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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===
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So, we can say that that the number of times
you get to roll the dice is determined like
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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.
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<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: 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 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>
<br>
will be when accomplishing tasks with it.
Here is a quick overview of how to begin the
character creation process:
* 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>
Spheres in Mage: The Ascension are the
way that Mages effect reality,. Theyrepresenting represent different kinds of magic,which allow them Mages use to perceive and
reshape the world.
* Understanding<br><br>** Power: Wisdom / ESP** Knowledge: Realization - Unveiling the inner knowledge 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 within oneself.<br>
# Elevated Mental Attributes
# Predicting Outcomes
# Seeing the Past
# Seeing the Future
# Stopping Time
* Feeling<br><br>** Power: Empathy / Telepathy** Knowledge: Realization Association - Unveiling Recognizing the innerinterconnectedness of all things.knowledge within** 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>
* Control<br><br>** Power: Energy / Telekinesis** Knowledge: Evocation - Harnessing the forces of the spiritual realm.** Description: The Power of Feeling Control enables one a wizard toempathize command powerful forces. Through evocation, the practitioner can manipulate energy and understand others deeply, perceivingbend it to their thoughts and emotions without the need forwordswill. It stems This understanding arises from recognizing that spiritual entities are themselves embodiments of force and possess the profound insight intoAssociation, capacity to shape and impact the intrinsic link that binds all livingphysical world.beings together.<br>
# Quick Reactions
# Bonus to Physical Abilities
# Influencing Physical Outcomes
# Moving Objects
# Controlling Natural Forces
# Detect Lies
# See in The Dark
# Stealth
# Disguise
# Invisibility
* Travel<br><br>** Power: Attraction Direction / CreationTeleportation** 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>
* 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>
* Revelation<br><br>
** Power: Visions / Rapture
** Knowledge: Above as Below - The symbiotic connection between gods, angels, and humanity.
** Description: The Power of Revelation unveils profound visions and grants enlightenment to the practitioner. It is rooted in the understanding of the symbiotic 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.
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<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
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.
* And Static represents protection.
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* 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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