Death is the Road to Awe

Mage: The Awakening, Open Development

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Hey folks!

It’s another busy week in Awakening towers, as I’m sick. Powerful, addictive painkillers sick. Also, I’m woefully behind on a few things (thanks, in part, to the sick) so I can’t spend the time the Orders deserve to explain how they’re changing. This is for the good, though, as the Council of Free Assemblies (better known as the Free Council) won the vote last time, and the author of the Order section is going to give the Libertines a little bit more spit and polish before we show them to you.

As with our last layover week, we’ll fill the time in with one of the splats you haven’t seen yet. In continuing alphabetical order, that makes this week’s spoiler the Path of Doom.

Three things about the Moros, this edition;

Alchemists (and Necromancers) not Necromancers (and Alchemists)

We’ve spilled a lot of ink and pixels about “the Moros problem” in the years since Awakening‘s publication. A lot of fans wrestled with them, especially early on–the other four Paths have paired Arcana that seemed to come together in more intuitive fashion than Death and Matter, and I’ve seen more mono-focused Moros than any other Path. We’re keen to make why Death and Matter go together much clearer this time around; and the Moros “theme” was the first one we decided on, before extending it to the other four. Moros are about change, the transition between seemingly permanent states. They know that no matter how unending something appears, it is changing, even if that transformation can only be measured in the life-cycle of stars. They were the first Path we thought of the alternate name for, without even trying; even if we only had one for each, the new Moros would still be called Alchemists. We think it gets the essential core of the Path across better than Necromancer, even if they do spend a lot of time ghost-bothering.

The Underworld

Mage‘s original corebook mentions the Underworld in a couple of places — high end Death spells summon ghosts “back” from it, for instance, but it wasn’t until Geist: The Sin-Eaters four years later that the Great Below was detailed. Well, it’s detailed now, and Awakening Second Edition doesn’t shy away from it. The Underworld, like the Shadow, is a cross-game setting element; Book of the Dead was a sourcebook for World of Darkness, not for Geist, and so we’ll be talking about it in Mage. It won’t have as big a section as the Shadow, but our setting chapter does describe the basics, and several Death spells deal with it in a more obvious fashion than they used to. Combined with the ghost rules (part of the revised Storytelling system since God-Machine Chronicle), that’s a lot of support for budding necromancers.

Matters of Spell Balance

The two Paths you’ve seen so far have been relatively unaffected by our drive to pin every spell firmly to its Practice; barring some Space spells that were on the “wrong” dot-levels, Acanthus and Mastigos players shouldn’t see too much different in their character’s capabilities.

And then we come to Matter.

One of the design decisions we made early on was to remove the speed-bump element built into several Arcana, which is especially obvious in Matter, Life, and Forces. “Base”, “Median”, and “Higher” Life no longer requires increasing Life dots. You don’t have to be an Adept to Compel certain Forces. And, for the Moros, different states of matter do not require different levels of the Matter Arcanum.

Spell Preview

Three spells for you, two from Matter and one from Death – one already got spoiled on rpg.net, so it’s a repeat, but the others are new.

Lodestone (Matter •)

Practice: Compelling

Primary Spell Factor: Scale (Area)

Suggested Rote Skills: Crafts, Larceny, Science

The mage chooses a substance or type of object. As long as the spell remains active, those objects within the spell’s Area are drawn to the mage: dropped coins bounce toward her, water flows in her direction as long as she’s standing downstream, and so on. Unless the object is capable of moving under its own power, this spell can only nudge the object when an external force is imparted on it: a ball might roll across the floor, but a heavy book won’t fly off a table into the mage’s hand. (It might, however, tip and fall off a shelf if it was precariously balanced to begin with.)

Alternately, the mage can repel objects from her in the same fashion. This spell isn’t strong enough to deflect a weapon swung or fired with intent to harm, but it can certainly keep the mage dry in a rainstorm or keep a cloud of tear gas at bay.

Alchemist’s Touch (Matter ••)

Practice: Shielding

Primary Factor: Potency

Suggested Rote Skills: Crafts, Survival, Persuasion

Draped in the leaden shrouds of Stygia, the mage may handle even the most dangerous of substances without fear. When the spell is cast, she chooses a particular form of matter: she is largely immune to its deleterious effects. The material cannot inflict bashing damage on her at all, and she reduces the damage from lethal sources of harm by the spell’s Potency.

This spell only protects the mage from harm that comes due to an intrinsic property of the material. The damage from a gun or a sword, for example, comes from the force behind the impact and thus isn’t reduced by this spell. However, a mage under the protection of this spell can walk across molten lava or through a cloud of chlorine gas with no ill effects.

+1 Reach: The mage chooses an additional form of matter to be protected from.

+2 Reach: The mage is immune to bashing and lethal damage from the material, and reduces any aggravated damage by the spell’s Potency.

Quicken Ghost (Death •••)

Practice: Perfecting

Primary Spell Factor: Potency

Cost: One Mana (Optional)

Rote Skill: Persuasion, Socialize, Medicine

The mage bolsters a ghost, making low Ranked ghosts more powerful and aware than they once were. Each level of potency raises one of the ghost’s three Attributes by one, but may not exceed its Rank maximum. Potency not used on Attributes heals any damage to the ghost’s Corpus at a rate of one point per level.

+1 Reach The mage may spend 1 Mana to increase the ghost’s Rank by 1 for the spell’s Duration, increasing its maximum Attribute levels and Essence pool, as well as granting it one new Numen or Manifestation.

Moros Preview

And without further waffling, here it is.

Link to Moros Preview

As ever, remember that this is a first draft. There’s no use pointing out spelling mistakes in it – we haven’t even hired the editor for the new corebook yet.

  59 comments for “Death is the Road to Awe

  1. Nick W
    September 11, 2014 at 12:09 pm

    I always loved the Moros before and the new write up looks great also! Can’t wait for this book to come out. I especially like the idea of making their ruling arcana a bit more harmonious. As you said, I’ve seen a lot of Death or Matter Moros but was the rarer to see them equally focused between the two arcana.

  2. September 11, 2014 at 12:28 pm

    So, I read the title and loaded up YouTube, and started reading the Preview while listening to this: https://www.youtube.com/watch?v=vr0NBPRMe2E

    Brilliant… The Moros feel more like my cup of tea than ever.

  3. Eolirin
    September 11, 2014 at 12:40 pm

    I’m assuming this is the case, but perhaps the wording can be changed a little bit to make it explicit; things like the two matter spells *can* be cast on targets other than the mage, yes?

    • Dave Brookshaw
      September 11, 2014 at 1:21 pm

      Yes, they can. Should be “subject”, as spells are yourself or something you’re touching by default, and on something you can sense with a Reach.

    • Juhn
      September 11, 2014 at 1:52 pm

      Based on previous information I’d say yes. You’d need to be touching the subject, or you could cast it on them at sensory range at the cost of 1 Reach.

      Hopefully Dave will correct me if I’m wrong.

      • Juhn
        September 11, 2014 at 2:54 pm

        Whoops, that’ll teach me not to refresh the page before replying.

  4. PenDragon
    September 11, 2014 at 1:09 pm

    What factors go into deciding whether a spell costs Mana? I’m assuming it isn’t completely arbitrary.

    • Dave Brookshaw
      September 11, 2014 at 1:25 pm

      Far fewer spells require Mana now; you’ll notice Quicken Ghost is the only one I’ve spoiled so far. Most Mana expenditure when casting is in using an Attainment that bolts onto spellcasting (like sympathetic range or spell trigger) or improvising outside your Ruling Arcana.

      Our working list for “things that cost Mana on top of that” are

      o Indefinite duration
      o Dealing Aggravated Damage
      o Healing Aggravated Damage
      o Granting rote factor
      o Granting automatic success or failure
      o Boosting stats beyond the subject’s maximum possible rating, or altering that rating

      In the case of Quicken Ghost, it’s the last one that applies.

      • PenDragon
        September 11, 2014 at 1:38 pm

        Basically, outside Attainments and Improv, Mana is used effects that are long lasting and/or stretch the system to it’s limit? I dig that.

  5. Grunt
    September 11, 2014 at 1:18 pm

    I absolutely adore that. I don’t know if its just different writers, but it felt far easier to read than the Acanthus and Mastigos descriptions.

    It continues the trend of the new blowing the old descriptions away.

    Also the spoilered spells look really cool, Lodestone everyone commented on before, but Alchemist’s Touch as something new is really awesome. Especially the options for Reach are the kind of reward that makes you want to risk Paradox.

    • Dave Brookshaw
      September 11, 2014 at 1:26 pm

      Same writer!

      • Grunt
        September 11, 2014 at 1:32 pm

        Then I tip my hat (note to self, buy hat) to said writer for taking in the readers opinion on the other splat spoilers and already working the Moros into a writing style that is far easier to comprehend without a dictionary. ^^

        • Dave Brookshaw
          September 11, 2014 at 1:50 pm

          He wrote them all at the same time – I’ve been cutting them out of the single file sent in a month ago.

          • Grunt
            September 11, 2014 at 3:07 pm

            That..seems a little odd, given the writing but oh well, I’m not complaining about good writing.

            It just makes me want to see the Thyrsus even more 😀

            Because even if the choice of wording was a bit daunting for the first two, all path spoilers as of now felt like a clear improvement over the old descriptions.

  6. Octavo
    September 11, 2014 at 1:36 pm

    This is an awesome writeup. Question though: is Magnetism no longer under Forces’ purview?

    • PenDragon
      September 11, 2014 at 1:41 pm

      Lodestone isn’t using Magnetism, it’s using the Practice of Compelling to manipulate the vectors of matter. Magnetism would still be Forces.

      • Eolirin
        September 11, 2014 at 11:12 pm

        Modifying an object to be magnetic would probably be a Matter Patterning effect though. Or maybe Weaving. Those two are not as clearly separated in my head as they should be.

        You wouldn’t be manipulating magnetism, though, just the properties of the matter you were affecting.

  7. icebade44
    September 11, 2014 at 1:40 pm

    nice the moros was always my favorite i love what you guys did with them

  8. branford
    September 11, 2014 at 1:48 pm

    Excellent.

    1. I hope you feel better.

    2. How many dots in Matter are now required for a Lodestone effect against weapons and other damaging materials?

    3. What is the duration of the Alchemist’s Touch spell? Are the mage’s clothing and personal possessions also protected?

    4. With Alchemist’s Touch, you indicate it would protect the mage from items like molten lava. Would the spell also protect against ancillary effects, such as the immense heat or noxious fumes from the lava, or would that require the addition of Forces and Life? What about the radiation emitted from elements like uranium and plutonium?

    5. Looking forward to the next Path preview, my favorite, the Obrimos!

    • Eolirin
      September 11, 2014 at 11:17 pm

      I won’t try to answer most of that, but we do know that the default duration for any spell is a turn. The primary spell factor for Alchemist’s Touch isn’t duration, so there’s no free movement up the factor chart either. Would have to take dice penalties to add turns and reach to go to the advanced duration chart to get it to be a scene long effect.

  9. Joe
    September 11, 2014 at 2:05 pm

    Dat car fiction. That is amazing.

  10. hoodedclaw
    September 11, 2014 at 2:11 pm

    Coooool.

    And delighted to see the shielding practice get spells that adhere more closely to the purview of the arcanum. Opens a lot of rich possibilities for storytelling – a focused, more nuanced armour/shield – as opposed to a generic +/- modifier.

    Of course, makes me squee to know how the armour attainments fit in.

    Danke schon!

  11. Eukie
    September 11, 2014 at 2:45 pm

    “Unless the object is capable of moving under its own power, this spell can only nudge the object when an external force is imparted on it: a ball might roll across the floor, but a heavy book won’t fly off a table into the mage’s hand.”

    This is not a good description, and the example does not support the description. For one, it says “can only nudge when an external force is imparted”, which seems to say you can’t move something unless it’s being affected by another force. However, all objects are nearly always affected by a force (e.g. gravity, light pressure, normal force), making this limitation virtually meaningless. This becomes particularly clear with the example of the precariously balanced book, which is not in motion (net force is zero), yet can be nudged into motion.

    Similarly, the example with the ball is unhelpfully unclear on whether the ball can be nudged into motion, or must be in motion before you can nudge it towards you.

    The spell description is also too vague, and goes not give a good indication of what can and can’t be moved with the spell; a ball can be made to roll, and a heavy book cannot be made to fly into your hand, but I’m not told whether I can make the book, say, slowly slide across a table toward me, or if I can use this to deflect bullets. In vulgar terms, what’s the maximum amount of nudging I can do? What’s the Strength rating of the nudge? Knowing whether someone can do something (like slowly slide a book across a table while nobody’s looking, or pushing he trigger of a gun unseen, or making hand-grenades bounce away), and which speed and to which degree (do the pushed hand grenades bounce out of lethal radius? Can I get the book before the guard returns?) is knowledge that is very valuable to have settled by the book, and lack of it will create friction at tables.

    Also, since this is a spell that for all intents and purposes imparts a force on objects, should it be the purview of Forces and not Matter?

    Additionally, Alchemist’s Touch protects against the heat from lava, which also seems to be more of a Force thing than a Matter thing.

    • Jhiriit
      September 11, 2014 at 6:17 pm

      I think it is important that the Arcana deals in symbols, not facts. If a spell protects against damage from magma specifically, then it defends against the heat from it (since that is the damage magma can cause). If magma falls on you, you would still take damage form the fact that a heavy object fell on you, but not from the fact that it is magma and thus hot. Forces could also defend you against heat in this way, of course, with some kind of protection form heat waves spell.

      I would say the same for Lodestone, the spell is not manipulating forces but Matter, attracting or repelling specific kinds of it. Again, something that could be done with forces, but in a more general manner. Much like you could use Life to compell an animal to go away or come towards you, and Forces to pull or push at it.

      Though my experience in running Mage 1.ed. was woefully short, one of the earliest things we decided was that this is a game of symbols, not science. There were too many science majors around the table, Transmute Water is Matter 2 and by any scientific definition blood is no more or less alive than orange juice.

      • Eukie
        September 11, 2014 at 7:48 pm

        With Forces, you’d be using subjecting the animal to a force to make it move. With Life/Mind, you’d make the animal move under its own power. Inert matter, however, does not have the capability of movement, so I really see no reason why Matter should make things capable of movement (except in the sense of changing something’s shape).

        And I don’t see a particular reason for why “hot” should be a Matter-property, while “fast-moving” shouldn’t; from a subjective POV, they’re both properties of the object, and from the condensed, simple arcane rules that govern the Fallen World (remember, the Fallen World is made from arcane rules of magic, just less flexible ones), the lethal heat radiated from magma has little to do with the matter itself (it’s just a special kind of electromagnetic wave, indistinguishable from others of its kind). If I can use Matter to protect myself against one type of energy of magma (heat), why not against another type of energy (kinetic, when it falls on me)?

        I’d rather that the Arcana don’t overlap like this, really.

        • Eolirin
          September 11, 2014 at 10:42 pm

          Heat is an intrinsic quality of the state of matter though, and kinetic energy isn’t.

          Matter has always been able to do state changes from solids to liquids to gasses, and from a physics perspective, that’s only a change in temperature. Those temperature shifts change the properties of matter, so you can’t move heat out of Matter’s purview. Magma isn’t magma if it isn’t hot, it’s just igneous rock; so you can get protected from it’s heat, because being hot is a required and intrinsic property of liquid rock. It’s still magma if it’s at rest or if it’s falling though; so you don’t get a pass on the kinetic energy, it’s not an intrinsic or necessary condition for the liquid rock to be hurtling (or not hurtling) toward your head.

          There’s no problem there.

          • Him Again
            September 12, 2014 at 7:53 am

            There certainly isn’t
            I love this effect it means I can have a Forge Master casually handling steel from the forge without needing to equip him with an understanding of forces.

            Oh yes a bastardised first edition version of alchemists touch will getting dangled infront of the players all too soon.

    • Eolirin
      September 11, 2014 at 10:35 pm

      For Lodestone, I took it that nudge should be taken literally. The equivalent of gently tapping an object is about all you can achieve. And external force is clearly referring to movement, so things like gravity and what not won’t apply unless an object is falling; to be super technical, if for any given inertial reference frame the object would be considered at rest, it doesn’t have an external force acting on it; if a book is laying on a seat in an airplane, it’s still at rest relative to a person on the airplane. If you’re standing outside a moving car, you could maybe make the coins in the car slide toward you, but you’re still limited to a gentle nudge even there. They won’t overcome their own, or another object’s, inertia, unless that object was teetering on the edge to begin with.

      So you can’t slide a book across a table, unless the table was slanted down in the direction you want the book to slide, or someone shoves it, in which case you can adjust the arc, slightly.

      It’s explicit that it doesn’t work on attacks too, so bullets are obviously out. You most certainly can’t push a gun’s trigger, but you can make a grenade bounce, maybe. I would say not enough to avoid getting caught in the blast though, but it’d depend on how many bounces it gets before it explodes. You’re bending the arc of the bounce, at most.

  12. Juhn
    September 11, 2014 at 3:10 pm

    “One of the design decisions we made early on was to remove the speed-bump element built into several Arcana, which is especially obvious in Matter, Life, and Forces. “Base”, “Median”, and “Higher” Life no longer requires increasing Life dots. You don’t have to be an Adept to Compel certain Forces. And, for the Moros, different states of matter do not require different levels of the Matter Arcanum.”

    Is the Base/Median/Higher distinction covered by Reach now, or can Life Mages compel humans as easily as insects in 2e?

    Either way my Cabal’s Thyrsus is suddenly terrifying. Or, well, more terrifying.

  13. Falco1029
    September 11, 2014 at 4:00 pm

    While I like the writing, the Awakening section seems sort of split, making it hard to tell exactly what part is leading to the Awakening itself. One of the stories seems like a ghost story, not a mage awakening. Maybe I’m just not grasping a part of it offhand?

    • Atlatl Jones
      September 12, 2014 at 1:53 am

      I have to agree with this. This awakening story is the first that hasn’t totally blown me away. It’s confusing, and reads more like a nanofiction from the beginning of a chapter, not an Awakening.

      It’s also very focused on Death, with only a couple nods to Matter and alchemy.

  14. Thorbes
    September 11, 2014 at 4:33 pm

    Moros (Moroi?) look apropiately terrifing. Curious note about the smell, it was one of the things I first thought about members of the path, given their facility with Matter.

    Now knowing that spells don’t cost mana except in very particular cases, the difference between having 2 or 3 Ruling Arcana doesn’t seem that step.

    • branford
      September 11, 2014 at 4:43 pm

      A third ruling Arcana is still very significant. In addition to matters like improved mage sight, at least all non-Ruling creative arcana spells still cost mana to cast.

    • Dave Brookshaw
      September 11, 2014 at 4:45 pm

      Moros – the singular and plural of the Path names are the same. One Moros. All the Moros.

  15. Zooroos
    September 11, 2014 at 5:21 pm

    Well, this Path writeup comes across clearer than the first two, at least for me. I simply love it. Great work, Malcolm! You damn well deserve the praise too when nailing it. 🙂

  16. DrewC
    September 11, 2014 at 5:59 pm

    From the description of Alchemist’s Touch:

    “This spell only protects the mage from harm that comes due to an intrinsic property of the material. The damage from a gun or a sword, for example, comes from the force behind the impact and thus isn’t reduced by this spell. However, a mage under the protection of this spell can walk across molten lava or through a cloud of chlorine gas with no ill effects.”

    These examples don’t make sense given my understanding of physics. Lava is stone that has had a huge amount of thermal energy stored in it. The primary danger of walking on lava is the transfer of that heat from the stone (noxious gases and being crushed by tons of semi-liquid stone being the other dangers). Given that, I don’t understand how lava would not burn the Mage, but a bullet would pierce him. The primary danger from a bullet is the transfer of kinetic energy from the lead to flesh, if the Mage is vulnerable to that then he should also be vulnerable to the transfer of heat energy from stone to flesh (unless the spell protected against a specific kind of energy).

    I want to use this as an example to ask a broader question: how much does Supernal Magic work with/against the mechanics of the fallen world as understood by science? Obviously supernal magic does things that fallen world science can’t explain (it does say magic right there on the tin), but does magic work within the framework and logic of science or does it impose its own logic? Or does it completely discard logic all together? Do the mage’s beliefs, understanding of science, and/or understanding of magic effect the way her spells work? Or are spells functions of a supernal order independent of the mage?

    I apologize for nit picking on the spell example, but it’s a good example for the meta questions I wanted to ask.

    • Eolirin
      September 11, 2014 at 10:56 pm

      Lava is only lava because it’s hot; it would be something else if it was colder. Its heat is thus an intrinsic part of its make up. A bullet is a bullet regardless of whether it’s still and harmless in the barrel of a gun or dangerously hurtling at high speed through the air. Alchemist’s Touch only prevents harm from intrinsic properties; you cannot have cold lava, so it protects you from the heat. You can have still bullets, so you get no protection from fast moving ones.

      This isn’t a Forces spell, it isn’t acting on heat as a force, it’s acting on the properties of Matter in a more abstract sense. Matter can trigger state changes, but it can’t control heat. So you can’t slowly boil water, you can’t change it’s temperature as water directly at all, but if you state transition water to ice, the ice will be cold. Because ice *has* to be cold.

      • WuseMajor
        September 12, 2014 at 1:33 am

        It sounds like then that Supernal effects operate more off of symbolism as opposed to science. Ice has it’s own symbolic properties that are related to, but distinct from, Water and the Alchemist can manipulate those to turn one into the other (or potentially, Diamond), without needing to go through the scientific processes that we use because they are each distinct forms of Matter. Is that right?

        …That said, it would seem to me that an Alchemist that was well versed in science might use the symbols and processes as tools to make an Imago for a Rote, so there’s some potential weirdness there, yeah.

        “So… wait, you’re not actually heating up the rock to force the state change? Then what’s the blowtorch for?” “It’s a symbol to help tell the rock what I need it to do. Also a threat, because rocks are stubborn.”

        • Eolirin
          September 12, 2014 at 11:51 pm

          Yep, and using something like a blowtorch would be a Yantra. You could form a Legacy around those sorts of concepts, and something like that would make a good Legacy Yantra.

  17. Nicias
    September 11, 2014 at 7:31 pm

    The first of the two awakening examples seems really cool but I’m a bit shaky on what exactly is happening and who’s awakening – a possessed sister or an anomalous mage who picked up a new body. Or is she waking up in the funeral home?

  18. WuseMajor
    September 11, 2014 at 9:12 pm

    Reading this reminded me of something I’ve been wondering about and I was curious if it’s going to be (or has already been, I don’t have all the books) made explicit. Are there other Supernal Realms out there, ones without Watchtowers?

    Also, I feel like I’ve not really had the difference between Twilight, Shadow, The Realms below and the other spirit realms really explained to me. Have I just missed the book that explains all that or is it going to get covered in the new Core?

    Anyway, I await the Free Council with baited breath, I love the new direction for the Pattern Magics, the Matter spells are awesome, and I’m reading the Moros info right now. I’m an engineer in training in real life, so I’ve always liked Matter and this new direction for the Moros intrigues me. I’ll post thoughts when I’m finished. But, yeah, everything is sounding very cool so far.

    • Eolirin
      September 11, 2014 at 11:05 pm

      The realms are all talked about in various books, and there’ll be write ups in the new Mage 2e core for the important stuff.

      In short: Twilight isn’t a proper Realm, it’s more a layer over the real world where immaterialized ghosts and spirits hang out, the Shadow is a spiritual reflection of the real world where spirits live, and the Underworld is where ghosts and the dead go when they pass on. There are a few other Realms too; Astral, Lower Depths, and of course the Supernal and Abyss, but other than the Astral they’re not particularly accessible.

  19. Eolirin
    September 11, 2014 at 11:23 pm

    Here’s a big question; if you cast Alchemist’s Touch on a Werewolf, can you protect them from the deleterious effects of silver?

    • Nick W
      September 12, 2014 at 12:25 am

      Probably not since werewolves aren’t harmed by casual contact with silver and the spell doesn’t protect from bullets or knives, etc.

      • WuseMajor
        September 12, 2014 at 1:20 am

        I dunno. I mean, yes, ok, it doesn’t protect you from getting stabbed or shot, but the bonus damage or whatever from the weapon’s material being inimical to your form of life seems like it should fall under the spell’s protection.

        That said, I’d rather work with radioactive materials without a hazmat suit using the spell.

      • Strill
        September 14, 2014 at 11:21 pm

        The Forsaken aren’t harmed by touching silver, but the Pure are.

  20. WuseMajor
    September 12, 2014 at 1:01 am

    That awakening about the girl could be clearer. Is she the mage? Is he?

    Other than that, well …Right now I want to sit down and build a Free Council Moros Materials Scientist. Which is as it should be.

    Good job.

    (That said, you haven’t sold me on the Death Arcanum yet. Possibly after the book comes out.)

    One thing does make me curious. The way this is written, it says, basically “If you have Matter, you can trivially become rich.” Is this something you can do in game, given the actual mechanics? Can you just cast a Matter spell and get Resources 5+ or do you need to spend xp on it like everyone else?

    Because, if you need to spend XP to get Resources even if you have matter 5, then you should definitely change that recommended thing to say “Lots of Moros have high resources due to their Matter magic so you should spend some merit points on it.”

    I played Exalted 2e. I’ve seen what happens when mechanics don’t agree with the setting.

    Anyway, aside from that potential problem (which you might well have handled already. If so I’m sorry.) and the confusion around the girl, this kicked a fair amount of ass and made me really want to play a Moros, so good job..

  21. wologimbat
    September 12, 2014 at 2:47 am

    Very cool! Thanks for sharing, Dave. I hope you feel better soon!

    I’m particularly interested in what the spells here reveal about how the practices are shaping up. My gaming group (and I’m sure many others) have had quite a few long discussions about what exactly the practices cover. Are you ready/willing/able to share anything more about this? Basically, if X is something under the purview of an Arcanum, is it Shielding to protect myself from X? (answer seems to be yes) What about using X to protect myself? Does Veiling hide me from X or does it use X to hide me? Both? Neither? Does Unravelling unravel X, or use X to unravel something else? Does it work the same way across all the Arcana?

    I understand if you can’t reveal anything yet.

  22. Brian Goubeaux
    September 12, 2014 at 3:44 am

    I guess we can now call the Moros “Full Metal Alchemists”.

    *Ba-Dum-Kssh*

  23. B
    September 12, 2014 at 10:55 am

    “we haven’t even hired the editor for the new corebook yet”

    Are you accepting applications with CVs by email from people interested in jobs as editors?

  24. Vecna
    September 12, 2014 at 11:49 am

    I’ve played a Moros in LARP for the last 5 years or so – so it’s fair to say they’re already my favourite.

    I like this write-up a lot, but the impression I got reading it (despite what appeared to be an attempt to do the opposite) was that it was all very much DEATHDEATHDEATH themed, and that this lost something about what *else* the Moros can do.
    The analogy I always liked (which might have come from Tome of the Watchtowers) is that you get two sorts of Moros: the ones who haven’t been Awake that long, and all doom and gloom, death focused, etc; and then those Moros who have had a few years to GET OVER THEMSELVES and chill out, and who know that this life is the only one they have to make an impact, and that you should enjoy the life you have before the inevitable change of dying happens (and you shouldn’t be scared to face that change and the challenges that lie beyond).

    Also, as it’s directly relevant to their arcana, are we going to be able to squeeze some clarification on how Perfected Metals are made into the Fallen World core book? Some other alloys beyond Thaumium would be even better – but I imagine there isn’t space for that.

    • Dave Brookshaw
      September 12, 2014 at 12:26 pm

      The Perfected Metals will be in the first sourcebook for second edition, along with many other crafting-related topics.

  25. crawlkill
    September 13, 2014 at 7:43 pm

    mmm. I get a tingle when I read Reaches. gameification is always welcome.

    can you take one Reach multiple times where applicable, as in the case of the protection Matter spell? 3 Reach to extend immunity to four materials?

  26. That Guy
    September 13, 2014 at 9:05 pm

    Taken in the context of a spell of the Compelling Practice as written in ToM, Lodestone makes some sense to me, but all of the rabid internet musings that I’ve read, as well as the intentional vagueness of the Practice’s definition itself have left me somewhat confused and wary of gross misinterpretations taking hold.

    Will the guidelines governing Practices be revisited/reiterated in MtAw 2.0 to give a complete look at all of the rules governing magic or will new players be pointed toward a MtAw 1.0 book that contains an indeterminate amount of material that will be rendered outdated/incompatible with the upgrade?

  27. Cantoredombre
    September 14, 2014 at 11:39 am

    One little detail in the In memoriam section: memoria is singular, nominative, so the plural form is memoriae, and the phrase should be then: Memoriae tailor themselves (nice chapter, I’d like more about this btw)

  28. Sir Phobos
    September 14, 2014 at 6:54 pm

    In my opinion, the woman’s awakening was less evocative than the ones in the previous paths. Nevertheless the description of the path is awesome, giving more cohesion to the themes of Matter and Death.

    It seems that now the ghost are viewed as soul fragments instead of just echoes, does this means that most Moros will try to help ghost pass away, or will they still look at them as tools?

    Also glad to know that the Underworld will get more than a mention in the book.

    Hope you get better soon.

  29. Fata-Ku
    September 28, 2014 at 11:00 pm

    A little late to the party due to recent lack of the world-wide-tubes, but I gotta say, I really appreciate that The Fountain reference. Moros have taken on a completely different meaning for me with those 6 words alone (which I have never associated to them before, somehow. In retrospect however, I feel blind to have missed it.)

  30. September 29, 2014 at 11:11 am

    I’m also late to the party. Moros is my favorite, thanks for the spoilers!

    Will it be possible to create lasting transmutations? I’m speciffically thinking of the lead to gold syle stuff.

    It’s always bothered me that the Moros description has them possessing a lot of material wealth (sepciffically precious metals) but this can only be done as a Master, and even then only temporarily.

    Related: Has there been any conversation on the effects of chemistry on matter bound into another substance? A Lasting effect makes this irrelevant, but I’m currious about what happens to prolonged transmutations when their makeup is affected thorugh another outside force.

  31. September 29, 2014 at 11:12 am

    I’m also late to the party. Moros is my favorite, thanks for the spoilers!

    Will it be possible to create lasting transmutations? I’m specifically thinking of the lead to gold style stuff.

    It’s always bothered me that the Moros description has them possessing a lot of material wealth (specifically precious metals) but this can only be done as a Master, and even then only temporarily.

    Related: Has there been any conversation on the effects of chemistry on matter bound into another substance? A Lasting effect makes this irrelevant, but I’m curious about what happens to prolonged transmutations when their makeup is affected through another outside force.

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