Hollow One Paradigm
By Stayne
NOTE: There is a specific reason why the topics listed are by a matterialistic
definition, and not a philosophical one. While the traditions and conventions would
see things in terms of Magick and science, the Hollow ones would, in my opinion, see
things more on how they are used, not the absolute meaning.
The Paradigm
The Game :
Life is a game, so we may as well enjoy it. The object of the game, is
to see who can cause the most problems, have the most fun, and in the long run, who's
the coolest.
Magick
Playing:
Magick is how we play the game. Use it to alter things, wipe out your
enemies, or just to have fun. Magick is also useful for profit and relieving boredom.
Spheres
- Correspondence: Cheap travel.
Correspondance is a good way to avoid having to take the
buss, or bum a ride. It's also a way to spy on people, and if used right, produces some
nice hallucination like effects.
- Entropy: Decay and Rot.
In the end, this is what it all comes down to. Everything
decays and rots away, leaving you alone, tired and bored. However, you can use it to
ruin everyone elses day too, so enjoy.
- Forces: Shock treatment
. Need to really ruin someone's day? Smack 'em with
forces. It's a usefull way to screw around with things, and it can even make a few
nice effects. If you know enough about it that is.
- Life: Life.
Well, life is life. Change it, play with it, do whatever you want
with it. It's amusing, but in the end it always dies. Don't grow too atached to it.
- Matter: Toys.
Matter is the cheapest toy shop on earth. You need something?
Make it out of nothing. Hell, it's even fun sometimes.
- Mind: Neurosis and Psychosis. Everyone's at least a little crazy, so there's
no harm in making them crazier. Although if you like you can make 'em saner. Of course,
you have to be at least a little crazy to mess with someone elses mind.
- Prime: Essence.
The absolute base ingredient of everything. This is no play
thing, it's more to be respected and handled carefully. If you fuck this up, you can
create some really bad effects.
- Spirit: Death.
The Spirits of the dead don't go to heaven or hell. They end up
hanging around doing nothing. Although I'm sure they have games of some kind. This is
how you deal with them. If you're good, you can even be one for a while.
- Time: Cheap watches. Time's pretty cool. You can use it to do a lot of weird
shit. Namely seeing into the past and future. Those are the big uses, although it can
also be used to play with things a bit.
Arete
Coolness.
How cool you are, and how much you play with the world define what you
can do. Basically meaning, if you are a dork, you're going to stay that way. While if
you're cool, you can only get better.
Quintessence
Amusement.
The more amused one is, the more they can do. If you're really depressed
say, and you try to fry your MiB friend with a lightning-bolt, it probably won't work.
On the other hand, if you're having a good time, or even better, you're intoxicated,
you can blast him and it'll be great.
Paradox
Fucking up.
In the great game of life and reality bending, when you fuck up it
shows. Even worse, the fuck-up squad (Paradox Spirits) might just show up to roast you. It's best to not fuck up.
Mage-specific Backgrounds
- Arcane: Lack of popularity.
If no one knows who you are, it tends to create
problems. On the other hand, it's harder for the mirrorshades to find you, wich has
it's benifits.
- Avatar: Subconscience.
Your subconscience is the root of all you're powers, so
you'd better listen to it when it speaks up.
-
Chantry: Hang out. Everyone needs a hangout, it may as well be some place cool.
- Destiny: Delusions of Granduer.
It might be a delusion, but then again, Alexander
the Great had delusions of granduer too. Look what it got him.
- Dream: Messages. Sometime your subconscience needs to talk to you, this is
how it happens.
- Node: Entertainment.
Your hang out has to have something entertaining or
cool about it, this is that coolness. You can not deny that the weird ways Quint comes
up are cool.