Like most roleplaying games played around a table,This game uses dice to determine the whims An illustrated PDF ofchance. Anytime a character performs an actionunder adverse conditions or when the outcome this system isat:<br>unclear, his player rolls dice to see whether the tasksucceeds or fails.[[Alternate Mage: The Ascension PDF]]
You To just need two six sided dice to play. I havechanged this from see the original game, Magealternate magic system read: The Ascension<br>from rolling a ten sided dice. I did a little math and it just made since.[[Alternate Sphere Magic]]
For a success in A character sheet for this game, rolling a 7 or 11 with two system is at:<br>6 sided dice has the odds of [https://www.v5homebrew.com/mw/images/2/9 which is 0.222223/Alternate-character-sheet.pdf Alternate Character Sheet]
A success in Mage This page is made by rolling a 8, 9, or 10 on mirrored at:<br> one 10 sided die, which has the odds of 3https://10 which is 0.3github.com/alt-magick/Mage-The-Ascension
So, with a few other modifications Buy the game mechanicsphysical book at Amazon:<br>are basically the samehttps://www.amazon.com/Mage-Ascension-Alternate-Corey-White/dp/B0DPVFZN3C
Traits<br>
Characters possess a variety of traits, describingtheir innate capabilities, trained skills, and evenhow many wounds they can suffer before dying.Two types of trait are especially important=== Mage:The Ascension ===Attributes and Skills. Each of these traits is rated indots (●), ranging from 1 to 5, much like the five-star system many critics use to rate movies. Forexample, a character might have a DexterityAttribute of ●●● (3 dots) and a Firearms Skill of●● (2 dots).<br>
Whenever your character performs an action thatcalls for dice rollsMage: The Ascension is a roleplaying game set in the World of Darkness, you a dark, gothic-punk alternative version of our own reality. In this setting, magic is real but hidden from most often add people's perception. The game revolves around mages - individuals who can reshape reality through the most appropriate Attribute to the most appropriate Skill. When your character shoots a gunpower of will, belief, you add his Dexterityto his Firearms for a total number of dice rollsand understanding.
Modifiers
Various conditions and circumstances can greatlyimprove or hinder your characters tasksThe Technocracy stands as a powerful organization seeking to control reality through science, technology,represented by bonuses and/or penalties to your dicerollsrational thought. On one hand, quality tools might give him They view magic as abonus dangerous threat to repair a car. On the other hand, a thunderstorm might cause hazardous driving conditions, levying a penalty on any driving rolls, human progress and a distant target is hard work systematically to hit with a gun, represented by range penaltiessuppress and eliminate supernatural elements.
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 anycircumstance imposes dice-roll modifiers central conflict in Mage: The Ascension is the struggle over the nature of reality itself. Mages fundamentally believe that reality is malleable and howgreat those modifiers arecan be shaped by human will and belief.
Dice Rolls
SoRoleplaying happens inside of scenes. In fact, we can say that that the number entire game exists in scenes. The beauty of times youget to roll roleplaying a scene lies in its uncertainty. Neither the dice is determined like so: Attribute + Skill + modifiers (if any) In generalplayers, bonuses are always added before penalties are appliedor the Storyteller know exactly how the scene will unfold.
Rolling the Dice
Now that you know what to roll, lets see how toread the results. Each roll uses two dice, and a result of 7, or 11 A scene is considered a successtemporary collaborative reality. You might have more than one of these, in which case you have multiple successes. The dice dontt just tell youwhether your character succeeds or fails it shows youhow well he does. If none of your die rolls succeed,your roll fails. Obviously, the more die rolls you havethe better your characters chances of success, and the greater your odds of gaining multiple successesA shared imaginative space where individual creativity merges into a collective experience.
Snake EyesLike most role playing games played around a table, we use dice to determine the whims of chance. Anytime a character performs an action under adverse conditions or when the outcome is unclear, his player rolls dice to see whether the task succeeds or fails.
If one of your rolls turn up snake eyes, it cancel out one successYou just need two six sided dice to play. I If you roll snake eyeshave changed this from the original game, Mage: The Ascension from rolling a ten sided dice. I did a little math and none of you otherit just made rolls succeed it is a botchsince.
Second Tries 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.
When A typical success in Mage is made by rolling a roll fails8, you can try again with a +1 difficulty9, or 10 on one 10 sided die, which has the odds modifierof 3/10 which is 0.3.
Combat Fighting is a series of die rolls, until someonesurrenders or is rendered unable to fight. The rolls determines whether or not your character hits andhow much damage he inflicts on his target. The numberof dice rolls is determined as aboveSo, but with a knife isfew other modifications the game more deadly than a fist, and a gun is more deadlythan all. Each success gained on your attack rollrepresents a point of damage inflicted against mechanics are basically thetargets Health traitsame. If the target has no moreHealth left, he is unconscious or dead (dependingon the type of damage done).<br><br>
There are two types of damage: bashing (caused
by blunt weapons such as fists or clubs; these
wounds heal quickly), lethal (caused by sharp
weapons such as knives and bullets; these wounds
heal slowly). There are a number of complications
involved in combat, such as a targets Defense Rolls.
(which are subtracted from any attack successs
targeted against him), Roll to hit and apply
successes as damage minus any successful deffense
rolls.
Example* Attributes and Skills<br> Characters possess a variety of traits, describing their innate capabilities, trained skills, and even how many wounds they can suffer before dying. Two types of trait are especially important: Attributes and Skills. Each of these traits is rated in dots (●), ranging from 1 to 5, much like the five-star system many critics use to rate movies. For example, a character might have a Dexterity Attribute of ●●● (3 dots) and a Firearms Skill of ●● (2 dots).
Lets see how it looks in Whenever your character performs an action. Your character triesthat to shoot at a thug who just killed his friend. Yourcharacters Dexterity is 3calls for dice rolls, his Firearms 2, and hesyou most often add the most using a Glock 9mm pistol. You therefore get appropriate Attribute to roll themost appropriate dice five timesSkill. The thug is about 30 yards away whichis When your character shoots a -1 penalty. Sogun, you are reduced add his Dexterity to 4 dice rolls. But thats not all. Its raining cats and dogs. The Storyteller decides that theres an additional -1 penalty his Firearms for poor visibility. That leaves you just 3 dice rolls. If a roll yields a 7 or 11 that is one success. If the total number thug is hit. He suffers 1 points of lethal damage to his Health for every success. Lets say you make 2 successs. It hurts, but it might not be enough to stop himdice rolls. and he staggers away. Your character needs to decide whether to give chase and close the distance, or try to fire again.<br><br>
The number of times you roll for an action is made up* Modifiers<br> Various conditions and circumstances can greatly improve or hinder your characters tasks, represented by bonuses and/or penalties of an attribute added to an abillityyour dice rolls. On one hand, quality tools Each of theseare given might give him a rating from 1 bonus to five:repair a car. On the other hand, a thunderstorm might cause hazardous driving conditions, levying a penalty on any driving rolls, and a distant target is hard to hit with a gun, represented by range penalties.
1) Poor For example, when shooting a target 30 yards away with his Glock 17 pistol, your character suffers a -2 penalty.
2) Average The Storyteller determines whether or not any circumstance imposes dice-roll modifiers and how great those modifiers are.<br><br>
3) Good
4) Exceptional* Dice Rolls<br>
5So, we can say that that the number of times you get to roll the dice is determined like so: Attribute + Skill + modifiers (if any) World ClassIn general, bonuses are always added before penalties are applied.<br><br>
That dice pool is then subtracted by a difficulty level
from 0 to 6.
0) Easy* Rolling the Dice<br> Now that you know what to roll, lets see how to read the results. Each roll uses two dice, and a result of 7, or 11 is considered a success. You might have more than one of these, in which case you have multiple successes. The dice don't just tell you whether your character succeeds or fails it shows you how well he does. If none of your die rolls succeed, your roll fails. Obviously, the more die rolls you have the better your characters chances of success, and the greater your odds of gaining multiple successes.<br><br>
1) Routine
2) Moderate* Snake Eyes<br> If one of your rolls turn up snake eyes, it cancels out one success. If you roll snake eyes, and none of you other rolls succeed it is a botch.<br><br>
3) Difficult
4) Challenging* Second Tries<br> When a roll fails, you can try again with a +1 difficulty modifier.<br><br>
5) Hard
6) Exceptional* Fighting<br>
Combat is a series of die rolls, until someone surrenders or is rendered unable to fight. The rolls determine whether or not your character hits and how much damage he inflicts on his target. The number of successes you have dice rolls is determined as above, but a knife is also given more deadly than a fist, and agun is more deadly than all. rating from one to five:Each success gained on your attack roll represents a point of damage inflicted against the targets Health trait. If the target has no more Health left, he is unconscious or dead (depending on the type of damage done).
1There are two types of damage: bashing (caused by blunt weapons such as fists or clubs; these wounds heal quickly) Marginal, lethal (caused by sharp weapons such as knives and bullets; these wounds heal slowly). There are a number of complications involved in combat, such as a targets Defense Rolls, which are subtracted from any attack successes targeted against him.<br><br>
2) Moderate
3) Good* Actions<br>
4) ExcellentThe number of times you roll for an action is made up of an attribute added to an ability. Each of these are given a rating from 1 to five:
1) Poor 2) Average 3) Good 4) Exceptional 5) PhenomenalWorld Class
The attributes your character has are listed here,
they are devided into 3 categories:
PhysicalThat dice pool is then modified by oneof these levels: +1) Easy +0) Routine -1) Moderate -2) Difficult -3) Challenging -4) Hard -5) Exceptional
Strenght - Physical Power The number of successes you have is also given a rating from one to five: 1) Marginal 2) Moderate 3) Good 4) Excellent 5) Phenomenal<br><br>
Dexterity - Athleticism=== Traits ===<br>
The attributes your character has are listed here, they are divided into 3 categories: * Physical:<br><br> ** Strength - Physical Power ** Dexterity - Athleticism ** Stamina - Toughness
* Social:<br><br> ** Charisma - Charm ** Manipulation - Persuasion ** Appearance - Attractiveness
Charisma * Mental:<br><br> ** Perception - CharmInsight To Surroundings ** Intelligence - Pure IQ ** Wits - Intuition & Instincts
Manipulation - Persuasion Abilities are also divided into 3 categories:
Appearance * Talents:<br><br> ** Alertness - AttractivenessAttention 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
Mental * Skills: <br><br> ** 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
Perception * Knowledges:<br><br> ** Academics - Insight Higher Education In A Field ** Computer - From Typing To SurroundingsHacking ** 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
Intelligence - Pure IQThere are also some other very important traits:
Wits * Avatar - Intuition & InstinctsYour 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>
Abilities are also devided into 3 categories:=== Getting Started === <br>
Talents: Now that you know the basics of the Storytelling System, you can proceed to create your own characters. You’ll be able to judge what sort of traits you’ll need based on their titles (they’re mostly self-explanatory), and know that the more dots you have in a trait the better your character will be when accomplishing tasks with it.
Alertness - Attention Here is a quick overview of how to Your Surroundingsbegin the character creation process:
Athletics - A Talent With Sports*The 3 categories of attributes are divided into 3 levels of points: 7/5/3. (But they all start at 1)
Awareness - You Can Sense *The Presence 3 categories of Magicabilities are also divided into 3 levels of points: 13/9/5
Brawl - Skill With Unarmed Combat *You get 7 points to go into Backgrounds.
Dodge - Avoiding Physical Danger *You also get 6 dots that can go into your Mage's magical knowledge called Spheres. The catch is that none of them can be higher than your level of Arete.
Expression - The Art of Communication *Arete starts at 1 and can’t begin higher than 3.
Intimidation - Flexing Your Muscles *Willpower starts at 5 and can’t begin higher than 7.
Leadership - You Are Respected also get 15 Freebie Points:
Streetwise - Youre a Part Of The Underworld *To increase an Attribute requires 5 freebie points.
Subterfuge - You Can Hide Your Motives *To increase an Ability requires 2 freebie points.
Skills: *To increase a Background requires 1 freebie point.
Crafts - Working With Your Hands *To increase Willpower requires 1 freebie point.
Drive - Handling The Road *To increase Arete requires 4 freebie points.
Etiquette - Managing Social Situations *To increase a Sphere requires 7 freebie points.
Firearms - Firing GunsPrioritize the categories with 3 levels of points.
Meditation - Regenerates Magic * Select Attributes (7/5/3)
Melee - Hand To Hand Weapons Physical: Strength, Dexterity, Stamina Social: Charisma, Manipulation, Appearance Mental: Perception, Intelligence, Wits
Performance - Specialized as music etc.* Select Abilities (13/9/5)
Talents: Alertness, Athletics, Awareness,Brawl, Dodge, Expression, Intimidation, Leadership, Streetwise, Subterfuge Skills: Crafts, Drive, Etiquette, Firearms, Meditation, Melee, Performance, Stealth - Hiding From Sight, Survival, Technology
Survival - Living In Difficult Environments Knowledges: Academics, Computer, Cosmology, Enigmas, Investigation, Law, Linguistics, Medicine, Occult, Science
Technology - Reparing And Working WIth MachinesAdditionally, characters also have a number of advantages called Backgrounds.
Knowledges* Backgrounds (7):
Academics Allies - Higher Education In A FieldFriends who help you
Computer Arcane - From Typing To HackingYou are unnoticed as a Mage Avatar - The Strength of the soul Contacts - Information sources
Cosmology Destiny - Knowledge Of The Spirit WorldA greater purpose
Enigmas Dream - Solving Puzzles Or RiddlesVisions from the unknown
Investigation Influence - Forensics Detective WorkPull over the mortal world
Law Library - Professional Practice In LawAccess to metaphysical knowledge
Linguistics Node - Specializing In Other LanguagesA place of magical power Resources - Extra Money
Medicine Wonder - First Aid, & Surgery Etc.A Magical talisman or device<br><br>
Occult - Knowledge Of Magic Practices=== Combat ===<br>
Science - Engineering, Chemistry, & PhysicsWe will now go over the combat system. It is very simple.
There are also some other very important traits: Combat is broken down into three steps, Initiative, Attack, and Resolution.
Avatar - Represents your abillity to store quintessence
Arete * Stage one - Your mastery of magickInitiative
Willpower - Can be used During initiative, both players roll Dexterity + Wits. Whoever has more successes gets to force successgo first.
Quintessence - The raw power of magic Each player declares either to attack or defend.
Paradox - The backlash from magic into insanity It is also possible to ambush someone with: Dexterity + Stealth vs Perception + Alertness
Health * Stage two - The ammount of damage you can takeAttack
Getting Started The attacker rolls one of these:
Now that you know the basics of the Storytelling System, you can proceed to create your own Unarmed Combat: Strength + Brawl characters. Youll be able to judge what sort of traits youll need based on their titles (theyre mostly self- Armed Combat: Strength + Weaponry explanatory), and know that the more dots you have in a trait the better your character will be when Firearms: Dexterity + Firearms accomplishing tasks with it. Throwing Objects: Dexterity + Athletics
Here is a quick overview of how to begin Then the defender either takes the characterhit, creation processor if they chose to defend they roll:
The 3 categories of attributes are devided into 3 levels of points Block: 7/5/3Dexterity + Brawl
The 3 categories of abillities are also devided in 3 levels Dodge: Dexterity + Dodge of points Parry: 13/9/5Dexterity + Melee
You get 7 points to go into Backgrounds The successes of the attack roll minus the defense roll equals damage, which is either Bashing or Lethal.
You also get 6 dots that If a weapon is being used the storyteller can go into your Mages magical knowledge called Spheresincrease the modifier for an attack by up to +4. The catch is that none of them Some guns allow you to shoot multiple times in can be higher than your level of Aretea turn.
Arete starts at 1 and cant begin higher than 3 willpower starts at 5 and cant begin higher than 7* Stage three - Resolution
You also get 15 Freebie Points: Roll as many times as your Stamina points to eliminate a point of bashing damage for each success.
To increase an Attribute requires 5 freebie points If the fighting continues you roll again for initiative.
To increase an Ability requires 2 freebie points.
To increase a Background requires 1 freebie point.<br> Keep track of the damage to your health with this chart:
To increase Willpower requires * Health <br># Bruised -0 # Hurt -1 freebie point. # Injured -2 # Wounded -3 # Mauled -4 # Crippled -5 # Unconscious
To increase Arete requires 4 freebie points Each point of damage is marked with a / for bashing damage and an X for lethal damage. If you acquire 7 bashing damage you are unconscious, further bashing damage can become lethal damage. Either way, you apply a penalty to everything you roll as the damage goes up.If you acquire more than 7 in lethal damage, you can die.
To increasae a Sphere requires 7 freebie points.Finally, your character needs to learn magic!<br><br>
Prioritize === Magic ===<br> There are 12 Spheres in this system that are divided into coincidental & vulgar magic. The first three levels of each sphere are limited to coincidental effects, and the highest levels of the categories with 3 sphere are divided into two levels of pointsmore advanced magic.
Select Attributes (7/5/3)The Twelve Spheres in alphabetical order are:
Physical: StrenghtControl, DexterityDestruction, StaminaFeeling, Influence, Penetration, Production, Revelation, Restoration, Transformation, Travel, Understanding, and Vanishing
SocialThese are the degrees of power for the Spheres: Charisma, Manipulation, Appearance
Mental: Perception, Intelligence, Wits # Awareness # Sympathetic # Coincidental # Manipulative # Miraculous
Select Abilities (13/9/5)
Talents: Alertness, Athletics, * Awareness Brawl, Dodge, Expression, IntimidationLeadership, Streetwise, Subterfuge
Skills: Crafts, Drive, Etiquette, FirearmsAllows the Mage to sense things with their magic. Meditation, Melee, Performance, StealthSurvival, Technology
Knowledges: Academics, Computer, CosmologyEnigmas, Investigation, Law, LinguisticsMedicine, Occult, Science* Sympathetic
Additionally characters also have a number of advantages called Backgrounds listed here:The Mage can effect things they’re personally connected to.
Backgrounds: * Coincidental
Allies - Friends who help you The Mage can work magic as long as it doesn’t defy physics.
Arcane - You are unnoticed as a Mage * Manipulative
Avatar - The Strength Mage can manipulate and bend the laws of the soul physics.
Contacts - Information sources * Miraculous The Mage can now create impossible miracles.<br><br>
Destiny - A greater purpose=== Mechanics ===<br>
Dream - Visions from the unknown* Casting Magic
Influence - Pull over You can only cast magic up to the mortal worldlevel of your sphere. Arete is the number of dice to roll when casting a spell. No Sphere can be higher than your level of Arete. A mage can optionally roll fewer dice to avoid a potential botch.
Library - Access to metaphysical knowledge* Avatar
Node - A place of magical powerMage’s Avatar is the maximum Quintessence they can store.
Resources - Extra Money* Quintessence
Wonder - A Magical talisman or device
We will now go over Quintessence is the combat systempower source for Magic. It Spending Quintessence points adds a bonus to your Arete roll for a spell. Meditation isvery simplerequired to regain Quintessence. The maximum Quintessence a Mage can store is their Avatar score. Quintessence can also be stored in things that are carried by a Mage.
Combat is broken down into three steps,
Initiative, Attack, and Resolution.
During initiative both players roll Dexterity + Wits. Whoever has more successes gets to go first.* Willpower
Each player declares either to attack or deffend.
It is also possible to ambush someone with:Dexterity + Stealth vs Perception + Alertness One point of willpower generates 1 success
Stage two - Attack Willpower can resist mind magic
The attacker rolls one of these: Willpower can fight Quiet
Unarmed Combat: Strength + Brawl Willpower can ignore penalties from fear & damage
Armed Combat: Strength + Weaponry Willpower can be regained after role play
Firearms: Dexterity + Firearms
Throwing Objects: Dexterity + Athletics * Difficulty
Then the defender either takes the hit,
or if they chose to deffend they roll:
Block: Dexterity The difficulty for casting magic is determined by the Storyteller. Add + Brawl1 for Vulgar magic, if there are no witnesses. Add another +1 if a Sleeper witnesses it.
Dodge: Dexterity + Dodge
Parry: Dexterity + Melee* Bonuses
The successes of the attack roll minus the defense
roll equal damage, which is either Bashing or Lethal.
If you have time to do a weapon is being used the story teller ritual, Intelligence + Occult can increasethe modifier for an attack by be rolled. Successes are added to your Arete roll up to a +3. Some guns allowyou to shoot multiple times in If there isn't time for a full ritual, magical tools can add a turn+1 bonus.
Stage three - Resolution
Roll as many times as your Stamina points to eliminatea point of bashing damage for each success.* Successes
If the fighting continues you roll again for initiative.
Keep track of the damage to your health with this chart:Simple magic requires only one success, twosuccesses are required for more powerful magic,and larger effects can take even more.
Health
1) Bruised -0* Botches
2) Hurt -1
3) Injured -2If a Mage rolls a failure when casting a spell & theyalso roll snake eyes on any of their dice then they botch.This is a dangerous situation.<br><br>
4) Wounded -3=== Spheres ===<br>
5) Mauled -4Spheres in Mage: The Ascension are theway Mages effect reality. Theyrepresent different kinds of magic,which Mages use to perceive andreshape the world.
6) Crippled -5
7) Unconscious * 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
Each point of damage is marked with a / for bashing damage
and an X for lethal damage. If you aquire 7 bashing damage you
are unconscious, further bashing damage can become lethal damage.
Either way you apply a penalty to everything you roll as the
damage goes up. If you aquire more than 7 in lethal damage you
can die.
Finally your character needs * Feeling<br><br>** Power: Empathy / Telepathy** Knowledge: Association - Recognizing the interconnectedness of all things.** Description: The Power of Feeling enables one to learn magic!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>
Overview# Reading Mindstates# Bonus to Social Attributes# Mental Shield# Reading Thoughts# Mental Link
There are 12 Spheres in this system that are divided
into coincidental & vulgar magic. The first three
levels of each sphere are limited to coincidental
effects, and the highest levels of the sphere are
divided into two levels of more advanced magic.
* Production<br><br>** Power: Attraction / Creation** Knowledge: Synchronicity - Uniting the threads of existence.** Description: The Twelve Spheres in alphabetical order are: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>
Control, Destruction, Feeling, Influence,# Sensing OpportunityPenetration, Production, Revelation, Restoration,# Arranging situationsTransformation, Travel, Understanding, and# Attracting WealthVanishing# Produce Small Objects# Win Lotteries & Elections
These are the degrees of power for the Spheres:
1) Awareness* 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>
2) Sympathetic# Sensing Willpower# Social Influence# Hypnotic Suggestion# Mind Control# Altering Identities
3) Coincidental
4) Manipulative* Penetration<br><br>** Power: Escape / Intangibility** Knowledge: Spiritualism - Perceiving the world as a realm of spirit.** Description: The Power of Penetration delves into the realm of Spiritualism. It unveils the truth that the world 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 wizards touch.<br>
5) Miraculous# Find Exits# Open Locks# Escape From Restraints# Escape From Prisons# Becoming Intangible
1) Awareness
Allows * Control<br><br>** Power: Energy / Telekinesis** Knowledge: Evocation - Harnessing the Mage forces of the spiritual realm.** Description: The Power of Control enables a wizard to command powerful forces. Through evocation, the practitioner can manipulate energy and bend it to sense things with their magicwill. 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>
2) Sympathetic# Quick Reactions# Bonus to Physical Abilities# Influencing Physical Outcomes# Moving Objects# Controlling Natural Forces
The Mage can effect things theyre personally
connected to.
3) Coincidental* 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>
The Mage can work magic as long as it doesnt defy# Sense illnessphysics.# Relieve Pain# Protection from Disease# Heal Sickness / Damage# Resurrection
4) Manipulative
* Vanishing<br><br>** Power: Stealth / Invisibility** Knowledge: Misdirection - Manipulating attention and perception.** Description: The Mage can manipulate Power of Vanishing encompasses the art of Misdirection. It allows a wizard to control focus and bend attention, rendering themselves unseen and secrets concealed. Meticulous study and practice grant the ability to achieve complete invisibility as the laws ofwizard manipulates perception and directs attention elsewhere.physics.<br>
5) Miraculous# Detect Lies# See in The Dark# Stealth# Disguise# Invisibility
The Mage can now create impossible miracles.
Mechanics* 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>
Casting Magic# Locate Lost Objects# Find Directions# See at a Distance# Teleport Objects# Make a Portal
Arete is the Mages level of enlightenment. In game
terms Arete plus your level in a sphere is the
number of dice a Mage rolls when casting their
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 less dice to avoid a potential
botch.
Avatar* 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>
A Mages Avatar is the maximum Quintessence they# Sense Others Attributescan store.# Bonus to Attributes# Developing Attributes# Shapeshifting# Transmutation
Quintessence
Quintessence is the power source for Magic.* Destruction<br><br>** Power: Curses / AnnihilationSpending Quintessence reduces ** Knowledge: Pragmatism - Dissolving the difficulty constructs of aright and wrong.spell, up to a modifier ** Description: The Power of -3Destruction holds immense power that should be wielded with caution. Meditation is requiredIt encompasses the ability to regain Quintessence for at least an hour at a placecurse, annihilate, and disrupt the natural order. However, the utilization of this powerdraws one away from their true path and blurs the distinction between right and wrong. Quintessence can also be stored in thingsthat are carried by a Mage.<br>
Willpower# Sense Black Magic# Protection from Curses# Curse Enemies# Cause Physical Damage# Kill & Destroy
One point of willpower generates 1 success
Willpower can resist mind magic* 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.<br>
WIllpower can fight Quiet# Sense Spirits# Speak with Spirits# Banish Spirits# Summon Spirits# Spirit Travel<br>
Willpower can ignore penalties from fear & damage
Willpower can be regained after role play* Paradox & Quiet<br>
DifficultyThe official rules say Paradox is caused by Vulgarmagic. In these alternative rules Paradox happenswhen a Mage fails at casting their spells.When a Mage fails a magic roll they gain a Paradoxpoint. A botched roll will then releases that Paradoxin the form of a Quiet (Insanity).
Add +4 difficulty for coincidental magic, and +5
for Vulgar magic, if there are no witnesses. Add
+1 for magic witnessed by Sleepers.
SuccessesIf a Mage has a Paradox level of 1-3, the Quiethappens in one of three ways:
Simple magic requires only one successHallucinations, twosuccesses are required for more powerful magicFixations,and larger effects can take even more. If your levelof Arete is at least one point higher than the Sphereyou are using, you can succeed without a dice roll.or Depression
Botches
If they have a Mage rolls a failure when casting a spell & theyalso roll snake eyes on any Paradox level of their dice then they botch.This is a dangerous situation.4-6, the Quiet happens in three more ways:
SpheresDelusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts
Understanding
PowerIf they have a Paradox level of 7-10, the Quiet happens as: Wisdom / ESP
Knowledge: Realization Wild Hallucinations, Compulsions, and Anti- Unveiling the innerknowledge within.Social Behavior
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.
1) Elevated Mental AttributesIf they have a Paradox level of 11+, the Quiet happens in more severe ways:
2) Predicting Outcomes 3) Seeing the Past 4) Seeing the Future 5) Stopping Time Feeling Power: Empathy / Telepathy Knowledge: Association - Recognizing theinterconnectedness of all things.Complete Madness, Obsession, or Violence
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.
1) Reading MindstatesQuintessence can be spent to reduce Paradox, but ithas to be done before the Insanity of Quiet occurs.If Paradox reaches a level greater than 10 it isreleased automatically.<br><br>
2) Bonus to Social Attributes
3) Mental Shield* Occult <br> This system of magic can connect to occult themes, for interesting role playing.
4) Reading Thoughts There are 12 Spheres in this system. Each Sphere connects to one of the 12 signs of the Zodiac. And each Zodiac sign connects to one of 10 planets in Astrology. The 10 planets and 12 signs connect with the 22 Major Arcana of the Tarot.
5* Control:<br><br> ** Energy / Telekinesis ** (Aries / Emperor) Mental Link+ (Mars / Tower)
Production* Transformation:<br><br> ** Developing / Shapeshifting ** (Taurus / Hierophant) + (Venus / Empress)
Power* Understanding: Attraction <br><br> ** Wisdom / CreationESP ** (Libra / Justice) + (Venus / Empress)
Knowledge* Revelation: Synchronicity - Uniting the threads of<br><br> existence.** Visions / Rapture ** (Pisces / High Priestess) + (Neptune / Hanged Man)
Description* Feeling: The Power of Production empowers a<br><br> wizard to draw situations and desires into their** Empathy / Telepathy reality. This ability stems from a profound** (Virgo / Hermit) + (Mercury / Magician) understanding of Synchronicity, the cosmicprinciple that everything is interconnected andinfluences each other. It acknowledges that thepower to attract lies within, awaiting manifestation.
1* Influence:<br><br> ** Charisma / Hypnotism ** (Leo / Strength) Sensing Opportunity+ (Sun / Sun)
2* Penetration:<br><br> ** Escape / Intangibility ** (Gemini / Lovers) Arranging situations+ (Mercury / Magician)
3* Travel:<br><br> ** Direction / Teleportation ** (Sagittarius / Temperance) Attracting Wealth+ (Jupiter / Wheel of Fortune)
4* Production:<br><br> ** Attraction / Creation ** (Capricorn / Devil) Produce Small Objects+ (Saturn / World)
5* Restoration:<br><br> ** Renewal / Healing ** (Aquarius / Star) Win Lotteries & Elections+ (Uranus / Fool)
Influence* Vanishing:<br><br> ** Stealth / Invisibility ** (Cancer / Chariot) + (Moon / Moon)
Power* Destruction: Charisma <br><br> ** Curses / HypnotismAnnihilation ** (Scorpio / Death) + (Pluto / Judgement)<br><br>
Knowledge: Possession - Will shaping the realm of=== Finishing Touches === the mind<br>Here are some finishing touches to add to your character sheet.
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.
1) Sensing Willpower* Traditions<br> There are 12 types of Mages representing different world views. You can pick whichever one you feel resonates with your character:<br>
2) Social Influence * Akashic Brotherhood Buddhist Warriors
3) Hypnotic Suggestion
4) Mind Control* Celestial Chorus Gnostic Priests
5) Altering Identities
Penetration* Cult of Ecstasy Hippies and New Agers
Power: Escape / Intangibility
Knowledge: Spiritualism - Perceiving the world as a* Dreamspeakersrealm of spirit. Shamans
Description: The Power of Penetration delves into the realm of Spiritualism. It unveils the truth thatthe world is fundamentally composed of spirit,allowing a wizard to transcend physical boundaries* Euthanatos Terrorists and become intangible. Chains and locks lose theirhold, dissolving effortlessly under the wizardstouch.Activists
1) Find Exits
2) Open Locks* Order of Hermes Ceremonial Magicians
3) Escape From Restraints
4) Escape From Prisons* Sons of Ether Rebel Scientists
5) Becoming Intangible
Control* Verbena Wiccans
Power: Energy / Telekinesis
Knowledge: Evocation - Harnessing the forces of* Virtual Adeptsthe spiritual realm. Reality Hackers
Description: The Power of Control enables a wizard
to command 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.
1) Quick Reactions* Hollow Ones Goths
2) Bonus to Physical Abilities
3) Influencing Physical Outcomes* Marauders Permanently Insane
4) Moving Objects
5) Controlling Natural Forces* Nephandi Made Demonic Pacts
Restoration
Power: Renewal / Healing* Technocracy Agents of Reason
Knowledge: Forgiveness - Liberating from suffering
caused by transgressions.
Description: The Power of Restoration holds theIf you have your own Coven you can also list gift of healingit as your Cabal. 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.<br><br>
1) Sense illness
2) Relieve Pain* Concepts<br>
3) Protection from DiseaseAll characters need to have a concept which can be anything you want to make up. However here are some example concepts that you might like to use:
4) Heal Sickness / Damage * Criminal
5) Resurrection* Drifter
Vanishing* Entertainer
Power: Stealth / Invisibility* Intellectual
Knowledge: Misdirection - Manipulating attentionand perception.* Investigator
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.* Kid
1) Bonus to Subterfuge* Night-lifer
2) See in The Dark* Outsider
3) Stealth* Politician
4) Disguise* Professional
5) Invisibility* Reporter
Travel* Socialite
Power: Direction / Teleportation* Soldier
Knowledge: Unity - Dissolving the illusion of* Workerseparation.<br><br>
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.
1) Locate Lost Objects* Nature and Demeanor<br>
2) Find DirectionsThere are two more important categories at the top of the character sheet, called Nature & Demeanor. Nature is your inner character. and Demeanor is what you project into the outside world. Below you can pick one of these for each:
3) See at * Architect - Purpose / Obsession You desire to leave a Distancemark on the world.
4) Teleport Objects* Autocrat - Leadership / Dictatorship You want control.
5) Make a Portal* Bon Vivant - Love of Life / Hedonism You want to live Life.
Transformation* Bravo - Strength / Anger You want power.
Power: Developing * Caregiver - Compassion / ShapeshiftingSmothering You look out for others.
Knowledge: Personification * Celebrant - Authoring ones ownPassion / Intemperance identity. You have a calling
Description: The Power of Transformation allows a* Child - Innocence / Immaturity wizard to assume the form and essence of anotherbeing, whether it be an abstract concept, an animal,or even a deity You never grew up. The essence of this mastery lies inthe understanding that one has the power to create and 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* Competitor - Striving / Competitiveness Life is a challenge to be won.
2) Bonus to Attributes* Conformist - Cooperation / Low-Self Esteem You are a follower.
3) Developing Attributes* Conniver - Clever / Envy You are a manipulator
4) Shapeshifting* Curmudgeon - Critical Eye / Lack of Imagination You find the faults in others.
5) Transmutation* Deviant - Shatter Boundaries / Perversion You are an outcast.
Destruction* Director - Organization / Lack of Tolerance You want things under control.
Power: Curses * Fanatic - Dedication / AnnihilationStubbornness You live for a cause.
Knowledge: Pragmatism * Gallant - Dissolving Artistry / Flamboyance You want to be the constructscenter of right and wrongattention.
Description: The Power * Judge - Justice / Lack of Destruction holdsVision immense power that should be wielded withcaution. It encompasses the ability You want to curse,annihilate, and disrupt the natural orderresolve problems. However, the utilization of this power draws one away fromtheir true path and blurs the distinction betweenright and wrong.
1) Sense Black Magic* Loner - Self-Reliance / Lack of Empathy You work best by yourself.
2) Protection from Curses* Martyr - Sacrifice / Self-Deprecation You devote yourself to helping others.
3) Curse Enemies* Masochist - Devotion / Self-Destructiveness You want to suffer.
4) Cause Physical Damage* Monster - Mirror of Villainy / Depravity You are an evil person.
5) Kill * Pedagogue - Knowledge / Logorrhea & Destroynbsp; You are a teacher.
Revelation* Penitent - Responsibility / Contrition You are consumed with guilt.
Power: Visions * Perfectionist - Exactitude / RaptureIncompleteness You need to be the best.
Knowledge: Above as Below * Rebel - The symbioticIndividuality / Lack of Direction connection between gods, angels, and humanity You like to break the rules.
Description: The Power of Revelation unveils* Rogue - Valor / Selfishness profound visions and grants enlightenment to thepractitioner. It is rooted in the understanding of thesymbiotic connection between gods, angels, andhumanity You look out for yourself. By tapping into this power, a wizard gains access to celestial knowledge, perceiving theintricate tapestry that binds all realms and entitiestogether.
1) Sense Spirits* Survivor - Perseverance / Lack of Trust You keep going no matter what.
2) Speak with Spirits* Thrill-Seeker - Daring / Recklessness You live on the edge.
3) Banish Spirits* Traditionalist - Consistency / Complacency You support the status quo.
4) Summon Spirits* Trickster - Empathy / Hypocrisy Your life is a comedy.
5) Spirit Travel* Visionary - Imagination / Pride You want to remake the future.<br><br>
Paradox & Quiet
The official rules say Paradox is caused by Vulgar* Essencemagic. In these alternative rules Paradox happens when a Mage fails at casting their spells.<br>
When Your character's Avatar Essence is also on the character sheet. An Avatar represents a Mage fails 's soul, and the essence represents the drive a magic roll they gain a Paradox pointmage has at their core. A botched roll will then releases that Paradox There are four essences in the form of a Quiet (Insanity).you can pick from:
If a Mage has a Paradox level of 1 * Dynamic -3, the Quiet happens in one of three ways:Change
Hallucinations, Fixations, or Depression* Pattern - Improvement
If they have a Paradox level of 4* Primordial -6, the Quiet happens in three more ways:Stability
Delusions & Mood Swings, Repetitive Behaviors, or * Questing - PurposeSuicidal Thoughts<br><br>
If they have a Paradox level of 7-10, the Quiet * Resonancehappens as:<br>
Wild Hallucinations, CompulsionsAll Mages also have a Resonance. As a Mage uses magic their Resonance changes. Other Awakened can read a Mage's Resonance as well. You start with one dot in one Resonance trait, and Anti-Social add dots as you continue working Behaviormagic.
If they have a Paradox level There are three types of 11+Resonance: Dynamic, the Quiet Entropic, and Static happens in more severe ways:
Complete Madness, Obsession, or Violence* Dynamic represents change.
Quintessence can be spent to reduce Paradox, but it has to be done before the Insanity of Quiet occurs. If Paradox reaches a level greater than 10 it is released automatically* Entropic represents destruction.
Occult* And Static represents protection.<br><br>
This system of magic can connect to occult themes,* Purposefor interesting role playing.<br>
There are 12 Spheres in this system. Each SphereIn these alternate rules we also have another connects to one of the 12 signs of the Zodiactrait called Purpose. Andeach Zodiac sign connects to one of 10 planets You can fill inthe Astrology. The 10 planets and 12 signs connect withdots anyway you like into these 3 categories: the 22 Major Arcana of the Tarot.
Control:* Self, Others, and World.
Energy / Telekinesis Representing your primary motivation.<br><br>
(Aries / Emperor) + (Mars / Tower)
Transformation:* Foci<br>
Developing / ShapeshiftingMages tend to have certain tools for using magic. When a Mage has access to these tools, they receive a +1 bonus to their magic roll. You can pick at least one at the start of the game. Here is a list of suggestions for you to choose from:
(Taurus / Hierophant) + (Venus / Empress) Art
Understanding:Astrology
Wisdom / ESPBlood
(Libra / Justice) + (Venus / Empress)Books
Revelation:Bones
Visions / RaptureCauldrons
(Pisces / High Priestess) + (Neptune /Hanged Man)Chalices
Feeling:Candles
Empathy / TelepathyChanting
(Virgo / Hermit) + (Mercury / Magician)Circles
Influence:Computers
Charisma / HypnotismCrystals
(Leo / Strength) + (Sun / Sun)Dancing
Penetration:Devices
Escape / IntangibilityMartial Arts
(Gemini / Lovers) + (Mercury / Magician)Drugs
Travel:Elements
Direction / TeleportationFeathers
(Sagittarius / Temperance) + (Jupiter /Wheel of Fortune)Fire
Production:Formulas
Attraction / CreationHerbs
(Capricorn / Devil) + (Saturn / World)Holy Symbols
Restoration:Incense
Renewal / HealingLanguage
(Aquarius / Star) + (Uranus / Fool)Music
Vanishing:Internet
Stealth / InvisibilityOrdeals
(Cancer / Chariot) + (Moon / Moon)Poetry
Destruction:Pure Water
Curses / AnnihilationPurification
(Scorpio / Death) + (Pluto / Judgement)Ritual Sacrifice
Also, here are some examples of how to attemptother actions using the abillities and attributesalready mentioned:Runes
Climbing - Dexterity + AthleticsScience
Driving - Dexterity + DriveSex
Encumbrance - StrengthSongs
Intrusion - Dexterity or Intelligence + TechnologyTarot Cards
Jumping - Strength or Strength + AthleticsOuija boards
Lifting / Breaking - Strength or WillpowerTattoos
Pursuit - Dexterity + Athletics / DrivePiercings
Shadowing - Dexterity + StealthToys
Sleight of Hand - Dexterity + StealthWands
Sneaking - Dexterity + StealthWeapons<br><br>
Stealing - Dexterity + Stealth=== Examples ===<br> Also, Perception + Streetwisehere are some examples of how to attempt other actions using the abilities and attributes already mentioned:
Climbing - Dexterity + Athletics Driving - Dexterity + Drive Encumbrance - Strength Intrusion - Dexterity or Intelligence + Technology Jumping - Strength or Strength + Athletics Lifting / Breaking - Strength or Willpower Pursuit - Dexterity + Athletics / Drive Shadowing - Dexterity + Stealth Sleight of Hand - Dexterity + Stealth Sneaking - Dexterity + Stealth Stealing - Dexterity + Stealth, Perception + Streetwise Swimming - Stamina + Athletics Throwing - Dexterity + Athletics Fast Talk - Manipulation + Subterfuge Fitting In - Charisma + Expression Impersonation - Charisma + Expression or Manipulation + Subterfuge Interrogation - Manipulation + Intimidation or Charisma + Intimidation Oration - Charisma + Leadership Performance - Charisma + Performance Academic Knowledge - Intelligence + Academics Building Devices - Intelligence + Technology Cryptography - Intelligence + Linguistics or Intelligence + Computer Detecting The Supernatural - Perception + Awareness Foraging - Intelligence + Survival Fortune Telling - Perception + Awareness Hacking - Intelligence / Wits + Computer Inventing - Intelligence + Science Investigation - Perception + Investigation Meditation - Stamina / Intelligence + Meditation Repair - Dexterity + Technology Research - Intelligence + Investigation / Computer Surveillance - Perception + Alertness, Dexterity + Stealth Tracking - Perception + Survival<br><br>
Cryptography - Intelligence + Linguistics or Intelligence + Computer===Credits=== <br>[[User:Street|Street]]<br><br>
Detecting The Supernatural - Perception + Awareness__NOTOC____NOEDITSECTION__
Foraging - Intelligence + Survival Fortune Telling - Perception + Awareness Hacking - Intelligence / Wits + Computer Inventing - Intelligence + Science Investigation - Perception + Investigation Meditation - Stamina / Intelligence + Meditation Repair - Dexterity + Technology Research - Intelligence + Investigation / Computer Surveillance - Perception + Alertness, Dexterity + Stealth Tracking - Perception + Survival[[Category:Splats]][[Category:Rules]]