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Mage: The Ascension (Alternate Rules)

35 bytes added, 15 February
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(depending on the type of damage done).
 
There are two types of damage: bashing
(caused by blunt weapons such as fists or
that none of them can be higher than your level
of Arete.
 
Arete starts at 1 and can’t begin higher than 3.
 
Willpower starts at 5 and can’t begin higher
You also get 15 Freebie Points:
 
To increase an Attribute requires 5 freebie
points.
 
To increase an Ability requires 2 freebie
points.
 
To increase a Background requires 1 freebie
point.
 
To increase Willpower requires 1 freebie
point.
 
To increase Arete requires 4 freebie
points.
 
To increase a Sphere requires 7 freebie
Physical: Strength, Dexterity, Stamina
 
Social: Charisma, Manipulation, Appearance
 
Mental: Perception, Intelligence, Wits
Brawl, Dodge, Expression, Intimidation,
Leadership, Streetwise, Subterfuge
 
Skills: Crafts, Drive, Etiquette, Firearms,
Meditation, Melee, Performance, Stealth,
Survival, Technology
 
Knowledges: Academics, Computer, Cosmology,
We will now go over the combat system. It is
very simple.
 
Combat is broken down into three steps,
Dexterity + Wits. Whoever has more successes
gets to go first.
 
Each player declares either to attack or
defend.
 
It is also possible to ambush someone with:
The attacker rolls one of these:
 
Unarmed Combat: Strength + Brawl
 
Armed Combat: Strength + Weaponry
 
Firearms: Dexterity + Firearms
 
Throwing Objects: Dexterity + Athletics
 
Then the defender either takes the hit,
or if they chose to defend they roll:
 
Block: Dexterity + Brawl
 
Dodge: Dexterity + Dodge
 
Parry: Dexterity + Melee
 
The successes of the attack roll minus the
defense roll equals damage, which is either
Bashing or Lethal.
 
If a weapon is being used the storyteller can
eliminate a point of bashing damage for each
success.
 
If the fighting continues you roll again for
initiative.
 
Keep track of the damage to your health with
* Difficulty
 
The difficulty for casting magic is determined by the Storyteller. Add +1 for Vulgar magic, if there are no witnesses. Add another +1 if a Sleeper witnesses it.
point. A botched roll will then releases that Paradox
in the form of a Quiet (Insanity).
 
If a Mage has a Paradox level of 1-3, the Quiet
Hallucinations, Fixations, or Depression
 
If they have a Paradox level of 4-6, the Quiet happens in three more ways:
Delusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts
 
If they have a Paradox level of 7-10, the Quiet happens as:
Wild Hallucinations, Compulsions, and Anti-Social Behavior
 
If they have a Paradox level of 11+, the Quiet happens in more severe ways:
Complete Madness, Obsession, or Violence
 
Quintessence can be spent to reduce Paradox, but it
This system of magic can connect to occult
themes, for interesting role playing.
 
There are 12 Spheres in this system. Each
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