To just see the alternate magic An illustrated PDF of this system readis at:<br>[[Alternate Mage: The Ascension PDF]]
To just see the alternate magic system read:<br>
[[Alternate Sphere Magic]]
A character sheet for this system is at: <br>
[https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]
Like most roleplaying games played around a table,This game uses dice to determine the whims ofchance. Anytime a character performs an actionunder adverse conditions or when the outcome page ismirrored at:<br> unclear, his player rolls dice to see whether the tasksucceeds or failshttps://github.com/alt-magick/Mage-The-Ascension
You just need two six sided dice to play. I havechanged this from Buy the original game, Magephysical book at Amazon: The Ascension<br>from rolling a ten sided dicehttps://www. I did a little math and it just made sinceamazon.com/Mage-Ascension-Alternate-Corey-White/dp/B0DPVFZN3C
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.<br>
A success in === Mage is made by rolling a 8, 9, or 10 on : The Ascension ===one 10 sided die, which has the odds of 3/10 which is 0.3.<br>
SoMage: The Ascension is a roleplaying game set in the World of Darkness, with a few other modifications the dark, gothic-punk alternative version of our own reality. In this setting, magic is real but hidden from most people's perception. The game mechanicsare basically revolves around mages - individuals who can reshape reality through the samepower of will, belief, and understanding.
Traits
Characters possess The Technocracy stands as a variety of traits, describingtheir innate capabilitiespowerful organization seeking to control reality through science, trained skillstechnology, and evenhow many wounds they can suffer before dyingrational thought.Two types of trait are especially important:Attributes They view magic as a dangerous threat to human progress and Skills. Each of these traits is rated indots (●), ranging from 1 work systematically to 5, much like the five-star system many critics use to rate movies. Forexample, a character might have a DexterityAttribute of ●●● (3 dots) suppress and a Firearms Skill of●● (2 dots)eliminate supernatural elements.
Whenever your character performs an action that
calls for dice rolls, you most often add the most
appropriate Attribute to the most appropriate Skill.
When your character shoots a gun, you add his Dexterity
to his Firearms for a total number of dice rolls.
ModifiersThe 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.
Various conditions and circumstances can greatly
improve or hinder your characters tasks,
represented by bonuses and/or penalties to your dice
rolls. On one hand, quality tools might give him a
bonus to 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.
For exampleRoleplaying happens inside of scenes. In fact, when shooting the entire game exists in scenes. The beauty of roleplaying a target 30 yards awaywith his Glock 17 pistolscene lies in its uncertainty. Neither the players, your character suffers a -2 penaltyor the Storyteller know exactly how the scene will unfold.
The Storyteller determines whether or not any
circumstance imposes dice-roll modifiers and how
great those modifiers are.
Dice RollsA scene is a temporary collaborative reality. A shared imaginative space where individual creativity merges into a collective experience.
SoLike most role playing games played around a table, we can say that that use dice to determine the number whims of times youchance. Anytime a character performs get to roll an action under adverse conditions or when the dice outcome is determined like so: Attribute + Skill + modifiers (if any) In generalunclear, his player rolls dice to bonuses are always added before penalties are appliedsee whether the task succeeds or fails.
Rolling You just need two six sided dice to play. I have changed this from the Diceoriginal game, Mage: The Ascension from rolling a ten sided dice. I did a little math and it just made since.
Now that you know what to roll, lets see how to read the results. Each roll uses two diceFor a success in this game, and rolling 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 with two 6 sided dice dontt just tell youwhether your character succeeds or fails it shows youhow well he does. If none has the odds of your die rolls succeed,2/9 your roll failswhich is 0. Obviously, the more die rolls you havethe better your characters chances of success, and the greater your odds of gaining multiple successes2222.
Snake Eyes 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.
If one of your rolls turn up snake eyes, it cancel out one success. If you roll snake eyesSo, and none of you with a few othermodifications the game rolls succeed it is a botchmechanics are basically the same.<br><br>
Second Tries
When * Attributes and Skills<br> Characters possess a roll failsvariety of traits, describing their innate capabilities, you trained skills, and even how many wounds they can try again with 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 +1 difficultycharacter might have a Dexterity Attribute of ●●● (3 dots) and a Firearms modifierSkill of ●● (2 dots).
Combat Fighting is a series of die Whenever your character performs an action that calls for dice rolls, until someoneyou most often add the most surrenders or is rendered unable appropriate Attribute to fightthe most appropriate Skill. The rollsdetermines whether or not When your character hits andshoots a gun, you add how much damage he inflicts on his target. The Dexterity to his Firearms for a total number of dice rolls is determined as above, but a knife ismore deadly than a fist, and a gun is more deadlythan all. Each success gained on your attack rollrepresents a point of damage inflicted against thetargets Health trait. 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* Modifiers<br> Various conditions and circumstances can greatly improve or hinder your characters tasks, represented by bonuses and/or penalties to your dice rolls. On one hand, quality tools might give him a bonus to 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.
Lets see how it looks in action. Your character tries to shoot at For example, when shooting a thug who just killed his friend. Yourtarget 30 yards characters Dexterity is 3, away with his Firearms 2, and hesusing a Glock 9mm 17 pistol. You therefore get to roll the, your character dice five times. The thug is about 30 yards away whichis suffers a -1 penalty. So, you are reduced to 4 dice rolls. But thats not all. Its raining cats and dogs. The Storyteller decides that theres an additional -1 2 penalty for poor visibility. That leaves you just 3 dice rolls. If a roll yields a 7 or 11 that is one success. If the 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 him. and he staggers away. Your character needs to decide whether to give chase and close the distance, or try to fire again.
The number of times you Storyteller determines whether or not any circumstance imposes dice-roll for an action is made upmodifiers and of an attribute added to an abillityhow great those modifiers are. Each of theseare given a rating from 1 to five:<br><br>
1) Poor
2) Average* Dice Rolls<br>
3So, we can say that that the number of times you get to roll the dice is determined like so: Attribute + Skill + modifiers (if any) GoodIn general, bonuses are always added before penalties are applied.<br><br>
4) Exceptional
5) World Class* 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>
That dice pool is then subtracted by a difficulty level
from 0 to 6.
0) Easy* 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>
1) Routine
2) Moderate* Second Tries<br> When a roll fails, you can try again with a +1 difficulty modifier.<br><br>
3) Difficult
4) Challenging* Fighting<br>
5Combat 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 dice rolls is determined as above, but a knife is more deadly than a fist, and a gun is more deadly than all. 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) Hard.
6There are two types of damage: bashing (caused by blunt weapons such as fists or clubs; these wounds heal quickly) Exceptional, 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>
The number of successes you have is also given a
rating from one to five:
1) Marginal* Actions<br>
2) ModerateThe 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) World Class
4) Excellent
That dice pool is then modified by oneof these levels: +1) Easy +0) Routine -1) Moderate -2) Difficult -3) Challenging -4) Hard -5) PhenomenalExceptional
The attributes your character has are listed here,number of successes you have is also given a rating from one to five: 1) Marginal 2) Moderate they are devided into 3 categories:) Good 4) Excellent 5) Phenomenal<br><br>
Physical: === Traits ===<br>
Strenght The attributes your character has are listed here, they are divided into 3 categories: * Physical:<br><br> ** Strength - Physical Power ** Dexterity - Athleticism ** Stamina - Toughness
Dexterity * Social:<br><br> ** Charisma - AthleticismCharm ** Manipulation - Persuasion ** Appearance - Attractiveness
Stamina * Mental:<br><br> ** Perception - ToughnessInsight To Surroundings ** Intelligence - Pure IQ ** Wits - Intuition & Instincts
SocialAbilities are also divided into 3 categories:
Charisma * Talents:<br><br> ** Alertness - CharmAttention 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
Manipulation * Skills:<br><br> ** Crafts - Persuasion 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
Appearance * Knowledges:<br><br> ** Academics - AttractivenessHigher 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
MentalThere are also some other very important traits:
Perception * Avatar - Insight To SurroundingsYour 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>
Intelligence - Pure IQ=== Getting Started === <br>
Wits 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- Intuition & Instinctsexplanatory), and know that the more dots you have in a trait the better your character will be when accomplishing tasks with it.
Abilities are also devided into 3 categoriesHere is a quick overview of how to begin the character creation process:
Talents*The 3 categories of attributes are divided into 3 levels of points: 7/5/3. (But they all start at 1)
Alertness - Attention to Your Surroundings *The 3 categories of abilities are also divided into 3 levels of points: 13/9/5
Athletics - A Talent With Sports *You get 7 points to go into Backgrounds.
Awareness - *You Can Sense also get 6 dots that can go into your Mage's magical knowledge called Spheres. The Presence catch is that none of Magicthem can be higher than your level of Arete.
Brawl - Skill With Unarmed Combat *Arete starts at 1 and can’t begin higher than 3.
Dodge - Avoiding Physical Danger *Willpower starts at 5 and can’t begin higher than 7.
Expression - The Art of Communication You also get 15 Freebie Points:
Intimidation - Flexing Your Muscles *To increase an Attribute requires 5 freebie points.
Leadership - You Are Respected *To increase an Ability requires 2 freebie points.
Streetwise - Youre *To increase a Part Of The UnderworldBackground requires 1 freebie point.
Subterfuge - You Can Hide Your Motives *To increase Willpower requires 1 freebie point.
Skills: *To increase Arete requires 4 freebie points.
Crafts - Working With Your Hands *To increase a Sphere requires 7 freebie points.
Drive - Handling The RoadPrioritize the categories with 3 levels of points.
Etiquette - Managing Social Situations* Select Attributes (7/5/3)
Firearms - Firing Guns Physical: Strength, Dexterity, Stamina Social: Charisma, Manipulation, Appearance Mental: Perception, Intelligence, Wits
Meditation - Regenerates Magic * 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, Survival, Technology - Hand To Hand Weapons
Performance - Specialized as music etc. Knowledges: Academics, Computer, Cosmology, Enigmas, Investigation, Law, Linguistics, Medicine, Occult, Science
Stealth - Hiding From SightAdditionally, characters also have a number of advantages called Backgrounds.
Survival - Living In Difficult Environments* Backgrounds (7):
Technology Allies - Reparing And Working WIth MachinesFriends who help you
Knowledges: Arcane - You are unnoticed as a Mage Avatar - The Strength of the soul Contacts - Information sources
Academics Destiny - Higher Education In A Fieldgreater purpose
Computer Dream - From Typing To HackingVisions from the unknown
Cosmology Influence - Knowledge Of The Spirit WorldPull over the mortal world
Enigmas Library - Solving Puzzles Or RiddlesAccess to metaphysical knowledge
Investigation Node - Forensics Detective WorkA place of magical power Resources - Extra Money
Law Wonder - Professional Practice In LawA Magical talisman or device<br><br>
Linguistics - Specializing In Other Languages=== Combat ===<br>
Medicine - First Aid, & Surgery EtcWe will now go over the combat system.It is very simple.
Occult - Knowledge Of Magic Practices Combat is broken down into three steps, Initiative, Attack, and Resolution.
Science - Engineering, Chemistry, & Physics
There are also some other very important traits:* Stage one - Initiative
Avatar - Represents your abillity During initiative, both players roll Dexterity + Wits. Whoever has more successes gets to store quintessencego first.
Arete - Your mastery of magick Each player declares either to attack or defend.
Willpower - Can be used It is also possible to force successambush someone with: Dexterity + Stealth vs Perception + Alertness
Quintessence * Stage two - The raw power of magicAttack
Paradox - The backlash from magic into insanityattacker rolls one of these:
Health - The ammount of damage you can take Unarmed Combat: Strength + Brawl Armed Combat: Strength + Weaponry Firearms: Dexterity + Firearms Throwing Objects: Dexterity + Athletics
Getting Started Then the defender either takes the hit, or if they chose to defend they roll:
Now that you know the basics of the Storytelling System, you can proceed to create your owncharacters. Youll be able to judge what sort of traitsyoull need based on their titles (theyre mostly self-explanatory), and know that the more dots you havein a trait the better your character will be whenaccomplishing tasks with it. Block: Dexterity + Brawl
Here is a quick overview of how to begin the character Dodge: Dexterity + Dodge creation process Parry:Dexterity + Melee
The 3 categories successes of attributes are devided into 3 levelsthe attack roll minus the of points: 7/5/3defense roll equals damage, which is either Bashing or Lethal.
The 3 categories of abillities are also devided If a weapon is being used the storyteller can increase the modifier for an attack by up to +4. Some guns allow you to shoot multiple times in 3 levels of points: 13/9/5a turn.
You get 7 points to go into Backgrounds. * Stage three - Resolution
You also get 6 dots that can go into Roll as many times as your Mages magicalStamina points to knowledge called Spheres. The catch is that none eliminate a point of thembashing damage for each can be higher than your level of Aretesuccess.
Arete starts at 1 and cant begin higher than 3 If the fighting continues you roll again for initiative.
Willpower starts at 5 and cant begin higher than 7
You also get 15 Freebie Points<br> Keep track of the damage to your health with this chart:
To increase an Attribute requires * Health <br># Bruised -0 # Hurt -1 # Injured -2 # Wounded -3 # Mauled -4 # Crippled -5 freebie points. # Unconscious
To increase Each point of damage is marked with a / for bashing damage and an Ability requires 2 freebie pointsX 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 increase a Background requires 1 freebie point.Finally, your character needs to learn magic!<br><br>
To increase Willpower requires 1 freebie point=== 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 sphere are divided into two levels of more advanced magic.
To increase Arete requires 4 freebie points.The Twelve Spheres in alphabetical order are:
To increasae a Sphere requires 7 freebie points.Control, Destruction, Feeling, Influence, Penetration, Production, Revelation, Restoration, Transformation, Travel, Understanding, and Vanishing
Prioritize These are the categories with 3 levels degrees of pointspower for the Spheres:
Select Attributes (7/5/3) # Awareness # Sympathetic # Coincidental # Manipulative # Miraculous
Physical: Strenght, Dexterity, Stamina
Social: Charisma, Manipulation, Appearance* Awareness
Mental: Perception, Intelligence, WitsAllows the Mage to sense things with their magic.
Select Abilities (13/9/5)* Sympathetic
Talents: Alertness, Athletics, Awareness Brawl, Dodge, Expression, IntimidationThe Mage can effect things they’re personally Leadership, Streetwise, Subterfugeconnected to.
Skills: Crafts, Drive, Etiquette, Firearms Meditation, Melee, Performance, StealthSurvival, Technology* Coincidental
Knowledges: Academics, Computer, Cosmology Enigmas, Investigation, Law, LinguisticsThe Mage can work magic as long as it doesn’t Medicine, Occult, Sciencedefy physics.
Additionally characters also have a number of advantages called Backgrounds listed here:* Manipulative
Backgrounds: The Mage can manipulate and bend the laws of physics.
Allies - Friends who help you * Miraculous The Mage can now create impossible miracles.<br><br>
Arcane - You are unnoticed as a Mage=== Mechanics ===<br>
Avatar - The Strength of the soul* Casting Magic
Contacts - Information sources You can only cast magic up to the level 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.
Destiny - A greater purpose* Avatar
Dream - Visions from A Mage’s Avatar is the unknownmaximum Quintessence they can store.
Influence - Pull over the mortal world* Quintessence
Library - Access to metaphysical knowledge
Node - A place of magical Quintessence is the powersource for Magic. Spending Quintessence points adds a bonus to your Arete roll for a spell. Meditation is required 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.
Resources - Extra Money
Wonder - A Magical talisman or device* Willpower
We will now go over the combat system. It is
very simple.
Combat is broken down into three steps,Initiative, Attack, and Resolution. One point of willpower generates 1 success
During initiative both players roll Dexterity + Wits. Whoever has more successes gets to go first. Willpower can resist mind magic
Each player declares either to attack or deffend. Willpower can fight Quiet
It is also possible to ambush someone with:Dexterity + Stealth vs Perception + Alertness Willpower can ignore penalties from fear & damage
Stage two - Attack Willpower can be regained after role play
The attacker rolls one of these:
Unarmed Combat: Strength + Brawl* Difficulty
Armed Combat: Strength + Weaponry
Firearms: Dexterity The difficulty for casting magic is determined by the Storyteller. Add + Firearms1 for Vulgar magic, if there are no witnesses. Add another +1 if a Sleeper witnesses it.
Throwing Objects: Dexterity + Athletics
Then the defender either takes the hit,or if they chose to deffend they roll:* Bonuses
Block: Dexterity + Brawl
Dodge: Dexterity If you have time to do a ritual, Intelligence + DodgeOccult can be rolled. Successes are added to your Arete roll up to a +3. If there isn't time for a full ritual, magical tools can add a +1 bonus.
Parry: Dexterity + Melee
The successes of the attack roll minus the defense roll equal damage, which is either Bashing or Lethal. * Successes
If a weapon is being used the story teller can increase
the modifier for an attack by up to +3. Some guns allow
you to shoot multiple times in a turn.
Stage three - ResolutionSimple magic requires only one success, twosuccesses are required for more powerful magic,Roll as many times as your Stamina points to eliminatea point of bashing damage for each successand larger effects can take even more.
If the fighting continues you roll again for initiative.
Keep track of the damage to your health with this chart:* Botches
Health
1) Bruised -0
2) Hurt -1
3) Injured -2
4) Wounded -3
5) Mauled -4
6) Crippled -5
7) Unconscious
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 to learn magic!
Overview
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.
The Twelve Spheres in alphabetical order are:
Control, Destruction, Feeling, Influence,
Penetration, Production, Revelation, Restoration,
Transformation, Travel, Understanding, and
Vanishing
These are the degrees of power for the Spheres:
1) Awareness
2) Sympathetic
3) Coincidental
4) Manipulative
5) Miraculous
1) Awareness
Allows the Mage to sense things with their magic.
2) Sympathetic
The Mage can effect things theyre personally
connected to.
3) Coincidental
The Mage can work magic as long as it doesnt defy
physics.
4) Manipulative
The Mage can manipulate and bend the laws of
physics.
5) Miraculous
The Mage can now create impossible miracles.
Mechanics
Casting Magic
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
A Mages Avatar is the maximum Quintessence they
can store.
Quintessence
Quintessence is the power source for Magic.
Spending Quintessence reduces the difficulty of a
spell, up to a modifier of -3. Meditation is required
to regain Quintessence for at least an hour at a place
of power. Quintessence can also be stored in things
that are carried by a Mage.
Willpower
One point of willpower generates 1 success
Willpower can resist mind magic
WIllpower can fight Quiet
Willpower can ignore penalties from fear & damage
Willpower can be regained after role play
Difficulty
Add +4 difficulty for coincidental magic, and +5
for Vulgar magic, if there are no witnesses. Add
+1 for magic witnessed by Sleepers.
Successes
Simple magic requires only one success, two
successes are required for more powerful magic,
and larger effects can take even more. If your level
of Arete is at least one point higher than the Sphere
you are using, you can succeed without a dice roll.
Botches
If a Mage rolls a failure when casting a spell & they
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 Mages effect reality. They
represent different kinds of magic,
which Mages use to perceive and
reshape the world.
Understanding
* 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>
Knowledge: Realization - Unveiling # Elevated Mental Attributes# Predicting Outcomes# Seeing the Past# Seeing the innerFutureknowledge within.# Stopping Time
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 Attributes* Feeling<br><br>** Power: Empathy / Telepathy** Knowledge: Association - Recognizing the interconnectedness of all things.** 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>
2) Predicting Outcomes# Reading Mindstates# Bonus to Social Attributes# Mental Shield# Reading Thoughts# Mental Link
3) Seeing the Past
4) Seeing * Production<br><br>** Power: Attraction / Creation** Knowledge: Synchronicity - Uniting the Futurethreads of existence.** Description: The 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>
5) Stopping Time# Sensing Opportunity# Arranging situations# Attracting Wealth# Produce Small Objects# Win Lotteries & Elections
Feeling* 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>
Power: Empathy / Telepathy# Sensing Willpower# Social Influence# Hypnotic Suggestion# Mind Control# Altering Identities
Knowledge: Association - Recognizing the
interconnectedness of all things.
* 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>
1) Reading Mindstates# Find Exits# Open Locks# Escape From Restraints# Escape From Prisons# Becoming Intangible
2) Bonus to Social Attributes
3) Mental Shield* Control<br><br>** Power: Energy / Telekinesis** Knowledge: Evocation - Harnessing the 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 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.<br>
4) Reading Thoughts# Quick Reactions# Bonus to Physical Abilities# Influencing Physical Outcomes# Moving Objects# Controlling Natural Forces
5) Mental Link
* 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>
Production# Sense illness# Relieve Pain# Protection from Disease# Heal Sickness / Damage# Resurrection
Power: Attraction / Creation
* Vanishing<br><br>** Power: Stealth / Invisibility** Knowledge: Synchronicity Misdirection - Uniting Manipulating attention and perception.** Description: The Power of Vanishing encompasses the threads art ofMisdirection. 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.existence.<br>
Description: # Detect Lies# See in The Power of Production empowers awizard to draw situations and desires into theirreality. This ability stems from a profoundunderstanding of Synchronicity, the cosmicDarkprinciple that everything is interconnected and# Stealthinfluences each other. It acknowledges that the# Disguisepower to attract lies within, awaiting manifestation.# Invisibility
1) Sensing Opportunity
2) Arranging situations* 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>
3) Attracting Wealth# Locate Lost Objects# Find Directions# See at a Distance# Teleport Objects# Make a Portal
4) Produce Small Objects
5) Win Lotteries & Elections* 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>
# Sense Others Attributes
# Bonus to Attributes
# Developing Attributes
# Shapeshifting
# Transmutation
Influence
* Destruction<br><br>** Power: Charisma Curses / HypnotismAnnihilation** 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>
Knowledge: Possession - Will shaping the realm of# Sense Black Magicthe mind.# Protection from Curses# Curse Enemies# Cause Physical Damage# Kill & Destroy
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* 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>
2) Social Influence# Sense Spirits# Speak with Spirits# Banish Spirits# Summon Spirits# Spirit Travel<br>
3) Hypnotic Suggestion
4* Paradox & Quiet<br> The 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) Mind Control.
5) Altering Identities
If a Mage has a Paradox level of 1-3, the Quiet
happens in one of three ways:
PenetrationHallucinations, Fixations, or Depression
Power: Escape / Intangibility
Knowledge: Spiritualism If they have a Paradox level of 4- Perceiving 6, the world as arealm of spirit.Quiet happens in three more ways:
Description: The Power of Penetration delves intothe realm of Spiritualism. It unveils the truth thatthe world is fundamentally composed of spiritDelusions & Mood Swings,allowing a wizard to transcend physical boundariesand become intangible. Chains and locks lose theirholdRepetitive Behaviors, dissolving effortlessly under the wizardstouch.or Suicidal Thoughts
1) Find Exits
2) Open LocksIf they have a Paradox level of 7-10, the Quiet happens as:
3) Escape From RestraintsWild Hallucinations, Compulsions, and Anti-Social Behavior
4) Escape From Prisons
5) Becoming IntangibleIf they have a Paradox level of 11+, the Quiet happens in more severe ways:
Complete Madness, Obsession, or Violence
Control
Power: Energy / TelekinesisQuintessence 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>
Knowledge: Evocation - Harnessing the forces of
the spiritual realm.
Description: The Power of Control enables a wizard* Occult to command powerful forces. Through evocation,<br>the practitioner can manipulate energy and bend it to their will. This understanding arises fromrecognizing that spiritual entities are themselvesembodiments system of force and possess the capacity magic can connect tooccult shape and impact the physical worldthemes, for interesting role playing.
1) Quick Reactions 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.
2* Control:<br><br> ** Energy / Telekinesis ** (Aries / Emperor) Bonus to Physical Abilities+ (Mars / Tower)
3* Transformation:<br><br> ** Developing / Shapeshifting ** (Taurus / Hierophant) Influencing Physical Outcomes+ (Venus / Empress)
4* Understanding:<br><br> ** Wisdom / ESP ** (Libra / Justice) Moving Objects+ (Venus / Empress)
5* Revelation:<br><br> ** Visions / Rapture ** (Pisces / High Priestess) Controlling Natural Forces+ (Neptune / Hanged Man)
Restoration* Feeling:<br><br> ** Empathy / Telepathy ** (Virgo / Hermit) + (Mercury / Magician)
Power* Influence: Renewal <br><br> ** Charisma / HealingHypnotism ** (Leo / Strength) + (Sun / Sun)
Knowledge* Penetration: Forgiveness - Liberating from suffering<br><br> caused by transgressions.** Escape / Intangibility ** (Gemini / Lovers) + (Mercury / Magician)
Description* Travel: The Power of Restoration holds thegift of healing. It grants the ability to alleviate pain,<br><br> cure diseases, and bring renewal to the afflicted.** Direction / Teleportation This power emerges from the understanding ** (Sagittarius / Temperance) + (Jupiter / Wheel ofFortune) Forgiveness, recognizing that suffering often stemsfrom transgressions. By embracing forgiveness, awizard becomes a conduit for healing andrestoration.
1* Production:<br><br> ** Attraction / Creation ** (Capricorn / Devil) Sense illness+ (Saturn / World)
2* Restoration:<br><br> ** Renewal / Healing ** (Aquarius / Star) Relieve Pain+ (Uranus / Fool)
3* Vanishing:<br><br> ** Stealth / Invisibility ** (Cancer / Chariot) Protection from Disease+ (Moon / Moon)
4* Destruction:<br><br> ** Curses / Annihilation ** (Scorpio / Death) Heal Sickness + (Pluto / DamageJudgement)<br><br>
5) Resurrection=== Finishing Touches === <br>Here are some finishing touches to add to your character sheet.
Vanishing* Traditions<br> There are 12 types of Mages representing different world views. You can pick whichever one you feel resonates with your character:<br>
Power: Stealth / Invisibility * Akashic Brotherhood Buddhist Warriors
Knowledge: Misdirection - Manipulating attention
and perception.
Description: The Power of Vanishing encompasses* Celestial Chorusthe 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. Gnostic Priests
1) Bonus to Subterfuge
2) See in The Dark* Cult of Ecstasy Hippies and New Agers
3) Stealth
4) Disguise* Dreamspeakers Shamans
5) Invisibility * Euthanatos Terrorists and Activists
Travel* Order of Hermes Ceremonial Magicians
Power: Direction / Teleportation
Knowledge: Unity - Dissolving the illusion * Sons ofEtherseparation. Rebel Scientists
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* Verbena Wiccans
2) Find Directions
3) See at a Distance* Virtual Adepts Reality Hackers
4) Teleport Objects
5) Make a Portal* Hollow Ones Goths
Transformation* Marauders Permanently Insane
Power: Developing / Shapeshifting
Knowledge: Personification - Authoring ones own* Nephandiidentity. Made Demonic Pacts
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.
1) Sense Others Attributes* Technocracy Agents of Reason
2) Bonus to Attributes
3) Developing AttributesIf you have your own Coven you can also list it as your Cabal.<br><br>
4) Shapeshifting
5) Transmutation* Concepts<br>
All 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:
Destruction * Criminal
Power: Curses / Annihilation* Drifter
Knowledge: Pragmatism - Dissolving the constructsof right and wrong.* Entertainer
Description: The Power of Destruction holdsimmense power that should be wielded withcaution. It encompasses the ability to curse,annihilate, and disrupt the natural order. However,the utilization of this power draws one away fromtheir true path and blurs the distinction betweenright and wrong.* Intellectual
1) Sense Black Magic* Investigator
2) Protection from Curses* Kid
3) Curse Enemies* Night-lifer
4) Cause Physical Damage* Outsider
5) Kill & Destroy* Politician
* Professional
Revelation* Reporter
Power: Visions / Rapture* Socialite
Knowledge: Above as Below - The symbioticconnection between gods, angels, and humanity.* Soldier
Description: The Power of Revelation unveils* Workerprofound visions and grants enlightenment to thepractitioner. It is rooted in the understanding of thesymbiotic connection between gods, angels, andhumanity. By tapping into this power, a wizardgains access to celestial knowledge, perceiving theintricate tapestry that binds all realms and entitiestogether.<br><br>
1) Sense Spirits
2) Speak with Spirits* Nature and Demeanor<br>
3) Banish SpiritsThere 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:
4) Summon Spirits* Architect - Purpose / Obsession You desire to leave a mark on the world.
5) Spirit Travel* Autocrat - Leadership / Dictatorship You want control.
Paradox * Bon Vivant - Love of Life / Hedonism& Quietnbsp; You want to live Life.
The official rules say Paradox is caused by Vulgar* Bravo - Strength / Anger magic You want power. In these alternative rules Paradox happens when a Mage fails at casting their spells.
When a Mage fails a magic roll they gain a Paradox * Caregiver - Compassion / Smothering point You look out for others. A botched roll will then releases that Paradox in the form of a Quiet (Insanity).
If a Mage has * Celebrant - Passion / Intemperance You have a Paradox level of 1-3, the Quiet calling happens in one of three ways:
Hallucinations, Fixations, or Depression* Child - Innocence / Immaturity You never grew up.
If they have * Competitor - Striving / Competitiveness Life is a Paradox level of 4-6, the Quiet challenge to be won. happens in three more ways:
Delusions * Conformist - Cooperation / Low-Self Esteem & Mood Swings, Repetitive Behaviors, or nbsp; You are a follower. Suicidal Thoughts
If they have * Conniver - Clever / Envy You are a Paradox level of 7-10, the Quiet manipulator happens as:
Wild Hallucinations, Compulsions, and Anti* Curmudgeon -Social Critical Eye / Lack of Imagination Behavior You find the faults in others.
If they have a Paradox level of 11+, the Quiet * Deviant - Shatter Boundaries / Perversion happens in more severe ways: You are an outcast.
Complete Madness, Obsession, or Violence* Director - Organization / Lack of Tolerance You want things under control.
Quintessence can be spent to reduce Paradox, but it has * Fanatic - Dedication / Stubbornness to be done before the Insanity of Quiet occurs You live for a cause. If Paradox reaches a level greater than 10 it is released automatically.
Occult* Gallant - Artistry / Flamboyance You want to be the center of attention.
This system * Judge - Justice / Lack of magic can connect Vision You want to occult themes,resolve problems. for interesting role playing.
There are 12 Spheres in this system. Each Sphereconnects to one of the 12 signs of the Zodiac. Andeach Zodiac sign connects to one * Loner - Self-Reliance / Lack of 10 planets inEmpathy Astrology You work best by yourself. The 10 planets and 12 signs connect with the 22 Major Arcana of the Tarot.
* Martyr - Sacrifice / Self-Deprecation
You devote yourself to helping others.
Control:* Masochist - Devotion / Self-Destructiveness You want to suffer.
Energy * Monster - Mirror of Villainy / TelekinesisDepravity You are an evil person.
(Aries * Pedagogue - Knowledge / Emperor) + (Mars / Tower)Logorrhea You are a teacher.
Transformation:* Penitent - Responsibility / Contrition You are consumed with guilt.
Developing * Perfectionist - Exactitude / ShapeshiftingIncompleteness You need to be the best.
(Taurus * Rebel - Individuality / Hierophant) + (Venus / Empress)Lack of Direction You like to break the rules.
* Rogue - Valor / Selfishness
You look out for yourself.
Understanding:* Survivor - Perseverance / Lack of Trust You keep going no matter what.
Wisdom * Thrill-Seeker - Daring / ESPRecklessness You live on the edge.
(Libra * Traditionalist - Consistency / Justice) + (Venus / Empress)Complacency You support the status quo.
Revelation:* Trickster - Empathy / Hypocrisy Your life is a comedy.
Visions * Visionary - Imagination / RapturePride You want to remake the future.<br><br>
(Pisces / High Priestess) + (Neptune /
Hanged Man)
* Essence
<br>
FeelingYour character's Avatar Essence is also on the character sheet. An Avatar represents a Mage's soul, and the essence represents the drive a mage has at their core. There are four essences you can pick from:
Empathy / Telepathy * Dynamic - Change
(Virgo / Hermit) + (Mercury / Magician)* Pattern - Improvement
Influence:* Primordial - Stability
Charisma / Hypnotism* Questing - Purpose<br><br>
(Leo / Strength) + (Sun / Sun)* Resonance<br>
All 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 add dots as you continue working
magic.
Penetration There are three types of Resonance: Dynamic, Entropic, and Static
Escape / Intangibility* Dynamic represents change.
(Gemini / Lovers) + (Mercury / Magician)* Entropic represents destruction.
* And Static represents protection.
<br><br>
Travel:* Purpose<br>
Direction / TeleportationIn these alternate rules we also have another trait called Purpose. You can fill in the dots anyway you like into these 3 categories:
(Sagittarius / Temperance) + (Jupiter /Wheel of Fortune)* Self, Others, and World.
Representing your primary motivation.
<br><br>
Production:
Attraction / Creation* Foci<br>
(Capricorn / Devil) Mages tend to have certain tools for using magic. When a Mage has access to these tools, they receive a + (Saturn / World)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:
Art
Restoration:Astrology
Renewal / HealingBlood
(Aquarius / Star) + (Uranus / Fool)Books
Bones
Vanishing:Cauldrons
Stealth / InvisibilityChalices
(Cancer / Chariot) + (Moon / Moon)Candles
Chanting
Destruction:Circles
Curses / AnnihilationComputers
(Scorpio / Death) + (Pluto / Judgement)Crystals
Dancing
Also, here are some examples of how to attemptother actions using the abillities and attributesalready mentioned:Devices
Climbing - Dexterity + AthleticsMartial Arts
Driving - Dexterity + DriveDrugs
Encumbrance - StrengthElements
Intrusion - Dexterity or Intelligence + TechnologyFeathers
Jumping - Strength or Strength + AthleticsFire
Lifting / Breaking - Strength or WillpowerFormulas
Pursuit - Dexterity + Athletics / DriveHerbs
Shadowing - Dexterity + StealthHoly Symbols
Sleight of Hand - Dexterity + StealthIncense
Sneaking - Dexterity + StealthLanguage
Stealing - Dexterity + Stealth, Perception + StreetwiseMusic
Swimming - Stamina + AthleticsInternet
Throwing - Dexterity + AthleticsOrdeals
Fast Talk - Manipulation + SubterfugePoetry
Fitting In - Charisma + ExpressionPure Water
Impersonation - Charisma + Expression or Manipulation + SubterfugePurification
Interrogation - Manipulation + Intimidation or Charisma + IntimidationRitual Sacrifice
Oration - Charisma + LeadershipRunes
Performance - Charisma + PerformanceScience
Academic Knowledge - Intelligence + AcademicsSex
Building Devices - Intelligence + TechnologySongs
Cryptography - Intelligence + Linguistics or Intelligence + ComputerTarot Cards
Detecting The Supernatural - Perception + AwarenessOuija boards
Foraging - Intelligence + SurvivalTattoos
Fortune Telling - Perception + AwarenessPiercings
Hacking - Intelligence / Wits + ComputerToys
Inventing - Intelligence + ScienceWands
Investigation - Perception + InvestigationWeapons<br><br>
Meditation - Stamina / Intelligence + Meditation=== Examples ===<br> Also, here 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>
Research - Intelligence + Investigation / Computer===Credits=== <br>[[User:Street|Street]]<br><br>
Surveillance - Perception + Alertness, Dexterity + Stealth__NOTOC____NOEDITSECTION__
Tracking - Perception + Survival[[Category:Splats]][[Category:Rules]]