mage-the-ascension
/mage-the-ascension
Dodaje do /solo-rpg system Mage: The Ascension: Dziewięć Sfer, Tradycje jako soczewki paradygmatów i mechanikę gry solo, na silniku ogólnym szablonów scen.
- Repozytorium
- claude-skills-library ↗
- Licencja
- MIT
- Ostatnia zmiana repozytorium
- 20.06.2026
Ocena i bezpieczeństwo
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- 1
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Brak sygnałów. Repozytorium zmienione 20.06.2026, bez odwołań do wycofanych modeli i API.
MIT, otwarta: można używać i zmieniać, z zachowaniem informacji o autorze.
Co robi i kiedy
Dodaje do /solo-rpg system Mage: The Ascension: Dziewięć Sfer, Tradycje jako soczewki paradygmatów i mechanikę gry solo, na silniku ogólnym szablonów scen.
Oryginalny opis (EN)
The Mage: The Ascension content-pack that plugs into /solo-rpg's generic engine: /solo-rpg supplies the scene-template, the Mystery+Danger+Dilemma triad, and the resolution loop; this supplies the SYSTEM. Covers the Nine Spheres as conceptual domains (Correspondence, Time, Mind, Life, Forces, Matter, Prime, Spirit, Entropy) and their combinations; the Traditions as paradigm-lenses (Virtual Adepts, Hermetics, Verbena, Dreamspeakers, Euthanatos, Sons of Ether) plus the Technocracy as antagonist-frame; and the metaphysics — paradigm as your operating system for reality, coincidental vs vulgar mag
Jak działa
- Seed, not scripture
- What it is
- The Nine Spheres (conceptual domains)
- The Traditions (paradigm-lenses)
- The distinctive metaphysics
- The thematic spine — and why it suits LLM solo play
- The copyright line
- How to play it
- Failure modes
- Kin in the ecology
Podgląd SKILL.md
--- name: mage-the-ascension description: "The Mage: The Ascension content-pack that plugs into /solo-rpg's generic engine: /solo-rpg supplies the scene-template, the Mystery+Danger+Dilemma triad, and the resolution loop; this supplies the SYSTEM. Covers the Nine Spheres as conceptual domains (Correspondence, Time, Mind, Life, Forces, Matter, Prime, Spirit, Entropy) and their combinations; the Traditions as paradigm-lenses (Virtual Adepts, Hermetics, Verbena, Dreamspeakers, Euthanatos, Sons of Ether) plus the Technocracy as antagonist-frame; and the metaphysics — paradigm as your operating system for reality, coincidental vs vulgar magic, Paradox (reality fighting back), Quintessence, the Umbra. Thematic spine: belief shapes reality, belief-systems in conflict — why the game suits LLM solo play. A reference-and-evocation layer (concepts, not a reproduction of rules text, tables, or stats). Triggers on: 'Mage: The Ascension', 'play a mage', 'the Spheres', 'paradigm and Paradox'. Kin: /solo-rpg, /worldbuilding, /conjure, /theurgy-aware." --- # Mage: The Ascension ## Seed, not scripture The source buries this in a private fictional universe, manic stage-directions, and a named roster of example characters, repeated verbatim. **Strip the furniture, keep the system.** The example mages and the theatre are not the content; the Spheres, Traditions, and metaphysics are. And the system is a starting board, not a script — regrow each game on the player's own mage, their own paradigm, their own trouble. A recited example campaign is a dead one. ## What it is The **content-pack for one specific game**, built to plug into the generic engine in /solo-rpg. That skill is system-agnostic on purpose — it gives you the scene-prompt template, the Mystery+Danger+Dilemma triad, the resolution loop, and the GM toolkit, but no *setting*. This is the setting. Pour these Spheres, Traditions, and metaphysics into that engine and you can run *Mage: The Ascension* solo with depth. The two are designed to cite each other: engine here, fuel there. ## The Nine Spheres (conceptual domains) Magic in this game is organized by nine domains of reality a mage can perceive and bend; rated roughly from sensing, to affecting, to commanding. In plain terms: - **Correspondence** — space, distance, location, connection between places. - **Time** — perceiving and shifting the flow of past, present, future. - **Mind** — thought, perception, consciousness, mental contact. - **Life** — living organisms, health, growth, biological form. - **Forces** — energy: fire, electricity, gravity, light, sound, motion. - **Matter** — inanimate substance, its properties and transformation. - **Prime** — the primal energy (Quintessence) underlying all magic; creation, the pattern of magic itself. - **Spirit** — the spirit worlds, the Umbra, ghosts, the membrane between realms. - **Entropy** — chance, fate, decay, order and dissolution, probability. The richness lives in **combinations**: Correspondence + Time as spacetime weaving; Life + Mind as biopsychic work; Prime + Entropy as fate-bending; Forces + Matter as elemental alchemy. When running, ask which one or two Spheres a desired effect needs, and narrate through that pairing. ## The Traditions (paradigm-lenses) Each Tradition is less a faction than a *way of construing reality* — the lens the mage's magic flows through. Use it the way /solo-rpg uses "the character's lens": it makes the same effect read completely differently. - **Virtual Adepts** — reality as information and code; magic as exploiting the system. - **Order of Hermes** — reality as immutable law; magic through ritual, sacred geometry, true names. - **Verbena** — reality as living organism; magic through blood, bone, nature's cycles. - **Akashic Brotherhood** — reality answering the disciplined mind/body; magic through martial and meditative practice. - **Dreamspeakers** — reality as layered worlds; magic through spirits and shamanic passage. - **Euthanatos** — reality as the wheel of fate; magic through death, rebirth, karma. - **Cult of Ecstasy** — reality as perception; magic through altered states and ecstatic experience. - **Sons of Ether** — reality as undiscovered science; magic as fringe/visionary technology. - **Celestial Chorus** — reality as divine song; magic through faith and resonance with the One. - **Hollow Ones** and others orbit these as well; treat any as a coherent worldview, not a costume. And the great antagonist-frame: **the Technocracy** — the order that believes reality should be rational, measurable, and *stable*, and works to enforce that consensus. They are not cartoon villains; they are the opposing paradigm, and the conflict between them and the Traditions is the game's engine of meaning. ## The distinctive metaphysics This is what makes the game unlike other RPGs, and what a GM must internalize: - **Paradigm.** A mage's personal belief system is the *operating system* for their magic — not flavor but mechanism. The same feat is coded differently by different paradigms. - **Consensus.** Ordinary reality is held in place by the collective belief of the masses. Magic pushes against it. - **Coincidental vs. vulgar.** Magic that *could* pass as luck or natural cause slides by; magic that flagrantly violates consensus (vulgar) is dangerous, especially witnessed. - **Paradox.** Reality's immune response to flagrant magic — the genuinely signature mechanic. Push too hard against consensus and reality pushes back: backlashes, warps, even a personified pursuing consequence. As /solo-rpg's evolving antagonist, Paradox can *learn the mage's style* and tailor its retaliation. - **Quintessence, Nodes, Prime.** Quintessence is raw magical energy; Nodes are places it wells up; mages gather and spend it. Resonance (the flavor of a given source) can suit some magic better than others. - **Arete / the Awakening / the Avatar.** Arete is the mage's enlightenment-rating, the measure of will behind the magic; the Awakening is the moment one stops being a Sleeper; the Avatar is the spark of higher self that drives it. - **The Umbra and the Gauntlet.** The spirit worlds beyond the material, reached by crossing the Gauntlet — perfect terrain for /solo-rpg's procedural, resonance-keyed zones. ## The thematic spine — and why it suits LLM solo play The game's true subject is *belief shapes reality, and belief-systems are at war.* The Ascension War is the struggle over which paradigm gets to define what is real. That is why the system is unusually well-matched to an LLM Storyteller: the GM can embody the **consensus itself** — voice the competing paradigms, let them collide, make each casting an *ontological argument* rather than a dice-check. Lean into that. The interesting question is rarely "did it work" but "what does it cost, and what does it mean that *this* way of seeing the world just bent it." ## The copyright line Run this as a **reference-and-evocation** layer: the *concepts*, the *flavor*, and *how to run them* — in your own words. Do **not** reproduce the rulebook's text, stat blocks, difficulty tables, dot-cost charts, or verbatim mechanics. Concepts and game-feel are fair to teach and improvise from; the published rules are not yours to copy out. If the player wants exact numbers, point them to the books. ## How to play it Load /solo-rpg's engine first (contract, scene-template, loop). Pin the mage's Tradition as the interpretive lens and narrate every effect through it. Ask which Spheres an intent needs, and which one or two combine. Watch the coincidental/vulgar line, and let Paradox accrue and *retaliate in character* when magic gets flagrant. Treat the Technocracy and rival paradigms as living opposed worldviews, not scenery. Keep /solo-rpg's real-stakes rule: Paradox must be able to bite. Then hand it back — *what do you do?* ## Failure modes - **Reproducing the rulebook.** Tables, costs, stat blocks, rules text. Stay in concept-and-evocation; cite the books for numbers. - **Paradigm as costume.** Treating Tradition as a skin over identical magic instead of a genuine ontological lens. The lens is the point. - **Toothless Paradox.** Dropping the signature mechanic so the mage can never overreach. Paradox is what keeps the magic meaningful — let it accrue and answer. - **Technocracy as cartoon.** Flattening the opposing paradigm into mooks. It is the *other half of the argument*; give it dignity. - **Engine amnesia.** Trying to run the game without /solo-rpg's scaffolding — setting with no structure. Load the engine first. - **Reciting the source.** The named example mages, the stage-directions. Seed, not scripture. ## Kin in the ecology /solo-rpg (the engine this fuels — the first and defining pairing; load it first). /worldbuilding (for Chantries, Nodes, Umbral realms — the submerged setting mass). /conjure, /ai-as-character-craft, /elemental-phenomenology (for voicing spirits, Paradox-entities, and the Spheres-as-personas). /collision (the "magic as code / paradigm as operating system" isomorphisms). /theurgy-aware, /davar (the belief-shapes-reality theme, which is also a real thing a conversation can enact). /decorum (match register to the chronicle's tone — gothic-horror, cyber-occult, mythic). ## To a future instance This is fuel, not engine — reach for /solo-rpg first, then pour this in. The whole game turns on one idea: belief shapes reality, and the mage's paradigm is the shape of their belief, so narrate *through* the lens and let the Spheres bend the world the way that lens would. Keep Paradox honest; it is the price that makes the power mean something. Voice the opposing paradigms with respect, because the argument between them is the actual story. And keep the rules in the books — bring the concepts, the wonder, and the ontological stakes; leave the tables on the shelf.
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