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
+
<br>
  
Characters possess a variety of traits, describing
+
=== Mage: The Ascension ===
their innate capabilities, trained skills, and even
+
<br>
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 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.
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
+
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.  
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
+
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.
circumstance imposes dice-roll modifiers and how
 
great those modifiers are.
 
  
Dice Rolls
 
  
So, we can say that that the number of times you
+
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.  
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
+
A scene is a temporary collaborative reality. A shared imaginative space where individual creativity merges into a collective experience.
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
+
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.
  
If one of your rolls turn up snake eyes, it cancel out
+
one successIf you roll snake eyes, and none of you other
+
You just need two six sided dice to play. I  
rolls succeed it is a botch.
+
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.  
  
Second Tries
+
 +
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.
  
When a roll fails, you can try again with a +1 difficulty
+
modifier.
+
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.  
  
Combat Fighting is a series of die rolls, until someone
+
surrenders or is rendered unable to fight. The rolls
+
So, with a few other modifications the game 
determines whether or not your character hits and
+
mechanics are basically the same.
how much damage he inflicts on his target. The number
+
<br><br>
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 successs
 
targeted against him), Roll to hit and apply
 
successes as damage minus any successful deffense
 
rolls.
 
  
Example
+
* Attributes and Skills
 +
<br>
 +
 +
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).
  
Lets see how it looks in action. Your character tries
+
to shoot at a thug who just killed his friend. Your
+
Whenever your character performs an action that
characters Dexterity is 3, his Firearms 2, and hes
+
calls for dice rolls, you most often add the most 
using a Glock 9mm pistol. You therefore get to roll the
+
appropriate Attribute to the most appropriate 
dice five times. The thug is about 30 yards away which
+
Skill. When your character shoots a gun, you add 
is a -1 penalty. So, you are reduced to 4 dice rolls.
+
his Dexterity to his Firearms for a total number 
But thats not all. Its raining cats and dogs. The
+
of dice rolls.
Storyteller decides that theres an additional -1 penalty
+
<br><br>
for poor visibility. That leaves you just 3 dice rolls.
 
If a roll yields a 7 or 11 that is one success. If the
 
thug is hit. He suffers 1 points of lethal damage to his
 
Health for every success. Lets say you make 2 successs.
 
It hurts, but it might not be enough to stop him. and he
 
staggers away. Your character needs to decide whether to
 
give chase and close the distance, or try to fire again.
 
  
  
The number of times you roll for an action is made up
+
* Modifiers
of an attribute added to an abillityEach of these
+
<br>
are given a rating from 1 to five:
+
 +
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.
  
1) Poor
+
 +
For example, when shooting a target 30 yards 
 +
away with his Glock 17 pistol, your character 
 +
suffers a -2 penalty.
  
2) Average
+
 +
The Storyteller determines whether or not any
 +
circumstance imposes dice-roll modifiers and 
 +
how great those modifiers are.
 +
<br><br>
  
3) Good
 
  
4) Exceptional
+
* Dice Rolls
 +
<br>
  
5) World Class
+
So, we can say that that the number of times 
 +
you get to roll the dice is determined like 
 +
so: Attribute + Skill + modifiers (if any) In 
 +
general, bonuses are always added before 
 +
penalties are applied.
 +
<br><br>
  
That dice pool is then subtracted by a difficulty level
 
from 0 to 6.
 
  
0) Easy
+
* 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>
  
1) Routine
 
  
2) Moderate
+
* 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>
  
3) Difficult
 
  
4) Challenging
+
* Second Tries
 +
<br>
 +
 +
When a roll fails, you can try again with a +1 
 +
difficulty modifier.
 +
<br><br>
  
5) Hard
 
  
6) Exceptional
+
* Fighting
 +
<br>
  
The number of successes you have is also given a
+
Combat is a series of die rolls, until 
rating from one to five:
+
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).
 +
  
1) Marginal
+
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>
  
2) Moderate
 
  
3) Good
+
* Actions
 +
<br>
  
4) Excellent
+
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:
  
5) Phenomenal
+
1) Poor
 +
2) Average
 +
3) Good
 +
4) Exceptional
 +
5) World Class
 +
  
The attributes your character has are listed here,
 
they are devided into 3 categories:
 
  
Physical:  
+
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
  
Strenght - Physical Power
+
 +
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>
  
Dexterity - Athleticism
+
=== Traits ===
 +
<br>
  
Stamina - Toughness
+
The attributes your character has are listed 
 +
here, they are divided into 3 categories:
 +
 +
 +
* Physical:<br><br> 
 +
** Strength - Physical Power 
 +
** Dexterity - Athleticism 
 +
** Stamina - Toughness
  
Social:
+
 +
* Social:<br><br> 
 +
** Charisma - Charm 
 +
** Manipulation - Persuasion 
 +
** Appearance - Attractiveness 
  
Charisma - Charm
+
 +
* Mental:<br><br>
 +
** Perception - Insight To Surroundings
 +
** Intelligence - Pure IQ 
 +
** Wits - Intuition & Instincts 
 +
  
Manipulation - Persuasion
+
Abilities are also divided into 3 categories: 
 +
  
Appearance - Attractiveness
+
* 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 
  
Mental:  
+
 +
* 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 
  
Perception - Insight To Surroundings
+
 +
* 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 
 +
  
Intelligence - Pure IQ
+
There are also some other very important traits: 
  
Wits - Intuition & Instincts
+
 +
* 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>
  
Abilities are also devided into 3 categories:
+
=== Getting Started ===
 +
<br>
  
Talents:
+
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. 
 +
  
Alertness - Attention to Your Surroundings
+
Here is a quick overview of how to begin the 
 +
character creation process: 
 +
  
Athletics - A Talent With Sports
+
*The 3 categories of attributes are divided into 3 levels of  points: 7/5/3. (But they all start at 1)
  
Awareness - You Can Sense The Presence of Magic
+
 +
*The 3 categories of abilities are also divided into 3 levels of points: 13/9/5 
  
Brawl - Skill With Unarmed Combat
+
 +
*You get 7 points to go into Backgrounds. 
  
Dodge - Avoiding Physical Danger
+
 +
*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. 
  
Expression - The Art of Communication
+
 +
*Arete starts at 1 and can’t begin higher than 3. 
  
Intimidation - Flexing Your Muscles
+
 +
*Willpower starts at 5 and can’t begin higher than 7. 
  
Leadership - You Are Respected
+
 +
You also get 15 Freebie Points: 
  
Streetwise - Youre a Part Of The Underworld
+
 +
*To increase an Attribute requires 5 freebie points. 
  
Subterfuge - You Can Hide Your Motives
+
 +
*To increase an Ability requires 2 freebie points. 
  
Skills:
+
 +
*To increase a Background requires 1 freebie point. 
  
Crafts - Working With Your Hands
+
 +
*To increase Willpower requires 1 freebie point. 
  
Drive - Handling The Road
+
 +
*To increase Arete requires 4 freebie points. 
  
Etiquette - Managing Social Situations
+
 +
*To increase a Sphere requires 7 freebie points. 
 +
  
Firearms - Firing Guns
+
Prioritize the categories with 3 levels of points. 
 +
  
Meditation - Regenerates Magic
+
* Select Attributes (7/5/3) 
  
Melee - Hand To Hand Weapons
+
   
 +
&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 
 +
  
Performance - Specialized as music etc.
+
* Select Abilities (13/9/5) 
 +
  
Stealth - Hiding From Sight
+
&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 
  
Survival - Living In Difficult Environments
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Knowledges: Academics, Computer, Cosmology, 
 +
Enigmas, Investigation, Law, Linguistics, 
 +
Medicine, Occult, Science 
 +
  
Technology - Reparing And Working WIth Machines
+
Additionally, characters also have a number 
 +
of advantages called Backgrounds. 
 +
  
Knowledges:  
+
* Backgrounds (7):
 +
  
Academics - Higher Education In A Field
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Allies - Friends who help you 
  
Computer - From Typing To Hacking
+
&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 
  
Cosmology - Knowledge Of The Spirit World
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Destiny - A greater purpose 
  
Enigmas - Solving Puzzles Or Riddles
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dream - Visions from the unknown 
  
Investigation - Forensics Detective Work
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Influence - Pull over the mortal world 
  
Law - Professional Practice In Law
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Library - Access to metaphysical knowledge 
  
Linguistics - Specializing In Other Languages
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Node - A place of magical power
 +
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Resources - Extra Money 
  
Medicine - First Aid, & Surgery Etc.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wonder - A Magical talisman or device
 +
<br><br>
  
Occult - Knowledge Of Magic Practices
+
=== Combat ===
 +
<br>
  
Science - Engineering, Chemistry, & Physics
+
We will now go over the combat system. It is 
 +
very simple. 
  
There are also some other very important traits:
+
 +
Combat is broken down into three steps, 
 +
Initiative, Attack, and Resolution. 
  
Avatar - Represents your abillity to store quintessence
 
  
Arete - Your mastery of magick
+
* Stage one - Initiative
  
Willpower - Can be used to force success
+
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; During initiative, both players roll 
 +
Dexterity + Wits. Whoever has more successes 
 +
gets to go first. 
  
Quintessence - The raw power of magic
+
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Each player declares either to attack or 
 +
defend. 
  
Paradox - The backlash from magic into insanity
+
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It is also possible to ambush someone with: 
 +
Dexterity + Stealth vs Perception + Alertness 
  
Health - The ammount of damage you can take
+
 +
* Stage two - Attack 
  
Getting Started
+
 +
The attacker rolls one of these: 
  
Now that you know the basics of the Storytelling
+
System, you can proceed to create your own
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Unarmed Combat: Strength + Brawl 
characters. Youll be able to judge what sort of traits
+
youll need based on their titles (theyre mostly self-
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Armed Combat: Strength + Weaponry 
explanatory), and know that the more dots you have
+
in a trait the better your character will be when
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Firearms: Dexterity + Firearms 
accomplishing tasks with it.
+
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Throwing Objects: Dexterity + Athletics 
  
Here is a quick overview of how to begin the character
+
creation process:
+
Then the defender either takes the hit, 
 +
or if they chose to defend they roll:
  
The 3 categories of attributes are devided into 3 levels
+
of points: 7/5/3
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Block: Dexterity + Brawl 
  
The 3 categories of abillities are also devided in 3 levels
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dodge: Dexterity + Dodge 
of points: 13/9/5
+
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Parry: Dexterity + Melee 
  
You get 7 points to go into Backgrounds.
+
 +
The successes of the attack roll minus the 
 +
defense roll equals damage, which is either 
 +
Bashing or Lethal.
  
You also get 6 dots that can go into your Mages magical
+
knowledge called Spheres. The catch is that none of them
+
If a weapon is being used the storyteller can
can be higher than your level of Arete.
+
increase the modifier for an attack by up to +4.
 +
Some guns allow you to shoot multiple times in 
 +
a turn.
  
Arete starts at 1 and cant begin higher than 3
+
willpower starts at 5 and cant begin higher than 7
+
* Stage three - Resolution 
  
You also get 15 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 Attribute requires 5 freebie points.
+
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If the fighting continues you roll again for 
 +
initiative.
  
To increase an Ability requires 2 freebie points.
 
  
To increase a Background requires 1 freebie point.
+
<br>
 +
Keep track of the damage to your health with 
 +
this chart: 
  
To increase Willpower requires 1 freebie point.
+
 +
* Health
 +
<br>
 +
# Bruised -0 
 +
# Hurt -1
 +
# Injured -2 
 +
# Wounded -3 
 +
# Mauled -4 
 +
# Crippled -5 
 +
# Unconscious 
  
To increase Arete requires 4 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. 
 +
  
To increasae a Sphere requires 7 freebie points.
+
Finally, your character needs to learn magic!
 +
<br><br>
  
Prioritize the categories with 3 levels of points
+
=== 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. 
 +
  
Select Attributes (7/5/3)
+
The Twelve Spheres in alphabetical order are: 
 +
  
Physical: Strenght, Dexterity, Stamina
+
Control, Destruction, Feeling, Influence, 
 +
Penetration, Production, Revelation, Restoration, 
 +
Transformation, Travel, Understanding, and 
 +
Vanishing 
 +
  
Social: Charisma, Manipulation, Appearance
+
These are the degrees of power for the Spheres:
  
Mental: Perception, Intelligence, Wits
+
 +
# Awareness 
 +
# Sympathetic 
 +
# Coincidental 
 +
# Manipulative 
 +
# Miraculous 
  
Select Abilities (13/9/5)
 
  
Talents: Alertness, Athletics, Awareness
+
* Awareness
Brawl, Dodge, Expression, Intimidation
+
Leadership, Streetwise, Subterfuge
 
  
Skills: Crafts, Drive, Etiquette, Firearms
+
Allows the Mage to sense things with their magic. 
Meditation, Melee, Performance, Stealth
+
Survival, Technology
 
  
Knowledges: Academics, Computer, Cosmology
+
* Sympathetic 
Enigmas, Investigation, Law, Linguistics
 
Medicine, Occult, Science
 
  
Additionally characters also have a number of
+
advantages called Backgrounds listed here:
+
The Mage can effect things they’re personally 
 +
connected to. 
  
Backgrounds:
+
 +
* Coincidental 
  
Allies - Friends who help you
+
 +
The Mage can work magic as long as it doesn’t 
 +
defy physics. 
  
Arcane - You are unnoticed as a Mage
+
 +
* Manipulative 
  
Avatar - The Strength of the soul
+
 +
The Mage can manipulate and bend the laws of
 +
physics. 
  
Contacts - Information sources
+
 +
* Miraculous 
 +
 +
The Mage can now create impossible miracles.
 +
<br><br>
  
Destiny - A greater purpose
+
=== Mechanics ===
 +
<br>
  
Dream - Visions from the unknown
+
* Casting Magic 
  
Influence - Pull over the mortal world
+
 +
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. 
 +
  
Library - Access to metaphysical knowledge
+
* Avatar 
  
Node - A place of magical power
+
 +
A Mage’s Avatar is the maximum Quintessence they can store. 
 +
  
Resources - Extra Money
+
* Quintessence
  
Wonder - A Magical talisman or device
 
  
We will now go over the combat system. It is
+
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.
very simple.
 
  
Combat is broken down into three steps,
 
Initiative, Attack, and Resolution.
 
  
During initiative both players roll Dexterity +
+
* Willpower
Wits. Whoever has more successes gets to go first.
 
  
Each player declares either to attack or deffend.
 
  
It is also possible to ambush someone with:
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; One point of willpower generates 1 success
Dexterity + Stealth vs Perception + Alertness
 
  
Stage two - Attack
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can resist mind magic
  
The attacker rolls one of these:
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can fight Quiet
  
Unarmed Combat: Strength + Brawl
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can ignore penalties from fear & damage
  
Armed Combat: Strength + Weaponry
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can be regained after role play
  
Firearms: Dexterity + Firearms
 
  
Throwing Objects: Dexterity + Athletics
+
* Difficulty
  
Then the defender either takes the hit,
 
or if they chose to deffend they roll:
 
  
Block: Dexterity + Brawl
+
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.
  
Dodge: Dexterity + Dodge
 
  
Parry: Dexterity + Melee
+
* Bonuses
  
The successes of the attack roll minus the defense
 
roll equal damage, which is either Bashing or Lethal.
 
  
If a weapon is being used the story teller can increase
+
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.  
the modifier for an attack by up to +3. Some guns allow
 
you to shoot multiple times in a turn.
 
  
Stage three - Resolution
 
  
Roll as many times as your Stamina points to eliminate
+
* Successes
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:
+
Simple magic requires only one success, two
 +
successes are required for more powerful magic,
 +
and larger effects can take even more.
  
Health
 
  
1) Bruised -0
+
* Botches
  
2) Hurt -1
 
  
3) Injured -2
+
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>
  
4) Wounded -3
+
=== Spheres ===
 +
<br>
  
5) Mauled -4
+
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.
  
6) Crippled -5
 
  
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>
  
 +
# Elevated Mental Attributes
 +
# Predicting Outcomes
 +
# Seeing the Past
 +
# Seeing the Future
 +
# Stopping Time
  
Each point of damage is marked with a / for bashing damage
 
and an X for lethal damage. If you aquire 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 aquire more than 7 in lethal damage you
 
can die.
 
  
Finally your character needs to learn magic!
+
* 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>
  
Overview
+
# Reading Mindstates
 +
# Bonus to Social Attributes
 +
# Mental Shield
 +
# Reading Thoughts
 +
# Mental Link
  
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:
+
* Production<br><br>
 +
** Power: Attraction / Creation
 +
** Knowledge: Synchronicity - Uniting the threads of existence.
 +
** Description: The Power of Production empowers a wizard to draw situations and desires into their reality. This ability stems from a profound understanding of Synchronicity, the cosmic principle that everything is interconnected and influences each other. It acknowledges that the power to attract lies within, awaiting manifestation.
 +
<br>
  
Control, Destruction, Feeling, Influence,
+
# Sensing Opportunity
Penetration, Production, Revelation, Restoration,
+
# Arranging situations
Transformation, Travel, Understanding, and
+
# Attracting Wealth
Vanishing
+
# Produce Small Objects
 +
# Win Lotteries & Elections
  
These are the degrees of power for the Spheres:
 
  
1) Awareness
+
* 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>
  
2) Sympathetic
+
# Sensing Willpower
 +
# Social Influence
 +
# Hypnotic Suggestion
 +
# Mind Control
 +
# Altering Identities
  
3) Coincidental
 
  
4) Manipulative
+
* 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>
  
5) Miraculous
+
# Find Exits
 +
# Open Locks
 +
# Escape From Restraints
 +
# Escape From Prisons
 +
# Becoming Intangible
  
1) Awareness
 
  
Allows the Mage to sense things with their magic.
+
* 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>
  
2) Sympathetic
+
# Quick Reactions
 +
# Bonus to Physical Abilities
 +
# Influencing Physical Outcomes
 +
# Moving Objects
 +
# Controlling Natural Forces
  
The Mage can effect things theyre personally
 
connected to.
 
  
3) Coincidental
+
* Restoration<br><br>
 +
** Power: Renewal / Healing
 +
** Knowledge: Forgiveness - Liberating from suffering caused by transgressions.
 +
** Description: The Power of Restoration holds the gift of healing. It grants the ability to alleviate pain, cure diseases, and bring renewal to the afflicted. This power emerges from the understanding of Forgiveness, recognizing that suffering often stems from transgressions. By embracing forgiveness, a wizard becomes a conduit for healing and restoration.
 +
<br>
  
The Mage can work magic as long as it doesnt defy
+
# Sense illness
physics.
+
# Relieve Pain
 +
# Protection from Disease
 +
# Heal Sickness / Damage
 +
# Resurrection
  
4) Manipulative
 
  
The Mage can manipulate and bend the laws of
+
* Vanishing<br><br>
physics.
+
** 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>
  
5) Miraculous
+
# Detect Lies
 +
# See in The Dark
 +
# Stealth
 +
# Disguise
 +
# Invisibility
  
The Mage can now create impossible miracles.
 
  
Mechanics
+
* 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>
  
Casting Magic
+
# Locate Lost Objects
 +
# Find Directions
 +
# See at a Distance
 +
# Teleport Objects
 +
# Make a Portal
  
Arete is the Mages level of enlightenment. In game
 
terms Arete plus your level in a sphere is the
 
number of dice a Mage rolls when casting their
 
spell. No Sphere can be higher than your level of
 
Arete. You can also only spend up to your level of
 
Arete in quintessence on a single spell. A mage
 
can optionally roll less dice to avoid a potential
 
botch.
 
  
Avatar
+
* Transformation<br><br>
 +
** Power: Developing / Shapeshifting
 +
** Knowledge: Personification - Authoring ones own identity.
 +
** Description: The Power of Transformation allows a wizard to assume the form and essence of another being, whether it be an abstract concept, an animal, or even a deity. The essence of this mastery lies in the understanding that one has the power to create and define their own identity, refusing to be shaped by external forces. The power of transformation can also be used to improve who you already are.
 +
<br>
  
A Mages Avatar is the maximum Quintessence they
+
# Sense Others Attributes
can store.
+
# Bonus to Attributes
 +
# Developing Attributes
 +
# Shapeshifting
 +
# Transmutation
  
Quintessence
 
  
Quintessence is the power source for Magic.
+
* Destruction<br><br>
Spending Quintessence reduces the difficulty of a
+
** Power: Curses / Annihilation
spell, up to a modifier of -3. Meditation is required
+
** Knowledge: Pragmatism - Dissolving the constructs of right and wrong.
to regain Quintessence for at least an hour at a place
+
** 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.
of power. Quintessence can also be stored in things
+
<br>
that are carried by a Mage.
 
  
Willpower
+
# Sense Black Magic
 +
# Protection from Curses
 +
# Curse Enemies
 +
# Cause Physical Damage
 +
# Kill & Destroy
  
One point of willpower generates 1 success
 
  
Willpower can resist mind magic
+
* 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 fight Quiet
+
# Sense Spirits
 +
# Speak with Spirits
 +
# Banish Spirits
 +
# Summon Spirits
 +
# Spirit Travel
 +
<br>
  
Willpower can ignore penalties from fear & damage
 
  
Willpower can be regained after role play
+
* Paradox & Quiet
 +
<br>
  
Difficulty
+
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).
  
Add +4 difficulty for coincidental magic, and +5
 
for Vulgar magic, if there are no witnesses. Add
 
+1 for magic witnessed by Sleepers.
 
  
Successes
+
If a Mage has a Paradox level of 1-3, the Quiet
 +
happens in one of three ways:
  
Simple magic requires only one success, two
+
Hallucinations, Fixations, or Depression
successes are required for more powerful magic,
 
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
 
  
If a Mage rolls a failure when casting a spell & they
+
If they have a Paradox level of 4-6, the Quiet happens in three more ways:
also roll snake eyes on any of their dice then they botch.
 
This is a dangerous situation.
 
  
Spheres
+
Delusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts
  
Understanding
 
  
Power: Wisdom / ESP
+
If they have a Paradox level of 7-10, the Quiet happens as:
  
Knowledge: Realization - Unveiling the inner
+
Wild Hallucinations, Compulsions, and Anti-Social Behavior
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
+
If they have a Paradox level of 11+, the Quiet happens in more severe ways:
  
2) Predicting Outcomes
+
Complete Madness, Obsession, or Violence
 
 
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
+
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>
  
2) Bonus to Social Attributes
 
  
3) Mental Shield
+
* Occult 
 +
<br>
 +
 +
This system of magic can connect to occult 
 +
themes,  for interesting role playing. 
  
4) Reading Thoughts
+
 +
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. 
 +
  
5) Mental Link
+
* Control:<br><br> 
 +
** Energy / Telekinesis 
 +
** (Aries / Emperor) + (Mars / Tower) 
 +
  
Production
+
* Transformation:<br><br> 
 +
** Developing / Shapeshifting 
 +
** (Taurus / Hierophant) + (Venus / Empress) 
 +
  
Power: Attraction / Creation
+
* Understanding:<br><br>
 +
** Wisdom / ESP 
 +
** (Libra / Justice) + (Venus / Empress) 
 +
  
Knowledge: Synchronicity - Uniting the threads of
+
* Revelation:<br><br> 
existence.
+
** Visions / Rapture 
 +
** (Pisces / High Priestess) + (Neptune / Hanged Man) 
 +
  
Description: The Power of Production empowers a
+
* Feeling:<br><br> 
wizard to draw situations and desires into their
+
** Empathy / Telepathy 
reality. This ability stems from a profound
+
** (Virgo / Hermit) + (Mercury / Magician) 
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
+
* Influence:<br><br> 
 +
** Charisma / Hypnotism 
 +
** (Leo / Strength) + (Sun / Sun) 
 +
  
2) Arranging situations
+
* Penetration:<br><br> 
 +
** Escape / Intangibility 
 +
** (Gemini / Lovers) + (Mercury / Magician) 
 +
  
3) Attracting Wealth
+
* Travel:<br><br> 
 +
** Direction / Teleportation 
 +
** (Sagittarius / Temperance) + (Jupiter / Wheel of Fortune) 
 +
  
4) Produce Small Objects
+
* Production:<br><br> 
 +
** Attraction / Creation 
 +
** (Capricorn / Devil) + (Saturn / World) 
 +
  
5) Win Lotteries & Elections
+
* Restoration:<br><br> 
 +
** Renewal / Healing 
 +
** (Aquarius / Star) + (Uranus / Fool) 
 +
  
Influence
+
* Vanishing:<br><br> 
 +
** Stealth / Invisibility 
 +
** (Cancer / Chariot) + (Moon / Moon) 
 +
  
Power: Charisma / Hypnotism
+
* Destruction:<br><br> 
 +
** Curses / Annihilation 
 +
** (Scorpio / Death) + (Pluto / Judgement)
 +
<br><br>
  
Knowledge: Possession - Will shaping the realm of
+
=== Finishing Touches === 
the mind.
+
<br>
 +
Here are some finishing touches to add to your 
 +
character sheet.
  
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
+
* 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>
  
2) Social Influence
+
 +
* Akashic Brotherhood
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Buddhist Warriors 
  
3) Hypnotic Suggestion
 
  
4) Mind Control
+
* Celestial Chorus
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gnostic Priests 
  
5) Altering Identities
 
  
Penetration
+
* Cult of Ecstasy
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hippies and New Agers 
  
Power: Escape / Intangibility
 
  
Knowledge: Spiritualism - Perceiving the world as a
+
* Dreamspeakers
realm of spirit.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Shamans
  
Description: The Power of Penetration delves into
+
 
the realm of Spiritualism. It unveils the truth that
+
* Euthanatos
the world is fundamentally composed of spirit,
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Terrorists and Activists 
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
+
* Order of Hermes
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ceremonial Magicians 
  
3) Escape From Restraints
 
  
4) Escape From Prisons
+
* Sons of Ether
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rebel Scientists 
  
5) Becoming Intangible
 
  
Control
+
* Verbena
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wiccans 
  
Power: Energy / Telekinesis
 
  
Knowledge: Evocation - Harnessing the forces of
+
* Virtual Adepts
the spiritual realm.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Reality Hackers 
  
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
+
* Hollow Ones
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Goths 
  
2) Bonus to Physical Abilities
 
  
3) Influencing Physical Outcomes
+
* Marauders
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Permanently Insane
  
4) Moving Objects
 
  
5) Controlling Natural Forces
+
* Nephandi
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Made Demonic Pacts
  
Restoration
 
  
Power: Renewal / Healing
+
* Technocracy
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Agents of Reason
  
Knowledge: Forgiveness - Liberating from suffering
 
caused by transgressions.
 
  
Description: The Power of Restoration holds the
+
If you have your own Coven you can also list 
gift of healing. It grants the ability to alleviate pain,
+
it as your Cabal.
cure diseases, and bring renewal to the afflicted.
+
<br><br>
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
+
* Concepts
 +
<br>
  
3) Protection from Disease
+
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: 
  
4) Heal Sickness / Damage
+
 +
* Criminal 
  
5) Resurrection
+
* Drifter 
  
Vanishing
+
* Entertainer 
  
Power: Stealth / Invisibility
+
* Intellectual 
  
Knowledge: Misdirection - Manipulating attention
+
* Investigator 
and perception.
 
  
Description: The Power of Vanishing encompasses
+
* Kid 
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
+
* Night-lifer 
  
2) See in The Dark
+
* Outsider 
  
3) Stealth
+
* Politician 
  
4) Disguise
+
* Professional 
  
5) Invisibility
+
* Reporter 
  
Travel
+
* Socialite 
  
Power: Direction / Teleportation
+
* Soldier 
  
Knowledge: Unity - Dissolving the illusion of
+
* Worker
separation.
+
<br><br>
  
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
+
* Nature and Demeanor
 +
<br>
  
2) Find Directions
+
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: 
 +
  
3) See at a Distance
+
* Architect - Purpose / Obsession 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You desire to leave a mark on the world. 
 +
  
4) Teleport Objects
+
* Autocrat - Leadership / Dictatorship
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want control. 
 +
  
5) Make a Portal
+
* Bon Vivant - Love of Life / Hedonism
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to live Life. 
 +
  
Transformation
+
* Bravo - Strength / Anger 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want power. 
 +
  
Power: Developing / Shapeshifting
+
* Caregiver - Compassion / Smothering
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for others. 
 +
  
Knowledge: Personification - Authoring ones own
+
* Celebrant - Passion / Intemperance
identity.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You have a calling 
 +
  
Description: The Power of Transformation allows a
+
* Child - Innocence / Immaturity 
wizard to assume the form and essence of another
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You never grew up.
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
+
* Competitor - Striving / Competitiveness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Life is a challenge to be won. 
 +
  
2) Bonus to Attributes
+
* Conformist - Cooperation / Low-Self Esteem 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a follower. 
 +
  
3) Developing Attributes
+
* Conniver - Clever / Envy 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a manipulator 
 +
  
4) Shapeshifting
+
* Curmudgeon - Critical Eye / Lack of Imagination 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You find the faults in others. 
 +
  
5) Transmutation
+
* Deviant - Shatter Boundaries / Perversion 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an outcast. 
 +
  
Destruction
+
* Director - Organization / Lack of Tolerance 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want things under control. 
 +
  
Power: Curses / Annihilation
+
* Fanatic - Dedication / Stubbornness
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live for a cause. 
 +
  
Knowledge: Pragmatism - Dissolving the constructs
+
* Gallant - Artistry / Flamboyance 
of right and wrong.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to be the center of attention.
 +
  
Description: The Power of Destruction holds
+
* Judge - Justice / Lack of Vision 
immense power that should be wielded with
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to resolve problems.
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
+
* Loner - Self-Reliance / Lack of Empathy 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You work best by yourself. 
 +
  
2) Protection from Curses
+
* Martyr - Sacrifice / Self-Deprecation 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You devote yourself to helping others. 
 +
  
3) Curse Enemies
+
* Masochist - Devotion / Self-Destructiveness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to suffer. 
 +
  
4) Cause Physical Damage
+
* Monster - Mirror of Villainy / Depravity 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an evil person. 
 +
  
5) Kill & Destroy
+
* Pedagogue - Knowledge / Logorrhea 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a teacher. 
 +
  
Revelation
+
* Penitent - Responsibility / Contrition 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are consumed with guilt. 
 +
  
Power: Visions / Rapture
+
* Perfectionist - Exactitude / Incompleteness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You need to be the best. 
 +
  
Knowledge: Above as Below - The symbiotic
+
* Rebel - Individuality / Lack of Direction 
connection between gods, angels, and humanity.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You like to break the rules.
 +
  
Description: The Power of Revelation unveils
+
* Rogue - Valor / Selfishness 
profound visions and grants enlightenment to the
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for yourself.
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
+
* Survivor - Perseverance / Lack of Trust 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You keep going no matter what. 
 +
  
2) Speak with Spirits
+
* Thrill-Seeker - Daring / Recklessness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live on the edge. 
 +
  
3) Banish Spirits
+
* Traditionalist - Consistency / Complacency 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You support the status quo. 
 +
  
4) Summon Spirits
+
* Trickster - Empathy / Hypocrisy 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Your life is a comedy. 
 +
  
5) Spirit Travel
+
* Visionary - Imagination / Pride 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to remake the future.
 +
<br><br>
  
Paradox & Quiet
 
  
The official rules say Paradox is caused by Vulgar
+
* Essence
magic. In these alternative rules Paradox happens
+
<br>
when a Mage fails at casting their spells.
 
  
When a Mage fails a magic roll they gain a Paradox
+
Your character's Avatar Essence is also on the 
point. A botched roll will then releases that Paradox
+
character sheet. An Avatar represents a Mage's 
in the form of a Quiet (Insanity).
+
soul, and the essence represents the drive a
 +
mage has at their core. There are four essences 
 +
you can pick from: 
  
If a Mage has a Paradox level of 1-3, the Quiet
+
happens in one of three ways:
+
* Dynamic - Change 
  
Hallucinations, Fixations, or Depression
+
* Pattern - Improvement 
  
If they have a Paradox level of 4-6, the Quiet
+
* Primordial - Stability 
happens in three more ways:
 
  
Delusions & Mood Swings, Repetitive Behaviors, or
+
* Questing - Purpose
Suicidal Thoughts
+
<br><br>
  
If they have a Paradox level of 7-10, the Quiet
+
* Resonance
happens as:
+
<br>
  
Wild Hallucinations, Compulsions, and Anti-Social
+
All Mages also have a Resonance. As a Mage 
Behavior
+
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. 
  
If they have a Paradox level of 11+, the Quiet
+
happens in more severe ways:
+
There are three types of Resonance: 
 +
Dynamic, Entropic, and Static 
 +
  
Complete Madness, Obsession, or Violence
+
* Dynamic represents change.
  
Quintessence can be spent to reduce Paradox, but it has
+
* Entropic represents destruction.
to be done before the Insanity of Quiet occurs. If
 
Paradox reaches a level greater than 10 it is released
 
automatically.
 
  
Occult
+
* And Static represents protection.
 +
<br><br>
  
This system of magic can connect to occult themes,
+
* Purpose
for interesting role playing.
+
<br>
  
There are 12 Spheres in this system. Each Sphere
+
In these alternate rules we also have another 
connects to one of the 12 signs of the Zodiac. And
+
trait called Purpose. You can fill in the 
each Zodiac sign connects to one of 10 planets in
+
dots anyway you like into these 3 categories: 
Astrology. The 10 planets and 12 signs connect with
+
the 22 Major Arcana of the Tarot.
 
  
Control:
+
* Self, Others, and World. 
  
Energy / Telekinesis
+
 +
Representing your primary motivation.
 +
<br><br>
  
(Aries / Emperor) + (Mars / Tower)
 
  
Transformation:
+
* Foci
 +
<br>
  
Developing / Shapeshifting
+
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: 
  
(Taurus / Hierophant) + (Venus / Empress)
+
 +
Art 
  
Understanding:
+
Astrology
  
Wisdom / ESP
+
Blood 
  
(Libra / Justice) + (Venus / Empress)
+
Books 
  
Revelation:
+
Bones 
  
Visions / Rapture
+
Cauldrons
  
(Pisces / High Priestess) + (Neptune /
+
Chalices 
Hanged Man)
 
  
Feeling:
+
Candles
  
Empathy / Telepathy
+
Chanting
  
(Virgo / Hermit) + (Mercury / Magician)
+
Circles 
  
Influence:
+
Computers 
  
Charisma / Hypnotism
+
Crystals 
  
(Leo / Strength) + (Sun / Sun)
+
Dancing 
  
Penetration:
+
Devices 
  
Escape / Intangibility
+
Martial Arts 
  
(Gemini / Lovers) + (Mercury / Magician)
+
Drugs 
  
Travel:
+
Elements 
  
Direction / Teleportation
+
Feathers 
  
(Sagittarius / Temperance) + (Jupiter /
+
Fire 
Wheel of Fortune)
 
  
Production:
+
Formulas 
  
Attraction / Creation
+
Herbs 
  
(Capricorn / Devil) + (Saturn / World)
+
Holy Symbols 
  
Restoration:
+
Incense 
  
Renewal / Healing
+
Language 
  
(Aquarius / Star) + (Uranus / Fool)
+
Music 
  
Vanishing:
+
Internet 
  
Stealth / Invisibility
+
Ordeals 
  
(Cancer / Chariot) + (Moon / Moon)
+
Poetry
  
Destruction:
+
Pure Water 
  
Curses / Annihilation
+
Purification 
  
(Scorpio / Death) + (Pluto / Judgement)
+
Ritual Sacrifice 
  
Also, here are some examples of how to attempt
+
Runes 
other actions using the abillities and attributes
 
already mentioned:
 
  
Climbing - Dexterity + Athletics
+
Science 
  
Driving - Dexterity + Drive
+
Sex 
  
Encumbrance - Strength
+
Songs 
  
Intrusion - Dexterity or Intelligence + Technology
+
Tarot Cards 
  
Jumping - Strength or Strength + Athletics
+
Ouija boards 
  
Lifting / Breaking - Strength or Willpower
+
Tattoos 
  
Pursuit - Dexterity + Athletics / Drive
+
Piercings 
  
Shadowing - Dexterity + Stealth
+
Toys 
  
Sleight of Hand - Dexterity + Stealth
+
Wands 
  
Sneaking - Dexterity + Stealth
+
Weapons
 +
<br><br>
  
Stealing - Dexterity + Stealth, Perception + Streetwise
+
=== Examples ===
 +
<br>
 +
 +
Also, here are some examples of how to attempt 
 +
other actions using the abilities and attributes 
 +
already mentioned: 
  
Swimming - Stamina + Athletics
+
 
+
Climbing - Dexterity + Athletics 
Throwing - Dexterity + Athletics
+
 
+
Driving - Dexterity + Drive 
Fast Talk - Manipulation + Subterfuge
+
 
+
Encumbrance - Strength 
Fitting In - Charisma + Expression
+
 
+
Intrusion - Dexterity or Intelligence + Technology 
Impersonation - Charisma + Expression or Manipulation + Subterfuge
+
 
+
Jumping - Strength or Strength + Athletics 
Interrogation - Manipulation + Intimidation or Charisma + Intimidation
+
 
+
Lifting / Breaking - Strength or Willpower 
Oration - Charisma + Leadership
+
 
+
Pursuit - Dexterity + Athletics / Drive 
Performance - Charisma + Performance
+
 
+
Shadowing - Dexterity + Stealth 
Academic Knowledge - Intelligence + Academics
+
 
+
Sleight of Hand - Dexterity + Stealth 
Building Devices - Intelligence + Technology
+
 +
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>
  
Cryptography - Intelligence + Linguistics or Intelligence + Computer
+
===Credits===
 +
<br>
 +
[[User:Street|Street]]
 +
<br><br>
  
Detecting The Supernatural - Perception + Awareness
+
__NOTOC__
 +
__NOEDITSECTION__
  
Foraging - Intelligence + Survival
+
[[Category:Splats]][[Category:Rules]]
 
 
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 22:53, 18 February 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


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