Mage Player's Guide
To wield the Unseen Powers of the world and bend them, and it, to your will. Is this not what everyone wants? Since time immemorial, people have always yearned to possess abilities beyond the ordinary, to bend the unbendable laws of reality that govern our lives and stand in awe or admiration of their fellows. In short, everyone wants to be a Mage.
The Differences in Darkwood Nights
A few things are different in the 900’s compared to the default setting in the Dark Ages Mage book (1300’s). The major differences are detailed here, first in general and then by individual Tradition. If a Tradition isn’t listed there aren’t major differences to note, although when reading the source material you should always be conscious of the dates of events as they may not have happened yet in our game.
The Valderman that leave the lands of the North find a softer, and often, more accepting land. The stigma against men using magic doesn’t exist outside of the Northlands and their unique magic can find fertile soil away from the North. As the Viking Age begins in earnest the Valderman travel to lands never before touched by their Fellowship and, while rare, can be found all over Europe.
For more information you will want to read Dark Ages: Mage and Dark Ages Mage Grimoire. These can most often be found physically in second hand book stores or purchased online PDFs / Print on Demand through Drive Through RPG.
Why Play a Mage?
The Mage game is a mix of wonder, discovery and power. Mages start out the most human of any Faction in the World of Darkness, and therein lies the horror internal to Mage. For as a mage grows in power their abilities separate them from the human beings they once were. What separates the king from the horse? One has power and intellect, the other a beast of burden, clearly lesser and as the Mage’s power and intellect grow the general masses appear to be… less. How far are you willing to go to achieve your ends? How monstrous will you become to achieve power? These are the questions and themes that Mage asks of its players.
Mages have additional Attributes that set them apart from regular humans. These are: Font, Quintessence Pool, Awareness, Foundation, Pillars, and Rotes.
Abilities of a Mage
Mages have a number of unique mechanics to support their themes and play. Their signature ability, Spell Casting, is what most of these mechanics support.
Weaknesses of a Mage
‘Only Human’; Mages are human at their core and this is their greatest weakness compared to other supernatural denizens of the World of Darkness. Once you get past the spells and trickery of a Mage they are no more difficult to kill than a human. Unlike the other Supernatural Factions, Mages follow the normal rules for Incapacitation, Dying and Death. However a Mage is still a Supernatural creature and so they don’t share the Human’s weaknesses; The Delirium or The Curse.