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Magus: the Rise is a contemporary-fantastic Roleplay, published by White Wolf Publishing, and translated into French by Hexagonal. It is the 3rd play in their “gothic-punk” universe, the Monde of darkness , after Vampire: the Masquerade and Werewolf: the Apocalypse .

Magus: the Rise with the reputation to be one of the Roleplays most difficult to play, in the direction where it is very often called upon philosophical concepts which make it possible to define the beliefs and means of the incarnated characters.

Basic concept

The play proposes to play of the magi, members or not of various groups to the objectives and varied Philosophie S. These magi opposes their influences on the world in order to ensure spiritual control of it. The faction which will succeed in making accept its vision of the world with the people of the world will rewrite the history indeed, which will enable him always to have existed, to be, and to prevail forever.

With this intention, the magi, through their beliefs and philosophies, redefine the nature of reality to make it correspond to their aspirations.

Metaphysics of the play

The basic principle of Magus: the Rise is that each human being with the possibility, on a certain level, to model reality. The majority of the individuals, unconscious so are called Dormeurs because of this latent capacity. A Mage is a character at whom this faculty of deterioration of reality is Éveillée, via his Avatar .

Although all the magi have jointly the capacity to change reality, the way in which they vary it enormously. To produce a magyque effect (i.e., an act modifying reality), a magus must justify it through a Paradigme which enables him to explain how the universe accepts such a change. Thus, a alchemical Paradigme could describe the combustion of a wood log while being based on the principle of the “relaxation of its gasoline element-fire”, whereas a scientific Paradigme could describe it like the resultant of a complex chemical reaction. Each Paradigme is single and specific to each magus, but can be gathered in main categories such as monks, scientists, sorceries occult, futuristic technologies, etc

System of play

The system uses whole of Dé S with ten faces. To solve an action, it is necessary to launch a number of dice equal to its characteristic + its competence. The success of the action depends on the number of results which exceed a threshold of difficulty.

The fates function on the basis of category (chance, time, matter, energy, etc) contrary to the system baseds on lists. The effects of each category divide between the vulgar effects and the effects of coincidences . The first, like the fireballs or the levitation, are likely to cause a rejection of the fate and the magus by the reality which regards it as impossible. The effects based on coincidences, like finding a key under a pot of flower or making that a person forgets to take her wallet, are done without tiring the magus. That directs the play towards a subtle use of the magic.

See too

  • the article on Magus: the Awakening, play succeeding Magus: the Rise ;

  • White-Wolf.com the official site of the security company of the play;
  • the Site Of the Black Elf a Community site of roleplays.

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