the Hallow’s resonance makes Read the following:
it difficult to find (this translates to a –3 penalty As you drive east, conversation halts for a moment.
to the Intelligence + Occult roll). If Tyrrhenus Everyone stares languidly out the window and then
wishes, of course, he can use Prime 2 to bestow yawns in unison. You feel as though you are riding
Supernal Vision on another mage, allowing that downhill, although this road is flat and level.
character to search as well (and allowing the play- Stop reading aloud.
ers to take advantage of someone like Morrigan, Have the driver’s player roll Wits + Drive (this
who has a much better dice pool). The only other is probably Morrigan’s player, since Morrigan
issue is which direction to travel in. The Fate owns an SUV capable of transporting the entire
Arcanum can help here, or the characters might cabal), then proceed from this point.
reason (correctly) that the spirits started traveling If the roll succeeds, read the following to
in the same direction, and the Sloth-spirit simply the driver:
stopped before the others. You snap your eyes open just as the car starts to
wander to the right, toward a telephone pole. You
DISTANCE jerk the wheel and right the car, but even that action
Just for some sense of perspective, the mages’ is an effort. Up ahead on the right, you see a parking
sanctum is on the east side of the city, near the lot—you are near Faxon Park.
coastline. Adam’s house is only about five miles If the roll fails, read the following to the
west of the sanctum, and the characters might driver:
be taken aback by how little they know about Your eyes focus in front of you and you realize you
the arcane truths of their own surroundings. In are heading straight for a telephone pole. The vehicle
any event, the Sinkhole is only about a mile from crashes into the pole and stops dead. Everyone in
Adam’s home, going east. As mentioned, the the car pitches forward.
spirits were all going in the same direction, but the Stop reading aloud.
Sloth-spirit simply found a home nearby. If the characters were wearing seatbelts, they

SCENE TWO : SINKHOLE


suffer no damage. Likewise, any character with
an armor spell such as Unseen Aegis currently
In this scene, the characters find the Sloth- active suffers no damage. Anyone not wearing
spirit in a Hallow, and must contend not only a seatbelt suffers two dice of bashing damage;
with how to dislodge and confine or destroy it, the car wasn’t going fast enough to cause any
but the effects of its resonance on their own real injury. Once any damage rolls have been
minds and bodies. resolved, proceed from this point.

28
Read the following after the crash: Hallow. If the character has activated Mage
The front of the car is dented, but not damaged Sight with the Prime Arcanum, the player re-
enough to render it inoperable. The telephone pole ceives a +1 on the roll. If this roll succeeds, the
is cracked and splintered, but doesn’t look to be in character can sense that the Hallow is centered
danger of falling. A passing car slows as the driver in the bleachers of the nearby baseball field, but
stares, appears to consider calling the police, and even if the roll fails, the characters can find the
then shrugs and drives off. Hallow by simply walking. The feeling of heading
Glancing around, you see a parking lot nearby. downhill persists, leading the characters toward
The telephone pole sits on the edge of Faxon Park. the Hallow.
Stop reading aloud. Once the characters arrive at the Hallow,
Faxon Park is a public recreation area that either by magical perception or simple inertia,
contains two little league fields as well as many proceed from this point.
walking paths and bike trails. For the most part, Read the following:
the park is a well-maintained and popular spot The baseball field has yet to be trimmed. The base
for Quincy residents (the characters might even lines are still visible from last season, but are faded
avail themselves of the area occasionally). One and pale. The bleachers stand as the lonely testa-
of the baseball fields, however, has become a ment to a cipher’s death, and looking at them, you
Hallow in a most disturbing fashion. know you should feel disturbed, or at least moved.
Last spring, a homeless man began sleeping un- Instead, you feel… It’s all you can do to avoid sitting
der the bleachers at one of the baseball diamonds. down on those bleachers and waiting.
When little league games took place, he’d sit in Stop reading aloud.
the stands and watch. Many of the citizens knew The Sloth-spirit knows the characters are
him by sight, but no one ever asked his name or here and can sense their Mana, but it can’t
whether he had someplace to go. It was clear to simply drain their energy as the other spirits
anyone who saw him that he was hungry and did. (Rather, it can, but it doesn’t because of the
probably mentally ill, but no one sought help for effort involved.) Instead, it begins making the
him. He died at the end of August, sitting beneath characters comfortable. The temperature rises
the bleachers, largely because no one could be slightly, the wind slows down, and the sweet smell
bothered to help him. (Any of the characters of spring flowers fills the air. If the characters sit
remembers this story if the player succeeds on down on the bleachers, the spirit can attempt to
an Intelligence + Streetwise roll.) drain their Mana.
The collective feelings of guilt and shame Have each player roll Resolve + Stamina in a
crystallized into a weak Hallow, and this Hal- contested roll against the spirit’s Power + Finesse
low provided a suitable home for the spirit of (seven dice). If the player wins, the character
Sloth. Much like the other Vice-spirits attuned keeps her wits about her and can act normally. If
themselves to the characters, the Sloth-spirit the spirit wins, the character is overcome by the
has imprinted itself onto this Hallow and would power of the place and sits down on the bleachers.
be content to slowly drain the life (and Mana) Note that such characters don’t feel compelled
out of the area. Since all seven of the spirits are to sit, as though an outside force is controlling
linked and share knowledge, however, it knows them. They simply feel that walking around and
about the characters and can drain their personal searching the area is too much effort.
Mana if they succumb to its lethargy. Any character who sits on the bleachers,
Sensing the Hallow requires Mage Sight. Any whether by choice or by compulsion, is subjected
player whose character has Mage Sight active to the spirit’s Mana Drain Numen. (Normally, the
must roll Intelligence + Occult to sense the Vice-spirits can only drain Mana from mages of

29
the appropriate Vice, but this spirit’s connection motivation or energy. This works as described in
to the Hallow gives it the power to affect the area Ogma’s character write-up. If he casts this spell on
rather than individuals. In essence, the spirit is a character before she sits on the bleachers, the
using the Hallow as a filter through which it player gains a +3 bonus on the Resolve + Stamina
draws and “flavors” the mage’s Mana for its own roll made to resist the spirit’s powers. If he does
use.) As before, roll the spirit’s Power + Finesse so after a character has already been seated, the
in a contest roll against the mage’s Resolve + character’s player can immediately roll Stamina
Gnosis. If the spirit wins, the mage loses three + Resolve. If this roll succeeds, the character can
points of Mana. The spirit can attempt to use this stand up and thus free herself from the possibility
Numen each turn as long as the mage remains of losing Mana (and her life).
on the bleachers. • Death: Morrigan or Ogma can use the Death
Mages who lose Mana to the Sinkhole don’t Arcanum to find the ghost of the homeless man
notice anything untoward, however. They don’t who died at the field. The ghost is present but
feel pained or weakened, simply comfortable. barely self-aware due to the Sloth-spirit’s influ-
Mages who do not sit on the bleachers, though, ence. (Ghosts have Essence just as other types
might notice their compatriots losing energy. Do- of spirits do, and this one has lost much of his.)
ing so requires a successful Intelligence + Occult Either of these mages can attempt to talk with
roll. Success means that the character sees the the ghost, but he is so weak that he cannot do
drained character(s) lose color from their cheeks, much more than nod.
becoming pale and sallow. Morrigan, however, has the potential to heal the
If the characters don’t stand up or find another ghost. This spell is improvised as well as vulgar,
way to end the effect, things only worsen. Once meaning that she risks Paradox by casting it. Roll
a character runs out of Mana, the spirit starts Death + Gnosis (four dice). If the roll succeeds,
scouring the mage’s body for energy. Instead of Morrigan restores enough energy to the ghost
losing Mana, the character suffers one level of that it can use one of its own Numina. The
lethal damage, and the spirit gains three points of ghost fills Morrigan (or another character of her
Essence. It is possible for a mage to die thus, the choice) with a sudden burst of fear and revulsion.
life energy drained away by the Sinkhole. While the experience is by no means pleasant,
The mages aren’t powerless at any stage of this it does prevent the character from succumbing
scene, though. to the Sinkhole’s power. If used on a character
who’s already seated on the bleachers, it allows
P ROT ECT ION a Resolve + Stamina roll to stand up, but adds
The following are some ways that the mages two dice to the roll.
can protect themselves from the Sinkhole’s • Forces: Tyrrhenus can lower the area’s
influence. temperature enough to make characters uncom-
• Mind: Ogma can shield himself from the fortable. This spell is improvised. Roll Forces +
effects of the Sinkhole by means of an improvised Gnosis (three dice). If the spell succeeds, the chill
Mind spell. Roll Mind + Gnosis (three dice). If in the air grants a +2 on any attempt to resist the
successful, Ogma is immune to the spirit’s com- Sinkhole’s powers, and allows a Resolve + Stamina
pulsions (i.e., his player does not need to worry roll to get up off the bleachers.
about being forced to the bleachers). Though • Spirit: Niamh can shield herself from the
the feeling of lethargy is still present, it has no spiritual urging of the Sinkhole by surrounding
game effect. herself with spiritual energy of opposing resonance
Also, Ogma can use the Emotional Urging (much like Ogma’s use of opposing emotion with
spell on his fellow mages to instill feelings of the Mind Arcanum). Roll Gnosis + Spirit (three

30
dice). If she succeeds, she gains two dice on the this reminder) is that the spirit is one of sloth,
Resolve + Stamina roll to avoid sitting or to stand not sleep. It isn’t looking for rest, it is looking to
up after sitting. avoid effort. It will therefore take the path of least
In addition, both Niamh and Morrigan can use resistance in everything it does, even if doing so
Exorcist’s Eye to verify that the Sloth-spirit has ultimately proves to be detrimental to its own
indeed possessed the Hallow. They can even find well-being. The characters can use this to their
the spirit’s exact location—it is, of course, lurk- advantage in a number of ways. Some suggestions
ing beneath the bleachers. This is an improvised follow on how the characters might coax or force
spell for Niamh. the spirit out of the Hallow.
• Time: Jack or Niamh can look ahead to the • Make the Area Inhospitable: The Sloth-
future of the area and see that sitting on the bleach- spirit wants everything to remain calm and
ers should be avoided at all costs. This translates subdued. Chaos is antithetical to it, because
to a +2 on the Resolve + Stamina roll to avoid chaos forces constant reevaluation and action. If
sitting down, but only a +1 to the roll if they have the characters can introduce a suitably chaotic
already taken a seat. Roll Time + Gnosis. element to the area, the spirit will end its posses-
sion of the Hallow.
Bottomless Pit
Probably the easiest way to do this is to burn
the bleachers. Fire is wild and unpredictable, and
Most of the Vice-spirits can hold only serves as a superb symbol of chaos with which
to frighten the spirit. If the characters burn the
15 points of Essence. The Sloth-spirit can
bleachers, the spirit gives up its position in the
hold and use only 15, but it has no limit on
Hallow immediately (and the atmosphere of
how much Essence it can absorb. It simply
apathy and fatigue immediately lightens).
spreads any extra out over the surrounding
• Lure the Spirit: The spirit possessed a Hallow
area, letting the energy of apathy suffuse
because it was less work than finding a mage with
the baseball field. Given enough time and
the appropriate Vice, but given the choice, it would
Essence, it could increase the Hallow’s rather inhabit an Awakened soul. The mages don’t
rating and perhaps even begin to scour the know anyone with the Vice of Sloth, but they do
bodies of Sleepers for Essence. have another option. Ogma can use Mind 2 to
Any character can come to this conclusion alter his mental state so that he appears to exude
with a successful Intelligence + Occult roll; the Vice of Sloth. This is an improvised spell, but
Niamh and Tyrrhenus receive +1 to this Ogma’s player receives a +1 to the roll due to the
roll for their greater understanding of spirits resonance of the Hallow. If the spell succeeds, the
and Mana, respectively. Only grant players spirit leaves the Hallow and immediately tries to
this roll if you feel they need additional possess Ogma (so the characters had better be
motivation to dislodge the spirit, though. ready to act).
• Paradox: Another possibility, should the
DISLODGING SPIRIT
characters think of it, is to create a Paradox near
T HE
the Hallow. The hunger of the Abyss frightens
The next section presents methods for actu- the spirit into leaving the Hallow, no matter the
ally disposing of the Sloth-spirit, but before the strength of the Paradox. Of course, this puts the
characters can do that, they need to force it to characters at some risk, as well.
leave the Hallow. The thing that the characters • Enlist the Ghost’s Aid: The ghost of the
need to remember (and uses of the Dream Merit man who died here despises the apathy that
or the Fate Arcanum to gain hints should provide ultimately led to his demise, and he wants the

31
Sloth-spirit gone. If Morrigan can help him (as can take the form of magical energy (Prime),
described previously), he can engage the spirit emotion (Mind), or spiritual power (Spirit). In any
directly, pulling it free from the Hallow. This case, doing so requires two dots of the Arcanum
would normally involve contested rolls, but in question and an improvised spell. If successful,
you can simply assume that the ghost pulls the the spirit possesses the object using the Fetter
spirit free, since both the ghost and the spirit Numen, and it remains there until dislodged or
are Storyteller characters. (It’s not much fun taken to a more appropriate locale.
for the players to sit and watch you roll dice • Call Friends: The characters might contact
against yourself.) their orders, the Consilium or other characters
(such as Sisyphus) for help with the spirit. The
C OMBAT ING T HE SINKHOLE extent of the aid these characters can grant is up
The characters have many options at their to you, and it might range from help in discerning
disposal for ridding the Hallow of the Sloth- the spirit’s ban, suggestions about dislodging or
spirit. Four methods follow for getting rid of the combating the spirit, or even undertaking one of
Sloth-spirit. The players might well come up with these tasks for the characters. Beware of letting
other ideas, and you must adjudicate whether or Storyteller characters hog the spotlight, but if
not the characters have the resources and skill the players ask for help and truly seem stumped,
to make them work. don’t be afraid to let other mages help them. Of
• New Home: Probably the best option is for course, these mages will take credit or demand
the characters to have somewhere for the spirit favors in return. The following are some of the
to go once it leaves the Hallow. If it doesn’t have characters the mages might contact, as well as
anything easy to possess when it flies free and it the aid and price the cabal can expect:
can’t re-enter the Hallow, it simply fades into the —Sisyphus can help the characters find the
Shadow Realm and out of reach of the characters. spirit’s ban, and can suggest using fire or Para-
Like its fellow Vice-spirits, it can possess living dox to dislodge it and giving it a new home. He
people, but the Sloth-spirit is unique in that it considers this aid to be repayment of one of the
possesses a Numen called Fetter. This Numen favors he owes Jack (maybe two favors, if he has
simply anchors the spirit inside an object. (You to help too extensively).
need to spend a point of Essence for the spirit, —If the characters call Adam, he can make
but it probably has Essence to spare.) The char- suggestions to the characters on any topic
acters, therefore, just need to find an object that presented here, except for the ghost (Adam
appropriately embodies apathy and avoidance. knows little about such matters). He expects
Some suggestions: no recompense, of course, since his goals are
—a TV remote control the same as the cabal’s.
—a couch (difficult to transport, but Morrigan —The orders or the Consilium don’t provide
does have an SUV) much in the way of direct intercession. If the
—the SUV itself (although Morrigan might characters are persistent, any of the orders can
object) put the characters in touch with someone who
—an empty pizza box can provide advice. Once they become involved,
—a portable video game though, they expect to be fully updated on the
Once the characters have this object at the proceedings and for the characters (at least the
Hallow, they need to dislodge the spirit and then character who is a member of the order) to check
make sure the object is sufficiently enticing to it. in before taking any action in the matter.
This can be accomplished by surrounding the • Diplomacy: Niamh and Morrigan can use
object with an appropriate magical “vibe,” which Spirit 1 to converse with the Sloth-spirit. (Niamh

32
can also use Spirit 2 to bestow this ability on the can use the gate in a single turn.) This spell is
other characters.) They characters can then at- vulgar, so the Storyteller should roll for Paradox
tempt to convince the spirit to inhabit an object before casting begins.
or to simply go back to wherever it came from. Niamh can weaken the barrier between worlds
The spirit is initially repulsed by this idea, but before Morrigan begins. This spell is improvised
if the characters can convince it that surviving (the roll is Spirit + Gnosis) and it is also vulgar.
in its own environment is better than flitting If the spell succeeds, Morrigan needs only 2
around the physical world from host to host, successes to open the gateway.
and subsequently being chased and damaged Once the characters have taken on the Twi-
by mages, it will consent. Have the players of light state, they can attack or speak with the spirit.
any characters trying to convince the spirit roll Anything the characters carry also crosses over
Manipulation + Persuasion. Add or subtract dice with them, meaning they have their respective
based on how well they convey their points and weapons. These weapons function normally
how much they play to the spirit’s nature. This against the spirit. The Sloth-spirit fights back
is an extended roll, with each roll representing if attacked. It doesn’t take on a human form,
one minute of conversation. The characters but appears as an amorphous blob, striking at
have three minutes to reach 10 successes, after opponents with long pseudopodia.
which the spirit becomes bored and reenters the In order to destroy the spirit, the characters
Hallow (if possible) or vanishes into the Spirit need to reduce its Corpus and Essence to 0. The
Realms (if not). spirit begins with 10 Corpus and 10 Essence +
• Direct Approach: The characters can any it has drained from the characters. Any attack
become ephemeral themselves and attack the that would damage a living being causes Corpus
spirit. This method is dangerous and difficult, damage, but causing the spirit to lose Essence is
but for martially inclined troupes, it might well a little trickier. Its ban is one method of draining
be the notion upon which they fi xate. If the its Essence (see sidebar), but the characters will
characters wish to attempt this, be sure the play- need some other avenues of approach, too.
ers understand that much of the magic involved
is vulgar, and that combating the spirit directly The Sloth-Spirit’s Ban
involves not only finding a way to damage it, but
a way to keep it from escaping. All of the Vice-spirits have bans
Taking on the ephemeral “Twilight” state reflecting what they most hate and fear.
requires Morrigan to cast an improvised spell While the five spirits that have bonded
creating a gateway. Have her player roll Death + with the cabal have bans that are
Gnosis (four dice). The player must accumulate emblematic of the characters and their
three successes to open the gateway, and this unique personalities, the Sloth-spirit is
spell is an extended action, meaning that each still “pure.” Its antithesis is energy, drive,
roll takes Morrigan three hours of casting time. and ambition. As a spirit of laziness and
(Her player does receive +1 to the roll, however, avoidance, confrontation and purpose
because this spell is easier at a Hallow.) Once frightens and weakens it.
the gateway opens, one person can step through The characters can exploit this ban by
acting in a forceful and decisive manner,
it, thus becoming Twilight, per turn. Every suc-
and by not succumbing to laziness. If
cess in excess of the three she needs allows one
the characters form a distinct plan that
additional person to slip through per turn. (If
involves every member of the cabal and
the player rolls five successes, three characters

33
Magical Suggestions—
they enact that plan consistently (not
necessarily flawlessly, though—mistakes
don’t equate to avoidance), the Sloth-spirit Preventing Escape
loses five points of Essence. The Storyteller
needs to adjudicate whether the characters The spirit tries to escape as soon as it
have acted in such a manner or not. becomes clear that the characters can
Also, if the players come up with a harm it. The mages have some options
different notion of the spirit’s ban that isn’t for preventing this, though. The spirit
quite what’s presented here but makes sense won’t cross fire, so a ring of fire around
and has support in what they’ve seen so far, the bleachers will contain it. (A small fire
let it work. This spirit’s ban, unlike some must already be burning, but Tyrrhenus
other entities, isn’t as simple as burning can cause it to spread. Roll Forces +
leaves from a specific tree or dripping a few Gnosis—this spell is improvised and
drops of blood on the ground. (Since they vulgar.) Niamh can use Spirit 2 to summon
are more grounded in the physical world, the Sloth-spirit back. (Roll Gnosis + Spirit
the other Vice-spirits have more concrete in a contested roll against the spirit’s
bans.) As such, be lenient in interpreting Resistance. If Niamh’s player wins the spirit
this ban. The players will enjoy solving the must remain in the area.) Ogma can use
puzzle, and if an idea that they developed Space 2 to lock the spirit into the general
on their own works, the victory will be all area, preventing it from discorporating
the more satisfying. willingly (Space + Gnosis).

—Ogma can use Emotional Urging on the If the characters drain the spirit’s Essence
spirit to infuse it with resonance antithetical before exhausting the last of its Corpus, it melts
to its nature. Ogma’s player must subtract the away into nothingness. If they destroy its Corpus
spirit’s Defense rating from the spell’s dice pool, while it still has Essence remaining, however, it
but every success he achieves drains a point of bursts in a shower of warm water. Have Morrigan
Essence. The spirit singles out Ogma for exclusive and Niamh’s players roll Intelligence + Occult.
attack once he successfully uses the spell in this If this roll succeeds, they know that the spirit is
manner, though. not gone for good, but merely out of their reach
—Niamh can put out a general summons to for the time being.
nearby spirits of movement and ambition (this is Once the spirit is gone, the characters need
an improvised spell; roll Spirit + Gnosis). If she to quickly slip through the gateway and become
succeeds, such spirits arrive the following turn material beings again before it closes.

F AILURE
and begin to pick apart the Sloth-spirit, which
loses one Essence per success on the roll.
The ghost of the man who died at the park If the spirit escapes, the characters have failed
does not attack the spirit directly, but he helps in their task and allowed a potentially dangerous
keep the characters from succumbing to the being to get away from them. Have each player roll
Sloth-spirit’s Influence. The characters feel a four dice. If this roll fails, the character loses a dot
constant undercurrent of fear and discomfort, of Wisdom (Morrigan’s player is exempt from this
the product of the ghost’s powers. While this roll, since her character is not morally bothered
is not a pleasant experience, it does keep the by the spirit’s escape). Any character who loses
characters alert enough that the Sloth-spirit can’t a dot of Wisdom runs an additional risk; have
simply make them too lazy to fight. the player roll the new Wisdom rating. If this

34
roll fails, the character gains a derangement, a the news or find the house burning. The session
minor personality disorder based on her failure. ends either with them standing outside Adam’s
In this case, the character might obsess over burning house or hanging up the phone after
anyone she sees loafing, thinking that the spirit hearing about the fire.
is nearby, or she might become manic-depressive Make sure to note the characters’ wounds,
for a few weeks. current levels of Willpower and Mana, and
Players may not spend Willpower on either of what spells they currently have active and how
those two rolls. long those spells will last. The next story in the

A F T ERMAT H
chronicle picks up exactly where this one leaves
off, so the characters won’t have time to rest or
After the characters have finished with the heal (but also still have access to any lingering
Sloth-spirit, they probably either return to Adam’s magical effects).

THE SLOT H-SPIRIT


house or call him. They do not receive an answer
on his phone, however. If they venture to his
home, proceed from this point. The characters might be carrying the Sloth-
Read the following aloud: spirit with them in some form, it might have
You can see the smoke from down the block. escaped them, or it might have gone back to
Adam’s house is burning, flames shooting out the whatever realm spawned it. In any case, the
front windows. A crowd of neighbors gathers on the spirit doesn’t appear again in Gloria Mundi.
sidewalk, and from far away you can hear sirens. If it escaped the characters, though, you might
Over the flames and the chatter, you hear Adam’s consider having it show up again in a later story,
voice in your mind, calling to you weakly. just so the players know they didn’t complete
Stop reading aloud. their task.
If the characters choose to return to their own The rest of the chronicle will be released online
sanctum before contacting Adam, one of the at www.worldofdarkness.com, where you can
characters’ cell phone rings on the way home. download new scenarios, play them online, and
Proceed from this point. find out more about Mage: The Awakening and
Read the following aloud: the World of Darkness. Then, on August 17th,
The voice on the other end of line is monotone you can pick up the Mage: The Awakening
and distracted, as though reading the information rulebook, which reveals everything you need to
off of a cue card. “Hello,” he says. “I’m an orderly tell your own stories of the Awakened.
at Quincy Medical Center. We’ve just admitted

DR AMAT IS
Paul Kresham to our ICU. His house caught fire.
He would like you to visit him as soon as possible.”

P ERSONAE
The orderly then hangs up.
Stop reading aloud.
The characters also receive this cell phone
call if they decide to chase after the Wrath- Following are descriptions of Adam and
spirit, despite being tired and drained from the Vice-spirits. We’ve provided full traits for
their ordeal. Adam even though he isn’t likely to need them
This cliffhanger ending is deliberate. Hope- in this story, just to give the Storyteller a frame
fully, it will entice the players to return for the of reference for how powerful a mage he is and
next installment of Gloria Mundi. Don’t allow therefore how powerful the Vice-spirits are when
the characters to take any action once they hear working together.

35
The Vice-spirits share a common set of traits, slowly and indistinctly. He possesses the magical
but they each have specific powers as well. capability to heal some of this damage, but he
These will be revealed in future installments cannot summon the courage to try.
of the chronicle. Note: The traits marked with an asterisk
(*) are reduced due to the battle with the
A DAM spirits. As Adam heals from this fight, his
Background: Paul Kresham was born in traits improve, as will be noted in future
Connecticut in 1957, and he Awakened while installments of Gloria Mundi. Also, due
serving a stint in the US Army. His journey to physical injuries he currently suffers a –1
through Pandemonium wasn’t a pleasant one, penalty on all rolls.
and although he managed to keep his sanity Path: Mastigos
and to join and participate in the Free Council Order: None (formerly Free Council)
(once his tour of duty was up), he never forgot Mental Attributes: Intelligence 3, Wits 3,
the maddening images he saw in the Supernal Resolve 4
Realm. He lived in fear that the creatures from Physical Attributes: Strength 1*, Dexterity
Pandemonium would fi nd a way to cross the 2*, Stamina 1*
Abyss. As he grew older and more disgusted Social Attributes: Presence 2, Manipulation
with the pride and hubris of other mages, he 3, Composure 4
wondered if such demons were already present. Mental Skills: Academics 4, Computer 1,
Paul vowed to eradicate the influence of the Medicine 2, Occult (Summoning, Goetia) 4,
base, selfi sh desires in his soul, reasoning that Politics (Awakened) 2
if he could conquer inner demons he would be Physical Skills: Athletics 1*, Brawl 1*,
better prepared to conquer those from outside Drive 2
the Fallen World. He turned to a style of magic Social Skills: Empathy (Desires) 4, Intimida-
called goetia, and he eventually summoned tion 2, Socialize 2, Streetwise 1, Subterfuge 3
and defeated most of his own personal flaws. Merits: Eidetic Memory, High Speech, Library
He took the name “Adam,” imagining himself 3, Sanctum 3
to be forged from dust and inspired—infused Willpower: 8
with the breath of life—anew by virtue of Wisdom: 6
his actions. Virtue: Hope
This process took him many years, but Vice: None
recently, he finally felt ready to summon crea- Initiative: 6*
tures from outside his own mind and soul and Defense: 2*
do battle with them. As this story indicates, Speed: 8*
though, he was woefully unprepared for how Health: 6*
insidious the creatures were. He now must rely
on others to help him contain the spirits, and
he is wracked with guilt over his actions. Gnosis: 4
Description: Normally a tall, strong, and Arcana: Life 2, Mind 5, Prime 2, Space 3,
confident man, Adam is now broken and bent. Spirit 3
He is actually in his late 40s, but the spirits’ Rotes: Adam knows a great number of rotes,
attack left him looking much older. His hair but as he cannot cast magic during this story,
has changed from dark brown to light gray, he there is no need to detail them here.
walks with a pronounced limp, and he speaks Mana/per turn: 13/4

36
VICE-SPIRITS
to accumulate 50 successes within the required
period of time, the attempt fails. If a possessed
Background: The spirits’ origins are discussed body is killed, the spirit is forced out and must
in the text of “Gazing into You.” Their game possess another victim if it still wishes to act.
traits are presented here. Mana Drain: The Vice-spirits can siphon
Rank: 2 away Mana from mages who resonate with their
Attributes: Power 3, Finesse 4, Resistance 5 chosen urges (in game terms, that have the ap-
Willpower: 8 propriate Vice). The spirit must touch the mage
Essence: 10 (15 max) (normally requiring the spirit to materialize, but
Initiative: 9 some mages can cast spells to touch spirits). Roll
Defense: 4 Power + Finesse in a contested roll against the
Speed: 17 mage’s Resolve + Gnosis. If the spirit wins, it
Size: 5 drains three points of Mana from the mage and
Corpus: 10 converts it into Essence. If the mage’s player rolls
Ban: Each of the Vice-spirits has a specific ban. as many successes as (or more than) you do, the
The ban for the Sloth-spirit is discussed in Act spirit receives no Mana from the attack.
II of this story, and the other spirits’ bans will be Materialize: The spirit can transform its
revealed as the chronicle progresses. ephemera into matter and temporarily become
Influence (Vice ••): Each Vice-spirit can a physical being. Spend three Essence and roll
instill feelings appropriate to the trait it embod- Power + Finesse. The spirit remains material for
ies. The Gluttony-spirit, for instance, can instill one hour per success. Doing so allows the spirit
the desire to eat or drink, but it cannot make to make physical attacks (bashing damage), ma-
someone actually feel hungry (as gluttony is nipulate objects, and leave the immediate area of
typified by eating to excess, not satiety). The its fetter (if any). It can still use its other Numina,
spirits can also intensify these feelings where but it is vulnerable to physical attacks.
they are already present. Weak-willed people Possession: The spirit can attempt to possess
(that is, Sleepers) normally act on these urges, a living human being and control his or her body
but mages are composed enough to resist. Using for a short time. Spend one Essence point and
Influence requires you to spend a point of Essence roll Power + Finesse in a contested roll versus
and roll Power + Finesse for the spirit. the victim’s Resolve + Composure. If the spirit
Claim: This Numen is a more powerful wins, it gains control of the victim’s body for
version of Possession; if successful, the posses- the duration of a single scene. Use the victim’s
sion is permanent. Spend three Essence points available traits (except Willpower points, which
and roll Power + Finesse in an extended and are equal to the spirit’s current Willpower points)
contested roll versus the victim’s Resolve + and dice pools for any action the spirit wishes to
Composure—each roll represents one hour. If take. If the mortal wins or ties the roll, the spirit
the spirit gains 50 successes between dusk and fails its possession attempt. As long as the spirit
dawn, it gains permanent control of the victim’s has Essence points remaining, it can continue
body. Use the victim’s available traits (except to make possession attempts against a target. If a
Willpower points, which are equal to the spirit’s possessed body is killed or knocked unconscious,
current Willpower points) and dice pools for any the spirit is forced out and must possess another
action the spirit wishes to take. If the spirit fails victim if it still wishes to act.

37
OGM A/BENJAMIN KEN T Composure + Gnosis; you must get the most successes
for the spell to work. This spell is Covert.
Quote: Tell me everything. • Interconnections (Fate •): Ogma can read the
Background: Psychologist Benjamin Kent took a job sympathetic connections between things and sense ma-
with the Boston PD, counseling traumatized victims. He nipulations of destiny and their causes. This includes any
kept his job after Awakening, but as a Guardian of the supernatural effect that could result in a person’s destiny
Veil, he now works to conceal magic from Sleepers. unfolding other than how it “should.” Roll Intelligence
When he joined Lira Hennessy’s cabal, he chose the + Investigation + Fate + 1 (seven dice) for this spell.
shadow name Ogma, the Irish god of eloquence and This spell is Covert.
learning. He’s the cabal’s window to the Fallen World. • Shadow Sculpting (Death •): Ogma can shape a
Description: Ogma is a big man, a bit overweight. He’s one-yard radius area of shadows or darkness, or he can
in his late 30s, favoring tan or gray clothes. thicken its gloom, even amidst bright light for one scene.
Roleplaying Hints: You condescend somewhat to The Storyteller assesses the quality of existing shadows,
the un-Awakened. You’re a gourmand and connois- ranking them from light to dark to complete darkness.
seur of beer and wine, topics on which you’ll happily Each success deepens the darkness by one degree. In
converse. complete darkness, additional successes levy penalties to
perception rolls for anyone peering in. Roll Wits + Occult
Equipment: PDA, edged cards, cell phone, laptop
+ Death (six dice). This spell is Covert.
Virtue/Vice: Ogma’s Virtue is Prudence. He regains all
• Spatial Map (Space •): Ogma mentally creates a
spent Willpower whenever he refuses a tempting course
perfectly accurate local spatial map. Every success on
of action by which he could gain significantly. His Vice the roll eliminates one penalty die to a ranged attack.
is Gluttony. He regains one spent Willpower at the end Roll Intelligence + Occult + Space (seven dice). This
of any scene in which he indulges his appetites at some spell is Covert.
risk to himself or a loved one. • Third Eye (Mind •): Ogma senses when others

M AGICAL A BILIT IES


nearby use exceptional mental powers, such as telepathy,
psychometry, or ESP. He can also feel the mental processes
Path: Ogma is a Mastigos mage. Such mages are created resonance, effectively detecting its context within
extremely willful, viewed as manipulative and un- reality. Roll Wits + Empathy + Mind (seven dice) to cast
trustworthy. the spell and Intelligence + Occult (five dice) to analyze
Order: Ogma is a member of the Guardians of the what it reveals. This Mage Sight spell is Covert.

MERITS
Veil. He gains +1 to any magical rote that involves
Investigation, Stealth, or Subterfuge.
Mana: Ogma can spend a single Mana per turn. He Enhanced Item: Ogma carries five magically
begins play with seven Mana. enhanced steel cards. As thrown weapons, they add
Pattern Scourging and Restoration: Ogma can use two dice to his pool. Each success inflicts one point of
Mana to heal himself, and conversely draw Mana from lethal damage. Ogma also uses them to draw blood for
his very flesh, as an instant action. See pp. 8-9. sympathetic magic.
Unseen Sense: Roll Wits + Composure as a reflex- High Speech: Ogma knows the rudiments of At-
ive action for Ogma to sense the presence of an active lantean High Speech. High Speech can be spoken and
supernatural force. comprehended only by the Awakened.
Spellcasting: Ogma’s ruling Arcana are Mind and Quick Draw: Ogma can draw and throw a card as
Space. To cast an improvised spell, roll Gnosis + the one instant action.
relevant Arcanum and spend one Mana unless it is a Mind Resources: At any given time, Ogma has roughly
or Space spell. (See the “Arcana Capabilities” sheet for $500 to burn.
possible effects.) Ogma also knows the following rotes: Status (Boston Police): Ogma has access to police
• Emotional Urging (Mind ••): Ogma can project records and personnel, and he can enter police precincts
emotions that last for one scene. He does so to encourage without question. He is not licensed to carry a firearm.
fear and forgetfulness in Sleepers. Roll Wits + Empathy + Status (Guardians of the Veil): Ogma is a member
Mind (seven dice), while the Storyteller rolls the target’s of the Guardians of the Veil.

38
NAME : OGMA/BENJAMIN KENT C ONCEP T: KEEPER OF SECRETS PAT H : MASTIGOS
PL AY ER : VIRT UE : PRUDENCE ORDER : GUARDIANS OF THE VEIL
CHRONICLE : GLORIA MUNDI VICE : GLUTTONY
AT T RIBUT ES
POW ER Intelligence ooooo Strength ooooo Presence ooooo
F INE SSE Wits ooooo Dexterity ooooo Manipulation ooooo
RE SISTANCE Resolve ooooo Stamina ooooo Composure ooooo
SKILLS O T HER TR AITS

M EN TAL M ERITS H EALT H


(-3 unskilled) ENHANCED ITEM (THROWING CARDS) ooooo O O O O O O O O O O O O
_____________________
(PSYCHOLOGY) ooooo
Academics ____________ HIGH SPEECH
_____________________ ooooo
Computer ____________ ooooo -1 -2 -3
QUICK DRAW
WILLPOW ER
_____________________ ooooo
Crafts _______________ ooooo RESOURCES
_____________________ ooooo O O O O O O O O O O O O
Investigation __________ ooooo S TATUS (BOSTON POLICE)
_____________________ ooooo
Medicine _____________ ooooo S TATUS (GUARDIANS OF THE VEIL) ooooo
M ANA
_____________________
Occult _______________ ooooo _____________________ ooooo
Politics _______________ ooooo _____________________ ooooo
GNOSIS
Science ______________ ooooo _____________________ ooooo

P H Y SICAL F L AWS
OOOOOOOOOOOO

WISDOM
(-1 unskilled)
_____________________ ooooo
(THROWING) ooooo
Athletics _____________
Brawl ________________ ooooo
_____________________ ooooo 10 ________________________ o
Drive ________________ ooooo
_____________________ ooooo 9_________________________ o
Firearms _____________ ooooo
8_________________________
Size ________________________ 7_________________________
o
Larceny ______________ ooooo
o
3
Defense _____________________ 6_________________________ o
Stealth _______________ ooooo
5
Initiative Mod ________________
5_________________________ o
Survival ______________ ooooo 4_________________________ o
Weaponry ____________ ooooo 9
Speed _______________________
3_________________________ o
2_________________________ o
SOCIAL
(-1 unskilled)
Experience __________________ 1_________________________ o
ARCANA ROT ES
Animal Ken __________ ooooo
Empathy _____________ ooooo DEATH
_____________________ EMOTIONAL URGING (MIND 2)
ooooo ____________________________
Expression ____________ ooooo FATE
_____________________ INTERCONNECTIONS (FATE 1)
ooooo ____________________________
Intimidation __________ ooooo MIND
_____________________ SHADOW SCULPTING (DEATH 1)
ooooo ____________________________
Persuasion ____________ ooooo SPACE
_____________________ SPATIAL MAP (SPACE 1)
ooooo ____________________________
(BEER & WINE) ooooo
Socialize _____________ THIRD EYE (MIND 1)
_____________________ ooooo ____________________________
Streetwise ____________ ooooo _____________________ ooooo ____________________________
Subterfuge ____________ ooooo _____________________ ooooo ____________________________

39
TY RRHENU S/A N T HON Y • Counterspell Prime (Prime ••): Tyrrhenus can
counter spells that he cannot cast, and he can counter
L ICAVOLI covert spells without identifying their components.
Quote: Let’s think this through again. Roll Resolve + Occult + Prime (five dice) and spend
Background: Tony is the youngest scion of the Licavoli 1 Mana. If you achieve the most successes, the caster’s
crime family. He grew up with stories about the days when spell fails. This spell is Covert.
made guys were street royalty, but sitting in Mass at the • Kinetic Blow (Forces ••): With this spell, the
age of 21, he Awakened to his true calling. blackjack Tyrrhenus carries can cut like a blade. Roll
Ambitious and enthusiastic, he gravitated toward the Strength + Weaponry + Forces (seven dice). Each
Silver Ladder to become a sort of “made man” among success translates to one attack that scene with a blunt
the Awakened. When he joined Lira Hennessy’s cabal, weapon that inflicts lethal damage instead of bashing.
he chose the shadow name Tyrrhenus, one of the two This spell is Vulgar, so casting it risks Paradox.
brothers who founded the Etruscan league of cities. • Supernal Vision (Prime •): Tyrrhenus gains a
Description: Anthony has olive skin and thick black +1 dice bonus on perception and scrutiny rolls to sense
hair. He dresses in slacks and plain shirts and wears a Awakened magic of any kind, as well as Mana, enchanted
gold crucifix necklace. items, and Hallows. He can also concentrate to determine
Roleplaying Hints: You used to feel lost, and neither if a person is Awakened or not. Roll Wits + Occult +
family nor religion helped you find your place. The Awak- Prime (six dice) to cast the spell and Intelligence +
ening showed you you’re a builder and a leader. Occult (three dice) to analyze resonance. This Mage
Equipment: blackjack, butane lighter, cell phone, Sight spell is Covert.
address book with “emergency” numbers • Winds of Chance (Fate •): Tyrrhenus can evade
Virtue/Vice: Tyrrhenus’ Virtue is Hope. He regains all or attract good or ill fortune for one scene. (If he wants
spent Willpower when he refuses to let others give in to to find someone interesting to share a beer with on a
despair, even though doing so risks harming his own goals Saturday night, such a person happens to come along.)
or wellbeing. His Vice is Greed. He regains one Willpower Roll Wits + Subterfuge + Fate + 1 (seven dice). This
point whenever he gains something, both at someone spell is Covert.

MERITS
else’s expense and at some risk to himself.

M AGICAL A BILIT IES Contacts (Mafia): Tony can find information about
Path: Tyrrhenus’ path is Obrimos. Such mages see Boston’s criminal underworld, although he’s not tight
themselves as manifestations of some Divine will. enough with his family to get physical aid.
Order: He belongs to the Silver Ladder. Tyrrhenus Dream: Once per game session, Tony can lose himself
gains +1 to any magical rote that involves Expression, in prayer. Roll his Wits + Composure (five dice). If the roll
Persuasion, or Subterfuge. succeeds, the Storyteller must give two clues on whatever
Mana: Tyrrhenus can spend a single Mana per turn. topic Tyrrhenus is praying about. They must be interpreted,
He begins play with seven Mana. however, unless the Storyteller rolls an exceptional success,
Pattern Scourging and Restoration: Tyrrhenus can in which case she will offer some clarification.
use Mana to heal himself and conversely draw Mana from High Speech: Tyrrhenus knows the rudiments of
his very flesh, either as an instant action. See pp. 8-9. Atlantean High Speech. High Speech can be spoken
Unseen Sense: Roll Wits + Composure as a reflexive and comprehended only by the Awakened.
action for Tyrrhennus to sense the presence of an active Iron Stamina: Tyrrhenus is resilient and hard to
supernatural force. hurt. His wound penalties are reduced (as shown on
Spellcasting: Tyrrhenus’ ruling Arcana are Forces his character sheet).
and Prime. To cast an improvised spell, roll Gnosis + Status (Consilium): Tyrrhenus is a known figure in
the relevant Arcanum and spend one Mana unless it is Boston’s Consilium. He can speak for the cabal and find
a Forces or Prime spell. (See the “Arcana Capabilities” information without being ignored or patronized.
sheet for possible improvised spell effects.) He knows Status (Silver Ladder): Tyrrhenus is a member of
the following rotes. the Silver Ladder.

40
NAME : TYRRHENUS/ANTHONY LICAVOLI C ONCEP T:
LIAISON TO THE CONSILIUM PAT H : OBRIMOS
PL AY ER : VIRT UE : HOPE ORDER : SILVER LADDER
CHRONICLE : GLORIA MUNDI VICE : GREED
AT T RIBUT ES
POW ER Intelligence ooooo Strength ooooo Presence ooooo
F INE SSE Wits ooooo Dexterity ooooo Manipulation ooooo
RE SISTANCE Resolve ooooo Stamina ooooo Composure ooooo
SKILLS O T HER TR AITS

M EN TAL M ERITS H EALT H


(-3 unskilled) CONTACTS (MAFIA)
_____________________ ooooo O O O O O O O O O O O O
Academics ____________ ooooo DREAM
_____________________ ooooo -1 -2
Computer ____________ ooooo HIGH SPEECH
WILLPOW ER
_____________________ ooooo
Crafts _______________ ooooo IRON S TAMINA
_____________________ ooooo O O O O O O O O O O O O
Investigation __________ ooooo S TATUS (CONSILIUM)
_____________________ ooooo
Medicine _____________ ooooo S TATUS (SILVER LADDER)
M ANA
_____________________ ooooo
(C URSES) ooooo
Occult _______________ _____________________ ooooo
Politics _______________ ooooo _____________________ ooooo
GNOSIS
Science ______________ ooooo _____________________ ooooo

P H Y SICAL F L AWS
OOOOOOOOOOOO

WISDOM
(-1 unskilled)
_____________________ ooooo
Athletics _____________ ooooo
Brawl ________________ ooooo
_____________________ ooooo 10 ________________________ o
Drive ________________ ooooo
_____________________ ooooo 9_________________________ o
Firearms _____________ ooooo
8_________________________
Size ________________________ 7_________________________
o
Larceny ______________ ooooo
o
2
Defense _____________________ 6_________________________ o
Stealth _______________ ooooo
4
Initiative Mod ________________
5_________________________ o
Survival ______________ ooooo 4_________________________ o
(BLACKJACK) ooooo
Weaponry ____________ 10
Speed _______________________
3_________________________ o
2_________________________ o
SOCIAL
(-1 unskilled)
Experience __________________ 1_________________________ o
ARCANA ROT ES
Animal Ken __________ ooooo
Empathy _____________ ooooo FATE
_____________________ COUNTERSPELL PRIME (PRIME 2)
ooooo ____________________________
Expression ____________ ooooo FORCES
_____________________ KINETIC BLOW (FORCES 2)
ooooo ____________________________
Intimidation __________ ooooo MATTER
_____________________ SUPERNATURAL VISION (PRIME 1)
ooooo ____________________________
Persuasion ____________ ooooo PRIME
_____________________ WINDS OF CHANCE (FATE 1)
ooooo ____________________________
Socialize _____________ ooooo _____________________ ooooo ____________________________
(MAFIA) ooooo
Streetwise ____________ _____________________ ooooo ____________________________
Subterfuge ____________ ooooo _____________________ ooooo ____________________________

41
MORRIGAN/C ECELIA Mana from her very flesh, either as an instant action.

ART HUR
See pp. 8-9.
Unseen Sense: Roll Wits + Composure as a reflexive
Quote: Rise. action for Morrigan to sense the presence of an active
Background: While studying pathology in college, supernatural force.
Cecelia Arthur spent her time reading about death and Spellcasting: Morrigan’s ruling Arcana are Death
alchemy. One day while walking through a cemetery, and Matter. To cast an improvised spell in any of these
she found herself on a long, winding path that led to an Arcana, roll Gnosis + the relevant Arcanum and spend
immense tower. She didn’t have the strength to complete one Mana unless it is a Death or Matter spell. (See the
the journey alone, so she called up the bodies of the dead “Arcana Capabilities” sheet for possible improvised spell
to carry her. They transported her to the Watchtower effects.) She knows the following rotes.
of Stygia, where she inscribed her name. • Exorcist’s Eye (Spirit •): Morrigan can detect a
Cecelia then joined the Adamantine Arrow until a ghost or spirit possessing a terrestrial being or object.
conflict of interest led to a falling out with her mentor. Roll Wits + Occult + Spirit (six dice). This spell
She cast about the Boston area looking for someplace is Covert.
to continue her studies. She joined Lira Hennessy in • Grim Sight (Death •): Morrigan sees the weight of
forming a cabal, taking the shadow name Morrigan, death around a person—i.e., if he has suffered the loss
the Irish war-goddess. of many loved ones or killed many people. This sight
Description: Morrigan is lanky, with a sallow also applies to things or places. Roll Wits + Occult +
complexion. She smiles easily, though, and rarely Death (eight dice) to cast the spell and Intelligence +
wears black. Occult (seven dice) to analyze the resonance it reveals.
Roleplaying Hints: Nothing gives you greater sat- This Mage Sight spell is Covert.
isfaction than watching one of your undead servants • Quicken Corpse (Death •••): Morrigan can
perform its tasks. Your former mentor warned you raise a human corpse as a zombie and force it to do her
about the price of hubris, but you’re used to getting bidding. Such creatures obey Morrigan’s will without
your way. pain or fatigue (or abstract thought). The Storyteller
Equipment: SUV, digging equipment, pistol, extra makes any rolls for zombies, assuming a 2 in any Physical
clip, police scanner, ready cash, dirt-stained notebook Attribute and 1 in any other. Roll Presence + Persuasion
Virtue/Vice: Morrigan’s Virtue is Temperance. She + Death (six dice). This spell is Vulgar, so it carries
regains all spent Willpower when she resists a tempta- the chance of a Paradox.
tion to indulge in an excess of any behavior, despite • Unseen Aegis (Matter ••): This spell subtly defend
any rewards it offers. Her Vice is Pride. She regains a mage. Air forms a “cushion” to blunt the inertia of an
one Willpower point at the end of any scene in which incoming fist, for instance. This spell lasts for one scene,
she exerts her own wants (not needs) over others at but if you spend a point of Mana when it is cast, it lasts
some risk to herself. for one day. Using it, Morrigan has an armor rating of
2, meaning that all incoming physical attacks suffer an
M AGICAL A BILIT IES additional –2 penalty. Roll Intelligence + Occult +
Path: Morrigan is a Moros (or Necromancer), and Matter (nine dice). This spell is Covert.

MERITS
such mages are typically interested in transformation
and transition.
Order: Morrigan is a member of the Adamantine High Speech: Morrigan knows the rudiments of
Arrow. She gains +1 to any magical rote that involves Atlantean High Speech. High Speech can be spoken
Athletics, Intimidation, or Medicine. and comprehended only by the Awakened.
Mana: Morrigan can spend a single Mana per turn. Resources: Cecelia has easy access to $10,000
She begins play with six Mana. a month.
Pattern Scourging and Restoration: Morrigan Status (Adamantine Arrow): Morrigan is a member
can use Mana to heal herself and conversely draw of the Adamantine Arrow.

42
NAME : MORRIGAN/CECELIA ARTHUR C ONCEP T:
TASKMISTRESS PAT H : MOROS
PL AY ER : VIRT UE : TEMPERANCE ORDER : A DAMANTINE A RROW
CHRONICLE : GLORIA MUNDI VICE : PRIDE
AT T RIBUT ES
POW ER Intelligence ooooo Strength ooooo Presence ooooo
F INE SSE Wits ooooo Dexterity ooooo Manipulation ooooo
RE SISTANCE Resolve ooooo Stamina ooooo Composure ooooo
SKILLS O T HER TR AITS

M EN TAL M ERITS H EALT H


(-3 unskilled) HIGH SPEECH
_____________________ ooooo O O O O O O O O O O O O
Academics ____________ ooooo RESOURCES
_____________________ ooooo -1 -2 -3
Computer ____________ ooooo S TATUS (A DAMANTINE ARROW) ooooo
WILLPOW ER
_____________________
Crafts _______________ ooooo _____________________ ooooo O O O O O O O O O O O O
Investigation __________ ooooo _____________________ ooooo
Medicine _____________ ooooo
M ANA
_____________________ ooooo
(UNDEAD) ooooo
Occult _______________ _____________________ ooooo
Politics _______________ ooooo _____________________ ooooo
GNOSIS
(C HEMISTRY) ooooo
Science ______________ _____________________ ooooo

P H Y SICAL F L AWS
OOOOOOOOOOOO

WISDOM
(-1 unskilled)
_____________________ ooooo
Athletics _____________ ooooo
Brawl ________________ ooooo
_____________________ ooooo 10 ________________________ o
(OFF-ROAD) ooooo
Drive ________________
_____________________ ooooo 9_________________________ o
Firearms _____________ ooooo
8_________________________
Size ________________________ 7_________________________
o
Larceny ______________ ooooo
o
2
Defense _____________________ 6_________________________ o
Stealth _______________ ooooo
5
Initiative Mod ________________
5_________________________ o
Survival ______________ ooooo 4_________________________ o
Weaponry ____________ ooooo 10
Speed _______________________
3_________________________ o
2_________________________ o
SOCIAL
(-1 unskilled)
Experience __________________ 1_________________________ o
ARCANA ROT ES
Animal Ken __________ ooooo
Empathy _____________ ooooo DEATH
_____________________ EXORCIST’S E YE (SPIRIT 1)
ooooo ____________________________
Expression ____________ ooooo MATTER
_____________________ GRIM SIGHT (DEATH 1)
ooooo ____________________________
Intimidation __________ ooooo S PIRIT
_____________________ Q UICKEN CORPSE (DEATH 3)
ooooo ____________________________
Persuasion ____________ ooooo UNSEEN A EGIS (MATTER 2)
_____________________ ooooo ____________________________
Socialize _____________ ooooo _____________________ ooooo ____________________________
(CEMETERIES) ooooo
Streetwise ____________ _____________________ ooooo ____________________________
Subterfuge ____________ ooooo _____________________ ooooo ____________________________

43
JACK/C ODY GUNN • Exceptional Luck (Fate ••): Spend one Mana
Quote: I’ll be gone soon. and roll Manipulation + Occult + Fate (six dice). For
Background: Although Cody never had it easy, each success, you may designate one roll in the scene as
everything worked out for him. Homeless, he drifted “lucky” and re-roll 9s as well as 10s. Spellcasting rolls
across the country, and one day saw a magnificent cannot be designated lucky, nor can rolls of chance
tower at the end of the road. That was the beginning dice. This spell is Covert.
of this Awakening. • Fortune’s Protection (Fate ••): Jack weaves a
In Boston, Cody got into a card game with some of safety net of probability about himself. Roll Composure
the local mages. Toward the end, the last player bet + Athletics + Fate (six dice). If the roll succeeds, Jack
a beautiful, glimmering stone—his soul stone. Cody has two points of armor for the rest of the scene. (For one
won and chose to stick around. When Cody joined Mana, the spell lasts for a day.) This spell is Covert.
Lira Hennessy’s cabal, he took the name “Jack,” for • Nightsight (Forces •): With this spell, Jack can
the wanderer Jack o’ the Lantern. perceive the infrared or ultraviolet spectrum and detect
Description: Jack is short and slim, with a winning electromagnetic radiation, or sonic or kinetic energy,
smile and an endearing bounce to his step. He wears for one scene. A sudden burst of light or other stimulus
clothes from local thrift stores. might blind or deafen him momentarily, however.
Roleplaying Hints: Destiny has something in store Roll Wits + Composure + Forces (seven dice). This
for you. Once you’ve finally used the three favors you’re spell is Covert.
entitled to, you’re going to leave Boston. Maybe… • Temporal Eddies (Time •): Jack perceives reso-
Equipment: soul stone, pocketknife, worn sneakers nance by how it “snags” things moving through the
Virtue/Vice: Jack’s Virtue is Faith. He regains all timestream. He can also tell perfect time, anywhere.
spent Willpower points whenever he forges meaning Roll Wits + Occult + Time (six dice) to cast the spell
from chaos and tragedy. His Vice is Envy. He regains one and Intelligence + Occult (three dice) to analyze the
Willpower point when he gains something from a rival resonance it reveals. The effects last for one scene.
or has a hand in harming that rival’s wellbeing. This Mage Sight spell is Covert.

M AGICAL A BILIT IES MERITS


Path: Jack is an Acanthus mage. Such mages are Destiny: You have a pool of four dice per game session
often fickle and difficult to tie down. that you may add to any roll you make for Jack. You
Order: Jack is a member of the Free Council. He might choose to use all four on one roll, or split them
gains +1 to any magical rote that involves Crafts, up. Also, the Storyteller may impose penalties every
Persuasion, or Science. game session totaling four dice on any roll she chooses,
Mana: Jack can spend a single Mana per turn. He but only when Jack’s bane is present. When the wind
begins play with seven Mana. kicks up and causes a whistling sound, or when he hears
Pattern Scourging and Restoration: Jack can use someone whistling a tune, Jack’s bane is present.
Mana to heal himself and conversely draw Mana from High Speech: Jack knows the rudiments of Atlan-
his very flesh, either as an instant action. See pp. 8-9. tean High Speech. High Speech can be spoken and
Unseen Sense: Roll Wits + Composure as a reflex- comprehended only by the Awakened.
ive action for Jack to sense the presence of an active Status (Free Council): Jack is a member of the
supernatural force. Free Council.
Spellcasting: Jack’s ruling Arcana are Fate and Thrall: Jack won a soul stone in a card game from an
Time. To cast an improvised spell, roll Gnosis + the Acanthus mage called Sisyphus. Although Jack could
relevant Arcanum and spend one Mana unless it is use the stone to harm or outright control Sisyphus, he
a Fate or Time spell. (See the “Arcana Capabilities” wouldn’t do so. Tradition grants Jack three favors of
sheet for possible improvised spell effects.) He knows Sisyphus—anything within the mage’s power. Once
the following rotes: these favors are used, Jack must return the stone.

44
NAME : JACK/CODY GUNN C ONCEP T: PAWN OF FATE PAT H : ACANTHUS
PL AY ER : VIRT UE : FAITH ORDER : FREE COUNCIL
CHRONICLE : GLORIA MUNDI VICE : ENVY
AT T RIBUT ES
POW ER Intelligence ooooo Strength ooooo Presence ooooo
F INE SSE Wits ooooo Dexterity ooooo Manipulation ooooo
RE SISTANCE Resolve ooooo Stamina ooooo Composure ooooo
SKILLS O T HER TR AITS

M EN TAL M ERITS H EALT H


(-3 unskilled) DESTINY
_____________________ ooooo O O O O O O O O O O O O
Academics ____________ ooooo HIGH SPEECH
_____________________ ooooo -1 -2 -3
Computer ____________ ooooo THRALL
WILLPOW ER
_____________________ ooooo
Crafts _______________ ooooo S TATUS (FREE COUNCIL)
_____________________ ooooo O O O O O O O O O O O O
Investigation __________ ooooo _____________________ ooooo
Medicine _____________ ooooo
M ANA
_____________________ ooooo
(L UCK C HARMS) ooooo
Occult _______________ _____________________ ooooo
Politics _______________ ooooo _____________________ ooooo
GNOSIS
Science ______________ ooooo _____________________ ooooo

P H Y SICAL F L AWS
OOOOOOOOOOOO

WISDOM
(-1 unskilled)
_____________________ ooooo
Athletics _____________ ooooo
Brawl ________________ ooooo
_____________________ ooooo 10 ________________________ o
Drive ________________ ooooo
_____________________ ooooo 9_________________________ o
Firearms _____________ ooooo
8_________________________
Size ________________________ 7_________________________
o
Larceny ______________ ooooo
o
2
Defense _____________________ 6_________________________ o
(C ROWDS) ooooo
Stealth _______________ 5_________________________ o
5
Initiative Mod ________________
Survival ______________ ooooo 4_________________________ o
Weaponry ____________ ooooo 9
Speed _______________________
3_________________________ o
2_________________________ o
SOCIAL
(-1 unskilled)
Experience __________________ 1_________________________ o
ARCANA ROT ES
Animal Ken __________ ooooo
Empathy _____________ ooooo FATE
_____________________ GLIMPSING THE FUTURE (TIME 2)
ooooo ____________________________
(SINGING) ooooo
Expression ____________ FORCES
_____________________ MOMENTARY FLUX (TIME 1)
ooooo ____________________________
Intimidation __________ ooooo SPACE
_____________________ SECOND SIGHT (SPIRIT 1)
ooooo ____________________________
Persuasion ____________ ooooo TIME
_____________________ SELF-HEALING (LIFE 2)
ooooo ____________________________
Socialize _____________ ooooo _____________________ ooooo ____________________________
Streetwise ____________ ooooo _____________________ ooooo ____________________________
Subterfuge ____________ ooooo _____________________ ooooo ____________________________

45
NIAMH/L IR A H ENNESS Y Spellcasting: Niamh’s ruling Arcana are Life and
Spirit. To cast an improvised spell, roll Gnosis + the
Quote: Why did people ever move inland?
relevant Arcanum and spend one Mana unless it is
Background: Lira Hennessy was born and raised
a Life or Spirit spell. (See the “Arcana Capabilities”
in Boston. Sitting outside her seaside home one night,
sheet for possible improvised spell effects.) She knows
she saw the moonlight change the water into a silver
the following rotes:
road leading to a distant tower. She followed its song,
• Glimpsing the Future (Time ••): Niamh quickly
and woke on the beach later, Awakened. She later
scans the immediate future and adjusts to improve her
joined the Mysterium, hoping to find what secrets
chances of success. Spend one Mana and roll Wits +
the water held.
Investigation + Time + 1 (seven dice). Success allows
When Lira met and befriended Cecelia Arthur, she
you to roll twice for a single instant action that Niamh
took the shadow name Niamh, after the Irish sea god’s
performs in the next turn and take the better result.
daughter. She offered her house—and its Hallow—as a
This spell is Covert.
sanctum, and the two mages formed their cabal.
• Momentary Flux (Time •): Niamh can judge an
Description: Niamh is willowy and ethereal, with
ongoing event, one about to take place (within the next
fair skin, dark brown hair, and deep blue eyes.
five turns) or one that has just taken place (again, within
Roleplaying Hints: You are grateful for your cabal’s
five turns) and discover whether it will be beneficial
support and happy to share the house. Another year
or adverse for her. If all options are based entirely on
alone there might have driven you mad.
chance, she instead gains a rough idea of the odds. This
Equipment: miniature tape recorder, house keys,
reveals only if the event will lead to good or ill for her
comfortable clothes
in the immediate future. Roll Wits + Investigation +
Virtue/Vice: Niamh’s Virtue is Fortitude. She regains
Time + 1 (seven dice). This spell is Covert.
all spent Willpower when she withstands tempting
• Second Sight (Spirit •): Niamh gains a +1 bonus
pressure to alter her goals. This does not include
on rolls to sense spirits and the use of their Numina.
temporary distractions, only pressure that might cause
Roll Intelligence + Occult + Spirit + 1 (seven dice)
her to abandon her goals altogether. Her Vice is Lust.
to cast the spell and Intelligence + Occult (four dice)
She regains one Willpower point whenever she satisfies
to analyze the resonance it reveals. This Mage Sight
her lust in a way that victimizes others.
spell is Covert.
M AGICAL A BILIT IES
• Self-Healing (Life ••): Niamh can heal herself
(but not to others). Roll Dexterity + Medicine + Life
Path: Niamh walks the Thyrsus Path. Such mages are (six dice). Each success heals one point of damage (bash-
often highly focused and intense, yet vaguely distracted ing or lethal only), starting with her rightmost wound on
as they commune with spirits. the Health chart. This spell is normally Covert.
Order: Niamh belongs to the Mysterium. She gains
+1 to any magical rote that involves Investigation, MERITS
Occult, or Survival.
High Speech: Niamh knows the rudiments of
Mana: Niamh can spend a single Mana per turn.
Atlantean High Speech. High Speech can be spoken
She begins play with seven Mana.
and comprehended only by the Awakened.
Pattern Scourging and Restoration: Niamh can use
Status (Mysterium): Niamh is a member of the
Mana to heal herself and conversely draw Mana from her
Mysterium.
very flesh, either as an instant action. See pp. 8-9.
Striking Looks: Lira is beautiful. She adds one bonus
Unseen Sense: Roll Wits + Composure as a reflexive
die to any Presence or Manipulation roll to entertain,
action for Niamh to sense the presence of an active
seduce, distract, or otherwise get her way by using her
supernatural force.
looks. People also tend to remember her.

46
NAME : NIAMH/LIRA HENNESSY C ONCEP T: SIREN PAT H : THYRSUS
PL AY ER : VIRT UE : FORTITUDE ORDER : MYSTERIUM
CHRONICLE : GLORIA MUNDI VICE : LUST
AT T RIBUT ES
POW ER Intelligence ooooo Strength ooooo Presence ooooo
F INE SSE Wits ooooo Dexterity ooooo Manipulation ooooo
RE SISTANCE Resolve ooooo Stamina ooooo Composure ooooo
SKILLS O T HER TR AITS

M EN TAL M ERITS H EALT H


(-3 unskilled) HIGH SPEECH
_____________________ ooooo O O O O O O O O O O O O
Academics ____________ ooooo STATUS (MYSTERIUM)
_____________________ ooooo -1 -2 -3
Computer ____________ ooooo STRIKING LOOKS
WILLPOW ER
_____________________ ooooo
Crafts _______________ ooooo _____________________ ooooo O O O O O O O O O O O O
Investigation __________ ooooo _____________________ ooooo
Medicine _____________ ooooo
M ANA
_____________________ ooooo
Occult _______________ ooooo _____________________ ooooo
Politics _______________ ooooo _____________________ ooooo
GNOSIS
Science ______________ ooooo _____________________ ooooo

P H Y SICAL F L AWS
OOOOOOOOOOOO

WISDOM
(-1 unskilled)
_____________________ ooooo
(SWIMMING) ooooo
Athletics _____________
Brawl ________________ ooooo
_____________________ ooooo 10 ________________________ o
(BOA TS) ooooo
Drive ________________
_____________________ ooooo 9_________________________ o
Firearms _____________ ooooo
8_________________________
Size ________________________ 7_________________________
o
Larceny ______________ ooooo
o
2
Defense _____________________ 6_________________________ o
Stealth _______________ ooooo
6
Initiative Mod ________________
5_________________________ o
Survival ______________ ooooo 4_________________________ o
Weaponry ____________ ooooo 10
Speed _______________________
3_________________________ o
2_________________________ o
SOCIAL
(-1 unskilled)
Experience __________________ 1_________________________ o
ARCANA ROT ES
Animal Ken __________ ooooo
Empathy _____________ ooooo LIFE
_____________________ GLIMPSING AT THE FUTURE (TIME 2)
ooooo ____________________________
Expression ____________ ooooo SPIRIT
_____________________ MOMENTARY FLUX (TIME 1)
ooooo ____________________________
Intimidation __________ ooooo TIME
_____________________ SECOND SIGHT (SPIRIT 1)
ooooo ____________________________
(SEDUCTION) ooooo
Persuasion ____________ SELF-HEALING (LIFE 2)
_____________________ ooooo ____________________________
Socialize _____________ ooooo _____________________ ooooo ____________________________
Streetwise ____________ ooooo _____________________ ooooo ____________________________
Subterfuge ____________ ooooo _____________________ ooooo ____________________________

47
ARCANA CAPABILIT IES
Following are descriptions of what the 10 • Life: Cleanse the mage’s body of toxins (•),
Arcana can accomplish at the levels at which sense specific life forms nearby (•), discern age,
your characters currently possess them. These sex, and health of living things (•); control own
are examples and guidelines only. Feel free to metabolism and breathing (••), cleanse others
dream up additional applications of these Arcana, of drugs or poison (••), heal self of bashing
but of course any use of magic beyond the rotes or lethal damage (••, 1 Mana), heal plants or
the characters know is improvised magic, which animals (••).
is more difficult to perform. The Storyteller is • Matter: Alter the conductivity of matter (•),
the final arbiter of what your characters can discern an object’s function (•), detect a specific
accomplish with their Arcana. Vulgar effects substance (•); alter the accuracy or balance of
are noted with an asterisk (*), but again, the a weapon for a scene (••, 1 Mana), change one
Storyteller needs to judge whether an effect is liquid into another* (••), make a transparent
covert or vulgar. surface opaque and vice versa* (••).
Remember, too, that characters can use the • Mind: Detect nearby sentient minds
rotes listed in their write-ups as improvised including spirits (•), perform two extended ac-
effects. For instance, Jack can use the Glimps- tions at once (•); alter own aura (••), mentally
ing the Future spell, he simply must do so as communicate with others in line of sight (••),
improvised magic, since (unlike Niamh) he improve first impressions (••), protect against
doesn’t know the rote. mental control or attack (••).
Universal Effects: All of the Arcana include • Prime: Analyze enchanted items (•), dispel
versions of the following effects: activate Mage existing magic (if the mage has at least one dot
Sight (•), bestow Mage Sight (••), creating a in the Arcanum used to create the spell) (•, 1
shield (••; grants Aracanum dots in armor Mana); alter aura to look like a Sleeper (••),
for a scene; spend one Mana for effect to last counter spells of any Arcana (••, 1 Mana), hide
a day). from other mage’s Mage Sight (••).
• Death: Discern how someone died and how • Space: Measure distance between objects
long ago(•), speak with ghosts (•), assess the effortlessly (•), see 360 degrees (•), track any item
strength of someone’s soul (•);cause shadows in the mage’s area flawlessly (•); cast other spells
to move* (••), corrode or rust material* (••), sympathetically (••; 1 Mana), remotely view
mask the cause of death (••); command a ghost* a location (scrying) (••),create wards against
(•••), destroy a material object* (•••), enter a Space magic (••).
state of death-like stasis (•••), open a gateway • Spirit: Hear, see, and speak with spirits (•);
into Twilight* (•••). touch spirits in Twilight (••), call specific spirits
• Fate: Mitigate dice penalties(•), cause simple or a general type of spirit without compelling
good fortune (•); swear a binding oath (••), cause them to appear (••),raise or lower Gauntlet at
more overt turns of luck (••, 1 Mana). a Hallow* (••).
• Forces: Listen to radio or cellphone transmis- • Time: Detect temporal flow (•), act as perfect
sions (•), manipulate existing heat, light, or sound clock or stopwatch (•), discern if an immediate
(•); raise an area’s temperature (••), brighten or choice will have good or bad results (•); see the
dim light (••), redirect fire or electricity from an future in a very general sense (••), automatically
existing source* (••), make an immobile object succeed (or fail) at one action with only two
invisible for a scene* (••, 1 Mana). possible outcomes (••, 1 Mana).

48
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