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Everything Everywhere All At Once (2022) is the story of a Mastigos Awakening and we describe how the symbology matches.
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We describe our understanding of the Mastigos Path in Mage: the Awakening, the symbology they use in their spellcasting, and interesting concepts of Mastigos inspired by other media. (Chris also says they rule "Time and Space" in the intro but he meant "Mind and Space".)
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Mastigos rule Mind and Space to master their communities, after taking a Path to Pandemonium. They learn that the sentimental feeling of a beloved trinket is a manifestation of the Truth, one which can be used to protect those close to them or assault their enemies from any distance. As Warlocks, they have a reputation for blanching at formality, and a Psychonaut is called such for their expansive explorations of their soul.
The emotions which Mastigos Awakenings teach them to rule are the creatures they find in their Astral journeys, represented by the Devil in the Tarot. The Tarot of their Imago is Temperance, the peace of mind they idealize after a visit to Pandemonium, and a personal goal that is ever out of reach.
Imps and Wraiths, Demons of Pandemonium, are summoned by Warlocks. Demons are terrifying and dangerous creatures, taking the form of either an Imp, a Sympathetic expert which can bring a Mastigos Awakened to the target of their attention, or of a Wraith, a manifestation of its summoner's emotions, typically summoned as a means of self-reflection.
We review The Green Knight (2021) as an Acanthus Awakening. We also got new microphones so the sound quality is better.
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We talk more in-depth about the Acanthus Path in Mage: the Awakening.
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Acanthus have walked a path through Arcadia to Awaken as Rulers of Time and Fate. Using Time to manipulate what has happened and what will happen, along with Fate for what must happen, such an Awakened sees reality as a story which has both yet to begin and yet to end, even while it is being told. Acanthus Awakened are called Enchanters for their luck and Witches for the differences.
In Awakened tarot, Acanthus themselves are represented by The Fool and their magic represented by The Wheel of Fortune. They enter dangerous situations without knowledge of the danger and still they come out on top, only seemingly through chance. Acanthus know the ever-changing nature of events can be gainfully exploited with the Supernal as a guide.
As Awakened who have visited Arcadia, Acanthus have the unique ability to summon Supernal Fae in to the Fallen World. These denizens of Arcadia are seen as shrewd negotiators who see a favor as a payment in a transaction, commonly with deceptive interpretations. Many see Fairies as tricksters. The honor of their word is of paramount importance but their promised duty stops at its literal meaning.
We review the first episode of Charmed in the context of the lore in Mage: the Awakening.
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Josh describes the setting for the Mage: the Awakening actual play we will be doing.
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As the name implies, it will take place in the city that I live in: Salt Lake City. Salt Lake City is a dense metropolis surrounded by vast wilderness, mountains, and deserts; a liberal city that is also the home of the LDS faith; a place of technology, imagination, and spirituality; but also of greed, arrogance, and hierarchy.
In the magical landscape, it is a dangerous city to live in if you are not a Seer of the Throne. In 2020, the Ministry of the Paternoster, seers who worship the Exarch known as the Father, finally succeeded in driving the Atlantean Orders out of the city when they infiltrated the Consilium council and murdered the Hierarch, while also launching attacks that wiped out several of the most powerful cabals in the city. Many of the surviving Mages, realizing the danger, left the town as fast as possible, while many of those that stayed were hunted down.
Divinations and prophecies have come to the attention of neighboring Consilia, that things are changing in the city and that fighting amongst the Seers is creating an opportunity. To this end, the Order of the Adamantine Arrow has requested for some of its members to volunteer to return to the city and gather what assets their fleeing members left behind, and to find this prophesied opportunity. This is a story that emphasizes the shadow war element of the setting, where the enemy is ever present and nowhere at all. But it will also be about hope and finding light in the darkness. I'm excited to have an all Arrow story so I can see some Sword in my gnostic Sorcery game.
We talk about the magic and mysticism that is portrayed in the 90s movie The Craft.
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Chris and Drew explain the characters they built for our upcoming game, the inspiration for the concepts, as well as why they made their decisions.
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We review the first episode of The Magicians television series, comparing and contrasting the magical displays in that with how the effects could be accomplished within the system of Mage: the Awakening.
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We introduce the Storytelling System and the components that make up a character in Chronicles of Darkness.
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Mage: the Awakening is played with the Storytelling System, primarily using a dice pool for the likelihood of success with a given action. For most mundane actions, the size of this pool is determined by adding your character's score in one of nine Attributes with their score in one of the eight skills corresponding to the Attribute's category.
A character's Advantages are other kinds of scores, often derived from Attributes and Skills. They are used for abstractions like how fast a character can move and how much damage they can suffer before facing further consequences. One such Advantage is Willpower, representing a character's tenacity in adverse situations as a resource to spend for additional dice on a roll.
Characters also have Anchors, consisting of a Virtue and a Vice, representing the ideals of those concepts for the character, as well as a list of Aspirations. The first two have the game benefit of restoring spent Willpower but also serve as a means of customizing a character, while the last provides Beats towards Experiences in addition to providing an explicit understanding of what a character hopes to accomplish.
Lastly, a character will have a set of Merits, which represent uncommon or unique traits. A Merit might represent a relationship with a powerful organization or a special talent. Merits offer benefits in specific situations greater than what can be gained by increasing one's aptitude in a Skill or Attribute.
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