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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>
A character sheet for this system is at:<br>
[https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]
<br><br>
This page is mirrored at:<bbr>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/b>B0DPVFZN3C 
<br>
# test=== Mage: The Ascension ===<br>
* testMage: 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.
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.
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
<br><br>
<b>* Attributes and Skills</b>
<br>
 
Characters possess a variety of traits,
describing their innate capabilities, trained
Attribute of ●●● (3 dots) and a Firearms
Skill of ●● (2 dots).
 
Whenever your character performs an action that
<br><br>
<b>* Modifiers</b>
<br>
 
Various conditions and circumstances can
greatly improve or hinder your characters
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
<br><br>
<b>* Dice Rolls</b>
<br>
So, we can say that that the number of times
<br><br>
<b>* Rolling the Dice</b>
<br>
 
Now that you know what to roll, lets see how
to read the results. Each roll uses two dice,
<br><br>
<b>* Snake Eyes</b>
<br>
 
If one of your rolls turn up snake eyes, it
cancels out one success. If you roll snake eyes,
<br><br>
<b>* Second Tries</b>
<br>
<br><br>
<b>* Fighting</b>
<br>
 
Combat is a series of die rolls, until
(depending on the type of damage done).
 
There are two types of damage: bashing
(caused by blunt weapons such as fists or
<br><br>
<b>* Actions</b>
<br>
 
The number of times you roll for an action is
Each of these are given a rating from 1 to five:
1) Poor
2) Average
3) Good
4) Exceptional
5) World Class
1) Poor 2) Average 3) Good 4) Exceptional 5) World Class
That dice pool is then modified by one
of 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
1) Marginal 2) Moderate 3) Good 4) Excellent 5) Phenomenal
<br><br>
<b>=== Traits</b>===
<br>
* Physical: <br><br>  ** Strength - Physical Power  ** Dexterity - Athleticism  ** Stamina - Toughness
* Social: <br><br> ** Charisma - Charm ** Manipulation - Persuasion ** Appearance - Attractiveness
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
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
* 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>
<b>=== Getting Started</b> ===
<br>
 
Now that you know the basics of the Storytelling
*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):
&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>
<b>=== Combat</b>===
<br>
 
We will now go over the combat system. It is
very simple.
 
Combat is broken down into three steps,
* 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
* 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  2) # Hurt -1  3) # Injured -2  4) # Wounded -3  5) # Mauled -4  6) # Crippled -5  7) # Unconscious
<br><br>
<b>=== Magic</b>===
<br>
 
There are 12 Spheres in this system that are
divided into coincidental & vulgar magic. The
1) # Awareness 2) # Sympathetic 3) # Coincidental 4) # Manipulative 5) # Miraculous
-
* Awareness
1) Awareness
Allows the Mage to sense things with their magic.
2) * Sympathetic
3) * Coincidental
4) * Manipulative
5) * Miraculous
The Mage can now create impossible miracles.
<br><br>
<b>=== Mechanics</b>===
<br>
 * Casting Magic
* Avatar
* Quintessence
Quintessence is the power source for Magic.Spending Quintessence points reduces the difficulty of adds aspell, up bonus to your level of Areteroll for a spell. Meditation is requiredto regain Quintessence for at least an hour at a placeof power. The maximum Quintessence a Mage can store is their Avatar score. Quintessence can also be stored in thingsthat are carried by a Mage.
* Willpower
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; One point of willpower generates 1 success
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can resist mind magic
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can fight Quiet
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can ignore penalties from fear & damage
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can be regained after role play
* Difficulty
The difficulty for casting magic is determined by the level of the sphere you are usingStoryteller. Add +1 for Vulgar magic, if there are no witnesses. Add another +1 if a Sleeper witnesses it.
* Bonuses
* Successes
* Botches
<br><br>
<b>=== Spheres</b>===
<br>
 
Spheres in Mage: The Ascension are the
* Understanding<br><br>** Power: Wisdom / ESP** Knowledge: Realization - Unveiling the inner knowledge within.** Description: The Power of Understanding manifests as inspiration and insight, granting effortless access to answers and discoveries beyond conventional understanding. It endows the practitioner with the gift of foreknowledge. The key to unlocking this power lies in the realization that all knowledge already resides within oneself.<br>
# Elevated Mental Attributes
# Predicting Outcomes
# Seeing the Past
# Seeing the Future
# Stopping Time
Power: Wisdom / ESP
* Feeling<br><br>** Power: Empathy / Telepathy** Knowledge: Realization Association - Unveiling Recognizing the innerinterconnectedness of all things.knowledge within** 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>
Description: The Power of Understanding manifestsas inspiration and insight, granting effortless access# Reading Mindstates# Bonus to answers and discoveries beyond conventionalSocial Attributesunderstanding. It endows the practitioner with thegift of foreknowledge. The key to unlocking this# Mental Shieldpower lies in the realization that all knowledge# Reading Thoughtsalready resides within oneself.# Mental Link
1) Elevated Mental Attributes* 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>
2) Predicting Outcomes# Sensing Opportunity# Arranging situations# Attracting Wealth# Produce Small Objects# Win Lotteries & Elections
3) Seeing the Past
4) Seeing * Influence<br><br>** Power: Charisma / Hypnotism** Knowledge: Possession - Will shaping the Futurerealm 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>
5) Stopping Time# Sensing Willpower# Social Influence# Hypnotic Suggestion# Mind Control# Altering Identities
Feeling* 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>
Power: Empathy / Telepathy# Find Exits# Open Locks# Escape From Restraints# Escape From Prisons# Becoming Intangible
Knowledge: Association - Recognizing the
interconnectedness of all things.
* Control<br><br>** Power: Energy / Telekinesis** Knowledge: Evocation - Harnessing the forces of the spiritual realm.** Description: The Power of Feeling Control enables one a wizard toempathize command powerful forces. Through evocation, the practitioner can manipulate energy and understand others deeply, perceivingbend it to their thoughts and emotions without the need forwordswill. It stems This understanding arises from recognizing that spiritual entities are themselves embodiments of force and possess the profound insight intoAssociation, capacity to shape and impact the intrinsic link that binds all livingphysical world.beings together.<br>
# Quick Reactions
# Bonus to Physical Abilities
# Influencing Physical Outcomes
# Moving Objects
# Controlling Natural Forces
1) Reading Mindstates
2) Bonus * 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 Social Attributesalleviate 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>
3) Mental Shield# Sense illness# Relieve Pain# Protection from Disease# Heal Sickness / Damage# Resurrection
4) Reading Thoughts
5) Mental Link* Vanishing<br><br>** Power: Stealth / Invisibility** 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>
# Detect Lies
# See in The Dark
# Stealth
# Disguise
# Invisibility
Production
* Travel<br><br>** Power: Attraction Direction / CreationTeleportation** 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>
Knowledge: Synchronicity - Uniting the threads of# Locate Lost Objectsexistence.# Find Directions# See at a Distance# Teleport Objects# Make a Portal
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.
* 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>
1) Sensing Opportunity# Sense Others Attributes# Bonus to Attributes# Developing Attributes# Shapeshifting# Transmutation
2) Arranging situations
3) Attracting Wealth* 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>
4) Produce Small Objects# Sense Black Magic# Protection from Curses# Curse Enemies# Cause Physical Damage# Kill & Destroy
5) Win Lotteries & Elections
* Revelation<br><br>
** Power: Visions / Rapture
** Knowledge: Above as Below - The symbiotic connection between gods, angels, and humanity.
** Description: The Power of Revelation unveils profound visions and grants enlightenment to the practitioner. It is rooted in the understanding of the symbiotic connection between gods, angels, and humanity. By tapping into this power, a wizard gains access to celestial knowledge, perceiving the intricate tapestry that binds all realms and entities together.
<br>
Influence# Sense Spirits# Speak with SpiritsPower: Charisma / Hypnotism# Banish Spirits# Summon SpiritsKnowledge: Possession - Will shaping the realm ofthe mind. Description: The Power of Influence grants awizard the power to captivate others. Known asPossession, it allows one to enchant and charm,eliciting positive perceptions or even gainingcontrol over anothers thoughts and actions. Theessence of this mastery lies in the understandingthat ones will can wield dominion over the mindsof others.  1) Sensing Willpower 2) Social Influence 3) Hypnotic Suggestion 4) Mind Control 5) Altering Identities# Spirit Travel<br>
Penetration
Power: Escape / Intangibility Knowledge: Spiritualism - Perceiving the world as arealm of spirit. Description: The Power of Penetration delves intothe realm of Spiritualism. It unveils the truth thatthe world is fundamentally composed of spirit,allowing a wizard to transcend physical boundariesand become intangible. Chains and locks lose theirhold, dissolving effortlessly under the wizardstouch.  1) Find Exits 2) Open Locks 3) Escape From Restraints 4) Escape From Prisons 5) Becoming Intangible  Control Power: Energy / Telekinesis Knowledge: Evocation - Harnessing the forces ofthe spiritual realm. Description: The Power of Control enables a wizardto command powerful forces. Through evocation,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.  1) Quick Reactions 2) Bonus to Physical Abilities 3) Influencing Physical Outcomes 4) Moving Objects 5) Controlling Natural Forces  Restoration Power: Renewal / Healing Knowledge: Forgiveness - Liberating from sufferingcaused by transgressions. Description: The Power of Restoration holds thegift of healing. It grants the ability to alleviate pain,cure diseases, and bring renewal to the afflicted.This power emerges from the understanding ofForgiveness, recognizing that suffering often stemsfrom transgressions. By embracing forgiveness, awizard becomes a conduit for healing andrestoration.  1) Sense illness 2) Relieve Pain 3) Protection from Disease 4) Heal Sickness / Damage 5) Resurrection  Vanishing Power: Stealth / Invisibility Knowledge: Misdirection - Manipulating attentionand perception. Description: The Power of Vanishing encompassesthe art of Misdirection. It allows a wizard to controlfocus and attention, rendering themselves unseenand secrets concealed. Meticulous study andpractice grant the ability to achieve completeinvisibility as the wizard manipulates perceptionand directs attention elsewhere.  1) Detect Lies 2) See in The Dark 3) Stealth 4) Disguise 5) Invisibility  Travel Power: Direction / Teleportation Knowledge: Unity - Dissolving the illusion ofseparation. Description: The Power of Travel operates on theunderstanding that all separation is illusory. Byharnessing this power, a wizard can navigatewithout traditional directions and locate objects orplaces that are lost or hidden. A skilled practitionercan transcend distance, stepping from one locationto any desired destination.  1) Locate Lost Objects 2) Find Directions 3) See at a Distance 4) Teleport Objects 5) Make a Portal  Transformation Power: Developing / Shapeshifting Knowledge: Personification - Authoring ones ownidentity. Description: The Power of Transformation allows awizard 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.  1) Sense Others Attributes 2) Bonus to Attributes 3) Developing Attributes 4) Shapeshifting 5) Transmutation  Destruction Power: Curses / Annihilation Knowledge: Pragmatism - Dissolving the constructsof 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,the utilization of this power draws one away fromtheir true path and blurs the distinction betweenright and wrong.  1) Sense Black Magic 2) Protection from Curses 3) Curse Enemies 4) Cause Physical Damage 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<br><br> <b>* Paradox & Quiet</b>
<br>
 
The official rules say Paradox is caused by Vulgar
point. A botched roll will then releases that Paradox
in the form of a Quiet (Insanity).
 
If a Mage has a Paradox level of 1-3, the Quiet
Hallucinations, Fixations, or Depression
 
If they have a Paradox level of 4-6, the Quiet happens in three more ways:
Delusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts
 
If they have a Paradox level of 7-10, the Quiet happens as:
Wild Hallucinations, Compulsions, and Anti-Social Behavior
 
If they have a Paradox level of 11+, the Quiet happens in more severe ways:
Complete Madness, Obsession, or Violence
 
Quintessence can be spent to reduce Paradox, but it
<br><br>
<b>* Occult</b>
<br>
 
This system of magic can connect to occult
themes, for interesting role playing.
 
There are 12 Spheres in this system. Each
* Control: <br><br> ** Energy / Telekinesis ** (Aries / Emperor) + (Mars / Tower)
* Transformation: <br><br> ** Developing / Shapeshifting ** (Taurus / Hierophant) + (Venus / Empress)
* Understanding: <br><br> ** Wisdom / ESP ** (Libra / Justice) + (Venus / Empress)
* Revelation: <br><br> ** Visions / Rapture ** (Pisces / High Priestess) + (Neptune / Hanged Man)
* Feeling: <br><br> ** Empathy / Telepathy ** (Virgo / Hermit) + (Mercury / Magician)
* Influence: <br><br> ** Charisma / Hypnotism ** (Leo / Strength) + (Sun / Sun)
* Penetration: <br><br> ** Escape / Intangibility ** (Gemini / Lovers) + (Mercury / Magician)
* Travel: <br><br> ** Direction / Teleportation ** (Sagittarius / Temperance) + (Jupiter / Wheel of Fortune)
* Production: <br><br> ** Attraction / Creation ** (Capricorn / Devil) + (Saturn / World)
* Restoration: <br><br> ** Renewal / Healing ** (Aquarius / Star) + (Uranus / Fool)
* Vanishing: <br><br> ** Stealth / Invisibility ** (Cancer / Chariot) + (Moon / Moon)
* Destruction: <br><br> ** Curses / Annihilation ** (Scorpio / Death) + (Pluto / Judgement) <br><br>
=== Finishing Touches === <br>
Here are some finishing touches to add to your
character sheet.
<br><br>
<b>* Traditions</b>
<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>
* Akashic Brotherhood - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Buddhist Warriors   * Celestial Chorus&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gnostic Priests   * Cult of Ecstasy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hippies and New Agers
Celestial Chorus - Gnostic Priests
Cult of Ecstasy - Hippies and New Agers * Dreamspeakers&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Shamans
Dreamspeakers - Shamans
* Euthanatos - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Terrorists and Activists   * Order of Hermes&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ceremonial Magicians  
Order * Sons of Hermes - Ceremonial Magicians Ether&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rebel Scientists
Sons of Ether - Rebel Scientists
* Verbena - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wiccans
Virtual Adepts - Reality Hackers
Hollow Ones - Goths * Virtual Adepts&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Reality Hackers
Marauders - Permanently Insane
* Hollow Ones&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Goths   * Marauders&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Permanently Insane  * Nephandi - Make &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Made Demonic Pacts  * Technocracy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Agents of Reason
Technocracy - Agents of Reason
If you have your own Coven you can also list
<br><br>
<b>Concept</b>* Concepts
<br>
 
All characters need to have a concept which
* Criminal
* Drifter
* Entertainer
* Intellectual
* Investigator
* Kid
* Night-lifer
* Outsider
* Politician
* Professional
* Reporter
* Socialite
* Soldier
* Worker
<br><br>
<b>* Nature and Demeanor</b>
<br>
 
There are two more important categories at the
* 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 to live Life.
* Bravo - Strength / Anger  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want power.
* Caregiver - Compassion / Smothering &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for others.
* Celebrant - Passion / Intemperance &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You have a calling
* Child - Innocence / Immaturity  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You never grew up.
* Competitor - Striving / Competitiveness  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Life is a challenge to be won.
* Conformist - Cooperation / Low-Self Esteem  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a follower.
* Conniver - Clever / Envy  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a manipulator
* Curmudgeon - Critical Eye / Lack of Imagination  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You find the faults in others.
* Deviant - Shatter Boundaries / Perversion  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an outcast.
* Director - Organization / Lack of Tolerance  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want things under control.
* Fanatic - Dedication / Stubbornness &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live for a cause.
* Gallant - Artistry / Flamboyance  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to be the center of attention.
* Judge - Justice / Lack of Vision  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to resolve problems.
* Loner - Self-Reliance / Lack of Empathy  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You work best by yourself.
* Martyr - Sacrifice / Self-Deprecation  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You devote yourself to helping others.
* Masochist - Devotion / Self-Destructiveness  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to suffer.
* Monster - Mirror of Villainy / Depravity  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an evil person.
* Pedagogue - Knowledge / Logorrhea  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a teacher.
* Penitent - Responsibility / Contrition  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are consumed with guilt.
* Perfectionist - Exactitude / Incompleteness  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You need to be the best.
* Rebel - Individuality / Lack of Direction  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You like to break the rules.
* Rogue - Valor / Selfishness  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for yourself.
* Survivor - Perseverance / Lack of Trust  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You keep going no matter what.
* Thrill-Seeker - Daring / Recklessness  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live on the edge.
* Traditionalist - Consistency / Complacency  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You support the status quo.
* Trickster - Empathy / Hypocrisy  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Your life is a comedy.
* Visionary - Imagination / Pride &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to remake the future.<br><br>
You want to remake the future.
<br><br>
<b>* Essence</b>
<br>
 
Your character's Avatar Essence is also on the
* Dynamic - Change
* Pattern - Improvement
* Primordial - Stability
* Questing - Purpose
<br><br>
<b>* Resonance</b>
<br>
 
All Mages also have a Resonance. As a Mage
* Dynamic represents change.
* Entropic represents destruction.
* And Static represents protection.
<br><br>
<b>* Purpose</b>
<br>
 
In these alternate rules we also have another
* Self, Others, and World.
<br><br>
<b>* Foci</b>
<br>
 
Mages tend to have certain tools for using magic.
<br><br>
<b>=== Examples</b>===
<br>
Tracking - Perception + Survival
<br><br>
 
===Credits===
<br>
[[User:Street|Street]]
<br><br>
 
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[[Category:Splats]][[Category:Rules]]
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