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Mage: The Ascension (Alternate Rules)

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Mage: The Ascension is a roleplaying game set in the World of Darkness, a dark, gothic-punk alternative version of our own reality. In this setting, magic is real but hidden from most people's perception. The game revolves around mages - individuals who can reshape reality through the power of will, belief, and understanding.
a dark, gothic-punk alternative version of our own reality. In this setting,
The Technocracy stands as a powerful organization seeking to control reality through science, technology, and rational thought. They view magic is real but hidden from most people's perceptionas a dangerous threat to human progress and work systematically to suppress and eliminate supernatural elements. The game revolves
around mages - individuals who can reshape reality through the power of will,
belief, and understandingThe central conflict in Mage: The Ascension is the struggle over the nature of reality itselfThe Technocracy stands as a powerful organization seeking to control Mages fundamentally believe that reality through science, technology, is malleable and rational thought. They view magic as a dangerous threat to can be shaped by human progress will and work systematically to suppress and eliminate supernatural elementsbelief.
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 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.
outcome is unclear, his player rolls dice to
see whether the task succeeds or fails.
 
You just need two six sided dice to play. I
dice. I did a little math and it just made
since.
 
For a success in this game, rolling a 7 or 11
with two 6 sided dice has the odds of 2/9
which is 0.2222.
 
A typical success in Mage is made by rolling a 8, 9,
or 10 on one 10 sided die, which has the odds
of 3/10 which is 0.3.
 
So, with a few other modifications the game
Attribute of ●●● (3 dots) and a Firearms
Skill of ●● (2 dots).
 
Whenever your character performs an action that
target is hard to hit with a gun, represented
by range penalties.
 
For example, when shooting a target 30 yards
away with his Glock 17 pistol, your character
suffers a -2 penalty.
 
The Storyteller determines whether or not any
Physical: Strength, Dexterity, Stamina
 
Social: Charisma, Manipulation, Appearance
 
Mental: Perception, Intelligence, Wits
Brawl, Dodge, Expression, Intimidation,
Leadership, Streetwise, Subterfuge
 
Skills: Crafts, Drive, Etiquette, Firearms,
Survival, Technology
Knowledges: Academics, Computer, Cosmology,
Enigmas, Investigation, Law, Linguistics,
Unarmed Combat: Strength + Brawl
 
Armed Combat: Strength + Weaponry
 
Firearms: Dexterity + Firearms
 
Throwing Objects: Dexterity + Athletics
Block: Dexterity + Brawl
Dodge: Dexterity + Dodge
 
Parry: Dexterity + Melee
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