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

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To just see the alternate magic system read:
+
A fully illustrated PDF is at:
 +
[[Alternate Mage: The Ascension PDF]]
  
 +
To just see the alternate magic system read:<br>
 
[[Alternate Sphere Magic]]
 
[[Alternate Sphere Magic]]
  
A character sheet for this system is at:  
+
A character sheet for this system is at:<br>
 
 
 
[https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]
 
[https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]
  
Like most roleplaying games played around a table,
+
This page is mirrored at: https://github.com/alt-magick/Mage-The-Ascension
This game uses dice to determine the whims of
+
<br>
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
+
A print copy of this book is at Amazon: https://a.co/d/f4dmi1Z
changed this from the original game, Mage: The Ascension
+
<br><br>
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
+
=== Mage: The Ascension ===
6 sided dice has the odds of 2/9 which is 0.2222.
+
<br>
  
A success in Mage is made by rolling a 8, 9, or 10 on
+
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.
one 10 sided die, which has the odds of 3/10 which is 0.3.
 
  
So, with a few other modifications the game mechanics
+
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.  
are basically the same.
 
  
Traits
+
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.
  
Characters possess a variety of traits, describing
+
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.  
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
+
A scene is a temporary collaborative reality. A shared imaginative space where individual creativity merges into a collective experience.
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
+
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.
 +
<br><br>
  
Various conditions and circumstances can greatly
+
* Attributes and Skills
improve or hinder your characters tasks,
+
<br>
represented by bonuses and/or penalties to your dice
+
rolls. On one hand, quality tools might give him a
+
Characters possess a variety of traits, 
bonus to repair a car. On the other hand, a
+
describing their innate capabilities, trained 
thunderstorm might cause hazardous driving conditions,
+
skills, and even how many wounds they can
levying a penalty on any driving rolls, and a distant
+
suffer before dying. Two types of trait are 
target is hard to hit with a gun, represented by
+
especially important: Attributes and Skills. 
range penalties.
+
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.
 +
<br><br>
  
For example, when shooting a target 30 yards away
+
* Modifiers
with his Glock 17 pistol, your character suffers a  
+
<br>
-2 penalty.
+
 +
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.
 +
<br><br>
  
The Storyteller determines whether or not any
+
* Dice Rolls
circumstance imposes dice-roll modifiers and how
+
<br>
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.
 +
<br><br>
  
So, we can say that that the number of times you
+
* Rolling the Dice
get to roll the dice is determined like so:
+
<br>
Attribute + Skill + modifiers (if any) In general,  
+
bonuses are always added before penalties are applied.  
+
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>
  
Rolling the Dice
+
* Snake Eyes
 
+
<br>
Now that you know what to roll, lets see how to
+
read the results. Each roll uses two dice, and a
+
If one of your rolls turn up snake eyes, it
result of 7, or 11 is considered a success. You might
+
cancels out one success.  If you roll snake eyes,
have more than one of these, in which case you have
+
and none of you other rolls succeed it is a   
multiple successes. The dice dontt just tell you
+
botch.
whether your character succeeds or fails it shows you
+
<br><br>
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 cancel 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.
 
 
 
Combat Fighting is a series of die rolls, until someone
 
surrenders or is rendered unable to fight. The rolls
 
determines 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 successs
 
targeted against him), Roll to hit and apply
 
successes as damage minus any successful deffense
 
rolls.
 
 
 
Example
 
 
 
Lets see how it looks in action. Your character tries
 
to shoot at a thug who just killed his friend. Your
 
characters Dexterity is 3, his Firearms 2, and hes
 
using a Glock 9mm pistol. You therefore get to roll the
 
dice five times. The thug is about 30 yards away which
 
is a -1 penalty. So, you are reduced to 4 dice rolls.
 
But thats not all. Its raining cats and dogs. The
 
Storyteller decides that theres an additional -1 penalty
 
for poor visibility. That leaves you just 3 dice rolls.
 
If a roll yields a 7 or 11 that is one success. If the
 
thug is hit. He suffers 1 points of lethal damage to his
 
Health for every success. Lets say you make 2 successs.
 
It hurts, but it might not be enough to stop him. and he
 
staggers away. Your character needs to decide whether to
 
give chase and close the distance, or try to fire again.
 
 
 
The number of times you roll for an action is made up
 
of an attribute added to an abillity. 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 subtracted by a difficulty level
 
from 0 to 6.
 
 
 
0) Easy
 
 
 
1) Routine
 
 
 
2) Moderate
 
 
 
3) Difficult
 
 
 
4) Challenging
 
 
 
5) Hard
 
 
 
6) Exceptional
 
 
 
The number of successes you have is also given a
 
rating from one to five:
 
 
 
1) Marginal
 
 
 
2) Moderate
 
 
 
3) Good
 
 
 
4) Excellent
 
 
 
5) Phenomenal
 
 
 
The attributes your character has are listed here,
 
they are devided into 3 categories:
 
 
 
Physical:
 
 
 
Strenght - 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 devided into 3 categories:
 
 
 
Talents:
 
  
Alertness - Attention to Your Surroundings
+
* Second Tries
 +
<br>
 +
 +
When a roll fails, you can try again with a +1 
 +
difficulty modifier.
 +
<br><br>
  
Athletics - A Talent With Sports
+
* Fighting
 +
<br>
  
Awareness - You Can Sense The Presence of Magic
+
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.
 +
<br><br>
  
Brawl - Skill With Unarmed Combat
+
* Actions
 +
<br>
  
Dodge - Avoiding Physical Danger
+
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:
  
Expression - The Art of Communication
+
 +
1) Poor
 +
2) Average
 +
3) Good
 +
4) Exceptional
 +
5) World Class
 +
  
Intimidation - Flexing Your Muscles
+
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
  
Leadership - You Are Respected
+
 +
The number of successes you have is also 
 +
given a rating from one to five:
  
Streetwise - Youre a Part Of The Underworld
+
 +
1) Marginal
 +
2) Moderate
 +
3) Good
 +
4) Excellent
 +
5) Phenomenal
 +
<br><br>
  
Subterfuge - You Can Hide Your Motives
+
=== Traits ===
 +
<br>
  
Skills:  
+
The attributes your character has are listed 
 +
here, they are divided into 3 categories:  
 +
 +
 +
* Physical:<br><br> 
 +
** Strength - Physical Power 
 +
** Dexterity - Athleticism 
 +
** Stamina - Toughness 
  
Crafts - Working With Your Hands
+
 +
* Social:<br><br> 
 +
** Charisma - Charm 
 +
** Manipulation - Persuasion 
 +
** Appearance - Attractiveness 
  
Drive - Handling The Road
+
 +
* Mental:<br><br>
 +
** Perception - Insight To Surroundings
 +
** Intelligence - Pure IQ 
 +
** Wits - Intuition & Instincts 
 +
  
Etiquette - Managing Social Situations
+
Abilities are also divided into 3 categories: 
 +
  
Firearms - Firing Guns
+
* 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 
  
Meditation - Regenerates Magic  
+
 +
* 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 
  
Melee - Hand To Hand Weapons
+
   
 +
* 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 
 +
  
Performance - Specialized as music etc.
+
There are also some other very important traits: 
  
Stealth - Hiding From Sight
+
 +
* 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>
  
Survival - Living In Difficult Environments
+
=== Getting Started ===
 +
<br>
  
Technology - Reparing And Working WIth Machines
+
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. 
 +
  
Knowledges:  
+
Here is a quick overview of how to begin the 
 +
character creation process:
 +
  
Academics - Higher Education In A Field
+
The 3 categories of attributes are divided into 
 +
3 levels of  points: 7/5/3 
 +
 +
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. 
  
Computer - From Typing To Hacking
+
 +
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. 
 +
  
Cosmology - Knowledge Of The Spirit World
+
Prioritize the categories with 3 levels of 
 +
points. 
 +
  
Enigmas - Solving Puzzles Or Riddles
+
* Select Attributes (7/5/3) 
  
Investigation - Forensics Detective Work
+
 +
Physical: Strength, Dexterity, Stamina 
 +
 +
Social: Charisma, Manipulation, Appearance 
 +
 +
Mental: Perception, Intelligence, Wits 
 +
  
Law - Professional Practice In Law
+
* Select Abilities (13/9/5) 
 +
  
Linguistics - Specializing In Other Languages
+
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 
 +
  
Medicine - First Aid, & Surgery Etc.
+
Additionally, characters also have a number 
 +
of advantages called Backgrounds.
 +
  
Occult - Knowledge Of Magic Practices
+
* Backgrounds (7): 
 +
  
Science - Engineering, Chemistry, & Physics
+
Allies - Friends who help you
 
 
There are also some other very important traits:
 
 
 
Avatar - Represents your abillity 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 ammount 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. Youll be able to judge what sort of traits
 
youll need based on their titles (theyre mostly self-
 
explanatory), and know that the more dots you have
 
in a trait the better your character will be when
 
accomplishing tasks with it.
 
 
 
Here is a quick overview of how to begin the character
 
creation process:
 
 
 
The 3 categories of attributes are devided into 3 levels
 
of points: 7/5/3
 
 
 
The 3 categories of abillities are also devided in 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 Mages magical
 
knowledge called Spheres. The catch is that none of them
 
can be higher than your level of Arete.
 
 
 
Arete starts at 1 and cant begin higher than 3
 
 
 
Willpower starts at 5 and cant 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 increasae a Sphere requires 7 freebie points.
 
 
 
Prioritize the categories with 3 levels of points
 
 
 
Select Attributes (7/5/3)
 
 
 
Physical: Strenght, 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 listed here:
 
 
 
Backgrounds:
 
 
 
Allies - Friends who help you
 
  
 
Arcane - You are unnoticed as a Mage
 
Arcane - You are unnoticed as a Mage
 +
 
 +
Avatar - The Strength of the soul
 +
 +
Contacts - Information sources 
  
Avatar - The Strength of the soul
+
Destiny - A greater purpose
 
 
Contacts - Information sources
 
 
 
Destiny - A greater purpose
 
 
 
Dream - Visions from the unknown
 
  
Influence - Pull over the mortal world
+
Dream - Visions from the unknown 
  
Library - Access to metaphysical knowledge
+
Influence - Pull over the mortal world 
  
Node - A place of magical power
+
Library - Access to metaphysical knowledge 
  
Resources - Extra Money
+
Node - A place of magical power
 +
 +
Resources - Extra Money
  
 
Wonder - A Magical talisman or device
 
Wonder - A Magical talisman or device
 +
<br><br>
  
We will now go over the combat system. It is
+
=== Combat ===
very simple.
+
<br>
  
Combat is broken down into three steps,
+
We will now go over the combat system. It is 
Initiative, Attack, and Resolution.
+
very simple. 
 +
 +
Combat is broken down into three steps,
 +
Initiative, Attack, and Resolution.
  
During initiative both players roll Dexterity +
 
Wits. Whoever has more successes gets to go first.
 
  
Each player declares either to attack or deffend.
+
* Stage one - Initiative
  
It is also possible to ambush someone with:
+
Dexterity + Stealth vs Perception + Alertness
+
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
+
 +
* Stage two - Attack
  
The attacker rolls one of these:
+
 +
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. 
  
Unarmed Combat: Strength + Brawl
+
 +
* Stage three - Resolution 
  
Armed Combat: Strength + Weaponry
+
 +
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:
  
Firearms: Dexterity + Firearms
+
 +
* Health
 +
<br>
 +
# Bruised -0 
 +
# Hurt -1 
 +
# Injured -2 
 +
# Wounded -3 
 +
# Mauled -4 
 +
# Crippled -5 
 +
# Unconscious 
  
Throwing Objects: Dexterity + Athletics
+
 +
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. 
 +
  
Then the defender either takes the hit,
+
Finally, your character needs to learn magic!
or if they chose to deffend they roll:
+
<br><br>
  
Block: Dexterity + Brawl
+
=== 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. 
 +
  
Dodge: Dexterity + Dodge
+
The Twelve Spheres in alphabetical order are:
 +
  
Parry: Dexterity + Melee
+
Control, Destruction, Feeling, Influence, 
 +
Penetration, Production, Revelation, Restoration, 
 +
Transformation, Travel, Understanding, and 
 +
Vanishing 
 +
  
The successes of the attack roll minus the defense
+
These are the degrees of power for the Spheres: 
roll equal damage, which is either Bashing or Lethal.
 
  
If a weapon is being used the story teller can increase
+
the modifier for an attack by up to +3. Some guns allow
+
# Awareness 
you to shoot multiple times in a turn.
+
# Sympathetic 
 +
# Coincidental 
 +
# Manipulative 
 +
# Miraculous 
  
Stage three - Resolution
 
  
Roll as many times as your Stamina points to eliminate
+
* Awareness 
a point of bashing damage for each success.
+
  
If the fighting continues you roll again for initiative.
+
Allows the Mage to sense things with their magic.
 +
  
Keep track of the damage to your health with this chart:
+
* Sympathetic 
  
Health
+
 +
The Mage can effect things they’re personally 
 +
connected to. 
  
1) Bruised -0
+
 +
* Coincidental 
  
2) Hurt -1
+
 +
The Mage can work magic as long as it doesn’t 
 +
defy physics. 
  
3) Injured -2
+
 +
* Manipulative 
  
4) Wounded -3
+
 +
The Mage can manipulate and bend the laws of 
 +
physics. 
  
5) Mauled -4
+
 +
* Miraculous 
 +
 +
The Mage can now create impossible miracles.
 +
<br><br>
  
6) Crippled -5
+
=== Mechanics ===
 +
<br>
  
7) Unconscious
+
* 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. 
 +
  
Each point of damage is marked with a / for bashing damage
+
* Avatar 
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!
+
 +
A Mage’s Avatar is the maximum Quintessence they can store. 
 +
  
Overview
+
* Quintessence
  
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:
+
Quintessence is the power source for Magic.
 +
Spending Quintessence points reduces the difficulty of a
 +
spell, up to your level of Arete. Meditation is required
 +
to regain Quintessence for at least an hour at a place
 +
of power. The maximum Quintessence a Mage can store
 +
is their Avatar score. Quintessence can also be stored in things
 +
that are carried by a Mage.
  
Control, Destruction, Feeling, Influence,
 
Penetration, Production, Revelation, Restoration,
 
Transformation, Travel, Understanding, and
 
Vanishing
 
  
These are the degrees of power for the Spheres:
+
* Willpower
  
1) Awareness
 
  
2) Sympathetic
+
One point of willpower generates 1 success
  
3) Coincidental
+
Willpower can resist mind magic
  
4) Manipulative
+
Willpower can fight Quiet
  
5) Miraculous
+
Willpower can ignore penalties from fear & damage
  
1) Awareness
+
Willpower can be regained after role play
  
Allows the Mage to sense things with their magic.
 
  
2) Sympathetic
+
* Difficulty
  
The Mage can effect things theyre personally
 
connected to.
 
  
3) Coincidental
+
The difficulty for casting magic is the level of the sphere you are using. Add +1 for Vulgar magic, if there are no
 +
witnesses. Add another +1 if a Sleeper witnesses it.
  
The Mage can work magic as long as it doesnt defy
 
physics.
 
  
4) Manipulative
+
* Bonuses
  
The Mage can manipulate and bend the laws of
 
physics.
 
  
5) Miraculous
+
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 Mage can now create impossible miracles.
 
  
Mechanics
+
* Successes
  
Casting Magic
 
  
Arete is the Mages level of enlightenment. In game
+
Simple magic requires only one success, two
terms Arete plus your level in a Sphere is the
+
successes are required for more powerful magic,
number of dice a Mage rolls when casting their
+
and larger effects can take even more.
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
 
  
A Mages Avatar is the maximum Quintessence they
+
* Botches
can store.
 
  
Quintessence
 
  
Quintessence is the power source for Magic.
+
If a Mage rolls a failure when casting a spell & they
Spending Quintessence reduces the difficulty of a
+
also roll snake eyes on any of their dice then they botch.
spell, up to a modifier of -3. Meditation is required
+
This is a dangerous situation.
to regain Quintessence for at least an hour at a place
+
<br><br>
of power. Quintessence can also be stored in things
 
that are carried by a Mage.
 
  
Willpower
+
=== Spheres ===
 +
<br>
  
One point of willpower generates 1 success
+
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.
  
Willpower can resist mind magic
 
  
WIllpower can fight Quiet
+
* 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>
  
Willpower can ignore penalties from fear & damage
+
# Elevated Mental Attributes
 +
# Predicting Outcomes
 +
# Seeing the Past
 +
# Seeing the Future
 +
# Stopping Time
  
Willpower can be regained after role play
 
  
Difficulty
+
* 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>
  
Add +4 difficulty for coincidental magic, and +5
+
# Reading Mindstates
for Vulgar magic, if there are no witnesses. Add
+
# Bonus to Social Attributes
+1 for magic witnessed by Sleepers.
+
# Mental Shield
 +
# Reading Thoughts
 +
# Mental Link
  
Successes
 
  
Simple magic requires only one success, two
+
* Production<br><br>
successes are required for more powerful magic,
+
** Power: Attraction / Creation
and larger effects can take even more. If your level
+
** Knowledge: Synchronicity - Uniting the threads of existence.
of Arete is at least one point higher than the Sphere
+
** 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.
you are using, you can succeed without a dice roll.
+
<br>
  
Botches
+
# Sensing Opportunity
 +
# Arranging situations
 +
# Attracting Wealth
 +
# Produce Small Objects
 +
# Win Lotteries & Elections
  
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
+
* 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>
  
Understanding
+
# Sensing Willpower
 +
# Social Influence
 +
# Hypnotic Suggestion
 +
# Mind Control
 +
# Altering Identities
  
Power: Wisdom / ESP
 
  
Knowledge: Realization - Unveiling the inner
+
* Penetration<br><br>
knowledge within.
+
** 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>
  
Description: The Power of Understanding manifests
+
# Find Exits
as inspiration and insight, granting effortless access
+
# Open Locks
to answers and discoveries beyond conventional
+
# Escape From Restraints
understanding. It endows the practitioner with the
+
# Escape From Prisons
gift of foreknowledge. The key to unlocking this
+
# Becoming Intangible
power lies in the realization that all knowledge
 
already resides within oneself.
 
  
1) Elevated Mental Attributes
 
  
2) Predicting Outcomes
+
* Control<br><br>
 +
** Power: Energy / Telekinesis
 +
** Knowledge: Evocation - Harnessing the forces of the spiritual realm.
 +
** Description: The Power of Control enables a wizard to command powerful forces. Through evocation, the practitioner can manipulate energy and bend it to their will. This understanding arises from recognizing that spiritual entities are themselves embodiments of force and possess the capacity to shape and impact the physical world.
 +
<br>
  
3) Seeing the Past
+
# Quick Reactions
 +
# Bonus to Physical Abilities
 +
# Influencing Physical Outcomes
 +
# Moving Objects
 +
# Controlling Natural Forces
  
4) Seeing the Future
 
  
5) Stopping Time
+
* 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>
  
Feeling
+
# Sense illness
 +
# Relieve Pain
 +
# Protection from Disease
 +
# Heal Sickness / Damage
 +
# Resurrection
  
Power: Empathy / Telepathy
 
  
Knowledge: Association - Recognizing the
+
* Vanishing<br><br>
interconnectedness of all things.
+
** 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>
  
Description: The Power of Feeling enables one to
+
# Detect Lies
empathize and understand others deeply, perceiving
+
# See in The Dark
their thoughts and emotions without the need for
+
# Stealth
words. It stems from the profound insight into
+
# Disguise
Association, the intrinsic link that binds all living
+
# Invisibility
beings together.
 
  
1) Reading Mindstates
 
  
2) Bonus to Social Attributes
+
* 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>
  
3) Mental Shield
+
# Locate Lost Objects
 +
# Find Directions
 +
# See at a Distance
 +
# Teleport Objects
 +
# Make a Portal
  
4) Reading Thoughts
 
  
5) Mental Link
+
* 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>
  
Production
+
# Sense Others Attributes
 +
# Bonus to Attributes
 +
# Developing Attributes
 +
# Shapeshifting
 +
# Transmutation
  
Power: Attraction / Creation
 
  
Knowledge: Synchronicity - Uniting the threads of
+
* Destruction<br><br>
existence.
+
** Power: Curses / Annihilation
 +
** Knowledge: Pragmatism - Dissolving the constructs of right and wrong.
 +
** Description: The Power of Destruction holds immense power that should be wielded with caution. It encompasses the ability to curse, annihilate, and disrupt the natural order. However, the utilization of this power draws one away from their true path and blurs the distinction between right and wrong.
 +
<br>
  
Description: The Power of Production empowers a
+
# Sense Black Magic
wizard to draw situations and desires into their
+
# Protection from Curses
reality. This ability stems from a profound
+
# Curse Enemies
understanding of Synchronicity, the cosmic
+
# Cause Physical Damage
principle that everything is interconnected and
+
# Kill & Destroy
influences each other. It acknowledges that the
 
power to attract lies within, awaiting manifestation.
 
  
1) Sensing Opportunity
 
  
2) Arranging situations
+
* 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>
  
3) Attracting Wealth
+
# Sense Spirits
 +
# Speak with Spirits
 +
# Banish Spirits
 +
# Summon Spirits
 +
# Spirit Travel
 +
<br>
  
4) Produce Small Objects
+
* Paradox & Quiet
 +
<br>
  
5) Win Lotteries & Elections
+
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).
  
Influence
+
If a Mage has a Paradox level of 1-3, the Quiet
 +
happens in one of three ways:
  
Power: Charisma / Hypnotism
+
Hallucinations, Fixations, or Depression
  
Knowledge: Possession - Will shaping the realm of
+
If they have a Paradox level of 4-6, the Quiet happens in three more ways:
the mind.
 
  
Description: The Power of Influence grants a
+
Delusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts
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
+
If they have a Paradox level of 7-10, the Quiet happens as:
  
2) Social Influence
+
Wild Hallucinations, Compulsions, and Anti-Social Behavior
  
3) Hypnotic Suggestion
+
If they have a Paradox level of 11+, the Quiet happens in more severe ways:
  
4) Mind Control
+
Complete Madness, Obsession, or Violence
  
5) Altering Identities
+
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>
  
Penetration
+
* Occult 
 +
<br>
 +
 +
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. 
 +
  
Power: Escape / Intangibility
+
* Control:<br><br> 
 +
** Energy / Telekinesis 
 +
** (Aries / Emperor) + (Mars / Tower) 
 +
  
Knowledge: Spiritualism - Perceiving the world as a
+
* Transformation:<br><br> 
realm of spirit.
+
** Developing / Shapeshifting 
 +
** (Taurus / Hierophant) + (Venus / Empress) 
 +
  
Description: The Power of Penetration delves into
+
* Understanding:<br><br>
the realm of Spiritualism. It unveils the truth that
+
** Wisdom / ESP 
the world is fundamentally composed of spirit,
+
** (Libra / Justice) + (Venus / Empress) 
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
+
* Revelation:<br><br> 
 +
** Visions / Rapture 
 +
** (Pisces / High Priestess) + (Neptune / Hanged Man) 
 +
  
2) Open Locks
+
* Feeling:<br><br> 
 +
** Empathy / Telepathy 
 +
** (Virgo / Hermit) + (Mercury / Magician) 
 +
  
3) Escape From Restraints
+
* Influence:<br><br> 
 +
** Charisma / Hypnotism 
 +
** (Leo / Strength) + (Sun / Sun) 
 +
  
4) Escape From Prisons
+
* Penetration:<br><br> 
 +
** Escape / Intangibility 
 +
** (Gemini / Lovers) + (Mercury / Magician) 
 +
  
5) Becoming Intangible
+
* Travel:<br><br> 
 +
** Direction / Teleportation 
 +
** (Sagittarius / Temperance) + (Jupiter / Wheel of Fortune) 
 +
  
Control
+
* Production:<br><br> 
 +
** Attraction / Creation 
 +
** (Capricorn / Devil) + (Saturn / World) 
 +
  
Power: Energy / Telekinesis
+
* Restoration:<br><br> 
 +
** Renewal / Healing 
 +
** (Aquarius / Star) + (Uranus / Fool) 
 +
  
Knowledge: Evocation - Harnessing the forces of
+
* Vanishing:<br><br> 
the spiritual realm.
+
** Stealth / Invisibility 
 +
** (Cancer / Chariot) + (Moon / Moon) 
 +
  
Description: The Power of Control enables a wizard
+
* Destruction:<br><br> 
to command powerful forces. Through evocation,
+
** Curses / Annihilation 
the practitioner can manipulate energy and bend it
+
** (Scorpio / Death) + (Pluto / Judgement)
to their will. This understanding arises from
+
<br><br>
recognizing that spiritual entities are themselves
 
embodiments of force and possess the capacity to
 
shape and impact the physical world.
 
  
1) Quick Reactions
+
=== Finishing Touches === 
 +
<br>
 +
Here are some finishing touches to add to your 
 +
character sheet.
 +
<br><br>
  
2) Bonus to Physical Abilities
+
* Traditions
 +
<br>
 +
 +
There are 12 types of Mages representing different world views. You can pick whichever one you feel resonates with your character:
  
3) Influencing Physical Outcomes
+
 +
* Akashic Brotherhood
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Buddhist Warriors 
  
4) Moving Objects
 
  
5) Controlling Natural Forces
+
* Celestial Chorus
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gnostic Priests 
  
Restoration
 
  
Power: Renewal / Healing
+
* Cult of Ecstasy
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hippies and New Agers 
  
Knowledge: Forgiveness - Liberating from suffering
 
caused by transgressions.
 
  
Description: The Power of Restoration holds the
+
* Dreamspeakers
gift of healing. It grants the ability to alleviate pain,
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Shamans
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
+
 
 +
* Euthanatos
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Terrorists and Activists 
  
2) Relieve Pain
 
  
3) Protection from Disease
+
* Order of Hermes
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ceremonial Magicians 
  
4) Heal Sickness / Damage
 
  
5) Resurrection
+
* Sons of Ether
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rebel Scientists 
  
Vanishing
 
  
Power: Stealth / Invisibility
+
* Verbena
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wiccans 
  
Knowledge: Misdirection - Manipulating attention
 
and perception.
 
  
Description: The Power of Vanishing encompasses
+
* Virtual Adepts
the art of Misdirection. It allows a wizard to control
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Reality Hackers 
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
 
  
2) See in The Dark
+
* Hollow Ones
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Goths 
  
3) Stealth
 
  
4) Disguise
+
* Marauders
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Permanently Insane
  
5) Invisibility
 
  
Travel
+
* Nephandi
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Made Demonic Pacts
  
Power: Direction / Teleportation
 
  
Knowledge: Unity - Dissolving the illusion of
+
* Technocracy
separation.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Agents of Reason
  
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
+
If you have your own Coven you can also list 
 +
it as your Cabal.
 +
<br><br>
  
2) Find Directions
 
  
3) See at a Distance
+
* Concepts
 +
<br>
  
4) Teleport Objects
+
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: 
  
5) Make a Portal
+
 +
* Criminal 
  
Transformation
+
* Drifter 
  
Power: Developing / Shapeshifting
+
* Entertainer 
  
Knowledge: Personification - Authoring ones own
+
* Intellectual 
identity.
 
  
Description: The Power of Transformation allows a
+
* Investigator 
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
+
* Kid 
  
2) Bonus to Attributes
+
* Night-lifer 
  
3) Developing Attributes
+
* Outsider 
  
4) Shapeshifting
+
* Politician 
  
5) Transmutation
+
* Professional 
  
Destruction
+
* Reporter 
  
Power: Curses / Annihilation
+
* Socialite 
  
Knowledge: Pragmatism - Dissolving the constructs
+
* Soldier 
of right and wrong.
 
  
Description: The Power of Destruction holds
+
* Worker
immense power that should be wielded with
+
<br><br>
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
+
* Nature and Demeanor
 +
<br>
  
2) Protection from Curses
+
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) Curse Enemies
+
* Architect - Purpose / Obsession 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You desire to leave a mark on the world. 
 +
  
4) Cause Physical Damage
+
* Autocrat - Leadership / Dictatorship
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want control. 
 +
  
5) Kill & Destroy
+
* Bon Vivant - Love of Life / Hedonism
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to live Life. 
 +
  
Revelation
+
* Bravo - Strength / Anger 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want power. 
 +
  
Power: Visions / Rapture
+
* Caregiver - Compassion / Smothering
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for others. 
 +
  
Knowledge: Above as Below - The symbiotic
+
* Celebrant - Passion / Intemperance
connection between gods, angels, and humanity.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You have a calling 
 +
  
Description: The Power of Revelation unveils
+
* Child - Innocence / Immaturity 
profound visions and grants enlightenment to the
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You never grew up.
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
+
* Competitor - Striving / Competitiveness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Life is a challenge to be won. 
 +
  
2) Speak with Spirits
+
* Conformist - Cooperation / Low-Self Esteem 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a follower. 
 +
  
3) Banish Spirits
+
* Conniver - Clever / Envy 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a manipulator 
 +
  
4) Summon Spirits
+
* Curmudgeon - Critical Eye / Lack of Imagination 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You find the faults in others. 
 +
  
5) Spirit Travel
+
* Deviant - Shatter Boundaries / Perversion 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an outcast. 
 +
  
Paradox & Quiet
+
* Director - Organization / Lack of Tolerance 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want things under control. 
 +
  
The official rules say Paradox is caused by Vulgar
+
* Fanatic - Dedication / Stubbornness
magic. In these alternative rules Paradox happens
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live for a cause.
when a Mage fails at casting their spells.
+
  
When a Mage fails a magic roll they gain a Paradox
+
* Gallant - Artistry / Flamboyance 
point. A botched roll will then releases that Paradox
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to be the center of attention.
in the form of a Quiet (Insanity).
+
  
If a Mage has a Paradox level of 1-3, the Quiet
+
* Judge - Justice / Lack of Vision 
happens in one of three ways:
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to resolve problems. 
 +
  
Hallucinations, Fixations, or Depression
+
* Loner - Self-Reliance / Lack of Empathy 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You work best by yourself. 
 +
  
If they have a Paradox level of 4-6, the Quiet
+
* Martyr - Sacrifice / Self-Deprecation 
happens in three more ways:
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You devote yourself to helping others. 
 +
  
Delusions & Mood Swings, Repetitive Behaviors, or
+
* Masochist - Devotion / Self-Destructiveness 
Suicidal Thoughts
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to suffer. 
 +
  
If they have a Paradox level of 7-10, the Quiet
+
* Monster - Mirror of Villainy / Depravity 
happens as:
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an evil person. 
 +
  
Wild Hallucinations, Compulsions, and Anti-Social
+
* Pedagogue - Knowledge / Logorrhea 
Behavior
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a teacher. 
 +
  
If they have a Paradox level of 11+, the Quiet
+
* Penitent - Responsibility / Contrition 
happens in more severe ways:
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are consumed with guilt. 
 +
  
Complete Madness, Obsession, or Violence
+
* Perfectionist - Exactitude / Incompleteness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You need to be the best. 
 +
  
Quintessence can be spent to reduce Paradox, but it has
+
* Rebel - Individuality / Lack of Direction 
to be done before the Insanity of Quiet occurs. If
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You like to break the rules.
Paradox reaches a level greater than 10 it is released
+
automatically.
 
  
Occult
+
* Rogue - Valor / Selfishness 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for yourself. 
 +
  
This system of magic can connect to occult themes,
+
* Survivor - Perseverance / Lack of Trust 
for interesting role playing.
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You keep going no matter what.
 +
  
There are 12 Spheres in this system. Each Sphere
+
* Thrill-Seeker - Daring / Recklessness 
connects to one of the 12 signs of the Zodiac. And
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live on the edge.
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:
+
* Traditionalist - Consistency / Complacency 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You support the status quo. 
 +
  
Energy / Telekinesis
+
* Trickster - Empathy / Hypocrisy 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Your life is a comedy. 
 +
  
(Aries / Emperor) + (Mars / Tower)
+
* Visionary - Imagination / Pride 
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to remake the future.
 +
<br><br>
  
Transformation:
 
  
Developing / Shapeshifting
+
* Essence
 +
<br>
  
(Taurus / Hierophant) + (Venus / Empress)
+
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: 
  
Understanding:
+
 +
* Dynamic - Change 
  
Wisdom / ESP
+
* Pattern - Improvement 
  
(Libra / Justice) + (Venus / Empress)
+
* Primordial - Stability 
  
Revelation:
+
* Questing - Purpose
 +
<br><br>
  
Visions / Rapture
+
* Resonance
 +
<br>
  
(Pisces / High Priestess) + (Neptune /
+
All Mages also have a Resonance. As a Mage 
Hanged Man)
+
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. 
  
Feeling:
+
 +
There are three types of Resonance:
 +
Dynamic, Entropic, and Static 
 +
  
Empathy / Telepathy
+
* Dynamic represents change.
  
(Virgo / Hermit) + (Mercury / Magician)
+
* Entropic represents destruction.
  
Influence:
+
* And Static represents protection.
 +
<br><br>
  
Charisma / Hypnotism
+
* Purpose
 +
<br>
  
(Leo / Strength) + (Sun / Sun)
+
In these alternate rules we also have another 
 +
trait called Purpose. You can fill in the 
 +
dots anyway you like into these 3 categories: 
 +
  
Penetration:
+
* Self, Others, and World. 
  
Escape / Intangibility
+
 +
Representing your primary motivation.
 +
<br><br>
  
(Gemini / Lovers) + (Mercury / Magician)
 
  
Travel:
+
* Foci
 +
<br>
  
Direction / Teleportation
+
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: 
  
(Sagittarius / Temperance) + (Jupiter /
+
Wheel of Fortune)
+
Art 
  
Production:
+
Astrology
  
Attraction / Creation
+
Blood 
  
(Capricorn / Devil) + (Saturn / World)
+
Books 
  
Restoration:
+
Bones 
  
Renewal / Healing
+
Cauldrons
  
(Aquarius / Star) + (Uranus / Fool)
+
Chalices 
  
Vanishing:
+
Candles
  
Stealth / Invisibility
+
Chanting
  
(Cancer / Chariot) + (Moon / Moon)
+
Circles 
  
Destruction:
+
Computers 
  
Curses / Annihilation
+
Crystals 
  
(Scorpio / Death) + (Pluto / Judgement)
+
Dancing 
  
Also, here are some examples of how to attempt
+
Devices 
other actions using the abillities and attributes
 
already mentioned:
 
  
Climbing - Dexterity + Athletics
+
Martial Arts 
  
Driving - Dexterity + Drive
+
Drugs 
  
Encumbrance - Strength
+
Elements 
  
Intrusion - Dexterity or Intelligence + Technology
+
Feathers 
  
Jumping - Strength or Strength + Athletics
+
Fire 
  
Lifting / Breaking - Strength or Willpower
+
Formulas 
  
Pursuit - Dexterity + Athletics / Drive
+
Herbs 
  
Shadowing - Dexterity + Stealth
+
Holy Symbols 
  
Sleight of Hand - Dexterity + Stealth
+
Incense 
  
Sneaking - Dexterity + Stealth
+
Language 
  
Stealing - Dexterity + Stealth, Perception + Streetwise
+
Music 
  
Swimming - Stamina + Athletics
+
Internet 
  
Throwing - Dexterity + Athletics
+
Ordeals 
  
Fast Talk - Manipulation + Subterfuge
+
Poetry
  
Fitting In - Charisma + Expression
+
Pure Water 
  
Impersonation - Charisma + Expression or Manipulation + Subterfuge
+
Purification 
  
Interrogation - Manipulation + Intimidation or Charisma + Intimidation
+
Ritual Sacrifice 
  
Oration - Charisma + Leadership
+
Runes 
  
Performance - Charisma + Performance
+
Science 
  
Academic Knowledge - Intelligence + Academics
+
Sex 
  
Building Devices - Intelligence + Technology
+
Songs 
  
Cryptography - Intelligence + Linguistics or Intelligence + Computer
+
Tarot Cards 
  
Detecting The Supernatural - Perception + Awareness
+
Ouija boards 
  
Foraging - Intelligence + Survival
+
Tattoos 
  
Fortune Telling - Perception + Awareness
+
Piercings 
  
Hacking - Intelligence / Wits + Computer
+
Toys 
  
Inventing - Intelligence + Science
+
Wands 
  
Investigation - Perception + Investigation
+
Weapons
 +
<br><br>
  
Meditation - Stamina / Intelligence + Meditation
+
=== Examples ===
 +
<br>
 +
 +
Also, here are some examples of how to attempt 
 +
other actions using the abilities and attributes 
 +
already mentioned: 
  
Repair - Dexterity + Technology
+
 +
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
 +
<br><br>
  
Research - Intelligence + Investigation / Computer
+
<br>
 +
===Credits===
 +
<br>
 +
[[User:Street|Street]]
 +
<br><br>
  
Surveillance - Perception + Alertness, Dexterity + Stealth
+
__NOTOC__
 +
__NOEDITSECTION__
  
Tracking - Perception + Survival
+
[[Category:Splats]][[Category:Rules]]

Latest revision as of 03:19, 6 January 2025

A fully illustrated PDF 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

A print copy of this book is at Amazon: https://a.co/d/f4dmi1Z

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

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 reduces the difficulty of a spell, up to your level of Arete. Meditation is required to regain Quintessence for at least an hour at a place of power. 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 the level of the sphere you are using. 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