Difference between revisions of "Mage: The Ascension (Alternate Rules)"

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Like most roleplaying games played around a table,
+
An illustrated PDF of this system is at:<br>
This game uses dice to determine the whims of
+
[[Alternate Mage: The Ascension PDF]]
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 have
+
To just see the alternate magic system read:<br>
changed this from the original game, Mage: The Ascension
+
[[Alternate Sphere Magic]]
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
+
A character sheet for this system is at:<br>
6 sided dice has the odds of 2/9 which is 0.2222.
+
[https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]
  
A success in Mage is made by rolling a 8, 9, or 10 on
+
This page is mirrored at:<br>
one 10 sided die, which has the odds of 3/10 which is 0.3.
+
https://github.com/alt-magick/Mage-The-Ascension
  
So, with a few other modifications the game mechanics
+
Buy the physical book at Amazon:<br>
are basically the same.
+
https://www.amazon.com/Mage-Ascension-Alternate-Corey-White/dp/B0DPVFZN3C
  
Traits
+
Or download it from:<br>
 +
https://www.drivethrurpg.com/en/product/484905/alternate-mage-the-ascension-spheres
  
Characters possess a variety of traits, describing
+
<br>
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 rate movies. For
 
example, a character might have a Dexterity
 
Attribute of ●●● (3 dots) and a Firearms Skill of
 
●● (2 dots).
 
  
Whenever your character performs an action that
+
=== Mage: The Ascension ===
calls for dice rolls, you most often add the most
+
<br>
appropriate Attribute to the most appropriate Skill.
 
When your character shoots a gun, you add his Dexterity
 
to his Firearms for a total number of dice rolls.
 
  
Modifiers
+
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.
  
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 target 30 yards away
+
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.  
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.
 
  
Dice Rolls
+
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.
  
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.
 
  
Rolling the Dice
+
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.
  
Now that you know what to roll, lets see how to
 
read the results. Each roll uses two dice, and a
 
result of 7, or 11 is considered a success. You might
 
have more than one of these, in which case you have
 
multiple successes. The dice dontt just tell you
 
whether your character succeeds or fails it shows you
 
how well he does. If none of your die rolls succeed,
 
your roll fails. Obviously, the more die rolls you have
 
the better your characters chances of success, and the
 
greater your odds of gaining multiple successes.
 
  
Snake Eyes
+
A scene is a temporary collaborative reality. A shared imaginative space where individual creativity merges into a collective experience.
  
If one of your rolls turn up snake eyes, it cancel out
+
Like most role playing games played around a 
one successIf you roll snake eyes, and none of you other
+
table, we use dice to determine the 
rolls succeed it is a botch.
+
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.  
  
Second Tries
+
 +
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.
  
When a roll fails, you can try again with a +1 difficulty
+
modifier.
+
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.  
  
Combat Fighting is a series of die rolls, until someone
+
surrenders or is rendered unable to fight. The rolls
+
A typical success in Mage is made by rolling a 8, 9,
determines whether or not your character hits and
+
or 10 on one 10 sided die, which has the odds 
how much damage he inflicts on his target. The number
+
of 3/10 which is 0.3.  
of dice rolls is determined as above, but a knife is
 
more deadly than a fist, and a gun is more deadly
 
than all. Each success gained on your attack roll
 
represents a point of damage inflicted against the
 
targets Health trait. If the target has no more
 
Health left, he is unconscious or dead (depending
 
on the type of damage done).
 
  
There are two types of damage: bashing (caused
+
by blunt weapons such as fists or clubs; these
+
So, with a few other modifications the game 
wounds heal quickly), lethal (caused by sharp
+
mechanics are basically the same.
weapons such as knives and bullets; these wounds
+
<br><br>
heal slowly). There are a number of complications
 
involved in combat, such as a targets Defense Rolls.
 
(which are subtracted from any attack successs
 
targeted against him), Roll to hit and apply
 
successes as damage minus any successful deffense
 
rolls.
 
  
Example
 
  
Lets see how it looks in action. Your character tries
+
* Attributes and Skills
to shoot at a thug who just killed his friend. Your
+
<br>
characters Dexterity is 3, his Firearms 2, and hes
+
using a Glock 9mm pistol. You therefore get to roll the
+
Characters possess a variety of traits, 
dice five times. The thug is about 30 yards away which
+
describing their innate capabilities, trained 
is a -1 penalty. So, you are reduced to 4 dice rolls.
+
skills, and even how many wounds they can 
But thats not all. Its raining cats and dogs. The
+
suffer before dying. Two types of trait are 
Storyteller decides that theres an additional -1 penalty
+
especially important: Attributes and Skills.
for poor visibility. That leaves you just 3 dice rolls.  
+
Each of these traits is rated in dots (●), 
If a roll yields a 7 or 11 that is one success. If the
+
ranging from 1 to 5, much like the five-star 
thug is hit. He suffers 1 points of lethal damage to his
+
system many critics use to rate movies. For 
Health for every success. Lets say you make 2 successs.
+
example, a character might have a Dexterity 
It hurts, but it might not be enough to stop him. and he
+
Attribute of ●●● (3 dots) and a Firearms 
staggers away. Your character needs to decide whether to
+
Skill of ●● (2 dots).  
give chase and close the distance, or try to fire again.
 
  
 +
 +
Whenever your character performs an action that
 +
calls for dice rolls, you most often add the most 
 +
appropriate Attribute to the most appropriate 
 +
Skill. When your character shoots a gun, you add 
 +
his Dexterity to his Firearms for a total number 
 +
of dice rolls.
 +
<br><br>
  
The number of times you roll for an action is made up
 
of an attribute added to an abillity.  Each of these
 
are given a rating from 1 to five:
 
  
1) Poor
+
* Modifiers
 +
<br>
 +
 +
Various conditions and circumstances can 
 +
greatly improve or hinder your characters 
 +
tasks, represented by bonuses and/or penalties 
 +
to your dice rolls. On one hand, quality tools 
 +
might give him a bonus to repair a car. On the 
 +
other hand, a thunderstorm might cause 
 +
hazardous driving conditions, levying a 
 +
penalty on any driving rolls, and a distant 
 +
target is hard to hit with a gun, represented 
 +
by range penalties.
  
2) Average
+
 +
For example, when shooting a target 30 yards 
 +
away with his Glock 17 pistol, your character 
 +
suffers a -2 penalty.
  
3) Good
+
 +
The Storyteller determines whether or not any
 +
circumstance imposes dice-roll modifiers and 
 +
how great those modifiers are.
 +
<br><br>
  
4) Exceptional
 
  
5) World Class
+
* Dice Rolls
 +
<br>
  
That dice pool is then subtracted by a difficulty level
+
So, we can say that that the number of times 
from 0 to 6.
+
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>
  
0) Easy
 
  
1) Routine
+
* Rolling the Dice
 +
<br>
 +
 +
Now that you know what to roll, lets see how 
 +
to read the results. Each roll uses two dice, 
 +
and a result of 7, or 11 is considered a 
 +
success. You might have more than one of 
 +
these, in which case you have multiple 
 +
successes. The dice don't just tell you whether 
 +
your character succeeds or fails it shows you 
 +
how well he does. If none of your die rolls 
 +
succeed, your roll fails. Obviously, the more 
 +
die rolls you have the better your characters 
 +
chances of success, and the greater your odds 
 +
of gaining multiple successes.
 +
<br><br>
  
2) Moderate
 
  
3) Difficult
+
* 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>
  
4) Challenging
 
  
5) Hard
+
* Second Tries
 +
<br>
 +
 +
When a roll fails, you can try again with a +1 
 +
difficulty modifier.
 +
<br><br>
  
6) Exceptional
 
  
The number of successes you have is also given a
+
* Fighting
rating from one to five:
+
<br>
  
1) Marginal
+
Combat is a series of die rolls, until 
 +
someone surrenders or is rendered unable to 
 +
fight. The rolls determine whether or not your 
 +
character hits and how much damage he inflicts 
 +
on his target. The number of dice rolls is 
 +
determined as above, but a knife is more deadly 
 +
than a fist, and a gun is more deadly than all. 
 +
Each success gained on your attack roll 
 +
represents a point of damage inflicted against 
 +
the targets Health trait. If the target has no 
 +
more Health left, he is unconscious or dead 
 +
(depending on the type of damage done).
 +
  
2) Moderate
+
There are two types of damage: bashing 
 +
(caused by blunt weapons such as fists or 
 +
clubs; these wounds heal quickly), lethal 
 +
(caused by sharp weapons such as knives and 
 +
bullets; these wounds heal slowly). There are 
 +
a number of complications involved in combat, 
 +
such as a targets Defense Rolls, which are 
 +
subtracted from any attack successes targeted 
 +
against him.
 +
<br><br>
  
3) Good
 
  
4) Excellent
+
* Actions
 +
<br>
  
5) Phenomenal
+
The 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:
  
The attributes your character has are listed here,
+
1) Poor
they are devided into 3 categories:
+
2) Average
 +
3) Good
 +
4) Exceptional
 +
5) World Class
 +
  
Physical:
 
  
Strenght - Physical Power
+
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
  
Dexterity - Athleticism
+
 +
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>
  
Stamina - Toughness
+
=== Traits ===
 +
<br>
  
Social:
+
The attributes your character has are listed 
 +
here, they are divided into 3 categories:  
 +
 +
 +
* Physical:<br><br> 
 +
** Strength - Physical Power 
 +
** Dexterity - Athleticism 
 +
** Stamina - Toughness 
  
Charisma - Charm
+
 +
* Social:<br><br> 
 +
** Charisma - Charm
 +
** Manipulation - Persuasion 
 +
** Appearance - Attractiveness 
  
Manipulation - Persuasion
+
 +
* Mental:<br><br>
 +
** Perception - Insight To Surroundings
 +
** Intelligence - Pure IQ 
 +
** Wits - Intuition & Instincts 
 +
  
Appearance - Attractiveness
+
Abilities are also divided into 3 categories: 
 +
  
Mental:  
+
* 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 
  
Perception - Insight To Surroundings
+
 +
* 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 
  
Intelligence - Pure IQ
+
 +
* 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 
 +
  
Wits - Intuition & Instincts
+
There are also some other very important traits: 
  
Abilities are also devided into 3 categories:
+
 +
* 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>
  
Talents:
+
=== Getting Started ===
 +
<br>
  
Alertness - Attention to Your Surroundings
+
Now that you know the basics of the Storytelling 
 +
System, you can proceed to create your own 
 +
characters. You’ll be able to judge what sort of 
 +
traits you’ll need based on their titles (they’re 
 +
mostly self-explanatory), and know that the more 
 +
dots you have in a trait the better your character 
 +
will be when accomplishing tasks with it. 
 +
  
Athletics - A Talent With Sports
+
Here is a quick overview of how to begin the 
 +
character creation process: 
 +
  
Awareness - You Can Sense The Presence of Magic
+
*The 3 categories of attributes are divided into 3 levels of  points: 7/5/3. (But they all start at 1)
  
Brawl - Skill With Unarmed Combat
+
 +
*The 3 categories of abilities are also divided into 3 levels of points: 13/9/5 
  
Dodge - Avoiding Physical Danger
+
 +
*You get 7 points to go into Backgrounds. 
  
Expression - The Art of Communication
+
 +
*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. 
  
Intimidation - Flexing Your Muscles
+
 +
*Arete starts at 1 and can’t begin higher than 3. 
  
Leadership - You Are Respected
+
 +
*Willpower starts at 5 and can’t begin higher than 7. 
  
Streetwise - Youre a Part Of The Underworld
+
 +
You also get 15 Freebie Points: 
  
Subterfuge - You Can Hide Your Motives
+
 +
*To increase an Attribute requires 5 freebie points. 
  
Skills:
+
 +
*To increase an Ability requires 2 freebie points. 
  
Crafts - Working With Your Hands
+
 +
*To increase a Background requires 1 freebie point. 
  
Drive - Handling The Road
+
 +
*To increase Willpower requires 1 freebie point. 
  
Etiquette - Managing Social Situations
+
 +
*To increase Arete requires 4 freebie points. 
  
Firearms - Firing Guns
+
 +
*To increase a Sphere requires 7 freebie points. 
 +
  
Meditation - Regenerates Magic
+
Prioritize the categories with 3 levels of points. 
 +
  
Melee - Hand To Hand Weapons
+
* Select Attributes (7/5/3)  
  
Performance - Specialized as music etc.
+
 +
&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 
 +
  
Stealth - Hiding From Sight
+
* Select Abilities (13/9/5) 
 +
  
Survival - Living In Difficult Environments
+
&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 
  
Technology - Reparing And Working WIth Machines
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Knowledges: Academics, Computer, Cosmology, 
 +
Enigmas, Investigation, Law, Linguistics, 
 +
Medicine, Occult, Science 
 +
  
Knowledges:
+
Additionally, characters also have a number 
 +
of advantages called Backgrounds. 
 +
  
Academics - Higher Education In A Field
+
* Backgrounds (7): 
 +
  
Computer - From Typing To Hacking
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Allies - Friends who help you 
  
Cosmology - Knowledge Of The Spirit World
+
&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 
  
Enigmas - Solving Puzzles Or Riddles
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Destiny - A greater purpose 
  
Investigation - Forensics Detective Work
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dream - Visions from the unknown 
  
Law - Professional Practice In Law
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Influence - Pull over the mortal world 
  
Linguistics - Specializing In Other Languages
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Library - Access to metaphysical knowledge 
  
Medicine - First Aid, & Surgery Etc.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Node - A place of magical power
 +
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Resources - Extra Money 
  
Occult - Knowledge Of Magic Practices
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wonder - A Magical talisman or device
 +
<br><br>
  
Science - Engineering, Chemistry, & Physics
+
=== Combat ===
 +
<br>
  
There are also some other very important traits:
+
We will now go over the combat system. It is 
 +
very simple. 
  
Avatar - Represents your abillity to store quintessence
+
 +
Combat is broken down into three steps, 
 +
Initiative, Attack, and Resolution. 
  
Arete - Your mastery of magick
 
  
Willpower - Can be used to force success
+
* Stage one - Initiative
  
Quintessence - The raw power of magic
+
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; During initiative, both players roll 
 +
Dexterity + Wits. Whoever has more successes 
 +
gets to go first. 
  
Paradox - The backlash from magic into insanity
+
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Each player declares either to attack or 
 +
defend. 
  
Health - The ammount of damage you can take
+
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It is also possible to ambush someone with: 
 +
Dexterity + Stealth vs Perception + Alertness 
  
Getting Started
+
 +
* Stage two - Attack 
  
Now that you know the basics of the Storytelling
+
System, you can proceed to create your own
+
The attacker rolls one of these: 
characters. Youll be able to judge what sort of traits
 
youll need based on their titles (theyre mostly self-
 
explanatory), and know that the more dots you have
 
in a trait the better your character will be when
 
accomplishing tasks with it.
 
  
Here is a quick overview of how to begin the character
+
creation process:
+
&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 
  
The 3 categories of attributes are devided into 3 levels
+
of points: 7/5/3
+
Then the defender either takes the hit, 
 +
or if they chose to defend they roll:
  
The 3 categories of abillities are also devided in 3 levels
+
of points: 13/9/5
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Block: Dexterity + Brawl 
  
You get 7 points to go into Backgrounds.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dodge: Dexterity + Dodge 
 +
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Parry: Dexterity + Melee 
  
You also get 6 dots that can go into your Mages magical
+
knowledge called Spheres. The catch is that none of them
+
The successes of the attack roll minus the 
can be higher than your level of Arete.
+
defense roll equals damage, which is either 
 +
Bashing or Lethal.
  
Arete starts at 1 and cant begin higher than 3
+
willpower starts at 5 and cant begin higher than 7
+
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. 
  
You also get 15 Freebie Points:
+
 +
* Stage three - Resolution 
  
To increase an Attribute requires 5 freebie points.
+
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Roll as many times as your Stamina points to 
 +
eliminate a point of bashing damage for each 
 +
success.
  
To increase an Ability requires 2 freebie points.
+
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If the fighting continues you roll again for 
 +
initiative.
  
To increase a Background requires 1 freebie point.
 
  
To increase Willpower requires 1 freebie point.
+
<br>
 +
Keep track of the damage to your health with 
 +
this chart: 
  
To increase Arete requires 4 freebie points.
+
 +
* Health
 +
<br>
 +
# Bruised -0 
 +
# Hurt -1 
 +
# Injured -2 
 +
# Wounded -3 
 +
# Mauled -4
 +
# Crippled -5 
 +
# Unconscious 
  
To increasae a Sphere requires 7 freebie points.
+
 +
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.
 +
  
Prioritize the categories with 3 levels of points
+
Finally, your character needs to learn magic!
 +
<br><br>
  
Select Attributes (7/5/3)
+
=== Magic ===
 +
<br>
 +
 +
There are 12 Spheres in this system that are 
 +
divided into coincidental & vulgar magic. The 
 +
first three levels of each sphere are limited 
 +
to coincidental effects, and the highest levels 
 +
of the sphere are divided into two levels of more 
 +
advanced magic. 
 +
  
Physical: Strenght, Dexterity, Stamina
+
The Twelve Spheres in alphabetical order are:
 +
  
Social: Charisma, Manipulation, Appearance
+
Control, Destruction, Feeling, Influence, 
 +
Penetration, Production, Revelation, Restoration, 
 +
Transformation, Travel, Understanding, and 
 +
Vanishing 
 +
  
Mental: Perception, Intelligence, Wits
+
These are the degrees of power for the Spheres:
  
Select Abilities (13/9/5)
+
 +
# Awareness 
 +
# Sympathetic 
 +
# Coincidental 
 +
# Manipulative 
 +
# Miraculous 
  
Talents: Alertness, Athletics, Awareness
 
Brawl, Dodge, Expression, Intimidation
 
Leadership, Streetwise, Subterfuge
 
  
Skills: Crafts, Drive, Etiquette, Firearms
+
* Awareness 
Meditation, Melee, Performance, Stealth
+
Survival, Technology
 
  
Knowledges: Academics, Computer, Cosmology
+
Allows the Mage to sense things with their magic. 
Enigmas, Investigation, Law, Linguistics
+
Medicine, Occult, Science
 
  
Additionally characters also have a number of
+
* Sympathetic 
advantages called Backgrounds listed here:
 
  
Backgrounds:
+
 +
The Mage can effect things they’re personally 
 +
connected to. 
  
Allies - Friends who help you
+
 +
* Coincidental 
  
Arcane - You are unnoticed as a Mage
+
 +
The Mage can work magic as long as it doesn’t 
 +
defy physics. 
  
Avatar - The Strength of the soul
+
 +
* Manipulative 
  
Contacts - Information sources
+
 +
The Mage can manipulate and bend the laws of 
 +
physics. 
  
Destiny - A greater purpose
+
 +
* Miraculous 
 +
 +
The Mage can now create impossible miracles.
 +
<br><br>
  
Dream - Visions from the unknown
+
=== Mechanics ===
 +
<br>
  
Influence - Pull over the mortal world
+
* Casting Magic 
  
Library - Access to metaphysical knowledge
+
 +
You can only cast magic up to the level of
 +
your sphere. Arete is the number of dice to
 +
roll when casting a  spell. No Sphere can be
 +
higher than your level of Arete. A mage can
 +
optionally roll fewer dice to avoid a potential
 +
botch. 
 +
  
Node - A place of magical power
+
* Avatar 
  
Resources - Extra Money
+
 +
A Mage’s Avatar is the maximum Quintessence they can store. 
 +
  
Wonder - A Magical talisman or device
+
* Quintessence
  
We will now go over the combat system. It is
 
very simple.
 
  
Combat is broken down into three steps,
+
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.
Initiative, Attack, and Resolution.
 
  
During initiative both players roll Dexterity +
 
Wits. Whoever has more successes gets to go first.
 
  
Each player declares either to attack or deffend.
+
* Willpower
  
It is also possible to ambush someone with:
 
Dexterity + Stealth vs Perception + Alertness
 
  
Stage two - Attack
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; One point of willpower generates 1 success
  
The attacker rolls one of these:
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can resist mind magic
  
Unarmed Combat: Strength + Brawl
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can fight Quiet
  
Armed Combat: Strength + Weaponry
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can ignore penalties from fear & damage
  
Firearms: Dexterity + Firearms
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can be regained after role play
  
Throwing Objects: Dexterity + Athletics
 
  
Then the defender either takes the hit,
+
* Difficulty
or if they chose to deffend they roll:
 
  
Block: Dexterity + Brawl
 
  
Dodge: Dexterity + Dodge
+
The difficulty for casting magic is determined by the Storyteller. Add +1 for Vulgar magic, if there are no witnesses. Add another +1 if a Sleeper witnesses it.
  
Parry: Dexterity + Melee
 
  
The successes of the attack roll minus the defense
+
* Bonuses
roll equal damage, which is either Bashing or Lethal.
 
  
If a weapon is being used the story teller can increase
 
the modifier for an attack by up to +3. Some guns allow
 
you to shoot multiple times in a turn.
 
  
Stage three - Resolution
+
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.
  
Roll as many times as your Stamina points to eliminate
 
a point of bashing damage for each success.
 
  
If the fighting continues you roll again for initiative.
+
* Successes
  
Keep track of the damage to your health with this chart:
 
  
Health
+
Simple magic requires only one success, two
 +
successes are required for more powerful magic,
 +
and larger effects can take even more.
  
1) Bruised -0
 
  
2) Hurt -1
+
* Botches
  
3) Injured -2
 
  
4) Wounded -3
+
If a Mage rolls a failure when casting a spell & they
 +
also roll snake eyes on any of their dice then they botch.
 +
This is a dangerous situation.
 +
<br><br>
  
5) Mauled -4
+
=== Spheres ===
 +
<br>
  
6) Crippled -5
+
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.
  
7) Unconscious
 
  
 +
* 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>
  
Each point of damage is marked with a / for bashing damage
+
# Elevated Mental Attributes
and an X for lethal damage. If you aquire 7 bashing damage you
+
# Predicting Outcomes
are unconscious, further bashing damage can become lethal damage.
+
# Seeing the Past
Either way you apply a penalty to everything you roll as the  
+
# Seeing the Future
damage goes up. If you aquire more than 7 in lethal damage you
+
# Stopping Time
can die.
 
  
Finally your character needs to learn magic!
 
  
Overview
+
* 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>
  
There are 12 Spheres in this system that are divided
+
# Reading Mindstates
into coincidental & vulgar magic. The first three
+
# Bonus to Social Attributes
levels of each sphere are limited to coincidental
+
# Mental Shield
effects, and the highest levels of the sphere are
+
# Reading Thoughts
divided into two levels of more advanced magic.
+
# Mental Link
  
The Twelve Spheres in alphabetical order are:
 
  
Control, Destruction, Feeling, Influence,
+
* Production<br><br>
Penetration, Production, Revelation, Restoration,
+
** Power: Attraction / Creation
Transformation, Travel, Understanding, and
+
** Knowledge: Synchronicity - Uniting the threads of existence.
Vanishing
+
** 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>
  
These are the degrees of power for the Spheres:
+
# Sensing Opportunity
 +
# Arranging situations
 +
# Attracting Wealth
 +
# Produce Small Objects
 +
# Win Lotteries & Elections
  
1) Awareness
 
  
2) Sympathetic
+
* 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>
  
3) Coincidental
+
# Sensing Willpower
 +
# Social Influence
 +
# Hypnotic Suggestion
 +
# Mind Control
 +
# Altering Identities
  
4) Manipulative
 
  
5) Miraculous
+
* 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>
  
1) Awareness
+
# Find Exits
 +
# Open Locks
 +
# Escape From Restraints
 +
# Escape From Prisons
 +
# Becoming Intangible
  
Allows the Mage to sense things with their magic.
 
  
2) Sympathetic
+
* 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>
  
The Mage can effect things theyre personally
+
# Quick Reactions
connected to.
+
# Bonus to Physical Abilities
 +
# Influencing Physical Outcomes
 +
# Moving Objects
 +
# Controlling Natural Forces
  
3) Coincidental
 
  
The Mage can work magic as long as it doesnt defy
+
* Restoration<br><br>
physics.
+
** 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>
  
4) Manipulative
+
# Sense illness
 +
# Relieve Pain
 +
# Protection from Disease
 +
# Heal Sickness / Damage
 +
# Resurrection
  
The Mage can manipulate and bend the laws of
 
physics.
 
  
5) Miraculous
+
* 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>
  
The Mage can now create impossible miracles.
+
# Detect Lies
 +
# See in The Dark
 +
# Stealth
 +
# Disguise
 +
# Invisibility
  
Mechanics
 
  
Casting Magic
+
* 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>
  
Arete is the Mages level of enlightenment. In game
+
# Locate Lost Objects
terms Arete plus your level in a sphere is the
+
# Find Directions
number of dice a Mage rolls when casting their
+
# See at a Distance
spell. No Sphere can be higher than your level of
+
# Teleport Objects
Arete. You can also only spend up to your level of
+
# Make a Portal
Arete in quintessence on a single spell. A mage
 
can optionally roll less dice to avoid a potential
 
botch.
 
  
Avatar
 
  
A Mages Avatar is the maximum Quintessence they
+
* Transformation<br><br>
can store.
+
** 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>
  
Quintessence
+
# Sense Others Attributes
 +
# Bonus to Attributes
 +
# Developing Attributes
 +
# Shapeshifting
 +
# Transmutation
  
Quintessence is the power source for Magic.
 
Spending Quintessence reduces the difficulty of a
 
spell, up to a modifier of -3. Meditation is required
 
to regain Quintessence for at least an hour at a place
 
of power. Quintessence can also be stored in things
 
that are carried by a Mage.
 
  
Willpower
+
* 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>
  
One point of willpower generates 1 success
+
# Sense Black Magic
 +
# Protection from Curses
 +
# Curse Enemies
 +
# Cause Physical Damage
 +
# Kill & Destroy
  
Willpower can resist mind magic
 
  
WIllpower can fight Quiet
+
* 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>
  
Willpower can ignore penalties from fear & damage
+
# Sense Spirits
 +
# Speak with Spirits
 +
# Banish Spirits
 +
# Summon Spirits
 +
# Spirit Travel
 +
<br>
  
Willpower can be regained after role play
 
  
Difficulty
+
* Paradox & Quiet
 +
<br>
  
Add +4 difficulty for coincidental magic, and +5
+
The official rules say Paradox is caused by Vulgar
for Vulgar magic, if there are no witnesses. Add
+
magic. In these alternative rules Paradox happens
+1 for magic witnessed by Sleepers.
+
when a Mage fails at casting their spells.
 +
When a Mage fails a magic roll they gain a Paradox
 +
point. A botched roll will then releases that Paradox
 +
in the form of a Quiet (Insanity).
  
Successes
 
  
Simple magic requires only one success, two
+
If a Mage has a Paradox level of 1-3, the Quiet
successes are required for more powerful magic,
+
happens in one of three ways:
and larger effects can take even more. If your level
 
of Arete is at least one point higher than the Sphere
 
you are using, you can succeed without a dice roll.
 
  
Botches
+
Hallucinations, Fixations, or Depression
  
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.
 
  
Spheres
+
If they have a Paradox level of 4-6, the Quiet happens in three more ways:
  
Understanding
+
Delusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts
  
Power: Wisdom / ESP
 
  
Knowledge: Realization - Unveiling the inner
+
If they have a Paradox level of 7-10, the Quiet happens as:
knowledge within.
 
  
Description: The Power of Understanding manifests
+
Wild Hallucinations, Compulsions, and Anti-Social Behavior
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
 
  
2) Predicting Outcomes
+
If they have a Paradox level of 11+, the Quiet happens in more severe ways:
  
3) Seeing the Past
+
Complete Madness, Obsession, or Violence
  
4) Seeing the Future
 
  
5) Stopping Time
+
Quintessence can be spent to reduce Paradox, but it
 +
has to be done before the Insanity of Quiet occurs.
 +
If Paradox reaches a level greater than 10 it is
 +
released automatically.
 +
<br><br>
  
Feeling
 
  
Power: Empathy / Telepathy
+
* Occult 
 +
<br>
 +
 +
This system of magic can connect to occult 
 +
themes,  for interesting role playing. 
  
Knowledge: Association - Recognizing the
+
interconnectedness of all things.
+
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. 
 +
  
Description: The Power of Feeling enables one to
+
* Control:<br><br> 
empathize and understand others deeply, perceiving
+
** Energy / Telekinesis 
their thoughts and emotions without the need for
+
** (Aries / Emperor) + (Mars / Tower) 
words. It stems from the profound insight into
+
Association, the intrinsic link that binds all living
 
beings together.
 
  
1) Reading Mindstates
+
* Transformation:<br><br> 
 +
** Developing / Shapeshifting 
 +
** (Taurus / Hierophant) + (Venus / Empress) 
 +
  
2) Bonus to Social Attributes
+
* Understanding:<br><br>
 +
** Wisdom / ESP 
 +
** (Libra / Justice) + (Venus / Empress) 
 +
  
3) Mental Shield
+
* Revelation:<br><br> 
 +
** Visions / Rapture 
 +
** (Pisces / High Priestess) + (Neptune / Hanged Man) 
 +
  
4) Reading Thoughts
+
* Feeling:<br><br> 
 +
** Empathy / Telepathy 
 +
** (Virgo / Hermit) + (Mercury / Magician) 
 +
  
5) Mental Link
+
* Influence:<br><br> 
 +
** Charisma / Hypnotism 
 +
** (Leo / Strength) + (Sun / Sun) 
 +
  
Production
+
* Penetration:<br><br> 
 +
** Escape / Intangibility 
 +
** (Gemini / Lovers) + (Mercury / Magician) 
 +
  
Power: Attraction / Creation
+
* Travel:<br><br> 
 +
** Direction / Teleportation 
 +
** (Sagittarius / Temperance) + (Jupiter / Wheel of Fortune) 
 +
  
Knowledge: Synchronicity - Uniting the threads of
+
* Production:<br><br> 
existence.
+
** Attraction / Creation 
 +
** (Capricorn / Devil) + (Saturn / World) 
 +
  
Description: The Power of Production empowers a
+
* Restoration:<br><br> 
wizard to draw situations and desires into their
+
** Renewal / Healing 
reality. This ability stems from a profound
+
** (Aquarius / Star) + (Uranus / Fool) 
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.
 
  
1) Sensing Opportunity
+
* Vanishing:<br><br> 
 +
** Stealth / Invisibility 
 +
** (Cancer / Chariot) + (Moon / Moon) 
 +
  
2) Arranging situations
+
* Destruction:<br><br> 
 +
** Curses / Annihilation 
 +
** (Scorpio / Death) + (Pluto / Judgement)
 +
<br><br>
  
3) Attracting Wealth
+
=== Finishing Touches === 
 +
<br>
 +
Here are some finishing touches to add to your 
 +
character sheet.
  
4) Produce Small Objects
 
  
5) Win Lotteries & Elections
+
* 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>
  
Influence
+
 +
* Akashic Brotherhood
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Buddhist Warriors 
  
Power: Charisma / Hypnotism
 
  
Knowledge: Possession - Will shaping the realm of
+
* Celestial Chorus
the mind.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gnostic Priests 
  
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
+
* Cult of Ecstasy
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hippies and New Agers 
  
2) Social Influence
 
  
3) Hypnotic Suggestion
+
* Dreamspeakers
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Shamans
  
4) Mind Control
+
 
 +
* Euthanatos
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Terrorists and Activists 
  
5) Altering Identities
 
  
Penetration
+
* Order of Hermes
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ceremonial Magicians 
  
Power: Escape / Intangibility
 
  
Knowledge: Spiritualism - Perceiving the world as a
+
* Sons of Ether
realm of spirit.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rebel Scientists 
  
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.
 
  
1) Find Exits
+
* Verbena
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wiccans 
  
2) Open Locks
 
  
3) Escape From Restraints
+
* Virtual Adepts
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Reality Hackers 
  
4) Escape From Prisons
 
  
5) Becoming Intangible
+
* Hollow Ones
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Goths 
  
Control
 
  
Power: Energy / Telekinesis
+
* Marauders
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Permanently Insane
  
Knowledge: Evocation - Harnessing the forces of
 
the spiritual realm.
 
  
Description: The Power of Control enables a wizard
+
* Nephandi
to command powerful forces. Through evocation,
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Made Demonic Pacts
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.
 
  
1) Quick Reactions
 
  
2) Bonus to Physical Abilities
+
* Technocracy
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Agents of Reason
  
3) Influencing Physical Outcomes
 
  
4) Moving Objects
+
If you have your own Coven you can also list 
 +
it as your Cabal.
 +
<br><br>
  
5) Controlling Natural Forces
 
  
Restoration
+
* Concepts
 +
<br>
  
Power: Renewal / Healing
+
All characters need to have a concept which 
 +
can be anything you want to make up. However 
 +
here are some example concepts that you might 
 +
like to use:
  
Knowledge: Forgiveness - Liberating from suffering
+
caused by transgressions.
+
* Criminal 
  
Description: The Power of Restoration holds the
+
* Drifter 
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.
 
  
1) Sense illness
+
* Entertainer 
  
2) Relieve Pain
+
* Intellectual 
  
3) Protection from Disease
+
* Investigator 
  
4) Heal Sickness / Damage
+
* Kid 
  
5) Resurrection
+
* Night-lifer 
  
Vanishing
+
* Outsider 
  
Power: Stealth / Invisibility
+
* Politician 
  
Knowledge: Misdirection - Manipulating attention
+
* Professional 
and perception.
 
  
Description: The Power of Vanishing encompasses
+
* Reporter 
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.
 
  
1) Bonus to Subterfuge
+
* Socialite 
  
2) See in The Dark
+
* Soldier 
  
3) Stealth
+
* Worker
 +
<br><br>
  
4) Disguise
 
  
5) Invisibility
+
* Nature and Demeanor
 +
<br>
  
Travel
+
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: 
 +
  
Power: Direction / Teleportation
+
* Architect - Purpose / Obsession 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You desire to leave a mark on the world. 
 +
  
Knowledge: Unity - Dissolving the illusion of
+
* Autocrat - Leadership / Dictatorship
separation.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want control.
 +
  
Description: The Power of Travel operates on the
+
* Bon Vivant - Love of Life / Hedonism
understanding that all separation is illusory. By
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to live Life.
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
+
* Bravo - Strength / Anger 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want power. 
 +
  
2) Find Directions
+
* Caregiver - Compassion / Smothering
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for others. 
 +
  
3) See at a Distance
+
* Celebrant - Passion / Intemperance
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You have a calling 
 +
  
4) Teleport Objects
+
* Child - Innocence / Immaturity 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You never grew up. 
 +
  
5) Make a Portal
+
* Competitor - Striving / Competitiveness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Life is a challenge to be won. 
 +
  
Transformation
+
* Conformist - Cooperation / Low-Self Esteem 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a follower. 
 +
  
Power: Developing / Shapeshifting
+
* Conniver - Clever / Envy 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a manipulator 
 +
  
Knowledge: Personification - Authoring ones own
+
* Curmudgeon - Critical Eye / Lack of Imagination 
identity.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You find the faults in others.
 +
  
Description: The Power of Transformation allows a
+
* Deviant - Shatter Boundaries / Perversion 
wizard to assume the form and essence of another
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an outcast.
being, whether it be an abstract concept, an animal,
+
or even a deity. The essence of this mastery lies in
 
the understanding that one has the power to create
 
and define their own identity, refusing to be shaped
 
by external forces. The power of transformation can
 
also be used to improve who you already are.
 
  
1) Sense Others Attributes
+
* Director - Organization / Lack of Tolerance 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want things under control. 
 +
  
2) Bonus to Attributes
+
* Fanatic - Dedication / Stubbornness
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live for a cause. 
 +
  
3) Developing Attributes
+
* Gallant - Artistry / Flamboyance 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to be the center of attention. 
 +
  
4) Shapeshifting
+
* Judge - Justice / Lack of Vision 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to resolve problems. 
 +
  
5) Transmutation
+
* Loner - Self-Reliance / Lack of Empathy 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You work best by yourself. 
 +
  
Destruction
+
* Martyr - Sacrifice / Self-Deprecation 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You devote yourself to helping others. 
 +
  
Power: Curses / Annihilation
+
* Masochist - Devotion / Self-Destructiveness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to suffer. 
 +
  
Knowledge: Pragmatism - Dissolving the constructs
+
* Monster - Mirror of Villainy / Depravity 
of right and wrong.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an evil person.
 +
  
Description: The Power of Destruction holds
+
* Pedagogue - Knowledge / Logorrhea 
immense power that should be wielded with
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a teacher.
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.
 
  
1) Sense Black Magic
+
* Penitent - Responsibility / Contrition 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are consumed with guilt. 
 +
  
2) Protection from Curses
+
* Perfectionist - Exactitude / Incompleteness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You need to be the best. 
 +
  
3) Curse Enemies
+
* Rebel - Individuality / Lack of Direction 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You like to break the rules. 
 +
  
4) Cause Physical Damage
+
* Rogue - Valor / Selfishness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for yourself. 
 +
  
5) Kill & Destroy
+
* Survivor - Perseverance / Lack of Trust 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You keep going no matter what. 
 +
  
Revelation
+
* Thrill-Seeker - Daring / Recklessness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live on the edge. 
 +
  
Power: Visions / Rapture
+
* Traditionalist - Consistency / Complacency 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You support the status quo. 
 +
  
Knowledge: Above as Below - The symbiotic
+
* Trickster - Empathy / Hypocrisy 
connection between gods, angels, and humanity.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Your life is a comedy.
 +
  
Description: The Power of Revelation unveils
+
* Visionary - Imagination / Pride 
profound visions and grants enlightenment to the
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to remake the future.
practitioner. It is rooted in the understanding of the
+
<br><br>
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.
 
  
1) Sense Spirits
 
  
2) Speak with Spirits
+
* Essence
 +
<br>
  
3) Banish Spirits
+
Your character's Avatar Essence is also on the 
 +
character sheet. An Avatar represents a Mage's 
 +
soul, and the essence represents the drive a 
 +
mage has at their core. There are four essences 
 +
you can pick from: 
  
4) Summon Spirits
+
 +
* Dynamic - Change 
  
5) Spirit Travel
+
* Pattern - Improvement 
  
Paradox & Quiet
+
* Primordial - Stability 
  
The official rules say Paradox is caused by Vulgar
+
* Questing - Purpose
magic. In these alternative rules Paradox happens
+
<br><br>
when a Mage fails at casting their spells.
 
  
When a Mage fails a magic roll they gain a Paradox
+
* Resonance
point. A botched roll will then releases that Paradox
+
<br>
in the form of a Quiet (Insanity).
 
  
If a Mage has a Paradox level of 1-3, the Quiet
+
All Mages also have a Resonance. As a Mage
happens in one of three ways:
+
uses magic their Resonance changes. Other 
 +
Awakened can read a Mage's Resonance as well. 
 +
You start with one dot in one Resonance 
 +
trait, and add dots as you continue working 
 +
magic. 
  
Hallucinations, Fixations, or Depression
+
 +
There are three types of Resonance: 
 +
Dynamic, Entropic, and Static 
 +
  
If they have a Paradox level of 4-6, the Quiet
+
* Dynamic represents change.
happens in three more ways:
 
  
Delusions & Mood Swings, Repetitive Behaviors, or
+
* Entropic represents destruction.
Suicidal Thoughts
 
  
If they have a Paradox level of 7-10, the Quiet
+
* And Static represents protection.
happens as:
+
<br><br>
  
Wild Hallucinations, Compulsions, and Anti-Social
+
* Purpose
Behavior
+
<br>
  
If they have a Paradox level of 11+, the Quiet
+
In these alternate rules we also have another 
happens in more severe ways:
+
trait called Purpose. You can fill in the  
 +
dots anyway you like into these 3 categories:
 +
  
Complete Madness, Obsession, or Violence
+
* Self, Others, and World. 
  
Quintessence can be spent to reduce Paradox, but it has
+
to be done before the Insanity of Quiet occurs. If
+
Representing your primary motivation.
Paradox reaches a level greater than 10 it is released
+
<br><br>
automatically.
 
  
Occult
 
  
This system of magic can connect to occult themes,
+
* Foci
for interesting role playing.
+
<br>
  
There are 12 Spheres in this system. Each Sphere
+
Mages tend to have certain tools for using magic.
connects to one of the 12 signs of the Zodiac. And
+
When a Mage has access to these tools, they receive a +1 bonus to their magic roll. You can 
each Zodiac sign connects to one of 10 planets in
+
pick at least one at the start of the game. Here 
Astrology. The 10 planets and 12 signs connect with
+
is a list of suggestions for you to choose from: 
the 22 Major Arcana of the Tarot.
 
  
Control:
+
 +
Art 
  
Energy / Telekinesis
+
Astrology
  
(Aries / Emperor) + (Mars / Tower)
+
Blood 
  
Transformation:
+
Books 
  
Developing / Shapeshifting
+
Bones 
  
(Taurus / Hierophant) + (Venus / Empress)
+
Cauldrons
  
Understanding:
+
Chalices 
  
Wisdom / ESP
+
Candles
  
(Libra / Justice) + (Venus / Empress)
+
Chanting
  
Revelation:
+
Circles 
  
Visions / Rapture
+
Computers 
  
(Pisces / High Priestess) + (Neptune /
+
Crystals 
Hanged Man)
 
  
Feeling:
+
Dancing 
  
Empathy / Telepathy
+
Devices 
  
(Virgo / Hermit) + (Mercury / Magician)
+
Martial Arts 
  
Influence:
+
Drugs 
  
Charisma / Hypnotism
+
Elements 
  
(Leo / Strength) + (Sun / Sun)
+
Feathers 
  
Penetration:
+
Fire 
  
Escape / Intangibility
+
Formulas 
  
(Gemini / Lovers) + (Mercury / Magician)
+
Herbs 
  
Travel:
+
Holy Symbols 
  
Direction / Teleportation
+
Incense 
  
(Sagittarius / Temperance) + (Jupiter /
+
Language 
Wheel of Fortune)
 
  
Production:
+
Music 
  
Attraction / Creation
+
Internet 
  
(Capricorn / Devil) + (Saturn / World)
+
Ordeals 
  
Restoration:
+
Poetry
  
Renewal / Healing
+
Pure Water 
  
(Aquarius / Star) + (Uranus / Fool)
+
Purification 
  
Vanishing:
+
Ritual Sacrifice 
  
Stealth / Invisibility
+
Runes 
  
(Cancer / Chariot) + (Moon / Moon)
+
Science 
  
Destruction:
+
Sex 
  
Curses / Annihilation
+
Songs 
  
(Scorpio / Death) + (Pluto / Judgement)
+
Tarot Cards 
  
Also, here are some examples of how to attempt
+
Ouija boards 
other actions using the abillities and attributes
 
already mentioned:
 
  
Climbing - Dexterity + Athletics
+
Tattoos 
  
Driving - Dexterity + Drive
+
Piercings 
  
Encumbrance - Strength
+
Toys 
  
Intrusion - Dexterity or Intelligence + Technology
+
Wands 
  
Jumping - Strength or Strength + Athletics
+
Weapons
 +
<br><br>
  
Lifting / Breaking - Strength or Willpower
+
=== Examples ===
 +
<br>
 +
 +
Also, here are some examples of how to attempt 
 +
other actions using the abilities and attributes 
 +
already mentioned: 
  
Pursuit - Dexterity + Athletics / Drive
+
 
+
Climbing - Dexterity + Athletics 
Shadowing - Dexterity + Stealth
+
 
+
Driving - Dexterity + Drive 
Sleight of Hand - Dexterity + Stealth
+
 +
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>
  
Sneaking - Dexterity + Stealth
+
===Credits===
 +
<br>
 +
[[User:Street|Street]]
 +
<br><br>
  
Stealing - Dexterity + Stealth, Perception + Streetwise
+
__NOTOC__
 +
__NOEDITSECTION__
  
Swimming - Stamina + Athletics
+
[[Category:Splats]][[Category:Rules]]
 
 
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
 

Latest revision as of 04:05, 22 June 2025

An illustrated PDF of this system is at:
Alternate Mage: The Ascension PDF

To just see the alternate magic system read:
Alternate Sphere Magic

A character sheet for this system is at:
Alternate Character Sheet

This page is mirrored at:
https://github.com/alt-magick/Mage-The-Ascension

Buy the physical book at Amazon:
https://www.amazon.com/Mage-Ascension-Alternate-Corey-White/dp/B0DPVFZN3C

Or download it from:
https://www.drivethrurpg.com/en/product/484905/alternate-mage-the-ascension-spheres


Mage: The Ascension


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 role playing games played around a table, 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 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.


  • Attributes and Skills


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 rate movies. For example, a character might have 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 appropriate Attribute to the most appropriate Skill. When your character shoots a gun, you add his Dexterity to his Firearms for a total number of dice rolls.


  • Modifiers


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 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.


  • Dice Rolls


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.


  • Rolling the Dice


Now that you know what to roll, lets see how to read the results. Each roll uses two dice, and a result of 7, or 11 is considered a success. You might have more than one of these, in which case you have multiple successes. The dice don't just tell you whether your character succeeds or fails it shows you how well he does. If none of your die rolls succeed, your roll fails. Obviously, the more die rolls you have the better your characters chances of success, and the greater your odds of gaining multiple successes.


  • Snake Eyes


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.


  • Second Tries


When a roll fails, you can try again with a +1 difficulty modifier.


  • Fighting


Combat is a series of die rolls, until someone surrenders or is rendered unable to fight. The rolls determine whether or not your character hits and how much damage he inflicts on his target. The number of dice rolls is determined as above, but a knife is more deadly than a fist, and a gun is more deadly than all. Each success gained on your attack roll represents a point of damage inflicted against the targets Health trait. If the target has no more Health left, he is unconscious or dead (depending on the type of damage done).


There are two types of damage: bashing (caused by blunt weapons such as fists or clubs; these wounds heal quickly), lethal (caused by sharp weapons such as knives and bullets; these wounds heal slowly). There are a number of complications involved in combat, such as a targets Defense Rolls, which are subtracted from any attack successes targeted against him.


  • Actions


The 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 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 
5) Phenomenal



Traits


The attributes your character has are listed here, they are divided into 3 categories:


  • Physical:

    • Strength - Physical Power
    • Dexterity - Athleticism
    • Stamina - Toughness


  • Social:

    • Charisma - Charm
    • Manipulation - Persuasion
    • Appearance - Attractiveness


  • Mental:

    • Perception - Insight To Surroundings
    • Intelligence - Pure IQ
    • Wits - Intuition & Instincts


Abilities are also divided into 3 categories:


  • Talents:

    • 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:

    • 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:

    • 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


There are also some other very important traits:


  • 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



Getting Started


Now that you know the basics of the Storytelling System, you can proceed to create your own characters. You’ll be able to judge what sort of traits you’ll need based on their titles (they’re mostly self-explanatory), and know that the more dots you have in a trait the better your character 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)


      Physical: Strength, Dexterity, Stamina

      Social: Charisma, Manipulation, Appearance

      Mental: Perception, Intelligence, Wits


  • Select Abilities (13/9/5)


      Talents: Alertness, Athletics, Awareness, Brawl, Dodge, Expression, Intimidation, Leadership, Streetwise, Subterfuge

      Skills: Crafts, Drive, Etiquette, Firearms, Meditation, Melee, Performance, Stealth, Survival, Technology

      Knowledges: Academics, Computer, Cosmology, Enigmas, Investigation, Law, Linguistics, Medicine, Occult, Science


Additionally, characters also have a number of advantages called Backgrounds.


  • Backgrounds (7):


      Allies - Friends who help you

      Arcane - You are unnoticed as a Mage

      Avatar - The Strength of the soul

      Contacts - Information sources

      Destiny - A greater purpose

      Dream - Visions from the unknown

      Influence - Pull over the mortal world

      Library - Access to metaphysical knowledge

      Node - A place of magical power

      Resources - Extra Money

      Wonder - A Magical talisman or device

Combat


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


      During initiative, both players roll Dexterity + Wits. Whoever has more successes gets to go first.


      Each player declares either to attack or defend.


      It is also possible to ambush someone with: Dexterity + Stealth vs Perception + Alertness


  • Stage two - Attack


The attacker rolls one of these:


      Unarmed Combat: Strength + Brawl

      Armed Combat: Strength + Weaponry

      Firearms: Dexterity + Firearms

      Throwing Objects: Dexterity + Athletics


Then the defender either takes the hit, or if they chose to defend they roll:


      Block: Dexterity + Brawl

      Dodge: Dexterity + Dodge

      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 +4. Some guns allow you to shoot multiple times in a turn.


  • Stage three - Resolution


      Roll as many times as your Stamina points to eliminate a point of bashing damage for each success.


      If the fighting continues you roll again for initiative.



Keep track of the damage to your health with this chart:


  • Health


  1. Bruised -0
  2. Hurt -1
  3. Injured -2
  4. Wounded -3
  5. Mauled -4
  6. Crippled -5
  7. Unconscious


Each point of damage is marked with a / for bashing damage and an X for lethal damage. If you 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!

Magic


There are 12 Spheres in this system that are divided into coincidental & vulgar magic. The first three levels of each sphere are limited to coincidental effects, and the highest levels of the sphere are divided into two levels of more advanced magic.


The Twelve Spheres in alphabetical order are:


Control, Destruction, Feeling, Influence, Penetration, Production, Revelation, Restoration, Transformation, Travel, Understanding, and Vanishing


These are the degrees of power for the Spheres:


  1. Awareness
  2. Sympathetic
  3. Coincidental
  4. Manipulative
  5. Miraculous


  • Awareness


Allows the Mage to sense things with their magic.


  • Sympathetic


The Mage can effect things they’re personally connected to.


  • Coincidental


The Mage can work magic as long as it doesn’t defy physics.


  • Manipulative


The Mage can manipulate and bend the laws of physics.


  • Miraculous

The Mage can now create impossible miracles.

Mechanics


  • Casting Magic


You can only cast magic up to the level of your sphere. Arete is the number of dice to roll when casting a spell. No Sphere can be higher than your level of Arete. A mage can optionally roll fewer dice to avoid a potential botch.


  • Avatar


A Mage’s Avatar is the maximum Quintessence they can store.


  • Quintessence


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 can resist mind magic

      Willpower can fight Quiet

      Willpower can ignore penalties from fear & damage

      Willpower can be regained after role play


  • Difficulty


The difficulty for casting magic is determined by the Storyteller. Add +1 for Vulgar magic, if there are no witnesses. Add another +1 if a Sleeper witnesses it.


  • Bonuses


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.


  • Successes


Simple magic requires only one success, two successes are required for more powerful magic, and larger effects can take even more.


  • Botches


If a Mage rolls a failure when casting a spell & they also roll snake eyes on any of their dice then they botch. This is a dangerous situation.

Spheres


Spheres in Mage: The Ascension are the way Mages effect reality. They represent different kinds of magic, which Mages use to perceive and reshape the world.


  • Understanding

    • 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.


  1. Elevated Mental Attributes
  2. Predicting Outcomes
  3. Seeing the Past
  4. Seeing the Future
  5. Stopping Time


  • Feeling

    • 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.


  1. Reading Mindstates
  2. Bonus to Social Attributes
  3. Mental Shield
  4. Reading Thoughts
  5. Mental Link


  • Production

    • 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.


  1. Sensing Opportunity
  2. Arranging situations
  3. Attracting Wealth
  4. Produce Small Objects
  5. Win Lotteries & Elections


  • Influence

    • 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.


  1. Sensing Willpower
  2. Social Influence
  3. Hypnotic Suggestion
  4. Mind Control
  5. Altering Identities


  • Penetration

    • 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.


  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 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.


  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 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.


  1. Sense illness
  2. Relieve Pain
  3. Protection from Disease
  4. Heal Sickness / Damage
  5. Resurrection


  • Vanishing

    • 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.


  1. Detect Lies
  2. See in The Dark
  3. Stealth
  4. Disguise
  5. Invisibility


  • Travel

    • 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.


  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 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.


  1. Sense Others Attributes
  2. Bonus to Attributes
  3. Developing Attributes
  4. Shapeshifting
  5. Transmutation


  • Destruction

    • 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.


  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 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.


  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 Vulgar magic. In these alternative rules Paradox happens when a Mage fails at casting their spells. When a Mage fails a magic roll they gain a Paradox 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 happens in one of three ways:

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 has to be done before the Insanity of Quiet occurs. If Paradox reaches a level greater than 10 it is released 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 12 types of Mages representing different 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


  • Marauders

      Permanently Insane


  • Nephandi

      Made Demonic Pacts


  • Technocracy

      Agents of Reason


If you have your own Coven you can also list it as your Cabal.


  • Concepts


All characters need to have a concept which can be anything you want to make up. However here are some example concepts that you might like to use:


  • Criminal
  • Drifter
  • Entertainer
  • Intellectual
  • Investigator
  • Kid
  • Night-lifer
  • Outsider
  • Politician
  • Professional
  • Reporter
  • Socialite
  • Soldier
  • Worker




  • Nature and Demeanor


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:


  • Architect - Purpose / Obsession

      You desire to leave a mark on the world.


  • Autocrat - Leadership / Dictatorship

      You want control.


  • Bon Vivant - Love of Life / Hedonism

      You want to live Life.


  • Bravo - Strength / Anger

      You want power.


  • Caregiver - Compassion / Smothering

      You look out for others.


  • Celebrant - Passion / Intemperance

      You have a calling


  • Child - Innocence / Immaturity

      You never grew up.


  • Competitor - Striving / Competitiveness

      Life is a challenge to be won.


  • Conformist - Cooperation / Low-Self Esteem

      You are a follower.


  • Conniver - Clever / Envy

      You are a manipulator


  • Curmudgeon - Critical Eye / Lack of Imagination

      You find the faults in others.


  • Deviant - Shatter Boundaries / Perversion

      You are an outcast.


  • Director - Organization / Lack of Tolerance

      You want things under control.


  • Fanatic - Dedication / Stubbornness

      You live for a cause.


  • Gallant - Artistry / Flamboyance

      You want to be the center of attention.


  • Judge - Justice / Lack of Vision

      You want to resolve problems.


  • Loner - Self-Reliance / Lack of Empathy

      You work best by yourself.


  • Martyr - Sacrifice / Self-Deprecation

      You devote yourself to helping others.


  • Masochist - Devotion / Self-Destructiveness

      You want to suffer.


  • Monster - Mirror of Villainy / Depravity

      You are an evil person.


  • Pedagogue - Knowledge / Logorrhea

      You are a teacher.


  • Penitent - Responsibility / Contrition

      You are consumed with guilt.


  • Perfectionist - Exactitude / Incompleteness

      You need to be the best.


  • Rebel - Individuality / Lack of Direction

      You like to break the rules.


  • Rogue - Valor / Selfishness

      You look out for yourself.


  • Survivor - Perseverance / Lack of Trust

      You keep going no matter what.


  • Thrill-Seeker - Daring / Recklessness

      You live on the edge.


  • Traditionalist - Consistency / Complacency

      You support the status quo.


  • Trickster - Empathy / Hypocrisy

      Your life is a comedy.


  • Visionary - Imagination / Pride

      You want to remake the future.


  • Essence


Your character's Avatar Essence is also on the character sheet. An Avatar represents a Mage's soul, and the essence represents the drive a mage has at their core. There are four essences you can pick from:


  • Dynamic - Change
  • Pattern - Improvement
  • Primordial - Stability
  • Questing - Purpose



  • Resonance


All Mages also have a Resonance. As a Mage uses magic their Resonance changes. Other Awakened can read a Mage's Resonance as well. You start with one dot in one Resonance trait, and add dots as you continue working magic.


There are three types of Resonance: Dynamic, Entropic, and Static


  • Dynamic represents change.
  • Entropic represents destruction.
  • And Static represents protection.



  • Purpose


In these alternate rules we also have another trait called Purpose. You can fill in the dots anyway you like into these 3 categories:


  • Self, Others, and World.


Representing your primary motivation.


  • Foci


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 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

Books

Bones

Cauldrons

Chalices

Candles

Chanting

Circles

Computers

Crystals

Dancing

Devices

Martial Arts

Drugs

Elements

Feathers

Fire

Formulas

Herbs

Holy Symbols

Incense

Language

Music

Internet

Ordeals

Poetry

Pure Water

Purification

Ritual Sacrifice

Runes

Science

Sex

Songs

Tarot Cards

Ouija boards

Tattoos

Piercings

Toys

Wands

Weapons

Examples


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

Credits


Street