Nocturne V.2
A World of Darkness Sim
MAGES
THE AWAKENED
CORRESPONDENCE ENTROPY FORCES PRIME LIFE MATTER MIND SPIRIT TIME
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PRIME
By studying the raw energy of Creation, a student of the Prime Sphere learns to understand, manipulate, and absorb the Fifth Essence within all things. Also known as Odyllic Force, Primal Energy, and Quintessence, this baseline energy fuels the Patterns of other forms – Forces, Life, Matter – and flows through the sublime essence of Spirit. A Prime-skilled mage, therefore, can create and destroy things at their essential level, power items of enchanted or Enlightened creation, and sustain her own life essence through her understanding of Primal Force. Ripe with such energies, a Prime Sphere specialist pulsates with Primal Force. Unless she’s working to suppress it (or has wiped her aura clean with high-Rank magicks), her Resonance bears strong signatures from her deeds. For better and worse, such a person embodies the primal Otherness that most mages possess – the sense of being something more than most people ever dream of being. For an optional Technocratic approach to Prime, see Primal Utility
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DATA PRIMAL UTILITY DIMENSIONAL ENGINEERING
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â—‰ Etheric Senses/ Consecration/ Infuse Personal Quintessence
A beginning study of Prime allows the mage to perceive and channel Quintessence from Nodes, Tass, Wonders, and magickal Effects. She may spot energetic ebbs and flows, can sense and at least try to read Resonance and Synergy signatures, and could also absorb Quintessence into her personal Pattern. Mages without at least one dot in Prime cannot absorb Quintessence beyond their Avatar Background rating. A Prime-skilled mage, however, may do so. When infusing her Quintessence into an object, that mage may also consecrate the object with her personal energy. When she shapeshifts, steps sideways, or otherwise alters her Pattern’s metaphysical nature, that consecrated object will then change with her. In the process, it also picks up her personal Resonance… which, because it both identifies her and becomes essentially connected to her, is not always a good thing.
◉◉ Fuel Pattern/ Construct Patterns/ Enchant Patterns/ Body of Light
Attaining a degree of control over Prime energies, the mage may divert Quintessence into new or existing forms. Combined with other Spheres, this allows that mage to create new Forces, Life, or Matter Patterns (conjuring them from thin air), and to infuse existing items with Primal Force to strengthen them or enhance their protective or destructive power. Weapons or attacks infused with Quintessence through Prime 2 Effects may hurt spirits or inflict aggravated damage, and substances infused the same way may protect against such harm. (See Chapter Nine’s Combat section for details.) On a related note, she may also – with Life 2 for simple organisms, or Life 3 for complex ones – consecrate a living thing at this Rank, as if that life-form were an object described above. Through similar applications of energy, the mage can also conjure a simple Body of Light: an idealized self projected from ephemeral energy. Although this Body of Light has no substance or special properties it presents a glowing holograph of the mage herself.
◉◉◉ Channel Quintessence/ Enchant Life/ Energy Weapon/ Craft Periapts & Temporary Wonders By tapping into the flow of Quintessence around her, the Prime-skilled mage can draw both free and raw Quintessence from Nodes, Junctures (special times), and Tass (solidified Quintessence)… and she may also channel that energy into new and existing Patterns as well. With such powers, she could (with Life 3) enchant a living thing so that it could inflict or endure aggravated damage; inflict aggravated damage by shaking upthat organism’s life force; pull small amounts of life force from a living sacrifice or (with Matter 2) from inert objects; instill Quintessence into a vessel called a Periapt; or – with other Spheres – craft temporary Talismans or Devices by infusing them with Primal Force. (Permanent enchantments require Prime 4 – see Crafting Wonders ) In desperate circumstances, a Prime-schooled mage can also create temporary weapons out of pure concentrated energy – blasts of Quintessence or swords of light. Such weapons inflict aggravated damage (as per the Base Damage or Duration
chart ) and cost one point of Quintessence per use… or, for weapons that last for a length of time, one point per turn. When the mage runs of out Quintessence, the weapon disappears. Unless channeled through energy-guns or conjured as miracles among the faithful, such attacks are inevitably vulgar.
◉◉◉◉ Expel or Infuse Energy/ Tap Wellspring/ Craft Tass & Permanent Wonders
The terrible power of draining Quintessence from objects or forces (though not yet from living things) can disintegrate those targets, consume them in Primal flames, or decay them almost instantly. Reversing that flow, the mage can craft objects that cannot be broken, or bond organic and inorganic materials together to create cybernetic implants, nanotech, and other Wonders. At this stage, she is able to enchant items permanently and draw Quintessence from the energetic Wellsprings of exciting events. By infusing her personal Quintessence into a Periapt, the mage might use Matter 4 to craft a Soulgem: a portable vessel that’s filled with her own Resonance and energy.
◉◉◉◉◉ Infuse or Withdraw Life Force/ Create Node & Soulflower/ Nullify Paradox
A Prime Master can draw Quintessence from anywhere, at any time, and channel it into other vessels as well. A dark, vulgar aspect of that power allows her to obliterate a living being by consuming all of his life force, whereas the reverse of that power infuses him with life force so strong that he’s essentially blessed. Combining that ability with Life 5, she may turn complex organisms into Soulflowers: living Periapts who become walking batteries of boosted Quintessence. Such Mastery also allows the mage to create Nodes in significant places, and to nullify Paradox.
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Nullifying Paradox
A rare but precious ability available only to Masters of Prime allows a mage to wipe out Paradox with the energies of Creation. When Paradox energies gather around him, he releases stored up Quintessence, and the Prime Force cancels out the Paradox Energies.
Game-wise, the player pools his Quintessence, then uses a Prime 5 Effect to channel that Quintessence and nullify the Paradox on a one-point-for-each-point basis. Any remaining Paradox energies have their usual effect or remain on the mage’s Paradox track until some later event. If the Quintessence dispels all the Paradox, then that Paradox is gone until the mage gains some more… as we all know he will.
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