• “Half asleep and half awake, I became lost in a deep span of my version of a perfect world. A place I wanted so desperately to reach, but would never find except from within the catacombs of my mind.”

    —Katlyn Charlesworth, The Tomorrows

    Sometimes, a person comes from a long line of magic - close to the supernal, close to the Truth, they sense it on the edges of their soul but cannot reach it. Proximi are, in mage society, both a Mystery to be unraveled and a tool to be utilized. Where do they come from? What originates these lines? These questions haunt both Awakened and Half-Awake alike, who point to Hidden Masters who engineered these, to strange moments when a Sleeper almost Awoke, but didn't quite reach the Tower.

    Becoming A Proximi:

    It's like Awakening, almost. Imagine you are Asleep, your eyes cut off from the reality of the world, only able to see the dream before you. But then suddenly your jostled. You see the universe as it should be, as it truly is, and you know the dream is wrong. Your locked in a state of Lucid-Dreaming, and can control the dream in a limited fashion. You can't wake up though, and you can't move forward.

    What begins a Proximus line is not known, and hotly contested, but once it begins in a person, the line can continue in any individual who is a part of the origin's future bloodline that manifests the right traits. One day they are Asleep, their souls unable to comprehend the world; The next, they begin to see signs - little tells in reality that shows them the truth, and they -realize- the Lie, and they can see something past it. They aren't awake yet, but neither are they fully asleep.

    One Proximi is jostled by a strike of lightning from out of the blue. As the surge passes through them, they feel the power, they feel the light, and they sense a connection to something greater within them - they come out of the ordeal weak and feeble of body, but their soul alight with a new, incomplete understanding. Another tends to the garden, and as they do they take a bite of an apple, only to feel the sensation of that apply going through her - growing inside of her, until it sprouts out. Yet another goes by living their life unsuspectingly, until they hear the voice of their lord in a Strange tongue, telling them that he has work for them... He doesn't know the tongue, but he understands the meaning, and obeys, even to fulfill a task outside his power.

    Proximi are locked in a state of Hygnagogia; They see the world for what it is, they know it's a Lie and what the truth is, but their soul cannot move; Their curse, the true curse, paralyzes them to be able to see the Supernal but not reach it. They are ripped from the bliss of ignorance, and caught between the terror of knowing the truth. Half-Awake, they can accept the burden of Truth and Sleep forever, or push forward.

  • Alternative Proximi Rules

    Here at New Haven, we don't use the rules for Proximi found in 2e, but use our own house ruled version of them. In this version, they are less 'magical bloodlines' and more individuals at a crossroads - another name for them is 'Half-Awake'. They are groups that are mostly bloodlines, but expand well beyond that - they are groups that are tied to supernal signs, who bear a higher potential to awaken than others. Whether they are designed by gods or the hidden masters, these are people who have been shaken from their normal lives, given the briefest hint of power - and the choice on if they want to take the next step or not.

    Proximi Dynasties

    Bound by Blood: All Dynasties are bound by what is referred to as a blood tie - usually this tie is a familial line, though some other groups have ties that exist deeper than the blood. While it's less common, lines have formed within occultic schools, conspiracies, and military brotherhoods.

    Trigger: Each Proximi starts off as a normal mortal until they experience a trigger - an event which causes the individual to become half-awake. This Trigger causes the member of the group to rouse, becoming a Proximi. Each line has a different trigger. One line might require that the individual have the 'heart, mind, and soul of a true warrior'. Another might play on fate, causing every seventh child to be born with their eyes closer to being opened than their peers. The prerequisite for this is chosen by the entity that creates the line, but is a large part of what defines the line in general.

    Parent Path: All Dynasties are tied to one of the Five Paths, which a Proximi who awakens usually Awakens into.

    Curse: Each Dynasty has a two-part Curse tied to it - one part that is Persistent, and one part that is Severe. The Persistent Curse is always on, but the Severe Curse comes into play when a Proximi over-reaches beyond what is granted by their line, or when they try to work around their curse. If a Proximi is part of a line that is not familial, and they leave the group, the Severe Curse becomes permanent - often a death sentence for the Proximi and one of the reasons many mages believe family lines are more prominent.

    Blessing Arcana: All Dynasties are associated with 3 Arcana: It's parent's ruling Arcana and 1 other.

    Dynastic Attainments: A Dynasty contains 3 innate attainments which are coded into their blood: A Mage Sight, A lesser Utility, and a Greater Utility, chosen from the line's three Arcana. They gain the mage sight at character creation, the lesser utility once they learn 3 blessings, and the greater utility once they learn 6 blessings. A line may substitute any of these attainments with an Armor attainment (Which has a rating of 2).

    Dynastic Blessings: Each Dynasty has 30 dots worth of Arcana encoded within their line. These spells, called Blessings, must be from the three Arcana associate with the Dynasty and cannot be higher than 3 dots. Blessings are functionally the same as rotes, providing all the benefits that entails, and must be taught by either other Proximi or Mages.

    Proximi

    Sleepwalkers: All Proximi are naturally Sleepwalkers and gain the merit for free.

    Mana Capacity: Proximi have a mana capacity of 5. They may regain mana by meditation at a hallow, and every Dynasty has an Oblation associated with it that it may perform to gain 1 mana.

    Supernal Vessel: A Proximi does not have Gnosis or Arcana in order to fuel their power. Instead, they must draw power from the Supernal Symbol which makes up their lineage, and channel that symbol through their body, the vessel. The stronger the vessel, the stronger the connection to the Symbol which makes them up. A Proximi is treated to have a spell control equal to the lowest of their resistance attribute, a casting pool of their lowest finesse attribute plus any Yantra, and their spells primary factor are enhanced with their Lowest Power Attribute rather than Arcana. They use Willpower instead of Arcana + Gnosis for any Attainments.

    Limited Casting: A Proximi's ritual casting interval is 5 hours. They may use one Yantra. They may not use creative thaumaturgy.

    Paradox: A Proximi who over reaches gains 1 paradox for every reach they spend. A Proximus cannot attempt to contain a paradox like a mage can, but instead of warping the blessing, any successes on a paradox cause the blessing to automatically collapse, and worsens the Proximi curse. Obvious magic in front of sleepers provokes Paradox Risk, Trigger Quiescence, an are subject to Dissonance.

    Dreamwalker: Proximi may enter their own dreams in the same way that a mage can. Proximi may also enter into the Onieros in the same way a mage can. If they know another member of their line, they may travel to that member's onieros instead of their own without any additional powers. Proximi may Travel to the Temenos, but doing so automatically sends them to a realm associated with their line, and they cannot travel the temenos through realms not tied to the line.

    Awakening Potential: Every Dynasty is tied to a symbol within the supernal that represents them. Every Proximi who comes into their power develops an Obsession related to this Mystery, which has an Opacity chosen by the storyteller. Once this Mystery has been uncovered, and the Deep Truths revealed, a Proximi Awakens to their Parent Path. Dynasties who do not have a Mage Sight (such as in the case where the mage sight is replaced by a Mage Armor) are not designed to Fully Awaken; This still does not stop the determined, however, who find clues within their own Blessings and aid from Mages who perform the Apocalypse Spell to assist them. A Proximus who Awakens keeps their blessings as rotes, but may not use them if they do not have the prerequisite Arcana. They lose their Curse, and Awaken into their Parent Path.


  • Jostled From Sleep

    Attributes: 5/4/3
    Skills: 11/7/4
    Attainents: Based on Blessings
    Blessings: 0
    Experience: 10
    Notes and Restrictions: None yet.

  • Studied Apprentice

    Attributes: 5/4/3
    Skills: 11/7/4
    Attainents: Based on Blessings
    Blessings: 0
    Merits: 20
    Experience: 20
    Notes and Restrictions: None yet.

  • Illuminated

    Attributes: 5/4/3
    Skills: 11/7/4
    Attainents: Based on Blessings
    Blessings: 0
    Merits: 20
    Experience: 1 Experience per year since being roused
    Notes and Restrictions: None yet.

  • Coming Soon: Proximi Lines!