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Mage: The Ascension (Alternate Rules)

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An illustrated PDF of this system is at:<br>
[[Alternate Mage: The Ascension PDF]]
 
To just see the alternate magic system read:<br>
<br>[[Alternate Sphere Magic]]<br><br>
A character sheet for this system is at:<br>
[https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]
 
This page is mirrored at:<br>
https://github.com/alt-magick/Mage-The-Ascension
 
Buy the physical book at Amazon:<br>
https://www.amazon.com/Mage-Ascension-Alternate-Corey-White/dp/B0DPVFZN3C
 
<br>
[https=== Mage://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]<br>The Ascension ===
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 Mage: The Ascension is a roleplaying game set in the World of Darkness, a dark, gothic-punk alternative version of our own reality. In this setting, magic is real but hidden from most people's perception. The game revolves around mages - individuals who can reshape reality through the power of will, belief, and understanding.  The Technocracy stands as a powerful organization seeking to control reality through science, technology, and rational thought. They view magic as a dangerous threat to human progress and work systematically to suppress and eliminate supernatural elements.   The central conflict in Mage: The Ascension is the struggle over the nature of reality itself. Mages fundamentally believe that reality is malleable and can be shaped by human will and belief.  Roleplaying happens inside of scenes. In fact, the entire game exists in scenes. The beauty of roleplaying a scene lies in its uncertainty. Neither the players, or the Storyteller know exactly how the scene will unfold.   A scene is a temporary collaborative reality. A shared imaginative space where individual creativity merges into a collective experience. Like most roleplaying role playing games played around a table,<br>This game uses we use dice to determine the whims of<br>chance. Anytime a character performs an action<br>under adverse conditions or when the outcome is<br>unclear, his player rolls dice to see whether the task<br>succeeds or fails.  You just need two six sided dice to play. I have changed this from the original game, Mage: The Ascension from rolling a ten sided dice. I did a little math and it just made since.   For a success in this game, rolling a 7 or 11 with two 6 sided dice has the odds of 2/9 which is 0.2222.   A typical success in Mage is made by rolling a 8, 9, or 10 on one 10 sided die, which has the odds of 3/10 which is 0.3.   So, with a few other modifications the game mechanics are basically the same.<br><br>  * Attributes and Skills
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You just need two six sided dice 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 playrate movies. I For example, a character might have<br>a Dexterity Attribute of ●●● (3 dots) and a Firearms Skill of ●● (2 dots).   Whenever your character performs an action that calls for dice rolls, you most often add the most changed this from appropriate Attribute to the original gamemost appropriate Skill. When your character shoots a gun, Mage: The<br> you add Ascension from rolling his Dexterity to his Firearms for a ten sided total number of dicerolls. I did a<br> little math and it just made since.<br>  * Modifiers
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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 example, when shooting a success in this gametarget 30 yards away with his Glock 17 pistol, rolling your character suffers a 7 -2 penalty.   The Storyteller determines whether or 11 with two not any circumstance imposes dice-roll modifiers and how great those modifiers are.<br>6 sided dice has the odds of 2/9 which is 0.2222.<br>  * Dice Rolls
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A success in Mage is made by rolling a 8, 9, or 10 on <br>one 10 sided dieSo, which has we can say that that the odds number of 3/10 which times you get to roll the dice is 0.3determined like so: Attribute + Skill + modifiers (if any) In general, bonuses are always added before penalties are applied.<br><br>  * Rolling the Dice
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So Now that you know what to roll, with lets see how to read the results. Each roll uses two dice, and a result of 7, or 11 is considered a few other modifications 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 game mechanicsmore die rolls you have the better your characters chances of success, and the greater your odds of gaining multiple successes.<br>are basically the same.<br>  * Snake Eyes
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Traits 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>  * Second Tries
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Characters possess When a variety of traits, describing<br>their innate capabilitiesroll fails, trained skills, and even<br>how many wounds they you can suffer before dying.<br>try again with a +1 Two types of trait are especially important:<br>Attributes and Skillsdifficulty modifier. Each of these traits is rated in<br>dots (●), ranging from 1 to 5, much like the five-<br>star system many critics use to rate movies. For<br>example, a character might have a Dexterity<br>Attribute of ●●● (3 dots) and a Firearms Skill of<br>●● (2 dots).<br>* Fighting
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Whenever Combat is a series of die rolls, until someone surrenders or is rendered unable to fight. The rolls determine whether or not your character performs an action that<br>hits and how much damage he inflicts calls for on his target. The number of dice rollsis determined as above, you most often add 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 most <br>targets Health trait. If the target has no more Health left, he is unconscious or dead appropriate Attribute to (depending on the most appropriate Skilltype of damage done). <br>When your character shoots a gun  There are two types of damage: bashing (caused by blunt weapons such as fists or clubs; these wounds heal quickly), you add his Dexterity<br>lethal (caused by sharp weapons such as knives and bullets; these wounds heal slowly). There are to his Firearms for a total number of dice rollscomplications involved in combat, such as a targets Defense Rolls, which are subtracted from any attack successes targeted against him.<br><br>  * Actions
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ModifiersThe 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   That dice pool is then modified by oneof these levels: +1) Easy +0) Routine -1) Moderate -2) Difficult -3) Challenging -4) Hard -5) Exceptional   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> === Traits ===
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Various conditions and circumstances can greatlyThe attributes your character has are listed here, they are divided into 3 categories: * Physical:<br><br> improve or hinder your characters tasks,** Strength - Physical Power ** Dexterity - Athleticism ** Stamina - Toughness   * Social:<br><br> ** Charisma - Charm ** Manipulation - Persuasion ** Appearance - Attractiveness  represented by bonuses and/or penalties to your dice * Mental:<br><br>rolls. On one hand, quality tools might give him a** Perception - Insight To Surroundings ** Intelligence - Pure IQ ** Wits - Intuition & Instincts  Abilities are also divided into 3 categories:  * Talents:<br><br> bonus ** Alertness - Attention to repair a car. On the other hand, Your Surroundings ** Athletics - A Talent With Sports ** Awareness - You Can Sense The Presence of Magic ** Brawl - Skill With Unarmed Combat ** Dodge - Avoiding Physical Danger ** Expression - The Art of Communication ** Intimidation - Flexing Your Muscles ** Leadership - You Are Respected ** Streetwise - Youre a Part Of The Underworld ** Subterfuge - You Can Hide Your Motives   * Skills:<br><br> ** Crafts - Working With Your Hands thunderstorm might cause hazardous driving conditions, ** Drive - Handling The Road ** Etiquette - Managing Social Situations ** Firearms - Firing Guns ** Meditation - Regenerates Magic ** Melee - Hand To Hand Weapons ** Performance - Specialized as music etc. ** Stealth - Hiding From Sight ** Survival - Living In Difficult Environments ** Technology - Repairing And Working With Machines   * Knowledges:<br>levying a penalty on any driving rolls, and a distant <br> ** Academics - Higher Education In A Field ** Computer - From Typing To Hacking ** Cosmology - Knowledge Of The Spirit World ** Enigmas - Solving Puzzles Or Riddles ** Investigation - Forensics Detective Work ** Law - Professional Practice In Law ** Linguistics - Specializing In Other Languages ** Medicine - First Aid, & Surgery Etc. ** Occult - Knowledge Of Magic Practices target is hard ** Science - Engineering, Chemistry, & Physics  There are also some other very important traits:   * Avatar - Your ability to hit with a gun, represented by 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>range penalties.<br> === Getting Started ===
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For exampleNow 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 shooting accomplishing tasks with it.  Here is a target 30 yards away<br>quick overview of how to begin the character creation process:  *The 3 categories of attributes are divided into 3 levels of points: 7/5/3. (But they all start at 1)   *The 3 categories of abilities are also divided into 3 levels of points: 13/9/5   *You get 7 points to go into Backgrounds.   *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.   *Arete starts at 1 and can’t begin higher than 3.   *Willpower starts at 5 and can’t begin higher than 7.   You also get 15 Freebie Points:   *To increase an Attribute requires 5 freebie points.   *To increase an Ability requires 2 freebie points.   *To increase a Background requires 1 freebie point.   *To increase Willpower requires 1 freebie point.   *To increase Arete requires 4 freebie points.   *To increase a Sphere requires 7 freebie points.  Prioritize the categories with his Glock 17 pistol3 levels of points.  * Select Attributes (7/5/3)   &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Physical: Strength, Dexterity, Stamina &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Social: Charisma, Manipulation, Appearance &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Mental: Perception, Intelligence, your character suffers Wits  * Select Abilities (13/9/5)  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talents: Alertness, Athletics, Awareness,Brawl, Dodge, Expression, Intimidation, Leadership, Streetwise, Subterfuge &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Skills: Crafts, Drive, Etiquette, Firearms, Meditation, Melee, Performance, Stealth, Survival, Technology  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Knowledges: Academics, Computer, Cosmology, Enigmas, Investigation, Law, Linguistics, Medicine, Occult, Science  Additionally, characters also have a number of advantages called Backgrounds.  * Backgrounds (7):  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Allies - Friends who help you  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Arcane - You are unnoticed as a Mage &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Avatar - The Strength of the soul &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Contacts - Information sources  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Destiny - A greater purpose  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dream - Visions from the unknown  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Influence - Pull over the mortal world  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Library - Access to metaphysical knowledge  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Node - A place of magical power &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Resources - Extra Money  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wonder - A Magical talisman or device<br>-2 penalty.<br> === Combat ===
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 We will now go over the combat system. It is very simple.   Combat is broken down into three steps, Initiative, Attack, and Resolution.   * Stage one - Initiative  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; During initiative, both players roll Dexterity + Wits. Whoever has more successes gets to go first.   &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Each player declares either to attack or defend.   &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It is also possible to ambush someone with: Dexterity + Stealth vs Perception + Alertness   * Stage two - Attack   The attacker rolls one of these:   &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Unarmed Combat: Strength + Brawl &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Armed Combat: Strength + Weaponry &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Firearms: Dexterity + Firearms &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Throwing Objects: Dexterity + Athletics   Then the defender either takes the hit, or if they chose to defend they roll:   &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Block: Dexterity + Brawl  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dodge: Dexterity + Dodge &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Parry: Dexterity + Melee   The Storyteller determines whether successes of the attack roll minus the defense roll equals damage, which is either Bashing or not any<br>Lethal.   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 a turn.   circumstance imposes dice* Stage three -Resolution   &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Roll as many times as your Stamina points to eliminate a point of bashing damage for each success.   &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If the fighting continues you roll modifiers and how<br>again for great those modifiers areinitiative.   <br>Keep track of the damage to your health with this chart:   * Health
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Dice Rolls# Bruised -0 # Hurt -1 # Injured -2 # Wounded -3 # Mauled -4 # Crippled -5 # Unconscious   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.  Finally, your character needs to learn magic!<br><br> === Magic ===
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So, we can say There are 12 Spheres in this system that that the number are divided into coincidental & vulgar magic. The first three levels of times you<br>each sphere are limited get to roll coincidental effects, and the dice is determined like so: <br>highest levels Attribute + Skill + modifiers (if any) In general, <br>of the sphere are divided into two levels of more bonuses are always added before penalties are appliedadvanced magic. <br>  <br>The Twelve Spheres in alphabetical order are: Rolling the Dice<br> <br>Now that you know what to rollControl, Destruction, Feeling, Influence, lets see how to<br> read the results. Each roll uses two dicePenetration, Production, Revelation, Restoration, and a <br> result of 7Transformation, Travel, or 11 is considered a success. You might <br>have more than one of theseUnderstanding, in which case you have <br>and multiple successes. The dice don't just tell you<br>Vanishing whether your character succeeds or fails it shows you<br> how well he does. If none of your die rolls succeed,<br>your roll fails. Obviously, the more die rolls you have<br>These are the better your characters chances degrees of success, and power for the <br>Spheres:  greater your odds of gaining multiple successes.<br> <br># Awareness Snake Eyes<br># Sympathetic <br># Coincidental If one of your rolls turn up snake eyes, it cancel out <br># Manipulative one success. # Miraculous If you roll snake eyes, and none of you other<br>rolls succeed it is a botch.<br><br>Second Tries<br>* Awareness <br>When a roll fails, you can try again Allows the Mage to sense things with a +1 difficulty<br>their magic.  * Sympathetic modifier.<br><br> Combat Fighting is a series of die rolls, until someone<br>The Mage can effect things they’re personally surrenders or is rendered unable connected to fight. The rolls<br> determines whether or not your character hits and<br>how much damage he inflicts on his target. The number<br> of dice rolls is determined as above, but a knife is<br>* Coincidental more deadly than a fist, and a gun is more deadly<br>than all. Each success gained on your attack roll<br> represents a point of damage inflicted against the<br>The Mage can work magic as long as it doesn’t targets Health traitdefy physics. If the target has no more<br> Health left, he is unconscious or dead (depending<br>on the type of damage done).<br> <br>* Manipulative There are two types of damage: bashing (caused<br>by blunt weapons such as fists or clubs; these<br> wounds heal quickly), lethal (caused by sharp<br>weapons such as knives The Mage can manipulate and bullets; these wounds<br>bend the laws of heal slowly)physics. There are a number of complications<br> involved in combat, such as a targets Defense Rolls.<br>(which are subtracted from any attack successs<br> targeted against him), Roll to hit and apply<br>* Miraculous successes as damage minus any successful deffense<br> rollsThe Mage can now create impossible miracles.<br><br>Example=== Mechanics ===<br><br>Lets see how it looks in action. Your character tries<br>* Casting Magic to shoot at a thug who just killed his friend. Your<br>characters Dexterity is 3, his Firearms 2, and hes<br> using a Glock 9mm pistol. You therefore get can only cast magic up to roll the<br>level of dice five timesyour sphere. The thug Arete is about 30 yards away which<br>the number of dice to is roll when casting a -1 penalty spell. No Sphere can be higher than your level of Arete. So, you are reduced A mage can optionally roll fewer dice to 4 dice rollsavoid a potential botch. <br>  * Avatar   But thats not allA Mage’s Avatar is the maximum Quintessence they can store. Its raining cats and dogs. The <br>  * Quintessence Storyteller decides that theres an additional -1 penalty <br>Quintessence is the power source for poor visibilityMagic. That leaves you just 3 dice rolls. <br>If Spending Quintessence points adds a bonus to your Arete roll yields for a 7 or 11 that is one successspell. If the <br>thug Meditation is hit. He suffers 1 points of lethal damage required to his <br>Health for every successregain Quintessence. Lets say you make 2 successsThe maximum Quintessence a Mage can store is their Avatar score. <br>It hurts, but it might not Quintessence can also be enough to stop himstored in things that are carried by a Mage. and he <br>staggers away. Your character needs to decide whether to <br>give chase and close the distance, or try to fire again.<br><br>* Willpower  The number &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; One point of times you roll for an action is made up<br>willpower generates 1 successof an attribute added to an abillity. Each of these<br>are given a rating from 1 to five:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can resist mind magic<br>1) Poor<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can fight Quiet<br>2) Average<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can ignore penalties from fear & damage<br>3) Good<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can be regained after role play<br>4) Exceptional<br><br>* Difficulty5) World Class<br><br>That dice pool The difficulty for casting magic is then subtracted determined by the Storyteller. Add +1 for Vulgar magic, if there are no witnesses. Add another +1 if a difficulty level<br>Sleeper witnesses it.  * Bonuses   from 0 If you have time to do a ritual, Intelligence + Occult can be rolled. Successes are added to your Arete roll up to 6a +3. If there isn't time for a full ritual, magical tools can add a +1 bonus.<br><br>0) Easy<br><br>* Successes1) Routine<br><br>2) Moderate<br>Simple magic requires only one success, two<br>successes are required for more powerful magic,3) Difficult<br>and larger effects can take even more.<br>4) Challenging<br><br>* Botches5) Hard<br><br>6) Exceptional<br>If a Mage rolls a failure when casting a spell & they<br>also roll snake eyes on any of their dice then they botch.The number of successes you have This is also given adangerous situation.<br>rating from one to five:<br><br>1) Marginal<br>=== Spheres ===
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2) Moderate<br>
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3) Good<br>
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4) Excellent<br>
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5) Phenomenal<br>
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The attributes your character has are listed here,<br>
they are devided into 3 categories:<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.
Physical: <br>
Strength - Physical Power * Understanding<br>Dexterity - Athleticism <br>Stamina ** Power: Wisdom / ESP** Knowledge: Realization - Toughness 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>
Social: <br># Elevated Mental Attributes# Predicting Outcomes# Seeing the Past# Seeing the Future# Stopping Time
Charisma - Charm <br>
Manipulation - Persuasion <br>
Appearance - Attractiveness <br>
Mental* 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>
Perception - Insight To Surroundings <br># Reading MindstatesIntelligence - Pure IQ <br># Bonus to Social AttributesWits - Intuition & Instincts <br># Mental Shield# Reading Thoughts# Mental Link
Abilities are also divided into 3 categories: <br>
Talents* Production<br><br>** Power: Attraction / Creation** Knowledge: Synchronicity - Uniting the threads 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>
Alertness - Attention to Your Surroundings <br># Sensing OpportunityAthletics - A Talent With Sports <br># Arranging situationsAwareness - You Can Sense The Presence of Magic <br># Attracting WealthBrawl - Skill With Unarmed Combat <br># Produce Small ObjectsDodge - Avoiding Physical Danger <br>Expression - The Art of Communication <br>Intimidation - Flexing Your Muscles <br>Leadership - You Are Respected <br>Streetwise - Youre a Part Of The Underworld <br>Subterfuge - You Can Hide Your Motives <br># Win Lotteries & Elections
Skills: <br>
Crafts - Working With Your Hands * Influence<br>Drive - Handling The Road <br>Etiquette - Managing Social Situations <br>** Power: Charisma / HypnotismFirearms ** Knowledge: Possession - Firing Guns <br>Will shaping the realm of the mind.Meditation - Regenerates Magic <br>Melee - Hand To Hand Weapons <br>Performance - Specialized ** Description: The Power of Influence grants a wizard the power to captivate others. Known as music etcPossession, 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>Stealth - Hiding From Sight <br>Survival - Living In Difficult Environments <br>Technology - Repairing And Working With Machines <br>
Knowledges: <br># Sensing Willpower# Social Influence# Hypnotic Suggestion# Mind Control# Altering Identities
Academics - Higher Education In A Field <br>
Computer - From Typing To Hacking <br>
Cosmology - Knowledge Of The Spirit World <br>
Enigmas - Solving Puzzles Or Riddles <br>
Investigation - Forensics Detective Work <br>
Law - Professional Practice In Law <br>
Linguistics - Specializing In Other Languages <br>
Medicine - First Aid, & Surgery Etc. <br>
Occult - Knowledge Of Magic Practices <br>
Science - Engineering, Chemistry, & Physics <br>
There are also some other very important traits* 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>
Avatar - Represents your ability to store quintessence <br># Find ExitsArete - Your mastery of magick <br># Open LocksWillpower - Can be used to force success <br># Escape From RestraintsQuintessence - The raw power of magic <br># Escape From PrisonsParadox - The backlash from magic into insanity <br>Health - The amount of damage you can take <br># Becoming Intangible
Getting Started <br>
Now that you know * Control<br><br>** Power: Energy / Telekinesis** Knowledge: Evocation - Harnessing the basics forces of the Storytelling Systemspiritual realm.** Description: The Power of Control enables a wizard to command powerful forces. Through evocation, you the practitioner can proceed manipulate energy and bend it to create your own characterstheir will. You’ll be able to judge what sort This understanding arises from recognizing that spiritual entities are themselves embodiments of traits you’ll need based on their titles (they’re mostly self-explanatory), force and know that possess the more dots you have in a trait capacity to shape and impact the better your character will be when accomplishing tasks with itphysical world. <br>
Here is a quick overview of how # Quick Reactions# Bonus to begin the character creation process: <br>Physical Abilities# Influencing Physical Outcomes# Moving Objects# Controlling Natural Forces
The 3 categories of attributes are divided into 3 levels of points: 7/5/3 <br>
* Restoration<br><br>** Power: Renewal / Healing** Knowledge: Forgiveness - Liberating from suffering caused by transgressions.** Description: The 3 categories Power of Restoration holds the gift of abilities are also divided into 3 levels healing. It grants the ability to alleviate pain, cure diseases, and bring renewal to the afflicted. This power emerges from the understanding of points: 13/9/5 Forgiveness, recognizing that suffering often stems from transgressions. By embracing forgiveness, a wizard becomes a conduit for healing and restoration.<br>
You get 7 points to go into Backgrounds. <br># Sense illness# Relieve Pain# Protection from Disease# Heal Sickness / Damage# Resurrection
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. <br>
Arete starts at 1 * Vanishing<br><br>** Power: Stealth / Invisibility** Knowledge: Misdirection - Manipulating attention and can’t begin higher than 3perception. ** Description: The Power of Vanishing encompasses the art of Misdirection. 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.<br>
Willpower starts at 5 and can’t begin higher than 7. <br># Detect Lies# See in The Dark# Stealth# Disguise# Invisibility
You also get 15 Freebie Points: <br>
To increase an Attribute requires 5 freebie points* 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>
To increase an Ability requires 2 freebie points. <br># Locate Lost Objects# Find Directions# See at a Distance# Teleport Objects# Make a Portal
To increase a Background requires 1 freebie point. <br>
To increase Willpower requires 1 freebie point* 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>
To increase Arete requires 4 freebie points. <br># Sense Others Attributes# Bonus to Attributes# Developing Attributes# Shapeshifting# Transmutation
To increase a Sphere requires 7 freebie points. <br>
Prioritize * Destruction<br><br>** Power: Curses / Annihilation** Knowledge: Pragmatism - Dissolving the categories constructs of right and wrong.** Description: The Power of Destruction holds immense power that should be wielded with 3 levels caution. It encompasses the ability to curse, annihilate, and disrupt the natural order. However, the utilization of pointsthis power draws one away from their true path and blurs the distinction between right and wrong. <br>
Select Attributes (7/5/3) <br># Sense Black Magic# Protection from Curses# Curse Enemies# Cause Physical Damage# Kill & Destroy
Physical: Strength, Dexterity, Stamina <br>
Social* Revelation<br><br>** Power: CharismaVisions / 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, Manipulationa wizard gains access to celestial knowledge, Appearance perceiving the intricate tapestry that binds all realms and entities together.<br>
Mental: Perception, Intelligence, Wits # Sense Spirits# Speak with Spirits# Banish Spirits# Summon Spirits# Spirit Travel<br>
Select Abilities (13/9/5) <br>
Talents: Alertness, Athletics, Awareness <br>* Paradox & QuietBrawl, Dodge, Expression, Intimidation <br>Leadership, Streetwise, Subterfuge <br>
Skills: Crafts, Drive, Etiquette, Firearms <br>The official rules say Paradox is caused by VulgarMeditation, Melee, Performance, Stealth <br>magic. In these alternative rules Paradox happensSurvival, Technology <br>when 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).
Knowledges: Academics, Computer, Cosmology <br>
Enigmas, Investigation, Law, Linguistics <br>
Medicine, Occult, Science <br>
AdditionallyIf a Mage has a Paradox level of 1-3, characters also have a number the Quiethappens in one of advantages called Backgrounds. <br>three ways:
Backgrounds: <br>Hallucinations, Fixations, or Depression
Allies - Friends who help you <br>
Arcane - You are unnoticed as a Mage <br>
Avatar - The Strength of the soul <br>
Contacts - Information sources <br>
Destiny - A greater purpose <br>
Dream - Visions from the unknown <br>
Influence - Pull over the mortal world <br>
Library - Access to metaphysical knowledge <br>
Node - A place of magical power <br>
Resources - Extra Money <br>
Wonder - A Magical talisman or device <br>
We will now go over If they have a Paradox level of 4-6, the combat system. It is very simple. <br>Quiet happens in three more ways:
Combat is broken down into three stepsDelusions & Mood Swings, InitiativeRepetitive Behaviors, Attack, and Resolution. <br>or Suicidal Thoughts
During initiative, both players roll Dexterity + Wits. Whoever has more successes gets to go first. <br>
Each player declares either to attack or defend. <br>If they have a Paradox level of 7-10, the Quiet happens as:
It is also possible to ambush someone with: <br>Dexterity + Stealth vs Perception + Alertness <br>Wild Hallucinations, Compulsions, and Anti-Social Behavior
Stage two - Attack <br>
The attacker rolls one If they have a Paradox level of these11+, the Quiet happens in more severe ways: <br>
Unarmed Combat: Strength + Brawl <br>Complete Madness, Obsession, or Violence
Armed Combat: Strength + Weaponry <br>
Firearms: Dexterity + Firearms Quintessence 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>
Throwing Objects: Dexterity + Athletics <br>
Then the defender either takes the hit,* Occult <br> or if they chose This system of magic can connect to defend they roll: <br>occult themes, for interesting role playing.
Block: Dexterity + Brawl <br> 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.
Dodge* Control: Dexterity + Dodge <br><br> ** Energy / Telekinesis ** (Aries / Emperor) + (Mars / Tower)
Parry* Transformation: Dexterity + Melee <br><br> ** Developing / Shapeshifting ** (Taurus / Hierophant) + (Venus / Empress)
The successes of the attack roll minus the defense roll* Understanding:<br>equal damage, which is either Bashing or Lethal. <br>** Wisdom / ESP ** (Libra / Justice) + (Venus / Empress)
If a weapon is being used the storyteller can increase the* Revelation:<br> modifier for an attack by up to +3. Some guns allow you to<br> ** Visions / Rapture ** (Pisces / High Priestess) + (Neptune / Hanged Man) shoot multiple times in a turn. <br>
Stage three - Resolution * Feeling:<br><br> ** Empathy / Telepathy ** (Virgo / Hermit) + (Mercury / Magician)
Roll as many times as your Stamina points to eliminate a point* Influence:<br> of bashing damage for each success. <br> ** Charisma / Hypnotism ** (Leo / Strength) + (Sun / Sun)
If the fighting continues you roll again for initiative. * Penetration:<br><br> ** Escape / Intangibility ** (Gemini / Lovers) + (Mercury / Magician)
Keep track of the damage to your health with this chart* Travel: <br><br> ** Direction / Teleportation ** (Sagittarius / Temperance) + (Jupiter / Wheel of Fortune)
Health * Production:<br><br> ** Attraction / Creation ** (Capricorn / Devil) + (Saturn / World)
1) Bruised -0 * Restoration:<br>2) Hurt -1 <br> 3) Injured -2 <br>** Renewal / Healing 4** (Aquarius / Star) Wounded -3 <br>5+ (Uranus / Fool) Mauled -4 <br> 6) Crippled -5 <br>7) Unconscious <br>
Each point of damage is marked with a / for bashing damage* Vanishing:<br> and an X for lethal damage. If you acquire 7 bashing damage<br> you are unconscious, further bashing damage can become<br> ** Stealth / Invisibility lethal damage. Either way, you apply a penalty to everything<br> you roll as the damage goes up. If you acquire more than 7 in<br>** (Cancer / Chariot) + (Moon / Moon) lethal damage, you can die. <br>
Finally, your character needs to learn magic! * Destruction:<br><br> ** Curses / Annihilation ** (Scorpio / Death) + (Pluto / Judgement)<br><br>
Overview === Finishing Touches === <br>Here are some finishing touches to add to your character sheet.
There are 12 Spheres in this system that are divided into<br>
coincidental & vulgar magic. The first three levels of each<br>
sphere are limited to coincidental effects, and the highest<br>
levels of the sphere are divided into two levels of more<br>
advanced magic. <br>
The Twelve Spheres in alphabetical order * Traditions<br> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; There are12 types of Mages representing different world views. You can pick whichever one you feel resonates with your character: <br>
Control, Destruction, Feeling, Influence, <br> Penetration, Production, Revelation, Restoration, <br>* Akashic BrotherhoodTransformation, Travel, Understanding, and Vanishing <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Buddhist Warriors
These are the degrees of power for the Spheres: <br>
1) Awareness <br>* Celestial Chorus&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gnostic Priests
2) Sympathetic <br>
3) Coincidental <br>* Cult of Ecstasy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hippies and New Agers
4) Manipulative <br>
5) Miraculous <br>* Dreamspeakers&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Shamans
1) Awareness <br> * Euthanatos&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Terrorists and Activists
Allows the Mage to sense things with their magic. <br>
2) Sympathetic <br>* Order of Hermes&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ceremonial Magicians
The Mage can effect things they’re personally connected to. <br>
3) Coincidental <br>* Sons of Ether&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rebel Scientists
The Mage can work magic as long as it doesn’t defy physics. <br>
4) Manipulative <br>* Verbena&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wiccans
The Mage can manipulate and bend the laws of physics. <br>
5) Miraculous <br>* Virtual Adepts&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Reality Hackers
The Mage can now create impossible miracles. <br>
Mechanics <br>* Hollow Ones&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Goths
Casting Magic <br>
Arete is added to the Sphere you are using to get the<br> * Maraudersnumber of dice to roll when casting a spell. No Sphere<br> can be higher than your level of Arete. You can also only<br> spend up to your level of Arete in quintessence on a single<br>spell. A mage can optionally roll fewer dice to avoid a<br> potential botch. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Permanently Insane
Avatar <br>
A Mage’s Avatar is the maximum Quintessence they can store. <br>* Nephandi&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Made Demonic Pacts
Occult <br>
This system * Technocracy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Agents of magic can connect to occult themes, <br>for interesting role playing. <br>Reason
There are 12 Spheres in this system. Each Sphere <br>
connects to one of the 12 signs of the Zodiac. And <br>
each Zodiac sign connects to one of 10 planets in <br>
Astrology. The 10 planets and 12 signs connect with <br>
the 22 Major Arcana of the Tarot. <br>
Control: If you have your own Coven you can also list it as your Cabal.<br><br>
Energy / Telekinesis <br>
(Aries / Emperor) + (Mars / Tower) * Concepts<br>
TransformationAll 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: <br>
Developing / Shapeshifting <br> * Criminal
(Taurus / Hierophant) + (Venus / Empress) <br>* Drifter
Understanding: <br>* Entertainer
Wisdom / ESP <br>* Intellectual
(Libra / Justice) + (Venus / Empress) <br>* Investigator
Revelation: <br>* Kid
Visions / Rapture <br>* Night-lifer
(Pisces / High Priestess) + (Neptune / Hanged Man) <br>* Outsider
Feeling: <br>* Politician
Empathy / Telepathy <br>* Professional
(Virgo / Hermit) + (Mercury / Magician) <br>* Reporter
Influence: <br>* Socialite
Charisma / Hypnotism <br>* Soldier
(Leo / Strength) + (Sun / Sun) * Worker<br><br>
Penetration: <br>
Escape / Intangibility * Nature and Demeanor<br>
(Gemini / Lovers) + (Mercury / Magician) <br>There 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:
Travel: <br>* Architect - Purpose / Obsession &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You desire to leave a mark on the world.
Direction * Autocrat - Leadership / Teleportation <br>Dictatorship &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want control.
(Sagittarius * Bon Vivant - Love of Life / Temperance) + (Jupiter / Wheel of Fortune) <br>Hedonism&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to live Life.
Production: <br>* Bravo - Strength / Anger &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want power.
Attraction * Caregiver - Compassion / Creation <br>Smothering &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for others.
(Capricorn * Celebrant - Passion / Devil) + (Saturn / World) <br>Intemperance &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You have a calling
Restoration: <br>* Child - Innocence / Immaturity &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You never grew up.
Renewal * Competitor - Striving / Healing <br>Competitiveness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Life is a challenge to be won.
(Aquarius * Conformist - Cooperation / Star) + (Uranus / Fool) <br>Low-Self Esteem &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a follower.
Vanishing: <br>* Conniver - Clever / Envy &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a manipulator
Stealth * Curmudgeon - Critical Eye / Invisibility <br>Lack of Imagination &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You find the faults in others.
(Cancer * Deviant - Shatter Boundaries / Chariot) + (Moon / Moon) <br>Perversion &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an outcast.
Destruction: <br>* Director - Organization / Lack of Tolerance &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want things under control.
Curses * Fanatic - Dedication / Annihilation <br>Stubbornness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live for a cause.
(Scorpio * Gallant - Artistry / Death) + (Pluto / Judgement) <br>Flamboyance &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to be the center of attention.
Finishing Touches <br>* Judge - Justice / Lack of Vision &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to resolve problems.
Here are some finishing touches to add to your character <br>* Loner - Self-Reliance / Lack of Empathy sheet&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You work best by yourself. <br>
Traditions <br>* Martyr - Sacrifice / Self-Deprecation &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You devote yourself to helping others.
There are 9 Traditions representing the different kinds <br>* Masochist - Devotion / Self-Destructiveness of Mages and their world views&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to suffer. You can pick whichever <br> one you feel resonates with your character: <br>
Akashic Brotherhood * Monster - Buddhist Warriors <br>Celestial Chorus - Gnostic Priests <br>Cult of Ecstasy - Hippies and New Agers <br>Dreamspeakers - Shamans <br>Euthanatos - Terrorists and Activists <br>Order Mirror of Hermes - Ceremonial Magicians <br>Villainy / Depravity Sons of Ether - Rebel Scientists <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an evil person. Verbena - Wiccans <br>Virtual Adepts - Reality Hackers <br>Hollow Ones - Goths <br>
If you have your own Coven you can also list it as your <br>* Pedagogue - Knowledge / Logorrhea Cabal&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a teacher. <br>
All characters need to have a concept which can be anything <br>* Penitent - Responsibility / Contrition you want to make up&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are consumed with guilt. However here are some example concepts <br> that you might like to use: <br>
Criminal <br>Drifter <br>Entertainer <br>Intellectual <br>Investigator <br>Kid <br>Night* Perfectionist -lifer <br>Outsider <br>Politician <br>Professional <br>Reporter <br>Socialite <br>Exactitude / Incompleteness Soldier <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You need to be the best. Worker <br>
There are two more important categories at the top * Rebel - Individuality / Lack of the <br>Direction character sheet, called Nature & Demeanor. Nature is your <br>inner characternbsp;&nbsp;&nbsp;&nbsp;&nbsp; You like to break the rules. and Demeanor is what you project into the <br> outside world. Below you can pick one of these for each: <br>
Architect * Rogue - Purpose Valor / Obsession <br>Selfishness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You desire to leave a mark on the worldlook out for yourself. <br>
Autocrat * Survivor - Leadership Perseverance / Dictatorship <br>Lack of Trust &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want controlkeep going no matter what. <br>
Bon Vivant * Thrill- Love of Life Seeker - Daring / Hedonism <br>Recklessness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to live Lifeon the edge. <br>
Bravo * Traditionalist - Strength Consistency / Anger <br>Complacency &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want powersupport the status quo. <br>
Caregiver * Trickster - Compassion Empathy / Smothering <br>Hypocrisy You look out for others&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Your life is a comedy. <br>
Celebrant * Visionary - Passion Imagination / Intemperance Pride &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to remake the future.<br>You have a calling <br>
Child - Innocence / Immaturity <br>
You never grew up. <br>
Competitor - Striving / Competitiveness <br>* EssenceLife is a challenge to be won. <br>
Conformist - Cooperation / Low-Self Esteem <br>Your character's Avatar Essence is also on the You are character sheet. An Avatar represents a Mage's soul, and the essence represents the drive a follower mage has at their core. <br>There are four essences you can pick from:
Conniver * Dynamic - Clever / Envy <br>You are a manipulator <br>Change
Curmudgeon * Pattern - Critical Eye / Lack of Imagination <br>You find the faults in others. <br>Improvement
Deviant * Primordial - Shatter Boundaries / Perversion <br>You are an outcast. <br>Stability
Director * Questing - Organization / Lack of Tolerance Purpose<br>You want things under control. <br>
Fanatic - Dedication / Stubbornness <br>* ResonanceYou live for a cause. <br>
Gallant - Artistry / Flamboyance <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 want to be the center of attentionstart with one dot in one Resonance trait, and add dots as you continue working magic. <br>
Judge - Justice / Lack There are three types of Vision <br>Resonance: Dynamic, Entropic, and Static You want to resolve problems. <br>
Loner - Self-Reliance / Lack of Empathy <br>You work best by yourself* Dynamic represents change. <br>
Martyr - Sacrifice / Self-Deprecation <br>You devote yourself to helping others* Entropic represents destruction. <br>
Masochist - Devotion / Self-Destructiveness * And Static represents protection.<br>You want to suffer. <br>
Monster - Mirror of Villainy / Depravity <br>* PurposeYou are an evil person. <br>
Pedagogue - Knowledge / Logorrhea <br>In these alternate rules we also have another trait called Purpose. You are a teacher. <br>can fill in the dots anyway you like into these 3 categories:
Penitent - Responsibility / Contrition <br>You are consumed with guilt* Self, Others, and World. <br>
Perfectionist - Exactitude / Incompleteness Representing your primary motivation.<br>You need to be the best. <br>
Rebel - Individuality / Lack of Direction <br>
You like to break the rules. <br>
Rogue - Valor / Selfishness <br>* FociYou look out for yourself. <br>
Survivor - Perseverance / Lack of Trust <br>Mages 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 keep going no matter whatcan pick at least one at the start of the game. <br>Here is a list of suggestions for you to choose from:
Thrill-Seeker - Daring / Recklessness <br> You live on the edge. <br>Art
Traditionalist - Consistency / Complacency <br>You support the status quo. <br>Astrology
Trickster - Empathy / Hypocrisy <br>Your life is a comedy. <br>Blood
Visionary - Imagination / Pride <br>You want to remake the future. <br>Books
Your character's Avatar Essence is also on the character <br>sheet. An Avatar represents a Mage's soul, and the <br>essence represents the drive a mage has at their core. <br>There are four essences you can pick from: <br>Bones
Dynamic - Change <br>Pattern - Improvement <br>Primordial - Stability <br>Questing - Purpose <br>Cauldrons
All Mages also have a Resonance. As a Mage uses magic <br>their Resonance changes. Other Awakened can read a Mage's <br>Resonance as well. You start with one dot in one Resonance <br>trait, and add dots as you continue working magic. <br>Chalices
There are three types of Resonance: <br>Dynamic, Entropic, and Static <br>Candles
Dynamic represents change. Entropic represents destruction. <br>And Static represents protection. <br>Chanting
In these alternate rules we also have another trait called <br>Purpose. You can fill in the dots anyway you like into <br>these 3 categories: <br>Circles
Self, Others, and World. <br>Computers
Representing your primary motivation. <br>Crystals
Mages tend to have certain tools for using magic. When a <br>Mage has access to these tools, The difficulty for casting <br>magic is reduced. You can pick at least one at the start of <br>the game. Here is a list of suggestions for you to choose <br>from: <br>Dancing
Art <br>Blood <br>Books <br>Bones <br>Cauldrons / Chalices <br>Circles <br>Computers <br>Crystals <br>Dancing <br>Devices <br>Martial Arts <br>Drugs <br>Elements <br>Feathers <br>Fire <br>Formulas <br>Herbs <br>Holy Symbols <br>Incense <br>Language <br>Music <br>Internet <br>Ordeals <br>Pure Water <br>Purification <br>Ritual Sacrifice <br>Runes <br>Science <br>Sex <br>Songs <br>Tarot Cards <br>Ouija boards <br>Tattoos <br>Piercings <br>Toys <br>Wands <br>Weapons <br>
Also, here are some examples of how to attempt <br>other actions using the abilities and attributes <br>already mentioned: <br>Martial Arts
Climbing - Dexterity + Athletics <br>Drugs
Driving - Dexterity + Drive <br>Elements
Encumbrance - Strength <br>Feathers
Intrusion - Dexterity or Intelligence + Technology <br>Fire
Jumping - Strength or Strength + Athletics <br>Formulas
Lifting / Breaking - Strength or Willpower <br>Herbs
Pursuit - Dexterity + Athletics / Drive <br>Holy Symbols
Shadowing - Dexterity + Stealth <br>Incense
Sleight of Hand - Dexterity + Stealth <br>Language
Sneaking - Dexterity + Stealth <br>Music
Stealing - Dexterity + Stealth, Perception + Streetwise <br>Internet
Swimming - Stamina + Athletics <br>Ordeals
Throwing - Dexterity + Athletics <br>Poetry
Fast Talk - Manipulation + Subterfuge <br>Pure Water
Fitting In - Charisma + Expression <br>Purification
Impersonation - Charisma + Expression or Manipulation + Subterfuge <br>Ritual Sacrifice
Interrogation - Manipulation + Intimidation or Charisma + Intimidation <br>Runes
Oration - Charisma + Leadership <br>Science
Performance - Charisma + Performance <br>Sex
Academic Knowledge - Intelligence + Academics <br>Songs
Building Devices - Intelligence + Technology <br>Tarot Cards
Cryptography - Intelligence + Linguistics or Intelligence + Computer <br>Ouija boards
Detecting The Supernatural - Perception + Awareness <br>Tattoos
Foraging - Intelligence + Survival <br>Piercings
Fortune Telling - Perception + Awareness <br>Toys
Hacking - Intelligence / Wits + Computer <br>Wands
Inventing - Intelligence + Science Weapons<br><br>
Investigation - Perception + Investigation === 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>
Repair - Dexterity + Technology ===Credits=== <br>[[User:Street|Street]]Research - Intelligence + Investigation / Computer <br><br>
Surveillance - Perception + Alertness, Dexterity + Stealth <br>__NOTOC____NOEDITSECTION__
Tracking - Perception + Survival <br>[[Category:Splats]][[Category:Rules]]
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