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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>
<br>
his Dexterity to his Firearms for a total number
of dice rolls.
<br><br>
<br>
The Storyteller determines whether or not any
circumstance imposes dice-roll modifiers and
how great those modifiers are. <br><br>
<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>
<br>
die rolls you have the better your characters
chances of success, and the greater your odds
of gaining multiple successes. <br><br>
<br>
cancels out one success. If you roll snake eyes,
and none of you other rolls succeed it is a
botch. <br><br>
<br>
When a roll fails, you can try again with a +1
difficulty modifier. <br><br>
<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>
<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:
* Social:<br><br> ** 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
* 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>
<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>
* Awareness
Allows the Mage to sense things with their magic.
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>
* 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>
* 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
# Sense illness
# Relieve Pain
# Protection from Disease
# Heal Sickness / Damage
# Resurrection
* 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>
* 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>
* 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>
* 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>
<br>
If Paradox reaches a level greater than 10 it is
released automatically.
<br><br>
<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>
<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 - Buddhist Warriors
* Celestial Chorus Gnostic Priests * Cult of Ecstasy - Hippies and New Agers * Dreamspeakers Shamans
* Euthanatos - Terrorists and Activists * Order of Hermes Ceremonial Magicians
* Sons of Ether - Rebel Scientists
* Verbena Wiccans * Virtual Adepts - Reality Hackers * Hollow Ones Goths * Marauders Permanently Insane * Nephandi Made Demonic Pacts * Technocracy Agents of Reason
If you have your own Coven you can also list
it as your Cabal. <br><br>
<br>
* Criminal
* Drifter
* Entertainer
* Intellectual
* Investigator
* Kid
* Night-lifer
* Outsider
* Politician
* Professional
* Reporter
* Socialite
* Soldier
* Worker <br><br>
<br>
* Architect - Purpose / Obsession You desire to leave a mark on the world.
* Autocrat - Leadership / Dictatorship You want control.
* Bon Vivant - Love of Life / Hedonism You want to live Life.
* Bravo - Strength / Anger You want power.
* Caregiver - Compassion / Smothering You look out for others.
* Celebrant - Passion / Intemperance You have a calling
* Child - Innocence / Immaturity You never grew up.
* Competitor - Striving / Competitiveness Life is a challenge to be won.
* Conformist - Cooperation / Low-Self Esteem You are a follower.
* Conniver - Clever / Envy You are a manipulator
* Curmudgeon - Critical Eye / Lack of Imagination You find the faults in others.
* Deviant - Shatter Boundaries / Perversion You are an outcast.
* Director - Organization / Lack of Tolerance You want things under control.
* Fanatic - Dedication / Stubbornness You live for a cause.
* Gallant - Artistry / Flamboyance You want to be the center of attention.
* Judge - Justice / Lack of Vision You want to resolve problems.
* Loner - Self-Reliance / Lack of Empathy You work best by yourself.
* Martyr - Sacrifice / Self-Deprecation You devote yourself to helping others.
* Masochist - Devotion / Self-Destructiveness You want to suffer.
* Monster - Mirror of Villainy / Depravity You are an evil person.
* Pedagogue - Knowledge / Logorrhea You are a teacher.
* Penitent - Responsibility / Contrition You are consumed with guilt.
* Perfectionist - Exactitude / Incompleteness You need to be the best.
* Rebel - Individuality / Lack of Direction You like to break the rules.
* Rogue - Valor / Selfishness You look out for yourself.
* Survivor - Perseverance / Lack of Trust You keep going no matter what.
* Thrill-Seeker - Daring / Recklessness You live on the edge.
* Traditionalist - Consistency / Complacency You support the status quo.
* Trickster - Empathy / Hypocrisy Your life is a comedy.
* Visionary - Imagination / Pride You want to remake the future.<br><br>
<br>
* Dynamic - Change
* Pattern - Improvement
* Primordial - Stability
* Questing - Purpose <br><br>
<br>
* Dynamic represents change.
* Entropic represents destruction.
* And Static represents protection.<br><br>
<br>
* Self, Others, and World.
Representing your primary motivation.
<br><br>
<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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[[Category:Splats]][[Category:Rules]]