Magus: Die Erleuchtung / Mage-The Ascension
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A modern-day game of secret magic¸ where magicians from nine rebellious traditions struggle against the Technocracy -- a group of magicians who are trying to control all magic within reality¸ enforcing the limits of mundane science for everyone except themselves. It uses a variant of the ""Storyteller"" system originally used inVampire: The Masquerade. It has a magic system with effects in several broad spheres¸ where due to the Technocracy¸ magic is made more dangerous if the effects visibly break physical laws -- but are allowed if there is a plausible mundane explanation. - A description from https://darkshire.net/jhkim/rpg/encyclopedia/ with kind permission of John H. Kim Their heritage is magic¸ their quest truth. Every culture has nurtured or condemned them. They lead humanity to the far horizon and beyond. They are mages¸ the inventors of sorcery¸ science and faith. For centuries they have battled to define existence and lead humanity to an enlightened age. Now¸ in an age when technology is humanitys magic¸ the magicians of yesteryears mystic Traditions fight for survival and the key to the cosmos itself Ascension. The heroes of Mage: The Ascension¸ revised in the tradition of Vampire: The Masquerade¸ have lost their war for reality but the struggle continues in this quintessential volume. All of the Traditions are updated and elaborated¸ along with the history of mages in the World of Darkness. Explore the revised rules of the Spheres¸ Resonance and Paradox. See the devastating changes that signal the end for the Ascension War¸ and learn how modern mages survive 2000s Year of Revelations. The Traditions fight a losing war against the Technocracy and a hostile world¸ but they are't the only scions of magic. Disparate Crafts¸ unusual skills¸ hidden lore¸ the rest of the supernatural world--which of these lead to victory? There's always another secret out there¸ and if you don't know it¸ someone does.