Introduction

Magic is something everybody dreams of but nobody seems to possess. The power to conjure something from nothing, to change a man into a toad, to curse one’s enemies and their progeny, to call down lightning from the sky and lay waste to a city — all powers claimed by wizards in myth, legend and epic fantasy tales. We are drawn to these tales, however, not just because of the power displayed in them. Wizards present a different kind of allure: the desire for power tempered with wisdom. Demons and monsters have powers, but great limitations and curses, too. Mages have the power of knowing when and how to use power. While this can be a limitation, it is a self-imposed one, betokening a discipline rare in this world.
This is a game about these kinds of mages, and the trials and temptations they face on the path of discipline and enlightenment. The allure of power constantly threatens to draw them from the path, away from wisdom. A mage is someone who has Awakened, whose soul has been freed of an ancient curse afflicting mortals. Most people’s souls are asleep, unaware of the raw power they can tap to remake their world. The truth has been hidden from them many lifetimes ago; all they know is a lie. Mages can see through the lie and enact humanity’s birthright: Magic.
We like to believe that we are thinking, rational beings, aware of the world around us to a greater degree than is possible for any animal. We fool ourselves. As mystics from cultures the world over have said from time immemorial, we are only sleeping, dreaming that we are awake. If this is true, then reality is not what we think it is. We see only that part of life that filters through to our dream. There is a greater world out there, full of things unseen and literally undreamt. To know it, we have but to Awaken. That is what a mage does — he Awakens and begins to consciously dream new things into existence.
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Mages live in the here and now, in this world, just down the street. Although their society resembles more the feudal states of the past, broken into balkanized regions that remain largely incommunicado with one another, they still travel and use cell phones and the Internet like most modern people. But they live in a world of secrets, where the hoarding of secrets is a form of currency. Disagreements between mentor and student, master and adept, turn into rifts as apprentices accuse masters of withholding necessary knowledge, and masters declare most apprentices unworthy of it. When a mage can no longer work with his mentor, he leaves and seeks his own sanctum and cabal, a group of mages to whom he can trust his own secrets — or so the theory goes. In practice, cabals can be contentious, backbiting groups fighting over the same old theme: the ownership of secrets.
Mages travel from their sanctums only when necessary, to seek magical power or new mysteries, or to forge the occasional (often temporary) alliance with another mage who has something they need. The entirety of the spiritual realm may be open for their exploration, but mages usually see little of our world beyond their own chosen ground.
Humanity at large is ignorant of this occult underground. Sorcerers and witches live down the street and sometimes shop at the same stores, but the public is ignorant of this amazing truth. Even were the existence of mages to become known, most people wouldn’t believe it, and those who did would see it as cause for alarm and fear rather than wonder and awe. Magic is afoot in the world, but most people resist it.
The sea of time grows murky as one approaches the distant past. Ruins, artifacts, cave paintings — all this evidence of history tells an incomplete tale. Even master mages cannot part the curtains of time so far back to see what truly occurred. The magical orders have a mythology about their beginnings, the legend of a fallen civilization and a war for the throne of reality. The names for that civilization are many, most of them lost over the years, but even the Sleeping know one of them and seek evidence of its truth: Atlantis.
Not alot is known beyond the stories and mysteries known to man, for all of the Archmagi have transcended to another realm, The Horizon, and few know other than them how to get there, for the tapestry has been so disorientated in the workings of the past that only those who are powerful enough to enter the void and deal with the gauntlet, can find themselves among those of legends.
For this story, it takes place in New York City, vast and nearly endless. Its your playground.
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Mages get 1 type to excel in, they can perform the others, but not to the extent of their main type. Unless they get extensive training on the others.
If you want to take more than 1 PM me with a roleplay Sample and ill decide weather or not I will allow it.
Magic Types:
Death deals with Darkness, Decay, Ectoplasm, Enervation, Ghosts, and Soul Stealing.
Death is a gruesome and terrible Arcanum. With it, a mage can exert control over that most primal and frightening of mysteries. Ghosts and dead fall under the purview of this Arcanum, as does the health of the soul.
Fate deals with Blessings, Curses, Destiny, Fortune, Oaths, and Probability.
Understanding the Arcanum of Fate grants its practioner the ability to manipulate the threads of Destiny, Creating good or ill Fortune, binding Oaths, Blessings and Curses.
Forces deal with Electricity, Gravity, Kinetic Energy, Light, Physics, Radiation, Sound, Weather.
This is the Arcanum associated with light, heat, energy and the animation of the universe, the patterns of power that make the worlds to move in their orbits, stars to burn, and the cohesion that binds the cosmos together. It is a primal, powerful Arcanum, well suited to those with assertive overlooks on the world and who are confident of their own preeminent place within it.
Life deals with Disease, Evolution, Healing, Metamorphosis, and Vigor.
Life is the Arcanum of vital animation, that elusive spark that seperates biological matter from base materials. It encompasses everything from viruses amd bacteria to the most complex plants and animals. With the power on Life, a mage can cause or cure sickness, mend grievous injuries, and even create life forms from nothing.
Matter deals with Alchemy, Elemental Air, Elemental Earth, Elemental Water, Shaping, and Transmutation.
Matter is an Arcanum concerned with Lifeless material, the building blocks of the world.
Mind deals with Communications, Hallucinations, Mental Projection, Mind Control, and Telepathy.
This is the Arcanum used to connect with the Universal Consciousness shared by all beings possessed of thought; humans, animals, spirits and anything capable of of in any way distinguishing itself and its enviorment.
Prime deals with Hallows, Illusions, Magical Imbuement, Mana, Resonance, and Tass.
Prime is the light that burns without heat, the energy that defies description. It is the power that courses through all things in material existance and which serves as the skeleton on which all willworkers hang their magic.
Space deals with Conjuration, Scrying, Sympathy, Teleportation, and Wards.
Space is the art of connection, of the ties between things, the illusion of distance and the means by which one traverses all of reality with a single step.
Spirit deals with Exorcism, the Shadow Realm, Soul Retrieval, Spirits, and The Gauntlet
By setting out on the path of the Spirit Arcanum, a mage seeks to become an intermediary between Realms.
Time deals with Divination, Prophecy, and Temporal Acceleration / Deceleration.
Time is probably the most complex of the Gross Arcana, since it describes a phenomenon as yet incompletely understood by modern man. With it, a mage can redefine the way in which every other Arcanum interacts with the linear progression of events, and with great mastery can unravel the mysteries of choosing the manner in which things move in that flow.
Mind yourself that these are guidelines on what the types of magic can do, what you actually use it for is completely up to what you can imagine, though it does have to be within the lines of what each type can do.
Adopting a Shadow Name: Mages rarely use their given name among other will-workers. It presents a means of magical sympathy to enemies(its harder to work magic at a range against mages whose names you don't know), and a means for them to track down family or bank records. IF identity theft is a potential problem for most sleepers, its a dire problem for mages. For these reasons, sorcerors adopt a "shadow name", a moniker or call name by which others address them and which they use in their magical work.
Rules
Rules, yeah the boring stuff
1. I will have no form of god-modding, this includes but is not limited to
a. Auto-hitting and forcing damage
b. Meta-gaming
c. Ignoring damage
2. Literacy please
3. No one liner posts... At least 500 words, more is acceptable to.
4. Swearing is fine, keep it tasteful though.
5. Romance is fine, anything to explicit take it to the Pm's.
6. I am your GM, I'm fair, any issues bring em to me.
7. Post at least in minimum once every 2 days. If you are going to be gone, let me know. If you are going to drop, tell me.
8. I have the full intention of this being a long term role-play, so when you get bored with things, do something to make it not so boring, but remember there are consequences for breeching certain rules, in game, that is if you break em.
10. I want you to have fun.
11. Post a character in OOC First, then once approved fill out a character sheet under the character tab, once i approve that you are welcome to do something in the IC, after my first post.
12. You may have as many characters as you can handle, AFTER I see what kind of RPer you are.
13. OOC is to stay in the OOC. Don’t interrupt the In Character thread with it.
14. I'd prefer Real photos not anime/drawings, and please no celeb photos, I don't want any well known famous people used for your characters looks. Thanks.
Character Sheets; For OOC posting.
First Name: Your characters first name.
Last Name: Your characters last name.
Shadow name: A nickname in a since that you tell other mages instead of your real name.
Age: How old is your character?
Gender: >.> Well than this should be easy!..Right?
Weaponry: Feel free to be creative! However do try not to go to far over board.
Magic: What type of magic to you excel at?
Appearance: A description and image of your character. A pic also if you can manage it!
Personality: How does your character act within society?
Back story: What has happened to your character in the past? Here you can describe more about your characters reactions and feelings, plus an awesome story. Whatever you want.
Extra: Anything else we need to know.
I am also looking for those who are willing to play as normal humans, and if you want to be awoken into the mystic life, well you can figure it out.
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Characters
The Orphanage (Soon.™)
These poor, unfortunate souls were once a part of this great world, but have been abandoned. Why don't you consider viewing their profiles and making a decision on whether or not you can roleplay them accurately?
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Duplicate Multiversal Character
Places in Another Mage, Same Ol' World.
7 postsNew York City
The Playground for this Roleplay.
0 postsTechnocratic Union. Building Site # 16754
The building site of Technocrats to develop their sciences into reality.
0 postsThe Docks
A place where shipments come in by ships, but also this is where some of the most shady things take place.
Groups
Soon™.
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Another Mage, Same Ol' World.: Out Of Character (OOC)
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[OOC] Another Mage, Same Ol' World.
1, 2, 3by Laucrian on Thu Jun 10, 2010 7:06 pm
- 54 Replies
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- Last post by MercyKilling
on Tue Sep 07, 2010 4:58 pm
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[OOC] Another Mage, Same Ol' World.
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[OOC] Questions and Explainations.
by Laucrian on Sun Aug 15, 2010 11:34 am
- 9 Replies
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on Sat Aug 21, 2010 12:22 pm
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[OOC] Questions and Explainations.
Most recent OOC posts in Another Mage, Same Ol' World.
Re: [OOC] Another Mage, Same Ol' World.
Re: [OOC] Another Mage, Same Ol' World.
Re: [OOC] Another Mage, Same Ol' World.
EDIT*****
Wow going on 5 or so days....whats going on people lol, I need some feedback lol. anyway looking forward to the posts if there will be anymore >.>
See ya all on when u can get there!
Re: [OOC] Another Mage, Same Ol' World.
Re: [OOC] Another Mage, Same Ol' World.
Actually, Mercy... we've rped together quite a few times now. I trust ya... if you wanna take control of my character for a post or two, I'd be cool with that.
Re: [OOC] Questions and Explainations.
All sympathetic magic is based upon two principles: first, "likes produce likes," or that an effect resembles it cause; and, second, that things having been in contact with each other continue to react upon one and another at a distant even after they have been severed or disconnected. The former principle is called the Law of Similarity, while the latter is the Law of Contagion or Contact.
From these principles the magician makes inferences. From the Law of Similarity the magician infers that he can produce any effect that he desires just by imitating it. And, from the Law of Contact, the magician infers that whatever he does to a material object will equally effect the person who once had contact with or possessed the object. This is the reason that when performing the spell the practitioner may have in her or his possession something personal of the person, such as a lock of hair, nail clippings, a piece of clothing, or a photograph, for whom the spell is being cast for.
In order for the above principles to form, or cause, sympathetic magic there also must exist a cause-and-effect relationship; if not, the magician’s inferences would never function. Simply, something must transfer the effect of the magician’s actions on the physical object to the person who once was in contact with the object. This thing or substance, for a better term, is believed to be a secret sympathy that exist between the object and person. This secret sympathy is an impulse being transmitted from one thing to the other by means of what we may conceive as a kind of invisible ether, not unlike that which is postulated by modern science for a precisely similar purpose, namely, to explain how things can physically affect each other through a space which appears to be empty.
Many who give examples of sympathetic magic usually present it in a sinister light. One example of this treatment is the witch's ladder. In the past 40 knots were tied tightly in a cord with a concentration of fierce hatred against the victim. Then the cord was hidden so the intended person could not find it because the only way to break the spell was to untie the knots. Supposedly the knots strangled the life out of the person until he died.
Writers when describing these subjects, if they are not objective, seldom if ever describe any good things which are believed by some to occur from these practices. If one is objective one has to wonder if the tying of knots in a cord is always done for evil purposes. There are woodcuts showing witches in the Middle ages selling knotted cords to sailors. It was believed the witches had tied the winds into the knots of the cords. When the sailors got out to sea and there was no wind to move their ship, they would untie a knot causing the wind to rise and their ships to move. Some said, one knot for a light breeze, two for a strong wind, and three for a gale. Here the witches gave sailors opportunities to move their ships. How the sailors used the opportunities was up to them. Untying three knots might not only start a gale but wreck the ship too.
On frequently hears the phrase burned in effigy, which means to let it be known publicly that a person is hated and his enemies want to destroy him. The history of this spectacle reaches back for thousands of years. Occurrences of it were found in ancient India, Babylon, Egypt, Greece and Rome. Occurrences still happen in countries throughout the world. The theory behind the idea of burning in effigy is pure sympathetic magic: just as the image suffers, so does the man. When the image is burned, so the man that it represents must die.
The following are two examples of this: There was an Ojebway Indian custom that when a person wished to kill his enemy he would make a little wooden image of the enemy, then he would burn or bury the puppet. As he did so he uttered certain magic words causing the enemy to die. Peruvian Indians molded images of fat mixed with grains to imitate the persons whom they disliked or feared, and then burned the effigy on a road where the person was to pass. They called this the burning of his soul.
Puppet healing, or magic, is another use of sympathetic magic. It might be said to be the reverse of burning in effigy. Instead of desiring to kill or injure the person whom the puppet represents the practitioner wishes to help him. The theory is whatever degree of healing the practitioner performs on the puppet, the same degree of healing is believed to occur in the person which the puppet represents. So it can be seen that those who subscribe to and practice puppet healing do believe that sympathetic magic can produce positive affects. Also, it is believed that it is the intention of the practitioner which determine whether the results of the sympathetic magic are good or evil.
Positive affects arising from sympathetic magic are also believed to occur in color healing. Color healing can also be applied when the patient is absent by utilizing a photograph of the person. It is also referred to as distant color healing
In summary, sympathetic magic is the belief that what a magician does to a physical object that belonged to a person, or to a representation of the person will similarly effect that person. Many claim that there is no validation for sympathetic magic, the results which seem to occur from its use can be explained by other things. No doubt, in some incidents, this is true. However, with sympathetic magic, as with all magic, the most objective answer seems to be, if people believe in it then it is true for them. Sympathetic magic seems not to be limited just to the occult sciences; one sees individuals praying the Catholic rosary for sick people just as one sees Witches using their cords to heal the sick. Each individual is practicing an act of belief.
Law of Similarity
The Law of Similarity is the first of two sublaws contained within the Law of Association, the second is the Law of Contact or Contagion. The Law of Similarity states that like things produce like things, or that an effect resembles its cause.
Schematically this may be illustrated as such: thing "A" may produce something similar to itself called "C"; and, thing "B" may produce something similar to itself called "C"; and, this something called "C" may be shared by both "A" and "B".
Law of Contagion
The Law of Contact or Contagion, the second sublaw of the Law of Association, follows from the Law of Similarity. This law states that things which have once been in contact with each other continue to act on each other at a distance even after physical contact has been severed.
This can be shown by the following example: the something or commodity "C" which is similar to and was shared by thing "A" and thing "B" can after its detachment from "A" and "B" affect or control either or both. The mutual, influencing effect or control these things exert upon each other is dependent upon the greatness with which "C" was shared.
Re: [OOC] Questions and Explainations.
A soul stone is a piece of a mage's soul, intentionally detached and distilled into material form by the sorcerer. Soul stones are used to create Demesnes, places where vulgar magic can be cast as if it were covert. This incredible benefit usually outweighs the perils of creating a soul stone, as long as a mage is careful.
Yet although they provide a powerful asset, soul stones' creation diminishes the originator's potential. Willpower is sacrificed, and one point of Mana is spent. The real drawback, however, is that your mage's transcendent potential is now limited. Should he create another soul stone, his potential is diminished further. He trades spiritual potential for temporal power.
A soul stone's appearance is unique to each individual, but its basic form is defined by its creator's Path. Not all soul stones are actual "stones." Acanthus soul stones take the form of plants or trees, while Thyrsus soul stones appear as animal tokens—a claw, tooth, bone or pelt of fur.
A soul stone can outlast the mage who created it, allowing a Demesne that incorporates it to exist into perpetuity. If the stone is destroyed, however, a mage does not regain his lost potential and the Demesne loses that portion of the soul's contribution. (If it was the Demesne's only soul stone, the Demesne ceases to be.) As long as a soul stone has not been destroyed, its creator can elect to reintegrate it at anytime. He must first physically reclaim it (removing it from its Demesne if necessary). Although such recovery is costly, the reintegration of a soul stone restores the mage's lost potential. It does, however, remove that soul stone's contribution to the Demesne. Mages can integrate only their own soul stones; they can't integrate the stones of other mages.
Soul stones can be destroyed only by using magic that delivers aggravated damage, and the attacker must physically touch the stone (soul stones cannot be targeted by sympathetic magic).
One mage can gain advantage over another mage by physically controlling his soul stone. It gives her an intimate sympathetic connection to the creator and allows her to tap the creator's Mana.
Demesnes
Every mage aspires to live in a Demesne. Demesnes represent the very pinnacle of what a sanctum can be: a place beyond the ordinary, free from Paradoxes, where all magic is covert. Through a mage's own soul sympathy with a Supernal Realm, a Demesne can itself become sympathetic with that realm, and so allow the working of magic more freely.
Demesnes are built on the foundation of one or more soul stones. A soul stone is created when a mage intentionally distills a piece of his soul into matter. By doing so, the mage hinders his own ultimate Supernal potential, but gains worldly power here and now. He erects a Demense with magic (or convinces a master to cast the spell for him with his stone as the basis). Mages usually combine their stones to create large Demesnes.
A soul stone exists as a physical object, placed somewhere within a Demesne (usually in the most defensible position). If another mage were to gain hold of a soul stone, he could use it to siphon Mana from its owner, and he would gain an astonishing degree of magical sympathy with the victim. No mage wants to be another mage's thrall, so soul stones are usually hidden and heavily guarded. They aren't always "stones." Some take the form of animal parts (such as a bear claw), books, paintings, jewelry or even children's toys. Each stone is unique to its owner.
On the grounds of a Demesne (an area determined by the number of soul stones in place), magic triggers no Paradoxes. Sleeper witnesses, however, can still cause a Paradox to strike if they witness the magic. Demesnes are usually heavily guarded from Sleeper intrusion. A Demesne might take the form of a sprawling mansion, surrounded by a high wall to keep interlopers out, a penthouse suite reachable only with a special elevator code, a hidden warehouse, an underground tunnel system, or even a gated community where all residents are mages or Sleepwalkers.
Theres a little more for ya.









