"Designed by Stewart Wieck, Mage: The Ascension was originally published in 1993 as the third Storyteller game (after Vampire and Werewolf) in White Wolf's original World of Darkness line. The visionary Mage line developer Phil Brucato masterminded the 1995 2nd Edition rulebook featured in this offer. Phil also designed the mammoth Mage 20th Anniversary Edition rulebook published this year after a hugely successful 2014 Kickstarter campaign.
The premise of Mage is that reality is not fixed, but works according to agreed assumptions enforced by the collective will of humanity, the Sleepers. Mages are mortal people who "Awaken" -- that is, come to recognize reality is not static -- and realize they can change the world through their will, usually channeled through magickal-with-a-K rituals or "scientific" practices. The central theme of Mage is the search for Ascension, not only for the individual but for all of mankind. What Ascension is, and how it is achieved, is purposely left undefined.
The specifics of each mage's own belief, called a paradigm, guides him or her into joining either one of the nine mystical Traditions; one of the five Conventions of the Technocracy (an organization founded at the beginning of the Age of Reason to bring science and truth to humanity); or to strike out on their own as a Disparate (unaffiliated mage). Nonplayer adversaries include Marauders (mages whose paradigm has overwhelmed their sense of reality) and Nephandi (mages seeking to destroy or corrupt the world).
This all-new offer gives you everything you need to run your own reality-bending Chronicle of the Nine Mystic Traditions vs. the Technocracy in an Ascension War that spans the Tellurian. We provide each ebook complete in .PDF (Portable Document Format). Like all Bundle of Holding titles, these books have NO DRM (Digital Restrictions Management), and our customers are entitled to move them freely among all their ereaders. These .PDFs are image scans of the original hardcopy books.
Ten percent of each purchase (after gateway fees) goes to this offer's designated charity, the Electronic Frontier Foundation.
The total retail value of the titles in this offer at launch is US$103. Customers who pay just $13.95 get all four titles in our Player's Collection (retail value $47) as DRM-free .PDF ebooks:
- Mage: The Ascension 2nd Edition (retail price $17): The 314-page 1995 rulebook for creating Awakened mortals who shape reality.
- The Book of Shadows: The Mage Players Guide (retail $11): The indispensable character supplement with Traits, backgrounds, equipment, and invaluable counsel.
- The Book of Crafts (retail $10): Eight Disparate magickal societies outside the familiar factions of the Ascension War.
- The Technomancer's Toybox (retail $9): A marvelous collection of gadgets for Virtual Adepts, Sons of Ether, Technocrats, and others.
- Guide to the Technocracy (retail $16): One of the finest Mage supplements, this comprehensive guide explains the Technocratic Union and lets you play as agents.
- The Book of Mirrors: Mage Storytellers Handbook (retail $11): A candid compendium of advice for running Mage Chronicles.
- Beyond the Barriers: The Book of Worlds (retail $13): A massive guide to the heavens, hells, Paradox realms, and mysterious Zones of the Umbra.
- The Book of Chantries (retail $11): Rules for creating your own magickal place of power, plus full descriptions of ten strongholds.
- The Book of Madness (retail $9): The 1995 first edition of the sourcebook about Nephandi, Marauders, Umbrood, and other dark mysticks.
I'll be honest, this probably isn't going to be one I'm going to take a lot of interest in, I've picked up a lot of Mage books at one time or another and don't really use them, but the value looks pretty good. I'm biased, of course, since I'm getting this stuff free if I want it, so YMMV.