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AETHERIANS By DeGorian Smith ([email protected]) for Changeling: Bevond Arcadia and Mage: The Void Description The Sons of Ether and the Nockers have been friends since the beginning of the Ascension War. Before the "destruction" of Earth, the Nockers help the Sons of Ether escape. Well, to cut to the chase, the Aetherians, or Aetherlites as their parents call them, are the children of the Nockers and the Sons of Ether. Appearance They appear relatively human with a reddish face. In their fae meins, they have more reddish faces and pointed ears. Seemings Childlings: They crawl around their parents' devices like gremlins, fixing one thing while breaking another. Wilders: This is the main age group of the Aetherians. Their inventions are the stuff stories are made from, comedies and tragedies. Grump: As of now, there are no grumps. Lifestyles Tinkering and Inventing. They have labs with their parents or workshop somewhere else. Affinity Prop Birthrights Chimera Creation: (See Changeling: The Dreaming p141) Fix-it-All: (See Changeling: The Dreaming p141) Magicks: Aetherians have access to true magicks. AU Aetherians must begin with an Avatar background of two and an Arcane of two. Frailties Anachronistic: The technology they use is either too far in the past or too futuristic. Any coincidental effect from an archaic/hturistic device will be ignored. This is because Reality will pass it off as luck that the device worked. Technomagics: The only way an Aetherian can do magic is with a technofocus. Quirks: Instead of having the nocker's Flaws, the Aetherians get quirks. Their inventions work great, too well at times. Their inventions sometimes will have a unique effect, undesirable or not. Example: A robot who follows orders too literally. Foci Technofocus: AU Quote "This is the best device for this job" Outlook Boggans: You got to like the little buggers. Such simplistic devices Clurichaun: Sell them weapons. They'll love you for life. Eshu: They don't use our devices, but they can tell us stories about folks who have. GhiUe Dhu: They're into organics. How Verbena-Progenitor like. Nockers: That part goes there, Dad. That part goes there. Got it< Pooka: They love rocket-powered pogo sticks. Redcaps: Always feed them a homemade bomb. Satyr: Okay, so my last invention sent one to the medic. He seemed happy. Selkies: Watersuits, they want watersuits. Sidhe: Fancy ships, no functionality. Sluagh: The things they want. (Shutter) Trolls: Advance weapons they like. Old-fashion weapons they like. They are easy to please. Celestial Crusaders: Did God tell you to leave my folks behind< Nephandi: They like annihilation. So we'll annihilate them.

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AETHERIANSBy DeGorian Smith ([email protected]) Changeling: Bevond Arcadia a n d Mage: T h e Void for

FrailtiesAnachronistic: The technology they use is either too far in the past or too futuristic. Any coincidental effect from an archaic/hturistic device will be ignored. This is because Reality will pass it off as luck that the device worked. Technomagics: The only way an Aetherian can do magic is with a technofocus. Quirks: Instead of having the nocker's Flaws, the Aetherians get quirks. Their inventions work great, too well at times. Their inventions sometimes will have a unique effect, undesirable or not. Example: A robot who follows orders too literally.

DescriptionThe Sons of Ether and the Nockers have been friends since the beginning of the Ascension War. Before the "destruction" of Earth, the Nockers help the Sons of Ether escape. Well, to cut to the chase, the Aetherians, or Aetherlites as their parents call them, are the children of the Nockers and the Sons of Ether.

FociTechnofocus: AU

AppearanceThey appear relatively human with a reddish face. In their fae meins, they have more reddish faces and pointed ears.

Quote"This is the best device for this job"

SeemingsChildlings: They crawl around their parents' devices like gremlins, fixing one thing while breaking another. Wilders: This is the main age group of the Aetherians. Their inventions are the stuff stories are made from, comedies and tragedies. Grump: As of now, there are no grumps.

OutlookBoggans: You got to like the little buggers. Such simplistic devices Clurichaun: Sell them weapons. They'll love you for life. Eshu: They don't use our devices, but they can tell us stories about folks who have. GhiUe Dhu: They're into organics. How Verbena-Progenitor like. Nockers: That part goes there, Dad. That part goes there. Got it< Pooka: They love rocket-powered pogo sticks. Redcaps: Always feed them a homemade bomb. Satyr: Okay, so my last invention sent one to the medic. He seemed happy. Selkies: Watersuits, they want watersuits. Sidhe: Fancy ships, no functionality. Sluagh: The things they want. (Shutter) Trolls: Advance weapons they like. Old-fashion weapons they like. They are easy to please. Celestial Crusaders: Did God tell you to leave my folks behind< Nephandi: They like annihilation. So we'll annihilate them.

LifestylesTinkering and Inventing. They have labs with their parents or workshop somewhere else.

AffinityProp

BirthrightsChimera Creation: (See Changeling: The Dreaming p141) Fix-it-All: (See Changeling: The Dreaming p141) Magicks: Aetherians have access to true magicks. AU Aetherians must begin with an Avatar background of two and an Arcane of two.

Teknolords: They hate our pets. Wu Lung: Nice dragon. Good dragon. Cybermancers:The Virtual Adepts have finally got it right. Euthanatos: Embrace death and get it over with. Freetrader: If it works and its really fancy, they'll by it. The Order: I'll have a cheese steak, you pompous twit. Progenitors: You know the doppelgangers are still looking for ya, Dr. Frankestein. Dreamspeakers: The more things change, the more they stay the same. Marauders:Perfect test subject for inventions you know will explode. Verbena: Now that's the biggest freaking tree I ever seen. Sons of Ether: I heard mother-knows-best, but sheesh. The Hollow Ones: The others think they're dead. Idiots.

StereotypesAkashic Brotherhood: So Evil is really Goodt I know something this absurd can't be true! Celestial Chorus: Whose power are you using theret Cult of Ecstasy: Beware the upcoming, for you don't want its experience! Dreamspeakers: There is only one God. Dealing with the rest only wastes your time. Euthanatos: Moping around scaring people is not how life is to be spent; even the Cult of Ecstasy knows this! Marauders: Chaos is only a way of hiding truth from yourself Nephandi:These need love most of all. They just don't understand. Order of Hermes: This is odd ... Sons of Ether: One question: where did it all come from, thought Verbana: If you think person-juice will really do all of those things by itself, you need to think about it for a second. Virtual Adepts: Making toy Gods in your head doesn't change reality. The Hollow Ones: Another example of how to shield yourself from reality with an attitude you think will impress others.

AGAPE FELLOWSHIPBy Zachary Tieman (tiemang@integrityonlinel2.~0m)

DescriptionThe Agape Fellowship is an offshoot of the Celestial Chorus, believing they (the Celestial Chorus) have gone astray in their ways by their alltoo-human means. The Fellowship claims to have no part of the Chorus, but for the same as all else -- all must be cared for, loved, and ministered to. It doesn't matter if they are normal sleepers, or hyperpowerful mages, whether they are saints of another gathering, or the embodiment of evil. They only exception to this rule is to evil spirits, or those that are capable and/or planning to cause harm. These should be cast away, and/or destroyed at all costs. To have more of an idea, just read the Bible, as they are Christians. There is no set group home of any sort, as they believe this world is not one to which they belong. AU see each other as brothers and sisters, with none above the others. Even the newest members have the same respect as the elders. To become one, one only must wish to join and believe the same with full conviction. Only two types of magic may be used: those of healing, raising the dead, etc. or dealing (casting away of destroying) with evil spirits. In healing, there will be no Paradox, but the subject must have complete and total faith it will work, or nothing will happen. In raising the dead, there must be others present, and they must have total faith it will work. Then, it is for the Storyteller to decide. Dealing with spirits is as the norm, except for that for each nearby person that completely believes the deed will work, the Christian's roll will be increased by 25 percent. Healing spells of any sort done by another character may not work against a character of this order, unless they are also of the Agape Fellowship. Also, battle spells will be rendered ineffective if the character knows one is being done to them before it takes effect, has a willpower of 10, and spends twice the time it takes to cast the offensive spell in meditation there and then.

The Ahl-i-batin RevisedBy Brian Connors ([email protected])

HistoryThe Arabic magi who created Mount Qaf are an ancient order, one of the few that reach back to the Roman era. Their roots date back to the early days of the Roman Empire, when a group of mages in modern Yemen began experimenting with magick that would now be considered Correspondence and Mind magick. This cabal began to develop forms of telepathy that were unheard of even among the most learned, forms which allowed a certain persistence of a thought even when no one was actually thinking it. By 50 AD (during the decline of Emperor Tiberius) Mount Qaf had come into existence, rather by accident. It seemed that two of the mages involved in the project had been visiting Roman Palestine and had gone in town to one of the takeout shops that dotted Roman cities. A recent shipment of very expensive Italian vegetables had just arrived, and the two mages (Qadim and Abdul are said to be their names, though this was almost certainly fabricated in the 1700's by a non-Batini), had an extensive telepathic conversation with the rest of the cabal. AEter an hour or so, vast amounts of information on topics ranging from imported vegetables to prices of unspecified local entertainment to the seemingly borderline maniacal street preachers (who apparently made some excellent points, by the way) had become "remembered" within the web that had been created. Mount Qaf had been established. The Ahl-i-Batin were an organization long before any other modern group but the Order of Hermes. Mount Qaf grew to an incredibly vast repository of information that virtually any Ahl-i-Batin could access with a bit of training. However, the group remained small for centuries, until the beginnings of Islam began to spread from Arabia. At the time, around 800, a group of Afghani Batini came across a cabal of Akashic Brothers from what is now Tibet. This was the true beginning of the modern tradition. The Batini grew to become an important force among mages, and were responsible for uniting the arts of conjuration, abjuration, and divination into what would become the Sphere of Correspondence. They also picked up a reputation for being sneaky; a few Virtual Adepts claim that the "hacker ethic" they live by so steadfastly developed from the philosophy of the Batini.

PhilosophyThere is a God; there is a Satan. Anyone that does not get saved will go to Hell. Period. Love everyone. Try to get them saved.

SphereSpirit

It worked fairly well for a while. The Batini and the Solificati ultimately could not get along well, but since the Order of Hermes was the only group that did it wasn't surprising. However, in the 1700s a female Ahl-i-Batin named Yasmina introduced a lover of hers, a rogue Solificatus named Gerardo, to Mount Oaf. The relationship disintegrated soon after that, leaving Yasmina in shame and Gerardo bitter enough to join the Order of Reason. The defection of the Solificati became inevitable at that point, leading to the birth of the Electrodyne Engineers. The Ahl-i-Batin were slightly shamed from that point on, but were still at least tolerated. The true crushing blow came when oil was discovered in Arabia and the Technocracy made a power grab. The Batini were forced to leave behind their council duties to go back and defend their ancestral territory. They have not been heard from as an organization since. They continue, though, and are biding their time until they have enough power to return to the Council. The hacker ethic is wllentrenched among them (incidentally, the vast majority of modern Batini are Christian, and of the few Moslems among them, none are strictly fundamentalist) and they in fact maintain that Mount Qaf and the Virtual Web are one and the same. Their numbers are small now, less than a hundred. Their main chantry keeps moving (they are unwelcome in Iran and a number of the former Soviet Central Asian countries, and distrusted elsewhere); it is currently located in southeast Turkey, where there is less prejudice against Christians than in other places. They wish to have their seat back on the Council, but are more than willing to share with the Virtual Adepts if the Council will allow it. Some have even proposed a merger with the Adepts, but no one has gone to one of the Adepts' home chantries to speak to them about it. The Batini hold the Tenth Sphere to be Paradigm. They have some interest in studying it to see if they can use it with Correspondence to channel Paradox productively.

Hollow Ones: I would love to know what they hold as an ideal. They are a complete mystery to me, and what I understand I don't like. Order of Hermes: Good Lord, they need to lighten up. The whole idea of magick is that you don't have to play by the rules. Sons of Ether: The source of the failings of the Adepts. Their love of technology will get them in trouble if they get carried away. Verbena: Blood, blood, blood. After all these years, they're still pagans, but at least they admit it. Virtual Adepts: What we were, they are. Though they need to realize that the VR goggles are overkill for what they do, they are truly our heirs. Technocracy: They have gone over the line too many times. The individuals may be pardoned, but their organization must be dismantled. Iteration X: They have it backwards. You build technology for fun. Information is what's important. New World Order: (crosses himself and shudders) Progenitors:Perverts. Plain and simple. The Syndicate: I would love to know what the Virtual Adepts are up to with them. They deserve a good chain yanking. Void Engineers: Their ambition is really rather separate from what is really practical. At least they are relatively harmless. Nephandi: Lose them in their own corruption. You will never truly destroy them, but they're perfectly capable of handling it on their own. Maurader: We're working on the Paradox thing ourselves, but these guys are still way too dangerous.

PhilosophyThere are advantages to knowing how to archive things. We realized centuries ago what the Sleepers are only now understanding: information is the key to everything. Therefore we need to know how to transport it, store it, and if need be, ration it.

AkASHIC BROTHERHOOD PARADIGMByTetsu

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FociOptical instruments, paper, pencils

SphereCorrespondence

Quote"Perhaps the Technocracy has stolen our ideas, but our ethics are something they will never understand. Follow us and learn the true meaning of liberation."

As much as possible, I have used Western terms to describe Eastern concepts. When this is not possible, I have tried to include both Japanese and Chinese terminology. These concepts are found in most Eastern societies, and I apologize for my lack of familiarity with the terminology of the other major Eastern cultures. The Mage books, by the way, are heavily biased towards Japanese terminology (as am I), despite the fact that the Japanese did not develop many of these concepts until far after the mainland peoples did (in fact, many of the concepts were imported). Even Do is a Japanese term meaning "The Way." If the Akashic Brotherhood really is as old as they seem, a reasonable explanation for their use of terminology must be the more recent refinements (1500 AD to present) to martial arts that the Japanese have introduced. This would imply an evolution of the Paradigm to its present form.

StereotypesAkashic Brotherhood: We have philosophical differences, but much of our culture comes from theirs. Respect, even for those you do not like, is in order. Celestial Chorus: They are too conservative. It is their fault we are so close to being lost. Cult of Ecstasy: They need a focus. Dreamspeakers: They have the right idea about information, but they go about it the hard way. Euthanatos: Their cycle is too convenient. Life simply doesn't work that way.

The ParadigmThe Way: There are things, and there is a Way to all things. There is a way to paint and a Way to paint; there is a way to shoot an arrow and a Way to shoot an arrow. There is a way to move and a Way to move; Your training in teaches You Part the as well as the Way of fighting. Do is much more than this, but you must understand the existence of the Way before you can proceed on the Path.

The Way of doing a thing is to do it correctly, so that mind, body, and spirit are one and focused on the achievement of the goal. Masters live their chosen Way at all times, whether it is the Way of painting, shooting and arrow, or Do.

MagickT h e W a y of D o Focus: This Way is not magick, though many will call it that. A student of Do is a gifted martial artist with a natural or developed ability to achieve a Way of Being of high order. Mind, body, and spirit are in harmony with each other and the universe, and when this is so, a person is capable of great achievement: to leap great distances, to anticipate others as if reading their thoughts, to sunder unbreakable objects, and many other feats. Nothing is impossible to the Way as long as you accept it can be done and Focus on achieving the goal. T h e W a y of Sorcery Magick: There are many other people, on this world and others, who can achieve great acts but do not follow our Way. These others practice Sorcery and Magick. Their Ways are different and many. Do not close your mind to the many possibilities.

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vindictive, good or evil or something in between. You will encounter them in your travels; the more you know of them, the better you will be able to come away from your encounters with wisdom and not injury. The world of the spirits is reflected within you. Meditate upon this now. Time: Our concept of Time is not the same as the Westerners see it. To them Time is a measurable thing, to be broken down into units and more smaller units to regulate their lives. This way has no meaning, and is futile. Time is infinite and forever. How can you divide the infinite< Time is like a flowing river: it always passes by, sometimes faster, sometimes slower. You must learn to see the river, the whole river in its entirety. When you can grasp all of time you can control how you think of it. You can slow it down so that you can act faster. You can glimpse the past, and the possibilities of the future. The master of Time can even move beyond it.

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Arete - The PathEach member of the Akashic Brotherhood has set himself upon a path of knowledge and self discovery. On this path each will learn much about himself, others, and the world. Progress on the path is measured by the amount of harmony between mind, body and spirit. At the end of the path lies Enlightenment. Skill in Do is not the Path, it is only a part, a tool used by masters to teach certain skills to the Disciples. Physical prowess is easily learned and mastered with practice. Much harder to bring into harmony are the sicknesses of the mind and the power of the spirit. Masters of Do are generally equally matched physically; it is the more subtle development of Willpower, guile (Wits), and Intelligence that will determine the outcome of any contest.

SpheresCorrespondence Distance: The greatest secret of succeeding in combat is the control of distance and space. If you fight barehanded, stay beyond the distance of your opponent's longest weapon, the leg. If you fight with weapons, stay beyond their length. If you fight with guns, stay beyond their range. If you fight with armies, the control of paths and territories is essential. Do not the games of Go and Chess teach us this, to force the opponent to commit to territory they cannot adequately defend or control< People of great ability have such a great mastery and control of Distance that they can seem to traverse it in an instant. Entropy Weakness: Nothing on this world is perfect, including yourself. You must strive to purge yourself of all weakness. When you do so, you will achieve Enlightenment. Others will try to take advantage of the Weakness of a thing. Karma, Joss - Fate, in this world, cannot be counted upon, but it can be influenced. Forces, Matter T h e Elements: The Ancients believed the world to be made of five elements: Earth, Fire, Water, Wind, and Void. You can harness the power of the Elements in your life as you walk the Path. Know the s"n and the moon. Study the Way of the storm. Meditate by the ocean, and listen to the power of the waves. you can harness this power with good Focus. Life AU living things have a the plants, the the trees, and the people. When you understand the a thing you understand its life -- how it can move and how it cannot move, how it can be hurt and how it can be healed. Mind: This is the seat of the conscious and unconscious. It is the source of Focus and of Will. You must rigorously train your mind to Focus better. If you understand the minds of others, you can glimpse their Way. Profound understanding leads to profound ability; this is why you must study and train always. Prime Ki, Chi: There is a flow to all things, a cycle of living and dying, of breathing in and out, of yin and yang, in and yo. Binding this cycle and flowing through it is Ki. Ki is energy, and it is much more. You must learn to sense the flow of Ki within yourself, and through it the world. This is essential to learning Do and to mastering the Elements. By learning to master Ki you will be able to harness the powers in you and the powers of the universe. Spirit: The study of Spirit is the study of emotion and inner essence. As you learn about yourself through the trials of Do, you will become aware of your own potential, and the potential of the universe. There are spirit realms beyond our world inhabited by our ancestors, kami, demons, and more. To learn of the spirit worlds is a difficult undertaking, for there is much to learn. Spirits can be helpful or

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Quintessence - Ki, ChiThe force that flows through and binds the universe can be channeled with the proper Focus. This is why you must learn to sense Ki within yourself and in the world. In the world you will find places where the flow is very strong, and even the springs from which this flow comes. These are places of great importance in the world. You should take time to meditate in places such as these. This will greatly help you to Focus.

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Paradox - Incorrect actionIf an action is taken with improper Focus, there is the possibility of error. To make an error is a Weakness, and Weakness opens up oneself to the consequences of their incorrect action. Sometimes an opponent will take advantage of the opportunity~ Perhaps the universe will attempt to deny your success and you will accumulate Bad Karma. Ultimately, it is your failure that will allow others to harm you. Do not fail!

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Ascension - EnlightenmentThis is the goal of your studies, the total harmony of body, mind, and spirit. When you have achieved Enlightenment, you will have mastered the Way. You will truly understand who and what you are, and your place in the scheme of things. It is said that the Masters are capable of great feats. It is also said that the Masters have achieved a great sense of peace, of harmony with all things. This is the goal of Do, and of the Way.

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Secret Sects of the Akashic BrotherhoodBy Emrey Barnes

Author's NotesThe Akashic Brotherhood Tradition book for Mage: The Ascension is now available. A lot has gone into the book, but w e couldn't fit everything. Here's some supplementary material on our martial mage friends. It comes from the author of the supplement and has the Mage line developer's stamp of approval.

Description

Each man belongs to a style which claims to possess truth to the exclusion of all other styles. These styles become institutes with their explanations of the "Way," dissecting and isolating the harmony of firmness and gentleness, Teachings of the Scales of the Dragon establishing rhythmic forms as the particular state of their techniques. -, Bruce Lee, "Tao of ' ~ e e tKune DO" The teachings of the ~ k a s h i c The Scales of the Dragon study body-hardening rites, known as Brotherhood are broken into four distinct Sects that each focus on the "katas," to increase their physical strength [increasing initiates' strengths of an individual's Avatar. Learning the basics of an individual Physical Attributes and combat Abilities]. Students are taught that Style of Do takes two to five years; initiates must complete this phase the human musculature can achieve maximum potential through of training before being released from their mentors' direct control. exacting postures. Motions of the arms and legs added to torsional Throughout history, the Orange Robes have been seekers of peace and momentum can also focus powerful strength into action [Willpower], knowledge and form the largest contingent of the Brotherhood. This and the yielding nature of the physical form can be accessed to absorb Sect tends to reside within the walls of the various Xiudaoyuan a tremendous impact [Dodge]. Awareness of the body [Medicine, (Chantries). Members of the Scales of the Dragon Sect, the Athletics] leads to the Doist's ability to inflict damage by applying Brotherhood's foot soldiers in the Ascension War, make up the second force [Brawl, Do, Strength] to an opponent's body in an efficient largest contingent. Members of the Yogi Sect manipulate their bodies manner. This impact can be used to disarm, paralyze or kill. Martial and the spirit world by exercising intense rituals of self-denial. training continues into weapon forms [Melee]. Through this they learn oneness with their innerselves. Members of Do of the Scales allows the initiate to gain a sense of distance between the Blue Skin Sect are the rarest and most protected of the Akashic herself and her opponent and teaches that distance is, in actuality, no ranks; the Brotherhood considers those following this path of Do to be distance. This [Correspondence Magick] is the primary field of the the most likely to achieve Ascension. Scales' mystick study, though many choose to ignore it for the more Each Sect has its own specialty maneuvers and rotes that are taught formidable branches of destruction [Spheres of Entropy and Force]. only to Doists of that Style. Each specializes in refining certain Dragon Scale sensei realize that the best way to defeat an opponent is Abilities and Attributes as well. Each Sect has secret hand signs in to avoid him altogether; when one must battle evil, however, one addition to those used by the Brotherhood as a whole, and the Sects must do so without constraint and to the death. often withhold knowledge of their mystick teachings from each other.

walking) [Meditation] augment the Orange Robes' ability to unleash the powers of the Mind Sphere. Thus, the initiate learns to mold the minds of others. As it is necessary to defend the Xiudaoyuan and Sleepers, Orange Robes learn how to bend hatred and evil back into the mind that projects them. Doing so, however, is greatly discouraged. Weapons, techniques and training help the mind find peace within itself and allow the Doist to release energies through Patterns other than her own. They also come in handy when less enlightened visitors come calling. This Style of Do enables the Doist to redirect the force of her enemies [Spheres of Force and Entropy]. Orange Robe sensei merely allow their enemies to defeat themselves.

Similarities between Orange Robes and the Scales of the DragonBoth the Orange Robes and the Scales of the Dragon depend on the existence of the material realm. Initiates of both groups learn awareness of the physical world [Alertness] and their physical bodies [Medicine]. Orange Robes produce results by internal use of Chi, while the Scales of the Dragon instill their influence through physical, external efforts backed by Ki. During the ongoing process of bodily purification, the initiate learns that everything around her has hidden weaknesses [Sphere of Entropy] that can lead to that Pattern's unraveling.

Similarities of Yogi and Blue SkinsObstacles can be overcome; sometimes they take a blind leap offaith -- Cheng Sa, "The Avenging Woodcutter" Yogis and Blue Skin Do Styles directly link the initiate to fields of study left hidden to most of humanity. Training of the mind [Sphere of Mind] and purification of the body [often through Meditation] are essential, as the initiate can easily be driven insane by the realitymanipulating powers of magick. Both Styles of Do teach the initiate to delve into the higher forms of spirituality and knowledge of the other worlds [Spirit Sphere]. The Doist must be pure; spirits are easily offended by physical beings. One must remain calm and polite when dealing with beings from the Celestial Realms. Initiates study many sutras in order to learn the secrets of the unseen [Enigmas, Cosmology, Occult]. Through training, the Doist gains insight [Awareness] into the primal nature of the Cosmic AU. Yogi and Blue Skins tend to dedicate staves, pipes, fans, fly-whisks and other seemingly nonoffensive items as their (unique) weapon foci. To them, the "weapon" effects the flow of the Cosmic All through living beings [Sphere of Life], instead of manipulating the physical world as do Scales of the Dragon and Orange Robes.

The Practices of Orange RobesSeek to stabilize and harmonize the world, for it is what makes us. Ifwe wish to be at peace, so should be the world. Ifwe wish to be free, we must pee the world of constraining preconceived perceptions. -- Vibansumitra The Orange Robes work to increase an individual's cognitive abilities [Mental Attributes, especially Intelligence] through reading philosophies and sutras and meditating upon the thought patterns that direct the actions of others [Manipulation]. They seek the answer to the ultimate question of the Cosmic AU: "Why!-" Orange Robes explore the world by defining circumstances and their effects. These students understand the necessity of social interaction and how it can lead to conclusions [Investigation] and control [Expression, Etiquette] of nearly anything in the physical realm. By understanding how a series of events causes individuals to react, the Orange Robes learn how to become one with their environment and thus blend into their surroundings [Stealth, Arcane]. Hand positioning and meditative stances (sitting, standing and

Yogi TeachingsA things ride upon an underlying current. Nothing is fiued. A things ride N N upon the tide. It happens. Fight it not. Knowledges specifically designed around the spirit world are known as Yogic studies. Interaction with other people [Social Attributes] is very important; many Do maneuvers taught to Yogi involve highly unorthodox and alarming activities. Sharpening the mind [Mental

Attributes] also becomes essential; the Doist must learn to come to grips with an entirely nonhuman method of dealing with existence. Yogi learn how plants harness spiritual energies that can be useful to humanity [Herbology, Medicine]. They study the sutras [Cosmology, Enigmas, Occult] to learn how manipulation of the environment occurs outside of the boundaries of the physical realm. Studies of supernatural life-forms [various Lores] that find their way into the Akashic Record are often written by Yogi. Akashic Yogi comprehend reality in a cyclic fashion [Sphere of Time] rather than in a linear one. Do maneuvers used to link the Stylist into the currents of time tie into the other walking meditations. The Stylist learns to "grip frames of reference" and manipulate them. This also helps the Doist to understand his own Drahma and that of others. The true master of the Yogi knows that all conflicts arise from the battling of supernatural and divine forces on a higher plane of existence. The Yogi knows that in order to beat an opponent, he must align himself with the entity in that other existence that is capable of defeating the opposing supernatural force.

each attacker (two against the first and one against the second, for example) .]

Four-headed Defender ( * * * Life, * * Prime, * Mind, * Correspondence)Ancient writings in the Akashic Record tell of a horde of Nephandi that threatened to fight its way through the Gauntlet to destroy the Temple of Inner Truth. Rivhaya, a Dragon Scale, set himself in the center of the Xiudaoyuan's Node and initiated this rote. Rivhaya sprouted three additional heads, two extra arms and two additional legs. Each head looked toward a cardinal point of the compass. The four hands took turns passing hvhaya's weapon back and forth about his body. Rivhaya's face also contorted to give the Nephandi a false sense of security. Large fangs sprouted from his mouths, from both upper and lower jaws. His skin turned a bright red and his tongues a brilliant blue. Smoke rolled from his eight nostrils in thunderous clouds. In battle, Rivhaya scuttled about in a whirling manner, his four weapons attacking his most deadly opponents. His four heads kept him constantly alert so that no one was ever able to approach him unawares. [Prime and Life modify the mage's body, fueling the larger Pattern with Quintessence. Mind and Correspondence allow all heads to coordinate the body's actions. Four successes enable the Stylist to concentrate on information gained through four sets of eyes.]

Blue Skin TeachingsThose who link into the intrinsic internal energies of the body and the Cosmic AU,sometimes called Ki or Chi [Quintessence], are known as Blue Skins. The very nature of the Blue Skins is to become the archetype. This requires the Doist to perfect her being [All Attributes] to achieve a supernal state and to directly link into her inner self [Avatar]. By being strong in body, mind and social interaction, the Blue Skin learns to understand and manipulate the Realm and her own Drahma. The Doist must be alert [Alertness] and contemplative [Meditation] and must understand the limits of the human body [Medicine]. She must understand the limits of her self and her environment before attempting to use magick; the power of the Cosmic AU can tear the human form [Pattern] to ribbons if the All is accessed improperly. Blue Skins learn to manipulate the intrinsic internal natures of Matter and Life. Only the Oracles are said to be able to perceive Patterns, but the Blue Skin initiate's mind gains perception of them. Because Blue Skins strive to achieve a direct link to the Pure Ones [Ascension] and their inner selves [Avatar, Arete], their Style is the most elusive of Do techniques to master. Many Blue Skins become disillusioned and disgusted when they learn that their Drahma tends to deteriorate the physical realm. Their connection to physical existence, into which they put so much effort, therefore decays. A true Blue Skin sensei knows that all conflicts are different aspects of the Pure Ones exerting themselves against each other.

Rotes Inherited from the SectsThe following are rotes that have been passed down or have migrated from the four Sects discussed here. These rotes are available to any Akashic brother, but a teacher privy to such learnings may have to be sought to understand them. Bronze Body( * * * Life, * Mind, * * Prime) The Dragon Scale Master Li T'eih practiced many forms of body strengthening and weapon deflection. Early in his Awakened state, Li learned how to avoid damage from attacks by angling his body and tensing certain muscles. Li trained for years before the ultimate state of this form was achieved. [The Doist increases the density of her skin while concentrating on and reacting to the actions of her attackers. Specify the number of successes for duration of Bronze Body before rolling for the magick Effect itself. Remember that such improvement (i.e., the duration of the Effect) is only temporary. Bronze Body increases the difficulty of a single opponent's attack rolls by one per success. The Doist can apply this effect against multiple targets by dividing the successes between

Summoning Walk of the Enlightenment (* * * * * Prime) While crossing the forested mountains of Tibet for days without food or water, Blue Skin Brother Chang Ming came upon an Oracle performing a walking meditation. Silently, Ming stepped behind the Oracle and traced his footsteps; Chang Ming's mind was quick enough to make a mental map of the path for future record. The resulting Tome and those copied from it teach the way of the Summoning Walk of Enlightenment. By studying the record, the Doist learns to link his Avatar to the fast-sweeping currents of the Prime. However, Chang Ming was not ready for the depth of power that his newfound Style brought him. Ho Chow Fan, a Euthanatos mage, crumpled him to a mass of quivering flesh with the Bone Twisting Palm. Fortunately, with Chang Ming's last act of magick, he destroyed his copy of the Tome and kept it from falling into the hands of the Euthanatos. [The Doist's Avatar hlls with Quintessence, recharging his supply. The mage gains Quintessence at a rate of one per success.] Walk through Walls ( * * * Matter, * * * Life, * Mind) Oracles of the Blue Skins have long held meetings in secret chambers and have used this rote to enter those sacred and holy shrines. Legend has it that the greatest and most powerful Node points accessed by the Brotherhood Xiudaoyuan (Chantries) are also hidden. Many of these sites are long lost, given the Brotherhood's wish to keep them secret but to a chosen few. This rote is rarely taught and only to the most trusted of students. [This rote allows the Stylist to walk through walls by disassociating her body from the physical relation of a wall or other solid object. When this process is complete, the Doist can walk through walls without leaving a trace. The Doist calls upon the amazing concentration of the mind to keep her alert to situations that are just beyond barriers passed through.] Weightless Walk (* Mind, * Correspondence, * Matter) Chu Kwei, an Orange Robe, developed a Light Body technique to walk over surfaces with concealed weak points. Kwei was unable to make himself weightless, but could locate areas with good traction that would support his weight. [Divide the number of successes achieved between multitasking and range of perception. Correspondence and Matter perception detect and determine the structural integrity and traction of surfaces. The mage memorizes the locations of "safe spots" within the range of his senses.]

ALCHEMISTSBy Anders Sandberg

IntroductionThe Alchemists are a sub-group somewhere between Order of Hermes and the Sons of Ether. While they use the terminology and symbols of the Order, they share the solitary attitude and the interest in the sphere of matter with the Etherites.

History and PoliticsThe origin of alchemy is lost in time. Alchemists sometimes claim that the Art was created in Egypt, by the god Thoth (Sometimes identified with the Greek Hermes). During the Alexandran period (4th to 7th century AD) alchemy flourished. Alchemy developed, influenced by the Gnostics and by hermetic groups in the Mediterranean. Many Alchemists argue that the great truths of the Art were first discovered by Hermes Trismegistros (The thrice blessed Hermes), a mage, somewhere in the first century. But it was not until the middle ages that alchemy became the Art known today. The Alchemists have a history of ignoring the politics of the Order. Like the Cabalists, they gained considerable influence after the fall of the false order. Disappointed hermetics joined the Alchemists, and they became one of the most influential sub-groups of the Order during the renaissance. During this time the Alchemists were the bridge between the Order of Hermes and the Sons of Ether. They could perform their arts almost in plain sight, as physicians and learned men. There were several famous mages in their ranks, like Artephius, Geber, Paracelsus, Agrippa and Count Saint-Germain. Some of these may still be around. The Alchemists unwittingly created the ideas the Technocracy used to create their chemistry and medicine, thereby slowly destroyng the power base for them as physicians and pharmaceuticists. In fact, some Alchemists joined the Technocracy in order to help them create a true system of the science of matter. Newton may have been one of them. According to malign rumours among Alchemists, the young Newton (hardly more than apprentice) had created an intelligence increasing elixir, which he used that fateful summer when he "discovered" the laws of mechanics and gravity. Afterwards he joined the Void Engineers (founded by Copernicus himself). But unfortunately his reliance on his secret elixir made him prematurely senile, a just punishment according to the Alchemists. The Alchemists became known as goldmakers and frauds as the technomancer grip on chemistry, medicine and physics increased. But the Alchemists turned out to be a bit more resistant than the technomancers thought, and managed to survive. Today they still use their magick, using health food and alternative medicine as camouflage for their own medicine. Alchemical societies exist in many larger cities. The Alchemists and the Sons of Ether are very close. Some Alchemists have begun to use the methods of the Sons, trying electricity and technical methods. Sons of Ether have been deeply influenced by the Alchemists in their models of how the ether behaves (The Alchemists claim to have developed the theory in the early middle ages, something the Etherites hotly dispute). In fact, it is hard to tell where the Alchemists end and the Etherites begin. The most notable difference is terminology. Alchemists prefer the hermetic obtuse symbolism, using Cabala, astrology and the Greek gods in their magick, while the Sons prefer their own quasi-scientific jargon.

Like the Sons of Ether, Alchemists pursue their pet projects with single-minded determination, often not stopping until they succeed or fail miserably. If an Alchemist has an idea, he will not hesitate to do anything to test it. This has led to some brilliant results, like Paracelsus Homunculus, but also to the early death of many Alchemists Alchemists do not engage in the Ascension war directly. They instead try to subtly spread their ideas, and sabotage technomantic science. Their most successful method has been the spread of distrust against Technomancer medicine and the upsurge in alternative medicine. They have several times succeeding in turning technomancer pawns into their unwitting helpers or even convert them completely. Pons and Fleichmans cold fusion may have been a joint Sons of EtherAlchemist project. Another thing the Alchemist struggle against is fluoridation of drinking water. The alchemists suspect that the fluorides are used for mind-control or even nastier things. They have managed to spread much bad press about fluoridation. Still, the Alchemists are hardly any match for the technomancers, but manage to survive due to their secrecy.

Alchemic doctrineThe most important idea of alchemy is that everything is evolving. Everything will slowly become something more advanced given time. A child will grow up to become an adult. Stones will evolve into ore, which will evolve into metals or gems. Lead will evolve into gold given enough time. This evolution can be sped up by the mage. This is the essential idea of the Great Work, the Alchemist's Ascension: that the mage, by his art, can encourage the evolution of everything into even higher forms. There are three kingdoms: mineral, plant and animal. These correspond with the three alchemical elements (do not confuse with the classical four elements) Salt, Sulphur and Mercury. Each kingdom will slowly evolve into the next. A stone will become ore, which becomes metal, which becomes a simple plant, which will become more advanced plants, which will become a simple animal, which evolves into higher animals, which will become a man, who will evolve into higher, unknown levels. So far, the universe has not evolved very far, and the process takes a very long time, especially at the lower levels. Almost no plants derived from metals have appeared yet, and very few animals derived from plants. The Alchemists try to understand the evolution of matter and life, by dividing substances into their components, refining these and then merging them together again. This process will not only influence the substance, but also the mage. The whole process of transmutation lead into gold represents the transformation of a sleeper into a mage, or a mage into an ascendee. By mixing the proper substances, the mage will change himself. By changing himself, matter will change. The mineral kingdom is ruled by the seven kings: lead, tin, iron, copper, mercury, silver and gold. Since the mineral kingdom is the lowest and most fundamental kingdom, these metals are very important. The other mineral substances, like salt, sulphur, saltpetre, earth, gems and water are used in the alchemical processes ruled by the metals. The Alchemist slowly learns to transmute base matter into finer matter, lead into tin, tin into iron, iron into copper and so on. This is a preparation of the Great Work. The Great Work consists of finding the Red Stone, also known as the Philosophers Stone or the Elixir. This (not only a physical substance but also a spiritual one) will transmute everything. Lead into Gold. Man into Superman. It is the alchemical Ascension, when everything will evolve into the highest possible state and the universe becomes truly complete. The Alchemists want to hasten this evolution by finding the Red Stone. Like the rest of Order of Hermes, symbolism is everywhere and everything is connected to everything else. Each organ of a patient's body is ruled by a planet and a zodiacal sign, which in turn corresponds to an element and a metal. To cure a heart disease, the Alchemist would use elixirs containing gold and fire. Every plant and

animal has subtle signs telling the experienced Alchemist their uses and symbolism.

Philosophy"When handled properly, the base material will turn into The Black Stone. The Black Stone will be transmuted into the Yellow Stone. The Yellow Stone will become The White Stone. And the pure White Stone will become The Red Stone, known as the Philosophers Stone to the lay-people. "Do you understand< No, I didn't think so. The process is not just a chemical process, it is also a spiritual process inside the mage. And it is also a spiritual evolution of the world. When we finally have achieved the creation of the Red Stone, It will transform the whole world. That is why we are tirelessly working in our laboratories, to bring about the great day. "How far w e have come< Even if I wanted to tell you, you wouldn't understand anything. Misunderstandings can be even more dangerous than no understanding at all. Alchemy is the secret art, and not to be discussed openly."

their magick. To perform a magickal effect, they must perform a alchemical reaction of some kind. The most used are melting, crystallising, distilling or burning. For example, a Ball of Abysmal Flame would require the Alchemist to throw a mixture of gold and iron dust into a fire, which would explode. In healing, the mage would distil some blood from the patient with some copper-salts, and give the resulting fluid as medicine. One of the good things about this method is that the Alchemist does not have to do alchemical reactions "in the field," if he already has done them in the lab, and taken the end-products with him. The only requirement is that the mage is present for the final use of the magick. Many Alchemists use prime or other spheres to create "one-shottalismans," potions or substances that will perform their function even without the mage nearby. Correspondence:Tin, or sometimes sea salt. The metal of Jupiter. Entropy:Lead. The metal of Saturn. Cold, heavy and inert. Forces: Iron. The lodestone feel the forces of nature, and steel gives mankind the powers to transform it. Magnetic iron is very powerful. Life: Copper. The daughter of Gold and Silver. Often organic materials are used instead, especially for creating life, healing or transforming. Alchemists are strong proponents of the Law of Sympathy, and prefer to use fluids or body parts from the subject of the magick. ('lhis will also give a decreased difficulty) Matter: Heat. Fire represents the purifying force, which destroys impurities and transmutes base material into finer. The heat of sun nourishes the plants and allow them to evolve from seeds into fully grown plants. The heat of a body nourishes the egg and evolves it into an animal or a man. Generally, the lower the substances involved, the greater heat is required. The most advanced operations require extremely slow and careful heating.

OrganisationA loose network of individuals and alchemical societies. Most Alchemists are solitary, with perhaps an apprentice or some helpers. Sometimes, especially in larger cities, they form alchemical societies, where they meet to discuss the art.

MeetingsSeldom. The alchemical societies sometimes meet on astrologically important days, to perform experiments together. Many Alchemists their work after the gars, planning so that it will be initiated and end on correct days (this may lower target numbers).

InitiationSeveral years of apprenticeship are required. During this period the apprentice is often treated more as a janitor than a future mage. Slowly the apprentice learns the art from scraps of information, the rantings of the master and his own intuition. Some Alchemists claim that the hard apprenticeship is necessary for to impart the practical knowledge and the burning desire to succeed a true Alchemist need.

ChantryAlchemists often stay at the chantries of other hermetics, but seldom found their own. In Paris there exists a alchemical society, founded by count Saint-Germain himself (he is rumoured to still be the leader), which has a secret chantry somewhere.

Mind: Quick, and flowing. the planet and Silver. If taken in the wrong way, it and the god. Son destroy the mind of the user (Poor Newton!). Spirit: Silver. The metal of the moon. The wife of Gold. Lapis Infernalis, silver nitrate, is often used. Prime: Gold. The sun-king of the metals, which rule the others. Often used as dust or in solution in aqua regia. Sometimes diamonds or other fine gems are used instead (the more expensive, the more powerful) Time: Time. Alchemists using Time will perform an alchemical process taking a certain time, and preferably on an astrologically correct day. The time used depend on how powerful the effect is. A simple Time 1 effect is just a minute of silent thought (many Alchemists use Time 1 to time their experiments), while a powerful Time 5 rote would take several months of time. The rote "Zen and the Art of Panhandling" would, if an Alchemist performed it, perhaps consist of keeping gold and iron melted in a crucible for seven months, and then pouring the mixture into water, and drinking the hot water on a Sunday. Many Alchemists prefer to allow their processes to take long time, just to be sure.

AcolytesAmateur chemists, health food freaks, gullible rich.

ConceptsChemist, Herbal healer, Scientist

SphereMatter. Alchemists often study Life almost as intensely as matter. ~~~t fichemists start with ~ ~ tthen begin~to , t ~ hfewhen ~ ~is t t o t h e~ common spheres are prime, F~~~~~ r ~ ~ ~ ~ , j is very T~~~. due to the severe restrictions (see below).

Quote"Do You know what INRI really means< Of course I know what the Church says, "Iesu Nazarinus Rex Iudorem", but that is just the exoteric meaning. The esoteric meaning of I N N is "Igni Natura Renovatur Integra", "AU of nature is renewed by fire". Do you understand< Don't you see now, why you must keep the fire constantly burning under the crucible< Don't you see how this relates to the Great Work, to the Ascension1990s, thus all record of them ceased many years hence. Initiation: Candidates are usually writers or musicians, or such (High Dream), taken to their sanctum and exposed to True Reality. The order has Master library (Spirit & Correspondance only), Lores, and a wide variety of updated modern backgrounds, knowledge provided by their sleeper cover group 'Foundation for Modern Research'. Funding comes from one bank account, from a Mummy Swiss Bank Account (Allies). Goal: An understanding of the overall nature of reality, for how can we change something we do not comprehend< Ascension is not an immediate goal, it is an end reached after a long, dangerous preparation. Method: Due to their philosophy they have found no place closed to them. Garou sometimes see humans on the shores of the lakes of silver walking untroubled by the guardians to an audience with Luna. Cast: They may attempt no sphere higher than their current culture score, as an understanding of another culture is central to their care beliefs. They must have at least as many dots in Lore skills as their culture score. Other: We protect the gauntlet and the Ultima Thule. Ascension must be protected from the Horrors in the deep Umbra. Foci Circle: Time, Correspondence Weapon: Forces, Entropy Language*: Spirit, Prime Mirror: Life, Mind Darkness: Matter* Inspired by role models such as Derlath and Lovecraft. SOL'Shave created a language they refer to as "Cthonian". It is hissing, gutteral and alien, also very hard on the ears, tending to give casual listeners intense head aches, Spirits and the umbrood seem to like it fine though. NOTE : Because Cthonian is only known to Magi it is inaccessible to the collective unconscious. SOL'S it as proof that they are who they use say they are when approaching a fellow member they have no been introduced to. (There are currently 21 members)

Orphans: True Magi, we were like them, but now we use the Traditions teaching methods. We have so much to do and soooo much to teach. Hollow Ones: Sad. Celestial Chorus: The presence of a creator is undeniable, but we are not as naive as to claim to know his mind. Should they not be a convention, the creations of this tradition have inflicted at least the same amount of pain and suffering upon reality as the Technomancers. Dreamspeakers: Gaia is but a minor facet of a far grander design. Their narrowness of vision blinds them to greater visions. Sons of Ether : "Throw the switch, Igor." Euthanatos: Study of this group is dangerous and ill advised, they react badly to being watched. Order of Hermes: Interesting! Verbena: They can teach us much, but beware their blood magics. Technomancy: We despise in ANY form. Nephandi: Do not study them. They have nothing to teach, only a total fool would swap eternity for temporal power. You cannot kill them, you can only ease the burden of reality. Marauders: Exercise extreme caution.

SPANNERSBy Jeremy Streeter ([email protected]) (Also called Mitakoyoy-asin)

DescriptionThis craft was formed from the Hollow Ones who were cast out, but still retained some sense of righteousness, and destiny. Most of the Spanners attempt to create and form vulgar magics in hope of becoming powerful enough to battle along side the Traditions in the Ascension Wars, and against the Technocracy. The founder, an enlightened young woman, named Alexandra, discovered through using vulgar magics, she was able to harness incredibly potent powers. Her goal in these rotes were to desensitize reality to her magical abilities. It worked. She is considered a Marauder by many Mages, and is even feared of by the Technocracy. She truly is not a Marauder, however, she attained a level of power, to which she was able ascend, theoretically "half-way" learn about the universe, and come back. This she named Spanning, thus the Spanners. To become one with the universe. She gained many allies after showing off her abilities during a 'l'echnocracy aligned Pentex battle in 1988, where she managed to disrupt the entire city block where the battle was centered around and cause the entire area to become a merged portal between the Umbra and the Skinlands. By doing so, the primary soldiers of the Pentex foundation, the Black Spiral Dancers, were defeated by one of the only recorded alliances in Awakened beings' history. It is said the battle included Garou, Kindred, Mages, Mortals, and even the likes of the Changling community. It is said that the tear in the universe did such damage that it caused and forced many Wraiths out of their little universe and into the battle. Whether the existence of the dead at the battle is true, is not recorded. Alexandra, created such an upheave1 during this battle, that afterwards, for about 5 months, the city (Los Angeles) was purged of Technocracy and Wyrm presence, a feat never before actuated by any other force yet recorded. It is believed that because the city of Los Angeles was not in Camarilla or Sabbat dominion, and primarily in the open and full of Anarchs, that the life and falling out of the alliance was imminent. However, the permanent effects of the battle have lasted and the Technocracy has been quiet about their re-entry into Los Angeles ...As well as the Wyrm. Since that time, Alexandra has raised the attendance to her Spanner seminars to over 250 Hollow Ones on a monthly basis. She has since

StereotypesVirtual Adepts: Thieves, they stole Mount Qaf just as we were begining to understand it. Still as one door closes another opens. Cult of Ecstasy: Don't they know there's a war on