Mage notes from Origins
Let me tell you, this looks pretty hot to me.
I really like the idea of arcane experience vs. mundane experience - seeking out the mysteries of the world helps you expand your magical knowledge. I also like that there's no limit on Arcanum.
Morality Stat: Wisdom
Resonance: still exists, but as a magical flavor in areas (just as werewolf loci have "flavors") - these can be changed temporarily with magic, or permanently with thought and effort
True Names vs. Shadow Names still exists - poor Easton. But I wonder if Melody is a true name, or a Shadow Name? ;)
"The most influential and knowledgeable body of local governance over the Awakened is known as a Consilium. Like a local senate, a Consilium consists of all the local representatives of the orders and cabals at work in a given area, and it works to see to the best interests of the Awakened who live in that area."
To regain spent Mana, a mage can do one of several things. He can perform an oblation (a ritual function associated with his path) at a Hallow. Doing so requires an hour of uninterrupted ceremony and a Gnosis + Composure roll. Each success provides one Mana. Mages cannot gain more Mana per day, however, than the Hallow's rating. Mages can also scour their bodies to free up Mana. A mage elects to degrade one of his Physical Attributes by one dot in return for three Mana points. The lost Attribute dot is restored 24 hours later. Scouring takes one full turn. A mage could elect to scour his Health instead. He suffers one lethal wound and gains three Mana points. Magic cannot protect against this damage, and it cannot be healed by Pattern restoration or any known Awakened magic. It heals naturally at the normal rate. Unlike the scouring of Attributes, there is no limit to the number of Health scourings a mage can perform in the same day.
Paradox: still exists, much the same way it did in old!Mage (though I think the backlash rules differ).
Reducing Paradox: If a player doesn't want his mage to run the risk of a severe Paradox problem, he can have his character mitigate the paradox by spending Mana. For every Mana spent (bearing in mind his total allowed expenditure per turn), he removes one of the dice from the Paradox pool the storyteller rolls.
New Mage Merits: Mage merits are Destiny (two additional dice per game session per dot, but imposes an equal penalty when mage's ban is present), Thrall (someone who owes you favors) and Dream (once per session, can pray and roll Wits + Composure to get info about something). There are three types of Wonders, based on what they do.
There are two forms of magic: lesser and greater. Greater, I assume, is magic that you inherently know from your path (i.e. Time and Fate for Acanthus). The inferior form requires more experience to learn and needs a teacher from another Path.
Personal Ascension, becoming an Oracle or an Exarch is possible, as part of a chronicle focused on it like Golconda in Vampire.
Gnosis higher than Wisdom also increases Paradox. (NICE.)
The true name is the one the mage's birth name. There's a merit called Occultation which hides the mage's resonance, but he has to give up connections to Sleeper society.
I am SO psyched for the demo, now. Pat, run the demo? Run eeeet!