This is Mage: the Ascension converted to Don’t Rest Your Head, as inspired by Fred’s recent post about hacking DRYH. You could probably run Mage: the Awakening with it by changing a few trait names and groups. Familiarity with both DRYH and Mage will probably make this make more sense.


Player characters have three major traits:

  • Arete: The sum of a mage’s fully controlled magical potency, Arete is a fixed pool that rarely changes in the course of an adventure (though it might increase over time). It is also a good reference for the character’s skill at mundane activities, so will generally be rolled for everything. It is very similar to Discipline in standard DRYH. When Arete dominates, the player may reduce Resonance by one die or remove a Paradox check as her mage masters reality sufficiently to undo previous mistakes.
  • Resonance: As a mage bends reality, his or her changes tend to build up a mystical “tone” that makes further changes to reality both easier, and more dangerous. Reality, already bending, is easier to adjust, and this spills over even to mundane activities (just like Arete, Resonance is rolled for everything). It is very similar to Exhaustion. A mage can voluntarily take on one die of Resonance each roll. Additionally, if Resonance dominates, she must take on an extra die of Resonance as reality gets strange. If Resonance exceeds six dice, the mage experiences a Quiet. The higher a mage’s Resonance, the more likely other supernatural beings will be to notice and identify her.
  • Vulgarity: When casting magic, a mage often has a choice of how coincidental or vulgar to make the effect. The more vulgar the effect, the more power the mage can usually unleash. Thus, the more vulgar the effect, the more Vulgarity dice can be added (up to six). It is very similar to Madness. GMs should attempt to come up with a way for any effect to work as coincidental if the player wants it to; for example, a coincidental teleportation may somehow arrange for an available taxi cab and clear traffic (though going vulgar would obviously be faster). If Vulgarity dominates, the mage suffers Paradox as described below.

Each mage has a Tradition, with an associated Skill. The Skill works identically to the Exhaustion talent in DRYH, setting success to a minimum of Resonance and allowing the player to take on an additional die of Resonance to instead add total Resonance as bonus successes.

  • Akashic Brotherhood: Do (acrobatics, meditation, and combat involving martial arts or melee weapons)
  • Celestial Chorus: Song (any voice-based interaction, including intimidation, negotiation, commands, etc.)
  • Cult of Ecstasy: Cool (any interaction about knowing useful people, getting by via being interesting, or playing music)
  • Dreamspeakers: Wisdom (any interaction with spirits and surviving in and navigating in the wilderness or Umbra)
  • Euthanatos: Death (stealth, guns, and any combat where killing the opponent is a primary goal)
  • Order of Hermes: Knowledge (ritualized magic, book learning and research, and dealing with spiritual or supernatural politics)
  • Sons of Ether: Science! (making or understanding most things relevant to physics, chemistry, biology, etc.)
  • Verbena: Myth (any interaction with bygone beasts or physical supernatural beings like vampires, werewolves, and fae)
  • Virtual Adepts: Hacking (any interaction with, mediated by, or greatly assisted by a computer system)

Additionally, each mage has at least one Hobby which is a more limited Skill that is specific to the character’s background (effectively, any one skill off the normal Mage skill lists).

All mages have ratings in Spheres (Correspondence, Entropy, Forces, Life, Mind, Matter, Prime, Spirit, Time) which define what kind of effects they can produce. See the Mage rules for what is available at each Sphere level (Spheres are not simplified over regular Mage to make magical advancement a major element of long term play).

A mage that must take on more than six Resonance dice instead enters Quiet. The mage will typically snap, automatically solving whatever problem she was currently facing with some overwhelmingly vulgar magic (that somehow avoids Paradox), and then leave the scene to cause mad havoc across the city for a while until finally calming down (and dropping all non-permanent Resonance dice). Henceforth, one Arete die is permanently replaced with a Resonance die (which still counts against the limit of six). A mage that runs out of Arete in this way (or a master that gets a seventh permanent Resonance die) becomes a Marauder and is permanently insane and stuck in her own mad vision of reality.

Whenever Vulgarity dominates, the mage takes Paradox. A mage can suffer up to Arete in Paradox (check off a box). Whenever a Paradox box is checked, the player must decide on Feedback or Fallout. With Feedback, the mage suffers damage from the wracking Paradox and might come away with some kind of Paradox Flaw; she is incapacitated by the pain and unable to contribute meaningfully for the rest of the scene, but is not totally helpless. With Fallout, the Paradox instead has bizarre, unpredictable, and often horrific effects on the environment and bystanders (the GM is not expected to be kind), and the GM gains another Echoes die, but the mage is otherwise unharmed and able to keep contributing. If the mage suffers Paradox and has no remaining boxes to be checked, she is spirited away (either claimed by a literal Paradox Spirit or by a nearby Technocratic reality police squad). She may be returned later with lingering side effects determined by the GM.

All mages can use Tass to alleviate Paradox and Resonance (one spent Tass removes one die of Resonance or one check of Paradox). Tass comes from nodes or from other useful confluences of Quintessence. The GM is encouraged to give players Tass as a reward for accomplishments and to track it as tokens.

Making a Character

Answer these questions:

  • What is your name?
  • What happened to make you Awaken?
  • Why did you pick your Tradition?
  • How are you at odds with your Tradition?
  • What is your Avatar and your path to Ascension?
  • What just happened to you?

Fill out the following stats:

  • Take 3 Arete (and, consequently, 3 empty Paradox boxes)
  • Write your Tradition and its associated Skill
  • Pick one Hobby
  • Assign Spheres:
    • Take one rank in your Tradition Sphere:
      • Akashic Brotherhood: Mind
      • Celestial Chorus: Prime
      • Cult of Ecstasy: Time
      • Dreamspeakers: Spirit
      • Euthanatos: Entropy
      • Order of Hermes: Forces
      • Sons of Ether: Matter
      • Verbena: Life
      • Virtual Adepts: Correspondence
    • Assign five more ranks to Spheres (to a maximum of Arete in any Sphere)

The GM can award ranks of Arete, additional ranks of Spheres (to a maximum of Arete), and additional Hobbies as character advancement in long term play.

Here is a character sheet (Big Photoshop Editable Version or Small File Version).

GM Dice

Instead of one pool of Pain, the GM constructs challenges out of the following pools (any of which can independently Dominate):

  • As players use magic, Echoes begin to build. Echoes represent reality attempting to snap back and correct the deformations made by the mages. Add one Echoes die every time a player wins a challenge using magic and gets more successes than the current Echoes pool (e.g., if there are currently 2 Echoes dice being rolled, and the player wins with 5 successes, Echoes is now 3). Always roll Echoes against the players; things get consistently harder in general the more magic they use. When Echoes dominates, some mundane detail that they thought they’d accounted for or had taken for granted pops back up to cause a major complication. Reduce Echoes by one die whenever it dominates, and it also can slowly fade over time (one per hour or scene where no magic is used).
  • Whenever facing agents of the Technocracy or other challenges that represent the government, bureaucracy, or other mundane order of the world, roll Stasis dice (1 for a minor problem up to 6 for a major opposing Technocrat or large opposing force). When Stasis dominates, the local environs have become a little more influenced by the Technocratic paradigm: security gets harder, citizens phone 911 sooner, and issues require more forms and paperwork.
  • Whenever facing Nephandi, evil spirits and supernaturals, or mundane challenges inspired by moral decay, roll Corruption dice (same scale as Stasis). When Corruption dominates, the local environment is infected by apathy and malign supernatural forces: casual violence and crime gets worse, local denizens and wildlife are more likely to attack the characters, and progress is more likely to require bribery.
  • Whenever facing Marauders, natural or otherwise capricious spirits or supernaturals, or mundane challenges inspired by chaos or insanity, roll Madness dice (same scale as Stasis). When Madness dominates, things get a little crazy: bizarre and unfortunate coincidences happen with greater regularity, poltergeists and other capricious spirits have easier access to the world, and people are more likely to go mad.

The GM can mix and match the dice if it makes sense for the challenge. A corrupt politician might be Stasis and Corruption dice, an evil natural spirit might be Corruption and Madness dice, and an overly complicated and arbitrary bureaucracy might be Madness and Stasis dice.