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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>
[[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]
 
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>
===Mage: The Ascension===<br> 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, This game uses we use dice to determine the
whims of chance. Anytime a character performs
an action under adverse conditions or when the
outcome is unclear, his player rolls dice to
see whether the task succeeds or fails.
 
You just need two six sided dice to play. I
dice. I did a little math and it just made
since.
 
For a success in this game, rolling a 7 or 11
with two 6 sided dice has the odds of 2/9
which is 0.2222.
 
A typical success in Mage is made by rolling a 8, 9,
or 10 on one 10 sided die, which has the odds
of 3/10 which is 0.3.
 
So, with a few other modifications the game
mechanics are basically the same. <br><br>Traits  * Attributes and Skills<br>
Characters possess a variety of traits,
Attribute of ●●● (3 dots) and a Firearms
Skill of ●● (2 dots).
 
Whenever your character performs an action that
Skill. When your character shoots a gun, you add
his Dexterity to his Firearms for a total number
of dice rolls. <br><br>  * Modifiers <br>
Various conditions and circumstances can
target is hard to hit with a gun, represented
by range penalties.
 
For example, when shooting a target 30 yards
away with his Glock 17 pistol, your character
suffers a -2 penalty.
 
The Storyteller determines whether or not any
circumstance imposes dice-roll modifiers and
how great those modifiers are. <br><br>  * Dice Rolls <br> 
So, we can say that that the number of times
you get to roll the dice is determined like
so: Attribute + Skill + modifiers (if any) In
general, bonuses are always added before
penalties are applied. <br><br>  * Rolling the Dice <br>
Now that you know what to roll, lets see how
die rolls you have the better your characters
chances of success, and the greater your odds
of gaining multiple successes. <br><br>  * 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>  * Second Tries <br>
When a roll fails, you can try again with a +1
difficulty modifier. <br><br>  * Fighting<br> Combat Fighting is a series of die rolls, until
someone surrenders or is rendered unable to
fight. The rolls determines determine whether or not your
character hits and how much damage he inflicts
on his target. The number of dice rolls is
(depending on the type of damage done).
 
There are two types of damage: bashing
(caused by blunt weapons such as fists or
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 successes targeted against him), Roll to hit and apply successes as damage minus any successful defense rolls. Example Lets see how it looks in action. Your character tries to shoot at a thug who just killed his friend. Your characters Dexterity is 3, his <br><br>Firearms 2, and hes using a Glock 9mm pistol. You therefore get to roll the dice five times. The thug is about 30 yards away which is a -1 * Actionspenalty. So, you are reduced to 4 dice rolls. But <br>thats not all. Its raining cats and dogs. The Storyteller decides that theres an additional -1 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 roll for an action is
made up of an attribute added to an abillityability.
Each of these are given a rating from 1 to five:
 
1) Poor
2) Average
3) Good
4) Exceptional
5) World Class
1) Poor  That dice pool is then modified by oneof these levels:
2) Average 3+1) Good 4) Exceptional 5) World Class Easy That dice pool is then subtracted by a difficulty level from 0 to 6. +0) Easy Routine -1) Routine Moderate -2) Moderate Difficult -3) Difficult Challenging -4) Challenging Hard -5) Hard Exceptional 6) 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 ===<br>
The attributes your character has are listed
* Physical: <br><br> ** Strength - Physical Power ** Dexterity - Athleticism ** Stamina - Toughness
Dexterity - Athleticism
 
Stamina - Toughness
 
Social:
* Social:<br><br> ** Charisma - Charm  ** Manipulation - Persuasion  ** Appearance - Attractiveness
* Mental: <br><br> ** Perception - Insight To Surroundings ** Intelligence - Pure IQ  ** Wits - Intuition & Instincts
* Talents: <br><br> ** Alertness - Attention 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
* Skills: <br><br> ** Crafts - Working With Your Hands  ** Drive - Handling The Road  ** Etiquette - Managing Social Situations  ** Firearms - Firing Guns  ** Meditation - Regenerates Magic  ** Melee - Hand To Hand Weapons  ** Performance - Specialized as music etc.  ** Stealth - Hiding From Sight  ** Survival - Living In Difficult Environments  ** Technology - Repairing And Working With Machines
* Knowledges: <br><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 ** Science - Engineering, Chemistry, & Physics
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 There are also some other very important traits:
Linguistics - Specializing In Other Languages
 
Medicine - First Aid, & Surgery Etc.
 
Occult - Knowledge Of Magic Practices
 
Science - Engineering, Chemistry, & Physics
* Avatar - Your 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>
There are also some other very important traits: === Getting Started === Avatar - Your ability to store quintessence  Arete - Your mastery of magick <br>
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
 
Getting Started
Now that you know the basics of the Storytelling
System, you can proceed to create your own
will be when accomplishing tasks with it.
 
Here is a 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 3 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, 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
* Backgrounds(7):
Allies - Friends who help you
&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><br>
Wonder - A Magical talisman or device === Combat === <br>
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
Dodge: Dexterity + Dodge &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Parry: Dexterity + Melee  
The successes of the attack roll minus the
defense roll equals damage, which is either
Bashing or Lethal.
 
If a weapon is being used the storyteller can
increase the modifier for an attack by up to +34.
Some guns allow you to shoot multiple times in
a turn.
 
* 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 again for
initiative.
 <br>
Keep track of the damage to your health with
this chart:
 
* Health <br>1) # Bruised -0 # Hurt -1 # Injured -2) Hurt # Wounded -3 # Mauled -4 # Crippled -1 5 # Unconscious
3) Injured -2
 
4) Wounded -3
 
5) Mauled -4
 
6) Crippled -5
 
7) Unconscious
Each point of damage is marked with a / for
Finally, your character needs to learn magic! <br><br>Overview === Magic ===<br>
There are 12 Spheres in this system that are
advanced magic.
 
The Twelve Spheres in alphabetical order are:
 
Control, Destruction, Feeling, Influence,
Penetration, Production, Revelation, Restoration,
Vanishing
 
These are the degrees of power for the Spheres:
 
1) # Awareness 2) # Sympathetic 3) # Coincidental 4) # Manipulative 5) # Miraculous
-
* Awareness
1) Awareness
Allows the Mage to sense things with their magic.
2) * Sympathetic  
The Mage can effect things they’re personally
connected to.
 
3) * Coincidental  
The Mage can work magic as long as it doesn’t
defy physics.
 
4) * Manipulative  
The Mage can manipulate and bend the laws of
physics.
 
5) * Miraculous
The Mage can now create impossible miracles. <br><br> === Mechanics ===<br>  * Casting Magic  
Mechanics Casting Magic You can only cast magic up to the level of your sphere. Arete is added to the Sphere you are using to get the number of dice to roll when casting a 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 fewer dice to avoid a potential potential botch.
* Avatar  
A Mage’s 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.
Quintessence is the power source 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.
Willpower
One point of willpower generates 1 success* Willpower
Willpower can resist mind magic
WIllpower can fight Quiet&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; One point of willpower generates 1 success
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can ignore penalties from fear & damageresist mind magic
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can be regained after role playfight Quiet
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can ignore penalties from fear & damage
Difficulty&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can be regained after role play
Add +4 difficulty for coincidental magic, and +5 for Vulgar magic, if there are no witnesses. +1 if a Sleeper witnesses it.
* Difficulty
Successes
Simple The difficulty for casting magic requires only one success, twosuccesses are required is determined by the Storyteller. Add +1 for more powerful Vulgar magic,and larger effects can take even moreif there are no witnesses. If your levelof Arete is at least one point higher than the level of the Sphereyou are using, you can succeed without Add another +1 if a dice rollSleeper witnesses it.
Botches* Bonuses
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.
If you have time to do a ritual, Intelligence + Occult 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.
Spheres
Understanding* Successes
Power: Wisdom / ESP
Knowledge: Realization - Unveiling the innerSimple magic requires only one success, twoknowledge withinsuccesses are required for more powerful magic,and larger effects can take even more.
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* Botches
2) Predicting Outcomes
3) Seeing the PastIf a Mage rolls a failure when casting a spell & theyalso roll snake eyes on any of their dice then they botch.This is a dangerous situation.<br><br>
4) Seeing the Future=== Spheres ===<br>
5) Stopping TimeSpheres in Mage: The Ascension are theway Mages effect reality. Theyrepresent different kinds of magic,which Mages use to perceive andreshape the world.
Feeling* 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>
Power: Empathy / Telepathy# Elevated Mental Attributes# Predicting Outcomes# Seeing the Past# Seeing the Future# Stopping Time
Knowledge: Association - Recognizing the
interconnectedness of all things.
* Feeling<br><br>** Power: Empathy / Telepathy** Knowledge: Association - Recognizing the interconnectedness of all things.** Description: The Power of Feeling enables one toempathize and understand others deeply, perceivingtheir thoughts and emotions without the need forwords. It stems from the profound insight intoAssociation, the intrinsic link that binds all livingbeings together.<br>
1) # Reading Mindstates# Bonus to Social Attributes# Mental Shield# Reading Thoughts# Mental Link
2) Bonus to Social Attributes
3) Mental Shield* 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>
4) Reading Thoughts# Sensing Opportunity# Arranging situations# Attracting Wealth# Produce Small Objects# Win Lotteries & Elections
5) Mental Link
* 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>
Production# Sensing Willpower# Social Influence# Hypnotic Suggestion# Mind Control# Altering Identities
Power: Attraction / Creation
* Penetration<br><br>** Power: Escape / Intangibility** Knowledge: Synchronicity Spiritualism - Uniting Perceiving the threads world as a realm ofspirit.existence** 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>
Description: The Power of Production empowers a# Find Exitswizard to draw situations and desires into their# Open Locksreality. This ability stems from a profound# Escape From Restraintsunderstanding of Synchronicity, the cosmic# Escape From Prisonsprinciple that everything is interconnected andinfluences each other. It acknowledges that thepower to attract lies within, awaiting manifestation.# Becoming Intangible
1) Sensing Opportunity
2) Arranging situations* 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>
3) Attracting Wealth# Quick Reactions# Bonus to Physical Abilities# Influencing Physical Outcomes# Moving Objects# Controlling Natural Forces
4) Produce Small Objects
5) Win Lotteries & Elections* 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>
# Sense illness
# Relieve Pain
# Protection from Disease
# Heal Sickness / Damage
# Resurrection
Influence
* Vanishing<br><br>** Power: Charisma Stealth / HypnotismInvisibility** Knowledge: Misdirection - Manipulating attention and perception.** 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>
Knowledge: Possession - Will shaping the realm of# Detect Liesthe mind.# See in The Dark# Stealth# Disguise# Invisibility
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* 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>
2) Social Influence# Locate Lost Objects# Find Directions# See at a Distance# Teleport Objects# Make a Portal
3) Hypnotic Suggestion
4) Mind Control* 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>
5) Altering Identities# Sense Others Attributes# Bonus to Attributes# Developing Attributes# Shapeshifting# Transmutation
Penetration* Destruction<br><br>** Power: Curses / Annihilation** 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>
Power: Escape / Intangibility# Sense Black Magic# Protection from Curses# Curse Enemies# Cause Physical Damage# Kill & Destroy
Knowledge: Spiritualism - Perceiving the world as a
realm of spirit.
* Revelation<br><br>** Power: Visions / Rapture** Knowledge: Above as Below - The symbiotic connection between gods, angels, and humanity.** Description: The Power of Penetration delves intoRevelation unveils profound visions and grants enlightenment to the realm of Spiritualismpractitioner. It unveils is rooted in the truth thatunderstanding of the world is fundamentally composed of spiritsymbiotic connection between gods, angels, and humanity. By tapping into this power,allowing a wizard gains access to transcend physical boundariescelestial knowledge, perceiving the intricate tapestry that binds all realms and become intangibleentities together. Chains and locks lose theirhold, dissolving effortlessly under the wizardstouch.<br>
1) Find Exits# Sense Spirits# Speak with Spirits# Banish Spirits# Summon Spirits# Spirit Travel<br>
2) Open Locks
3) Escape From Restraints* Paradox & Quiet<br>
4The 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) Escape From Prisons.
5) Becoming Intangible
If a Mage has a Paradox level of 1-3, the Quiet
happens in one of three ways:
ControlHallucinations, Fixations, or Depression
Power: Energy / Telekinesis
Knowledge: Evocation If they have a Paradox level of 4- Harnessing 6, the forces ofthe spiritual realm.Quiet happens in three more ways:
Description: The Power of Control enables a wizardto command powerful forces. Through evocationDelusions & Mood Swings,the practitioner can manipulate energy and bend itto their will. This understanding arises fromrecognizing that spiritual entities are themselvesembodiments of force and possess the capacity toshape and impact the physical world.Repetitive Behaviors, or Suicidal Thoughts
1) Quick Reactions
2) Bonus to Physical AbilitiesIf they have a Paradox level of 7-10, the Quiet happens as:
3) Influencing Physical OutcomesWild Hallucinations, Compulsions, and Anti-Social Behavior
4) Moving Objects
5) Controlling Natural ForcesIf they have a Paradox level of 11+, the Quiet happens in more severe ways:
Complete Madness, Obsession, or Violence
Restoration
Power: Renewal / HealingQuintessence 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: Forgiveness - Liberating from suffering
caused by transgressions.
Description: The Power of Restoration holds the* Occult gift of healing. It grants the ability to alleviate pain,<br>cure diseases, and bring renewal to the afflicted. This power emerges from the understanding system ofmagic can connect to occult Forgivenessthemes, recognizing that suffering often stemsfrom transgressions. By embracing forgiveness, awizard becomes a conduit for healing andrestorationinteresting role playing.
1) Sense illness 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) Relieve Pain+ (Mars / Tower)
3* Transformation:<br><br> ** Developing / Shapeshifting ** (Taurus / Hierophant) Protection from Disease+ (Venus / Empress)
4* Understanding:<br><br> ** Wisdom / ESP ** (Libra / Justice) Heal Sickness + (Venus / DamageEmpress)
5* Revelation:<br><br> ** Visions / Rapture ** (Pisces / High Priestess) Resurrection+ (Neptune / Hanged Man)
* Feeling:<br><br>
** Empathy / Telepathy
** (Virgo / Hermit) + (Mercury / Magician)
Vanishing* Influence:<br><br> ** Charisma / Hypnotism ** (Leo / Strength) + (Sun / Sun)
Power* Penetration: Stealth <br><br> ** Escape / InvisibilityIntangibility ** (Gemini / Lovers) + (Mercury / Magician)
Knowledge* Travel: Misdirection - Manipulating attention<br><br> and perception.** Direction / Teleportation ** (Sagittarius / Temperance) + (Jupiter / Wheel of Fortune)
Description* Production: The Power of Vanishing encompasses<br><br> the art of Misdirection. It allows a wizard to control** Attraction / Creation focus and attention, rendering themselves unseen** (Capricorn / Devil) + (Saturn / World) and secrets concealed. Meticulous study andpractice grant the ability to achieve completeinvisibility as the wizard manipulates perceptionand directs attention elsewhere.
1* Restoration:<br><br> ** Renewal / Healing ** (Aquarius / Star) Safeguard Secrets+ (Uranus / Fool)
2* Vanishing:<br><br> ** Stealth / Invisibility ** (Cancer / Chariot) See in The Dark+ (Moon / Moon)
3* Destruction:<br><br> ** Curses / Annihilation ** (Scorpio / Death) Stealth+ (Pluto / Judgement)<br><br>
4) Disguise=== Finishing Touches === <br>Here are some finishing touches to add to your character sheet.
5) Invisibility
* Traditions
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; There are 12 types of Mages representing different world views. You can pick whichever one you feel resonates with your character:
<br>
Travel * Akashic Brotherhood&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Buddhist Warriors
Power: Direction / Teleportation
Knowledge: Unity - Dissolving the illusion of* Celestial Chorusseparation.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gnostic Priests
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* Cult of Ecstasy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hippies and New Agers
2) Find Directions
3) See at a Distance* Dreamspeakers&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Shamans
4) Teleport Objects * Euthanatos&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Terrorists and Activists
5) Make a Portal
* Order of Hermes
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ceremonial Magicians
Transformation
Power: Developing / Shapeshifting* Sons of Ether&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rebel Scientists
Knowledge: Personification - Authoring ones own
identity.
Description: The Power of Transformation allows a* Verbenawizard to assume the form and essence of anotherbeing, whether it be an abstract concept, an animal,or even a deity. The essence of this mastery lies inthe understanding that one has the power to createand define their own identity, refusing to be shapedby external forces. The power of transformation canalso be used to improve who you already are.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wiccans
1) Sense Others Attributes
2) Bonus to Attributes* Virtual Adepts&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Reality Hackers
3) Developing Attributes
4) Shapeshifting* Hollow Ones&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Goths
5) Transmutation
* Marauders
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Permanently Insane
Destruction
Power: Curses / Annihilation* Nephandi&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Made Demonic Pacts
Knowledge: Pragmatism - Dissolving the constructs
of right and wrong.
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,* Technocracythe utilization &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Agents of this power draws one away fromtheir true path and blurs the distinction betweenright and wrong.Reason
1) Sense Black Magic
2) Protection from CursesIf you have your own Coven you can also list it as your Cabal.<br><br>
3) Curse Enemies
4) Cause Physical Damage* Concepts 5) Kill & Destroy  Revelation Power: Visions / Rapture Knowledge: Above as Below - The symbioticconnection between gods, angels, and humanity. Description: The Power of Revelation unveilsprofound 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. 1) Sense Spirits 2) Speak with Spirits 3) Banish Spirits 4) Summon Spirits 5) Spirit Travel  Paradox & Quiet 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). If a Mage has a Paradox level of 1-3, the Quiethappens in one of three ways: Hallucinations, Fixations, or Depression If they have a Paradox level of 4-6, the Quiethappens in three more ways: Delusions & Mood Swings, Reoccurring BehaviorPatterns, or Anti-Social Behavior If they have a Paradox level of 7-10, the Quiethappens as: Wild Hallucinations, Obsession, or Self Harm If they have a Paradox level of 11+, the Quiethappens in more severe ways: Complete Madness, Living Repetitive Loops, orBecoming a Serial Killer 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.  Occult This system of magic can connect to occult themes, for interesting role playing. 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. Control: Energy / Telekinesis (Aries/Emperor) + (Mars/Tower) Transformation: Developing / Shapeshifting (Taurus/Hierophant) + (Venus/Empress) Understanding: Wisdom / ESP (Libra/Justice) + (Venus/Empress) Revelation: Visions / Rapture (Pisces/High Priestess) + (Neptune/Hanged Man) Feeling: Empathy / Telepathy (Virgo/Hermit) + (Mercury/Magician) Influence: Charisma / Hypnotism (Leo/Strength) + (Sun/Sun) Penetration: Escape / Intangibility (Gemini/Lovers) + (Mercury/Magician) Travel: Direction / Teleportation (Sagittarius/Temperance) + (Jupiter/Wheel of Fortune) Production: Attraction / Creation (Capricorn/Devil) + (Saturn/World) Restoration: Renewal / Healing (Aquarius/Star) + (Uranus/Fool) Vanishing: Stealth / Invisibility (Cancer/Chariot) + (Moon/Moon) Destruction: Curses / Annihilation (Scorpio/Death) + (Pluto/Judgement)  Finishing Touches Here are some finishing touches to add to your character sheet. Traditions There are 9 Traditions representing the different kinds of Mages and their world views. You can pick whichever one you feel resonates with your character: Akashic Brotherhood - Buddhist Warriors  Celestial Chorus - Gnostic Priests  Cult of Ecstasy - Hippies and New Agers  Dreamspeakers - Shamans Euthanatos - Terrorists and Activists  Order of Hermes - Ceremonial Magicians  Sons of Ether - Rebel Scientists  Verbena - Wiccans  Virtual Adepts - Reality Hackers  Hollow Ones - Goths If you have your own Coven you can also list it as your Cabal. <br>
All characters need to have a concept which
here are some example concepts that you might
like to use:
 
* Criminal  * Drifter  * Entertainer
Drifter * Intellectual
Entertainer * Investigator
Intellectual * Kid
Investigator * Night-lifer
Kid * Outsider
Night-lifer * Politician
Outsider * Professional
Politician * Reporter
Professional * Socialite
Reporter * Soldier
Socialite * Worker<br><br>
Soldier
Worker * Nature and Demeanor <br>
There are two more important categories at the
world. Below you can pick one of these for each:
Architect - Purpose / Obsession
* Architect - Purpose / Obsession &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You desire to leave a mark on the world.
 * Autocrat - Leadership / Dictatorship &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want control.
 * Bon Vivant - Love of Life / Hedonism&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want controlto live Life.
Bon Vivant * Bravo - Love of Life Strength / Hedonism Anger &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to live Lifepower.
Bravo - Strength / Anger
* Caregiver - Compassion / Smothering &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want powerlook out for others.
Caregiver * Celebrant - Compassion Passion / Smothering Intemperance &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You have a calling
 * Child - Innocence / Immaturity &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for othersnever grew up.
Celebrant * Competitor - Passion Striving / Intemperance Competitiveness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Life is a challenge to be won.
 * Conformist - Cooperation / Low-Self Esteem &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You have are a calling follower.
Child - Innocence / Immaturity
* Conniver - Clever / Envy &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You never grew up. are a manipulator
Competitor - Striving / Competitiveness
Life is a challenge to be won* Curmudgeon - Critical Eye / Lack of Imagination &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You find the faults in others.
Conformist - Cooperation / Low-Self Esteem
* Deviant - Shatter Boundaries / Perversion &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a followeran outcast.
Conniver - Clever / Envy
* Director - Organization / Lack of Tolerance &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a manipulator want things under control.
Curmudgeon - Critical Eye / Lack of Imagination
* Fanatic - Dedication / Stubbornness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You find the faults in otherslive for a cause.
Deviant - Shatter Boundaries / Perversion
* Gallant - Artistry / Flamboyance &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an outcastwant to be the center of attention.
Director - Organization / Lack of Tolerance
* Judge - Justice / Lack of Vision &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want things under controlto resolve problems.
Fanatic - Dedication / Stubbornness
You live for a cause.
Gallant - Artistry / Flamboyance
* Loner - Self-Reliance / Lack of Empathy &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to be the center of attentionwork best by yourself.
Judge - Justice / Lack of Vision
* Martyr - Sacrifice / Self-Deprecation &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want devote yourself to resolve problemshelping others.
Loner - Self-Reliance / Lack of Empathy
* Masochist - Devotion / Self-Destructiveness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You work best by yourselfwant to suffer.
Martyr - Sacrifice / Self-Deprecation
* Monster - Mirror of Villainy / Depravity &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You devote yourself to helping othersare an evil person.
Masochist - Devotion / Self-Destructiveness
* Pedagogue - Knowledge / Logorrhea &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to sufferare a teacher.
Monster - Mirror of Villainy / Depravity
* Penitent - Responsibility / Contrition &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an evil personconsumed with guilt.
Pedagogue - Knowledge / Logorrhea
* Perfectionist - Exactitude / Incompleteness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a teacherneed to be the best.
Penitent - Responsibility / Contrition
* Rebel - Individuality / Lack of Direction &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are consumed with guiltlike to break the rules.
Perfectionist - Exactitude / Incompleteness
* Rogue - Valor / Selfishness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You need to be the bestlook out for yourself.
Rebel - Individuality / Lack of Direction
* Survivor - Perseverance / Lack of Trust &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You like to break the ruleskeep going no matter what.
Rogue - Valor / Selfishness
* Thrill-Seeker - Daring / Recklessness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for yourselflive on the edge.
Survivor - Perseverance / Lack of Trust
* Traditionalist - Consistency / Complacency &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You keep going no matter whatsupport the status quo.
Thrill-Seeker - Daring / Recklessness
You live on the edge* Trickster - Empathy / Hypocrisy &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Your life is a comedy.
Traditionalist - Consistency / Complacency
* Visionary - Imagination / Pride &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You support want to remake the status quofuture. Trickster - Empathy / Hypocrisy <br><br>
Your life is a comedy.
Visionary - Imagination / Pride
You want to remake the future. * Essence <br>
Your character's Avatar Essence is also on the
mage has at their core. There are four essences
you can pick from:
 
* Dynamic - Change
* Pattern - Improvement
* Primordial - Stability
* Questing - Purpose <br><br> * Resonance<br>
All Mages also have a Resonance. As a Mage
trait, and add dots as you continue working
magic.
 
There are three types of Resonance:
Dynamic, Entropic, and Static
 * Dynamic represents change.  * Entropic represents destruction.  * And Static represents protection. <br><br> * Purpose<br>
In these alternate rules we also have another
dots anyway you like into these 3 categories:
 * Self, Others, and World. Representing your primary motivation.
Representing your primary motivation.
<br><br>
 
 
* Foci
<br>
Mages tend to have certain tools for using magic.
When a Mage has access to these tools, The difficulty for casting they receive a +1 bonus to their magic is reducedroll. You can
pick at least one at the start of the game. Here
is a list of suggestions for you to choose from:
 
Art
 
Astrology
Blood
Bones
Cauldrons /  Chalices  Candles  Chanting
Circles
Ordeals
 
Poetry
Pure Water
Wands
Weapons <br><br>
=== Examples ===
<br>
Also, here are some examples of how to attempt
other actions using the abilities and attributes
already mentioned:
 
Climbing - Dexterity + Athletics
Tracking - Perception + Survival
<br><br>
 
===Credits===
<br>
[[User:Street|Street]]
<br><br>
 
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[[Category:Splats]][[Category:Rules]]
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