Quintessence
All Mages begin each game session with their Avatar Rating
in Quintessence. This is represented by
blue poker chips.
Aristotle claimed that all things were created of four
essences – earth, wind, water, and fire.
He also claimed the sun and astral bodies were composed of a fifth
essence – Quintessence. However, Mages
know that Quintessence isn’t just a cosmic phenomenon – it is all around
us. Everything has some Quintessence in
it.
Quintessence is in the air all around us, although in minor
quantities. Some locations draw
Quintessence into them; these are called Nodes, centers of magic. Mages will fight and die just to control the
power of a minor Node.
Quintessence is often used to power spells, especially in
the Prime Sphere. Also, a Mage can spend
traits of Quintessence to Overpower their Rotes, making their spells last
longer and do greater things. More on
this is in the Magic section.
Mages are inherently magical creatures, no longer exactly
human, but not exactly inhuman either.
Resonance describes the degree to which your character has left his
humanity behind, and is becoming a magical being.
Resonance can have a strong effect on your character’s
personality. A Mage with high Dynamic
Resonance might find it difficult to do anything related to preservation or
protection.
Resonance is the balancing factor of the Mage world. As you gain more Resonance, you become less
human, and more of a magical being. High
Resonance may cause a Mage to begin losing his humanity, and extreme Resonance
might cause a person to become one with the magic, no longer a person at
all. Resonance is not a good thing. It is magical baggage, spiritual weight that
can crush a Mage long before he ever reaches Ascension.
Your Resonance type is based on your Avatar Essence. Thus, there are four types of Resonance:
Dynamic, Pattern, Primordial, and Questing.
Dynamic: The Mage is driven towards
change and motion.
0-3: The Resonance has no noticeable effect, although he may
seem a little ‘out there’ at times.
4-6: The Mage begins to experience occasional
hallucinations, small voices in the back of his head, and shifting shadows.
7-10: The delusions become more common, as the Mage drifts
further into his own fantasy world. The
Mage may touch things that others cannot see, walk through walls as if they
weren’t there, and climb invisible stairs.
The Mage’s emotions come to the surface, such as his teeth sparking and
hair standing on end when he shouts.
11+: Past this point, there’s no telling what might happen
to the Mage. Perhaps madness…or true
enlightenment.
Pattern: The Mage
is driven towards protecting things, keeping them as they are.
0-3: The Resonance has no noticeable effect, although the
Mage may seem reluctant to make major changes to the world around him.
4-7: The Mage likes things as they are, and works within the
system. These kinds of Mages often use
modern technology in their workings. They prefer reliable things – things that will
work the same way, every time you use them.
8-10: The Mage becomes obsessed with minute details and cold
facts, being unable to cope with change and wonder. He will do anything to prevent changes to his
world – including attacking things that violate his worldview, such as dragons
or Mages using vulgar magic. The Mage
becomes slow and steady, perhaps taking on the qualities of steady things, such
as rock-like skin which crumbles when he moves.
11+: Past this point, the future is unknown. A Pattern Mage may finally understand the
world…or finally become unable to cope with it.
Primordial: The
Mage is driven towards contemplation of life and death.
0-3: The Resonance has no noticeable effect, although these
Mages can be a little uncanny, feeling ancient even if they are themselves
young.
4-7: The Mage finds himself drawn to places full of life or
death, such as cemeteries or forests, slaughterhouses or maternity wards. He may contemplate death often, and cut
himself just to feel the rush of pain through him. Or he may become jubilant, filled with a
celebration of life, taking joy at the simplest things in nature.
8-10: The Mage is filled with jhor, the taint that comes
with living too close to life and death.
Plants die in his presence, and people are chilled by his passing. He is unable to speak to people without
contemplating their death, and is unable to handle an object without attempting
to destroy it. Perhaps his skin grows pale
and death-like, or his scent becomes like the grave.
11+: Past this point, the path is lost. Perhaps a Primordial Mage gains mastery over
life and death…or perhaps he simply finds the death he sought.
Questing: The
Mage is driven towards the completion of his goals.
0-3: The Resonance has no noticeable effect, although it can
be hard to pry a Mage away from his goal.
4-7: Although the Mage may change his goals often, whatever
he is currently pursuing becomes a burning fire in his heart. He has difficulty doing anything not directly
related to pursuing his goals, even if it would be for the good of all. His goals at this point tend to get more
elaborate and loftier, which makes his pursuit of them all the more frenzied.
8-10: The Mage chooses a goal, and pursues it until
completion. He is unable to do anything
whatsoever which is not directly related to his goal. Mages at this level often use Rotes which
allow them to forego food and sleep, and pursue their goal night and day. When they finally achieve it, they feel no
accomplishment, they simply start pursuing a new goal. This may not sound so bad, but such a
single-minded Mage will find it nearly impossible to interact with the world
around him. The Mage has difficulty
speaking with people, always looking through them at the task ahead. His eyes may glow, or he may float above the
ground, to show the immense passion flowing through him.
11+: Is it even possible to feel such passion for your
goals? The path of the Questing Mage may
end with inevitable self-destruction…or maybe his goals will finally lead him
to Ascension.
It’s not clear exactly what causes a Mage to gain Resonance,
but possibilities include: serious injury, magical combat, excessive Paradox,
traumatic events, contact with a node, learning a high-level Sphere, going into
Quiet, or using an occult ritual, among many other possibilities. For the most part, Resonance will result from
high rolls on the Paradox Table.
Gaining Resonance
from Spheres and Arete: Each time a Mage purchases a Sphere, or a point of
Arete, the ST will determine if his study has caused an increase in
Resonance. This is a simple d10
roll. If the d10 roll is less than or
equal to the level of the Sphere or Arete being bought, the Mage gains
Resonance. For example, if learning an
Apprentice Level Sphere, the ST needs to roll above 1 on a d10 to avoid
Resonance. If learning a Master Level
Sphere, the ST would need to roll above 5 on a d10. (You don’t need to worry anyway – the ST will
handle the rolls.)
The Mage
always gains the type of Resonance specific to his Avatar Essence. Lusting greatly for power can very quickly
make a character unplayable – one of the necessary balances that a Mage must
master.