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Mage: The Ascension (Alternate Rules)

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[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 ===
mechanics are basically the same.
<br><br>
 
* Attributes and Skills
of dice rolls.
<br><br>
 
* Modifiers
how great those modifiers are.
<br><br>
 
* Dice Rolls
penalties are applied.
<br><br>
 
* Rolling the Dice
of gaining multiple successes.
<br><br>
 
* Snake Eyes
botch.
<br><br>
 
* Second Tries
difficulty modifier.
<br><br>
 
* Fighting
against him.
<br><br>
 
* Actions
Each of these are given a rating from 1 to five:
1) Poor
2) Average
5) World Class
 
That dice pool is then modified by one
The number of successes you have is also
given a rating from one to five:
 
1) Marginal
*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.
*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.
&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
&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
&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>
&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
&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
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Block: Dexterity + Brawl
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dodge: Dexterity + Dodge
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Parry: Dexterity + Melee
&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:
&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
# Spirit Travel
<br>
 
* Paradox & Quiet
released automatically.
<br><br>
 
* Occult
Here are some finishing touches to add to your
character sheet.
<br><br>
* 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>
* Worker
<br><br>
 
* Nature and Demeanor
<br><br>
<br>
===Credits===
<br>
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