Systems In Use

Reality is not fixed, but rather a set of agreed upon assumptions enforced by the collective will of humanity AKA Sleepers. Mages are those people who recognize that reality is not static, and realize that through the application of their will, usually channeled through rituals or other similar "mystical" or "scientific" practices, reality can be changed. The specifics of their own belief, called a Paradigm, guides them into joining either one of the nine mystical Traditions (an ancient fellowship of mages of varying points of view), 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 Orphans (unaffiliated mages), Marauders (mages whose paradigm has overwhelmed their sense of reality), or Nephandi (mages seeking to destroy or corrupt the world). 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 characters portrayed in the game are referred to as mages, and are capable of feats of magic. The idea of magic in Mage is broadly inclusive of diverse ideas about mystical practices as well as other belief systems, such as science and religion, so that most mages do not resemble typical fantasy wizards.


In this game, the player characters are half-human, half-fairy changelings. Cut off from Arcadia, not quite of this Earth, these changelings are torn between their human and fae natures. If the two natures aren't balanced, the results may be disastrous. Player characters are changelings, fae souls reborn into human bodies, a practice begun by the fae to protect themselves as magic vanished from the world. The game explores the balance between imagination and practicality, and the struggle of art and beauty against the dark, mysterious "Gothic-Punk" World of Darkness. Changeling draws primarily from Gaelic mythology, particularly stories of the sidhe and Tuatha Dé Danann, but also uses mythology and folklore from various other cultures including Native American nations, Greece, India and Yoruba mythology of Africa. The Dreaming, and the spark of inspiration changelings need to live, are fading. Faced with an increasingly cold and hostile world, they must do whatever they can to preserve both the Dreaming and themselves. Worse, the Fomorians are stirring in their imprisonment, their dark servants wander the Dreaming freely for the first time since they were cast down, and the changelings are the only guardians of light left. Winter is coming, the Elder Dark is rising.. Welcome to the end of the world.


Demon: The Fallen is a role-playing game and a fictional setting from the World of Darkness line by White Wolf Game Studio. The player characters in the game are fallen angels, who were cast out of paradise after a thousand year war with God. Due to the sixth maelstrom (caused by other supernaturals in the World of Darkness), the Gates of Hell that kept these Demons from escaping their prison have begun to weaken, allowing the Fallen to escape. However, to continue existing, a Demon must find a suitable host for itself: bodies with weak souls, for example: comatose patients, severe drug addicts or suicidal people. The Demon severs the weakened soul from the body and takes its place inside the host, merging with the host's memories and emotions, and continues existence on Earth to follow its own personal agenda. While the mortal body provides the Fallen with a shield against the full memory of their torment in Hell, they are sometimes hindered by the memories and feelings the mortal soul left behind. Some Fallen take revenge upon humanity, believing humans the primary cause for the war, while other Demons want to reconcile and repent for their sins, to be able to return to God, who, along with his angels, appears to have vanished.

Mortal Sphere

Mundanes (mortals with 5 or less Willpower who are wholly innocent of the supernatural corruption in the world surrounding them, either forgetting what they see of supernatural activity or rationalizing it in some way), and Bystanders (Mortals with 6 or more Willpower, capable of viewing supernatural activities and recalling what they have seen).

Secondary Spheres


Pentex is a multi-national megacorporation, one of the largest in the world, which is tainted by the Wyrm. It's main agenda is the spiritual, moral and environmental corruption of the world; it is the main tool on Earth of the Defiler Wyrm, and one of the most implacable foes of the Garou. Originally an oil and mining company, Pentex is now a holding company with a long list of subsidiaries covering every industry. Its paper trails are labrynthine and its directives subtle; few Garou are aware of its true nature, and fewer still have any idea how to combat it. Pentex has near limitless supernatural resources as well, employing Banes, Black Spiral Dancers, Fomori and, if the rumours are true, even a few Kindred in upper management positions among their own horrific creations as front-line soldiers. But while the corporation is certainly tainted, many of its operations further the Wyrm's goals without supernatural assistance through the standard practices of big business. Such schemes are perpetrated by normal humans who are "just doing their jobs", corrupted by nothing more than apathy and despair.