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Mage: The Ascension (Alternate Rules)

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A fully illustrated PDF is at:[[Alternate Mage: The Ascension PDF]]
To just see the alternate magic system read:<br>
A character sheet for this system is at:<br>
[https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]
 
This page is mirrored at: https://github.com/alt-magick/Mage-The-Ascension
<br>
 
A print copy of this book is at Amazon: https://a.co/d/f4dmi1Z
<br><br>
===Mage: The Ascension===
<br>
The central conflict in Mage: The Ascension is the struggle over the nature of reality itself. Mages fundamentally believe that reality is malleable and can be shaped by human will and belief.
Roleplaying happens inside of scenes. In fact, the entire game exists in scenes. The most powerful scenes are those that surprise both the Storyteller and the players, revealing stories none could have anticipated. The beauty of roleplaying a scene lies in its uncertainty. Neither the players, or the Storyteller know exactly how the scene will unfold.
A scene is a temporary collaborative reality. A shared imaginative space where individual creativity merges into a collective experience.
So, with a few other modifications the game
mechanics are basically the same.
<br><br>
===Traits=== * Attributes and Skills
<br>
Skill. When your character shoots a gun, you add
his Dexterity to his Firearms for a total number
of dice rolls. <br><br>
===* Modifiers===
<br>
The Storyteller determines whether or not any
circumstance imposes dice-roll modifiers and
how great those modifiers are. <br><br>
===* Dice Rolls===
<br>
So, we can say that that the number of times
you get to roll the dice is determined like
so: Attribute + Skill + modifiers (if any) In
general, bonuses are always added before
penalties are applied. <br><br>
===* Rolling the Dice===
<br>
die rolls you have the better your characters
chances of success, and the greater your odds
of gaining multiple successes. <br><br>
===* Snake Eyes===
<br>
cancels out one success. If you roll snake eyes,
and none of you other rolls succeed it is a
botch. <br><br>
===* Second Tries===
<br>
When a roll fails, you can try again with a +1
difficulty modifier. <br><br>
===* Fighting===
<br>
Combat Fighting is a series of die rolls, until
someone surrenders or is rendered unable to
fight. The rolls determines determine whether or not your
character hits and how much damage he inflicts
on his target. The number of dice rolls is
subtracted from any attack successes targeted
against him.
<br><br>
===* Actions===
<br>
1) Poor 2) Average 3) Good 4) Exceptional 5) World Class
of these levels:
  +1) Easy +0) Routine -1) Moderate -2) Difficult -3) Challenging -4) Hard -5) Exceptional
1) Marginal 2) Moderate 3) Good 4) Excellent 5) Phenomenal <br><br>
===Traits===
<br>
* Physical: <br><br>  ** Strength - Physical Power  ** Dexterity - Athleticism  ** Stamina - Toughness
* Social: <br><br> ** Charisma - Charm ** Manipulation - Persuasion ** Appearance - Attractiveness
Charisma - Charm  Manipulation - Persuasion  Appearance - Attractiveness   * Mental:   <br><br> ** Perception - Insight To Surroundings ** Intelligence - Pure IQ  ** Wits - Intuition & Instincts
* Talents: <br><br> ** Alertness - Attention to Your Surroundings ** Athletics - A Talent With Sports ** Awareness - You Can Sense The Presence of Magic ** Brawl - Skill With Unarmed Combat ** Dodge - Avoiding Physical Danger ** Expression - The Art of Communication ** Intimidation - Flexing Your Muscles ** Leadership - You Are Respected ** Streetwise - Youre a Part Of The Underworld ** Subterfuge - You Can Hide Your Motives
Alertness - Attention to Your Surroundings * Skills:<br><br>  Athletics ** Crafts - A Talent Working With Sports Your Hands  Awareness ** Drive - You Can Sense Handling The Presence of Magic Road ** Etiquette - Managing Social Situations Brawl ** Firearms - Skill With Unarmed Combat Firing Guns  Dodge ** Meditation - Avoiding Physical Danger Regenerates Magic  Expression ** Melee - The Art of Communication Hand To Hand Weapons  Intimidation ** Performance - Flexing Your Muscles Specialized as music etc.  Leadership ** Stealth - You Are Respected Hiding From Sight  Streetwise ** Survival - Youre a Part Of The Underworld Living In Difficult Environments  Subterfuge ** Technology - You Can Hide Your Motives Repairing And Working With Machines
Skills:   Crafts - Working With Your Hands  Drive - Handling The Road  Etiquette - Managing Social Situations  Firearms - Firing Guns  Meditation - Regenerates Magic  Melee - Hand To Hand Weapons  Performance - Specialized as music etc.  Stealth - Hiding From Sight  Survival - Living In Difficult Environments  Technology - Repairing And Working With Machines   * Knowledges: <br><br>   ** Academics - Higher Education In A Field  ** Computer - From Typing To Hacking  ** Cosmology - Knowledge Of The Spirit World  ** Enigmas - Solving Puzzles Or Riddles  ** Investigation - Forensics Detective Work  ** Law - Professional Practice In Law  ** Linguistics - Specializing In Other Languages  ** Medicine - First Aid, & Surgery Etc.  ** Occult - Knowledge Of Magic Practices  ** Science - Engineering, Chemistry, & Physics
* Avatar - Your ability to store quintessence * Arete - Your mastery of magick * Willpower - Can be used to force success * Quintessence - The raw power of magic * Paradox - The backlash from magic into insanity * Health - The amount of damage you can take<br><br>
Arete - Your mastery of magick  Willpower - Can be used to force success  Quintessence - The raw power of magic  Paradox - The backlash from magic into insanity  Health - The amount of damage you can take  ===Getting Started===
<br>
will be when accomplishing tasks with it.
 
Here is a quick overview of how to begin the
character creation process:
points.
 
Prioritize the categories with 3 levels of
points.
* Select Attributes (7/5/3)
* Select Abilities (13/9/5)
* Backgrounds (7):
Wonder - A Magical talisman or device
<br><br>
===Combat===
<br>
* Stage one - Initiative
* Stage two - Attack
* Stage three - Resolution
* Health   <br>1) # Bruised -0  2) # Hurt -1  3) # Injured -2  4) # Wounded -3  5) # Mauled -4  6) # Crippled -5  7) # Unconscious
Finally, your character needs to learn magic! <br><br>
===Magic===
<br>
advanced magic.
 
The Twelve Spheres in alphabetical order are:
1) # Awareness 2) # Sympathetic 3) # Coincidental 4) # Manipulative 5) # Miraculous
-
* Awareness
1) Awareness
Allows the Mage to sense things with their magic.
2) * Sympathetic
3) * Coincidental
4) * Manipulative
5) * Miraculous
The Mage can now create impossible miracles.
<br><br>
 ===Mechanics===
<br>
* Casting Magic
your sphere. Arete is the number of dice to
roll when casting a spell. No Sphere can be
higher than your level of Arete. You can also only spend up to your level of Arete in quintessence on a single spell. A mage can
optionally roll fewer dice to avoid a potential
botch.
* Avatar
* Quintessence
Quintessence is the power source for Magic.
Spending Quintessence points reduces the difficulty of aspell, up to a modifier your level of -3Arete. Meditation is required
to regain Quintessence for at least an hour at a place
of power. The maximum Quintessence a Mage can store is their Avatar score. Quintessence can also be stored in things
that are carried by a Mage.
* Willpower
* Difficulty
The difficulty for casting magic is the level of the sphere you are using. Add +1 for Vulgar magic, if there are no
witnesses. Add another +1 if a Sleeper witnesses it.
* Bonuses
* Successes
* Botches
also roll snake eyes on any of their dice then they botch.
This is a dangerous situation.
<br><br>
 ===Spheres===
<br>
UnderstandingSpheres in Mage: The Ascension are theway Mages effect reality. Theyrepresent different kinds of magic,which Mages use to perceive andreshape the world.
Power: Wisdom / ESP
* Understanding<br><br>** Power: Wisdom / ESP** Knowledge: Realization - Unveiling the innerknowledge within.** Description: The Power of Understanding manifests as inspiration and insight, granting effortless access to answers and discoveries beyond conventional understanding. It endows the practitioner with the gift of foreknowledge. The key to unlocking this power lies in the realization that all knowledge already resides withinoneself.<br>
Description: The Power of Understanding manifests# Elevated Mental Attributesas inspiration and insight, granting effortless access# Predicting Outcomesto answers and discoveries beyond conventionalunderstanding. It endows # Seeing the practitioner with thegift of foreknowledge. The key to unlocking thisPastpower lies in # Seeing the realization that all knowledgeFuturealready resides within oneself.# Stopping Time
1) Elevated Mental Attributes* Feeling<br><br>** Power: Empathy / Telepathy** Knowledge: Association - Recognizing the interconnectedness of all things.** Description: The Power of Feeling enables one to empathize and understand others deeply, perceiving their thoughts and emotions without the need for words. It stems from the profound insight into Association, the intrinsic link that binds all living beings together.<br>
2) Predicting Outcomes# Reading Mindstates# Bonus to Social Attributes# Mental Shield# Reading Thoughts# Mental Link
3) Seeing the Past
4) Seeing * Production<br><br>** Power: Attraction / Creation** Knowledge: Synchronicity - Uniting the Futurethreads of existence.** Description: The Power of Production empowers a wizard to draw situations and desires into their reality. This ability stems from a profound understanding of Synchronicity, the cosmic principle that everything is interconnected and influences each other. It acknowledges that the power to attract lies within, awaiting manifestation.<br>
5) Stopping Time# Sensing Opportunity# Arranging situations# Attracting Wealth# Produce Small Objects# Win Lotteries & Elections
Feeling* Influence<br><br>** Power: Charisma / Hypnotism** Knowledge: Possession - Will shaping the realm of the mind.** Description: The Power of Influence grants a wizard the power to captivate others. Known as Possession, it allows one to enchant and charm, eliciting positive perceptions or even gaining control over anothers thoughts and actions. The essence of this mastery lies in the understanding that ones will can wield dominion over the minds of others.<br>
Power: Empathy / Telepathy# Sensing Willpower# Social Influence# Hypnotic Suggestion# Mind Control# Altering Identities
Knowledge: Association - Recognizing the
interconnectedness of all things.
* Penetration<br><br>** Power: Escape / Intangibility** Knowledge: Spiritualism - Perceiving the world as a realm of spirit.** Description: The Power of Feeling enables one toempathize and understand others deeply, perceivingtheir thoughts and emotions without Penetration delves into the need forwordsrealm of Spiritualism. It stems from unveils the truth that the profound insight intoAssociationworld is fundamentally composed of spirit, allowing a wizard to transcend physical boundaries and become intangible. Chains and locks lose their hold, dissolving effortlessly under the intrinsic link that binds all livingwizards touch.beings together.<br>
# Find Exits
# Open Locks
# Escape From Restraints
# Escape From Prisons
# Becoming Intangible
1) Reading Mindstates
2) Bonus * Control<br><br>** Power: Energy / Telekinesis** Knowledge: Evocation - Harnessing the forces of the spiritual realm.** Description: The Power of Control enables a wizard to Social Attributescommand powerful forces. Through evocation, the practitioner can manipulate energy and bend it to their will. This understanding arises from recognizing that spiritual entities are themselves embodiments of force and possess the capacity to shape and impact the physical world.<br>
3) Mental Shield# Quick Reactions# Bonus to Physical Abilities# Influencing Physical Outcomes# Moving Objects# Controlling Natural Forces
4) Reading Thoughts
5) Mental Link* Restoration<br><br>** Power: Renewal / Healing** Knowledge: Forgiveness - Liberating from suffering caused by transgressions.** Description: The Power of Restoration holds the gift of healing. It grants the ability to alleviate pain, cure diseases, and bring renewal to the afflicted. This power emerges from the understanding of Forgiveness, recognizing that suffering often stems from transgressions. By embracing forgiveness, a wizard becomes a conduit for healing and restoration.<br>
# Sense illness
# Relieve Pain
# Protection from Disease
# Heal Sickness / Damage
# Resurrection
Production
* Vanishing<br><br>** Power: Attraction Stealth / CreationInvisibility** Knowledge: Misdirection - Manipulating attention and perception.** Description: The Power of Vanishing encompasses the art of Misdirection. It allows a wizard to control focus and attention, rendering themselves unseen and secrets concealed. Meticulous study and practice grant the ability to achieve complete invisibility as the wizard manipulates perception and directs attention elsewhere.<br>
Knowledge: Synchronicity - Uniting the threads of# Detect Liesexistence.# See in The Dark# Stealth# Disguise# Invisibility
Description: The Power of Production empowers a
wizard to draw situations and desires into their
reality. This ability stems from a profound
understanding of Synchronicity, the cosmic
principle that everything is interconnected and
influences each other. It acknowledges that the
power to attract lies within, awaiting manifestation.
* Travel<br><br>
** Power: Direction / Teleportation
** Knowledge: Unity - Dissolving the illusion of separation.
** Description: The Power of Travel operates on the understanding that all separation is illusory. By harnessing this power, a wizard can navigate without traditional directions and locate objects or places that are lost or hidden. A skilled practitioner can transcend distance, stepping from one location to any desired destination.
<br>
1) Sensing Opportunity# Locate Lost Objects# Find Directions# See at a Distance# Teleport Objects# Make a Portal
2) Arranging situations
3) Attracting Wealth* Transformation<br><br>** Power: Developing / Shapeshifting** Knowledge: Personification - Authoring ones own identity.** Description: The Power of Transformation allows a wizard to assume the form and essence of another being, whether it be an abstract concept, an animal, or even a deity. The essence of this mastery lies in the understanding that one has the power to create and define their own identity, refusing to be shaped by external forces. The power of transformation can also be used to improve who you already are.<br>
4) Produce Small Objects# Sense Others Attributes# Bonus to Attributes# Developing Attributes# Shapeshifting# Transmutation
5) Win Lotteries & Elections
* Destruction<br><br>
** Power: Curses / Annihilation
** Knowledge: Pragmatism - Dissolving the constructs of right and wrong.
** Description: The Power of Destruction holds immense power that should be wielded with caution. It encompasses the ability to curse, annihilate, and disrupt the natural order. However, the utilization of this power draws one away from their true path and blurs the distinction between right and wrong.
<br>
Influence# Sense Black Magic# Protection from Curses# Curse Enemies# Cause Physical Damage# Kill & Destroy
Power: Charisma / Hypnotism
* Revelation<br><br>** Power: Visions / Rapture** Knowledge: Possession Above as Below - Will shaping The symbiotic connection between gods, angels, and humanity.** Description: The Power of Revelation unveils profound visions and grants enlightenment to the realm practitioner. It is rooted in the understanding ofthe mindsymbiotic connection between gods, angels, and humanity. By tapping into this power, a wizard gains access to celestial knowledge, perceiving the intricate tapestry that binds all realms and entities together.<br>
Description: The Power of Influence grants awizard the power to captivate others. Known asPossession, it allows one to enchant and charm,eliciting positive perceptions or even gainingcontrol over anothers thoughts and actions. Theessence of this mastery lies in the understandingthat ones will can wield dominion over the mindsof others.  1) Sensing Willpower 2) Social Influence 3) Hypnotic Suggestion 4) Mind Control 5) Altering Identities  Penetration Power: Escape / Intangibility Knowledge: Spiritualism - Perceiving the world as arealm of spirit. Description: The Power of Penetration delves intothe realm of Spiritualism. It unveils the truth thatthe world is fundamentally composed of spirit,allowing a wizard to transcend physical boundariesand become intangible. Chains and locks lose theirhold, dissolving effortlessly under the wizardstouch.  1) Find Exits 2) Open Locks 3) Escape From Restraints 4) Escape From Prisons 5) Becoming Intangible  Control Power: Energy / Telekinesis Knowledge: Evocation - Harnessing the forces ofthe spiritual realm. Description: The Power of Control enables a wizardto command powerful forces. Through evocation,the practitioner can manipulate energy and bend itto their will. This understanding arises fromrecognizing that spiritual entities are themselvesembodiments of force and possess the capacity toshape and impact the physical world.  1) Quick Reactions 2) Bonus to Physical Abilities 3) Influencing Physical Outcomes 4) Moving Objects 5) Controlling Natural Forces  Restoration Power: Renewal / Healing Knowledge: Forgiveness - Liberating from sufferingcaused by transgressions. Description: The Power of Restoration holds thegift of healing. It grants the ability to alleviate pain,cure diseases, and bring renewal to the afflicted.This power emerges from the understanding ofForgiveness, recognizing that suffering often stemsfrom transgressions. By embracing forgiveness, awizard becomes a conduit for healing andrestoration.  1) # Sense illness 2) Relieve Pain 3) Protection from Disease 4) Heal Sickness / Damage 5) Resurrection  Vanishing Power: Stealth / Invisibility Knowledge: Misdirection - Manipulating attentionand perception. Description: The Power of Vanishing encompassesthe art of Misdirection. It allows a wizard to controlfocus and attention, rendering themselves unseenand secrets concealed. Meticulous study andpractice grant the ability to achieve completeinvisibility as the wizard manipulates perceptionand directs attention elsewhere.  1) Detect Lies 2) See in The Dark 3) Stealth 4) Disguise 5) Invisibility  Travel Power: Direction / TeleportationSpiritsKnowledge: Unity - Dissolving the illusion of# Speak with Spiritsseparation.# Banish Spirits# Summon SpiritsDescription: The Power of # Spirit Travel operates on theunderstanding that all separation is illusory. Byharnessing this power, a wizard can navigatewithout traditional directions and locate objects orplaces that are lost or hidden. A skilled practitionercan transcend distance, stepping from one locationto any desired destination.  1) Locate Lost Objects 2) Find Directions 3) See at a Distance 4) Teleport Objects 5) Make a Portal  Transformation<br>
Power: Developing / Shapeshifting Knowledge: Personification - Authoring ones ownidentity. Description: The Power of Transformation allows awizard to assume the form and essence of anotherbeing, whether it be an abstract concept, an animal,or even a deity. The essence of this mastery lies inthe understanding that one has the power to createand define their own identity, refusing to be shapedby external forces. The power of transformation canalso be used to improve who you already are.  1) Sense Others Attributes 2) Bonus to Attributes 3) Developing Attributes 4) Shapeshifting 5) Transmutation  Destruction Power: Curses / Annihilation Knowledge: Pragmatism - Dissolving the constructsof right and wrong. Description: The Power of Destruction holdsimmense power that should be wielded withcaution. It encompasses the ability to curse,annihilate, and disrupt the natural order. However,the utilization of this power draws one away fromtheir true path and blurs the distinction betweenright and wrong.  1) Sense Black Magic 2) Protection from Curses 3) Curse Enemies 4) Cause Physical Damage 5) Kill & Destroy  Revelation Power: Visions / Rapture Knowledge: Above as Below - The symbioticconnection between gods, angels, and humanity. Description: The Power of Revelation unveilsprofound visions and grants enlightenment to thepractitioner. It is rooted in the understanding of thesymbiotic connection between gods, angels, andhumanity. By tapping into this power, a wizardgains access to celestial knowledge, perceiving theintricate tapestry that binds all realms and entitiestogether.  1) Sense Spirits 2) Speak with Spirits 3) Banish Spirits 4) Summon Spirits 5) Spirit Travel  ===* Paradox & Quiet===
<br>
If Paradox reaches a level greater than 10 it is
released automatically.
<br><br>
 ===* Occult===
<br>
* Control: <br><br> ** Energy / Telekinesis ** (Aries / Emperor) + (Mars / Tower)
* Transformation: <br><br> ** Developing / Shapeshifting ** (Taurus / Hierophant) + (Venus / Empress)
* Understanding: <br><br> ** Wisdom / ESP ** (Libra / Justice) + (Venus / Empress)
* Revelation: <br><br> ** Visions / Rapture ** (Pisces / High Priestess) + (Neptune / Hanged Man)
* Feeling: <br><br> ** Empathy / Telepathy ** (Virgo / Hermit) + (Mercury / Magician)
* Influence: <br><br> ** Charisma / Hypnotism ** (Leo / Strength) + (Sun / Sun)
* Penetration: <br><br> ** Escape / Intangibility ** (Gemini / Lovers) + (Mercury / Magician)
* Travel: <br><br> ** Direction / Teleportation ** (Sagittarius / Temperance) + (Jupiter / Wheel of Fortune)
* Production: <br><br> ** Attraction / Creation ** (Capricorn / Devil) + (Saturn / World)
* Restoration: <br><br> ** Renewal / Healing ** (Aquarius / Star) + (Uranus / Fool)
* Vanishing: <br><br> ** Stealth / Invisibility ** (Cancer / Chariot) + (Moon / Moon)
* Destruction: <br><br> ** Curses / Annihilation ** (Scorpio / Death) + (Pluto / Judgement) <br><br>
=== Finishing Touches === <br>
Here are some finishing touches to add to your
character sheet. <br><br>
===* Traditions===
<br>
There are 9 Traditions 12 types of Mages representing the different kinds of Mages and their world views. You can pick whichever one you feel resonates with your character:
* Akashic Brotherhood - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Buddhist Warriors
Celestial Chorus - Gnostic Priests
* Celestial Chorus&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gnostic Priests   * Cult of Ecstasy - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hippies and New Agers   * Dreamspeakers&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Shamans
Dreamspeakers - Shamans
* Euthanatos - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Terrorists and Activists
Order of Hermes - Ceremonial Magicians
Sons * Order of Ether - Rebel Scientists Hermes&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ceremonial Magicians
Verbena - Wiccans
* Sons of Ether&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rebel Scientists   * Verbena&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wiccans   * Virtual Adepts - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Reality Hackers   * Hollow Ones&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Goths   * Marauders&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Permanently Insane  * Nephandi&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Made Demonic Pacts  * Technocracy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Agents of Reason
Hollow Ones - Goths
If you have your own Coven you can also list
it as your Cabal. <br><br> 
===Concept===* Concepts
<br>
* Criminal
* Drifter
* Entertainer
* Intellectual
* Investigator
* Kid
* Night-lifer
* Outsider
* Politician
* Professional
* Reporter
* Socialite
* Soldier
* Worker <br><br>
===* Nature and Demeanor===
<br>
* Architect - Purpose / Obsession  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You desire to leave a mark on the world.
* Autocrat - Leadership / Dictatorship &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want control.
* Bon Vivant - Love of Life / Hedonism &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to live Life.
* Bravo - Strength / Anger  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want power.
* Caregiver - Compassion / Smothering &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for others.
* Celebrant - Passion / Intemperance &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You have a calling
* Child - Innocence / Immaturity  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You never grew up.
* Competitor - Striving / Competitiveness  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Life is a challenge to be won.
* Conformist - Cooperation / Low-Self Esteem  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a follower.
* Conniver - Clever / Envy  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a manipulator
* Curmudgeon - Critical Eye / Lack of Imagination  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You find the faults in others.
* Deviant - Shatter Boundaries / Perversion  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an outcast.
* Director - Organization / Lack of Tolerance  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want things under control.
* Fanatic - Dedication / Stubbornness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live for a cause.
* Gallant - Artistry / Flamboyance  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to be the center of attention.
* Judge - Justice / Lack of Vision  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to resolve problems.
* Loner - Self-Reliance / Lack of Empathy  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You work best by yourself.
* Martyr - Sacrifice / Self-Deprecation  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You devote yourself to helping others.
* Masochist - Devotion / Self-Destructiveness  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to suffer.
* Monster - Mirror of Villainy / Depravity  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an evil person.
* Pedagogue - Knowledge / Logorrhea  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a teacher.
* Penitent - Responsibility / Contrition  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are consumed with guilt.
* Perfectionist - Exactitude / Incompleteness  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You need to be the best.
* Rebel - Individuality / Lack of Direction  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You like to break the rules.
* Rogue - Valor / Selfishness  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for yourself.
* Survivor - Perseverance / Lack of Trust  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You keep going no matter what.
* Thrill-Seeker - Daring / Recklessness  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live on the edge.
* Traditionalist - Consistency / Complacency  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You support the status quo.
* Trickster - Empathy / Hypocrisy  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Your life is a comedy.
* Visionary - Imagination / Pride &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to remake the future.<br><br>
You want to remake the future.
===* Essence===
<br>
* Dynamic - Change
* Pattern - Improvement
* Primordial - Stability
* Questing - Purpose <br><br>
===* Resonance===
<br>
trait, and add dots as you continue working
magic.
 
There are three types of Resonance:
Dynamic, Entropic, and Static
Dynamic represents change.
Entropic * Dynamic represents destructionchange.
* Entropic represents destruction. * And Static represents protection. <br><br>
===* Purpose===
<br>
dots anyway you like into these 3 categories:
 * Self, Others, and World. Representing your primary motivation.
Representing your primary motivation.
<br><br>
 
===* Foci===
<br>
Art
 
Astrology
Blood
Chalices
 
Candles
Chanting
Ordeals
 
Poetry
Pure Water
Wands
Weapons <br><br>
 ===Examples===
<br>
Tracking - Perception + Survival
<br><br>
 
<br>
===Credits===
<br>
[[User:Street|Street]]
<br><br>
 
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