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Gazing into You
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Written by Matthew McFarland. Cover art by Mike Kaluta. Playtesters:
Matt Karafa, Jeffrey Kreider, Matthew McFarland, Keith McMillin, Fred
Martin-Shultz, Dawn Wiatrowski
© 2005 White Wolf Publishing, Inc. All rights reserved. Reproduction
or reposting without the written permission of the publisher is expressly
forbidden, except for the downloading of one copy for personal use from
www.white-wolf.com. White Wolf and World of Darkness are registered
trademarks of White Wolf Publishing, Inc. Mage the Awakening,
Storytelling System, Gloria Mundi, and Gazing into You are trademarks
of White Wolf Publishing, Inc. All rights reserved. All characters, names,
places, and text herein are copyrighted by White Wolf Publishing, Inc.
The mention of or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned.
This book uses the supernatural for settings, characters, and themes.
All mystical and supernatural elements are fi ction and intended for
entertainment purposes only. This book contains mature content. Reader
discretion is advised.
For a free White Wolf catalog call 1-800-454-WOLF.
Check out White Wolf online at
http://www.white-wolf.com
PRINTED IN CANADA
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T O W AKE
F ROM D REAMING
The sea of time grows murky as one ap-
proaches the distant past. Ruins, artifacts, cave
paintings—all this evidence of history tells an
incomplete tale. Most people never realize that
they don’t know the whole truth, but some can
see that there is more to learn. Those who do,
and who know where to look, eventually discover
a legend of a fallen civilization and a war for the
throne of reality. The names for that civilization
are many, most of them lost over the years, but
even patchwork recorded history remembers one
of them: Atlantis.
Humanity found that mythical place eons ago,
led by dreams more real than their waking sight.
There they learned to see beyond this world to
the Supernal Realms, and what they discovered
in those places set their very souls aglow. By the
power of their thoughts, they learned how to
make what was real in the Supernal Realms real
in this world—to make the impossible possible.
What once could be done only in dreams was
now achievable in the waking world. Indeed,
it seemed only those most enlightened souls
were truly Awake, while everyone else was but
a Sleeper, sharing the same dream.
The Awakened built a glorious civilization
on their sacred island, dividing themselves into
specialized orders of governance and working
together to unravel the Mysteries of the higher
realms. Yet the power they uncovered in un-
raveling these mysteries soon outstripped their
wisdom, and they committed a great crime of
hubris. Seeking to abandon the dreaming world
altogether, they constructed a grand celestial
ladder to carry them to the Supernal Realms,
where they overturned the thrones of the gods
and usurped their places. They sought to control
all reality with their thoughts alone, yet Creation
trembled at their every unwise whim. There was
no choice but to cast them down, lest all of reality
be corrupted and sundered. Those Awakened
still left in our world climbed the celestial lad-
der themselves and made wizard-war on their
erstwhile brethren, shaking all of Creation. In
the end, the very ladder itself was shattered and
our world fell away from the Supernal Realms,
leaving only an impassable gulf of unreality
known as the Abyss between them.
Yet though the Fallen World was cursed to
fall deeper into Sleep, there are those still who
Awaken. Deep in the Supernal Realms stand
cyclopean watchtowers that even today call brave,
enlightened souls across the treacherous Abyss.
Should a soul survive this journey and carve its
name on one of these watchtowers, that Sleeper
Awakens and inherits humanity’s forgotten
legacy: magic. When he does, it’s up to him to
fi nd those others like himself who have broken
free from humanity’s shared dream and try once
again to fi nd the truths behind the Mysteries of
Creation. And should they uncover the linger-
ing fragments of lore about lost, fabled Atlantis,
mages must decide whether to re-create the
enlightened civilization those earliest dreamers
forged or build something even better, founded
on the highest ideals of this Fallen World.
You’ve had the sense at some point in your
life that there is more to this world than you
can see. You’ve always known that sinister truths
hide behind a façade of normality, veiled by the
rational, orderly “natural laws” we call science.
When night falls, as the shadows grow long and
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the wind whistles through the trees, you shud-
der and remember the truths of your ancestors,
who were right to fear the dark. In those times,
you realize just how alone and ignorant you’ve
always been. You feel this way because you’ve
just entered the World of Darkness, where the
shadows hide unimaginable secrets.
In Mage: The Awakening , the third World
of Darkness Storytelling game, you and your
friends tell stories set in this world, in which you
reveal these secrets and unravel the Mysteries of
Creation. Those who do so successfully Awaken
to the greatest mystery of all—that the rules of
reality are not as hard and fast as everyone thinks.
By forging mystical paths to realms beyond the
material world, the Awakened (known as wiz-
ards, sorcerers, and mages) can impose the laws
of those higher realms on this world. Doing so,
they can shed light on what hides in the World
of Darkness and work great wonders tempered
only by their wisdom.
Yet for all their power and insight, the Awak-
ened are still human, subject to the same failings
and shortsightedness all humanity suffers. They
must temper their wonders with wisdom, lest
the friction between opposing laws of disparate
realities cause an uncontrollable Paradox. Nor
can they cavalierly expose the secrets their
Awakenings reveal to them. Some secrets are
hidden from Sleeping humanity for good rea-
sons, and it is only the proud, foolish mage who
casts into the light those things best exiled to
shadow. What’s more, a mage does well to keep
his pride in check, as pride goeth before a fall.
There’s always another mage out there with just
a bit more power or who knows just a little more
about what’s hidden in the darkness…
describing the world to the other players, acting
out the parts of other characters, and determin-
ing what challenges the players’ characters face.
Players roll dice to determine if their characters
can overcome the challenges before them. In
a typical exchange, the Storyteller describes
the scene in which the players’ characters fi nd
themselves. (“You see fi ve beings taking shape
right in front of you, materializing from nowhere.
It takes you just a moment to realize that they
look exactly like you and your companions. What
do you do?”) The players then describe their
characters’ actions, usually in the fi rst person.
The Storyteller then describes the results of the
action, going back and forth until the scene is
resolved. Dice are rolled when players have their
characters try things that aren’t guaranteed suc-
cess. Jumping on top of a moving car without
getting hurt would require a dice roll; climbing
out of a stationary one wouldn’t.
This introductory package contains everything
you and a small group of friends will need to play
your fi rst game of Mage: The Awakening , except
for some pencils and paper (for notes) and several
10-sided dice. (These specialty dice are available
in most hobby shops and are sometimes called
“d10s.”) Those of you who are going to be play-
ers should read over the character backgrounds
included in this package and choose the one you
want to play. The Storyteller should read the rest
of the booklet in preparation before playing.
T HE R ULES
Mage: The Awakening uses a set of rules
called the Storytelling System. Many of the rules
are introduced in the scenario proper or on the
character sheets (special powers and so on), but
there are a few basics to go over fi rst.
Rolling Dice: When rolling dice in the
Storytelling System, you do not add the numbers
together. Instead, any single die that comes up
8 or better is considered a success. You usually
need only one success to accomplish a task, but
more is always better (causing more damage in
T HE G AME
Mage: The Awakening is a Storytelling (or
roleplaying) game. In it, a group of players co-
operates to tell a story. Each player takes on the
role of a single mage, except for the Storyteller.
This player essentially takes on every other role,
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combat, for example). Any die that comes up a
“0” (considered a 10) counts as a success and
can be rolled again (and potentially get another
success). If you manage to roll fi ve or more suc-
cesses, you get an exceptional success . If you
roll no successes at all, your character has failed
that action.
Dice Pools: The number of dice you roll to
attempt something is called your dice pool. It
usually consists of the total of two traits on your
character sheet (one Attribute and one Skill) and
modifi ers imposed by any special equipment your
character uses or adverse conditions.
Modifi ers: The Storyteller determines
what modifi ers apply to any dice pool. Modifi ers
either add to or subtract from the dice pool (the
number of dice rolled). These modifi ers usually
come from tools used (a bonus is listed with the
tool), Merits that the character has (described
in the character description), or other general
circumstances. The Storyteller should grant or
impose a bonus or penalty (usually ranging from
+2 to –2) if the circumstances are especially
favorable or deleterious. For example, an attempt
to climb a wall that is slick with rain and slime
would suffer a –2 penalty, whereas climbing a
wall with plentiful handholds and ledges would
gain a +2.
Chance Die: If modifi ers reduce your dice
pool to zero dice (you can’t have a negative
dice pool), you should instead roll a single die
(called a chance die ). A 10 rolled on a chance
die generates a single success, while any other
result is a failure. And yes, if you manage to roll
that 10, you get to roll again and try for another
success. As long as you keep rolling 10s, you
keep generating successes. Rolling anything
other than a 10, however, is not a success. In
fact, rolling a 1 on a chance die (just on the fi rst
roll, not subsequent rolls after getting that fi rst
10) indicates a dramatic failure . The Storyteller
should describe especially troublesome results for
a dramatic failure, such as a gun jamming or a
tire blowing out during a car chase.
Actions: Almost anything a character does
is considered an instant action . You determine
the dice pool, roll the dice, and see if you succeed
or fail. In combat you can perform one instant
action per turn. Sometimes, you’ll be asked to
take an extended action , which represents doing
something over a period of time, such as searching
a room or casting an especially complex spell. In
this case, every roll of the dice represents a fi xed
a mou nt o f t i me (u su a l ly 10 m i nute s , but it va r ie s
for some more involved actions). You accumulate
successes from roll to roll until you get a certain
number (described in the text), at which point
either something happens or you run out of time.
Some actions can also be contested , which means
that two people are working against each other,
such as in an arm-wrestling match, or when a
character tries to sneak past a watchful guard.
In a contested action, each player (or the player
and the Storyteller) rolls the dice pool for his
character and the person with the most successes
wins. Finally, some actions are refl exive , which
means that they happen automatically and don’t
take up any time—you can perform them and still
perform an instant action in that turn.
Turns and Scenes: A turn is a three-second
period and is used in combat. A scene is a longer
period (usually an hour or as long as it takes for
everyone to do what they want in a particular
place). Some mage powers or spells function for a
single turn, while others last the whole scene.
T HE C HARACTER S HEET
The end section of this packet contains char-
acter sheets for the fi ve characters that players
can use in Gloria Mundi . These sheets contain
all the game numbers that defi ne a character’s
capabilities, divided into a variety of types of
traits. Most traits are rated from one dot (•) to
fi ve d o t s (•••••), mu ch l i ke a s t a r r at i n g s y s t e m
for movie reviews. Different traits represent
different things:
Attributes represent inherent capabilities,
such as Strength, Intelligence, or Presence.
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