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

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

Latest revision as of 22:53, 18 February 2025

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

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

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

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

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


Mage: The Ascension


Mage: The Ascension is a roleplaying game set in the World of Darkness, a dark, gothic-punk alternative version of our own reality. In this setting, magic is real but hidden from most people's perception. The game revolves around mages - individuals who can reshape reality through the power of will, belief, and understanding.


The Technocracy stands as a powerful organization seeking to control reality through science, technology, and rational thought. They view magic as a dangerous threat to human progress and work systematically to suppress and eliminate supernatural elements.


The central conflict in Mage: The Ascension is the struggle over the nature of reality itself. Mages fundamentally believe that reality is malleable and can be shaped by human will and belief.


Roleplaying happens inside of scenes. In fact, the entire game exists in scenes. The beauty of roleplaying a scene lies in its uncertainty. Neither the players, or the Storyteller know exactly how the scene will unfold.


A scene is a temporary collaborative reality. A shared imaginative space where individual creativity merges into a collective experience.

Like most role playing games played around a table, we use dice to determine the whims of chance. Anytime a character performs an action under adverse conditions or when the outcome is unclear, his player rolls dice to see whether the task succeeds or fails.


You just need two six sided dice to play. I have changed this from the original game, Mage: The Ascension from rolling a ten sided dice. I did a little math and it just made since.


For a success in this game, rolling a 7 or 11 with two 6 sided dice has the odds of 2/9 which is 0.2222.


A typical success in Mage is made by rolling a 8, 9, or 10 on one 10 sided die, which has the odds of 3/10 which is 0.3.


So, with a few other modifications the game mechanics are basically the same.


  • Attributes and Skills


Characters possess a variety of traits, describing their innate capabilities, trained skills, and even how many wounds they can suffer before dying. Two types of trait are especially important: Attributes and Skills. Each of these traits is rated in dots (●), ranging from 1 to 5, much like the five-star system many critics use to rate movies. For example, a character might have a Dexterity Attribute of ●●● (3 dots) and a Firearms Skill of ●● (2 dots).


Whenever your character performs an action that calls for dice rolls, you most often add the most appropriate Attribute to the most appropriate Skill. When your character shoots a gun, you add his Dexterity to his Firearms for a total number of dice rolls.


  • Modifiers


Various conditions and circumstances can greatly improve or hinder your characters tasks, represented by bonuses and/or penalties to your dice rolls. On one hand, quality tools might give him a bonus to repair a car. On the other hand, a thunderstorm might cause hazardous driving conditions, levying a penalty on any driving rolls, and a distant target is hard to hit with a gun, represented by range penalties.


For example, when shooting a target 30 yards away with his Glock 17 pistol, your character suffers a -2 penalty.


The Storyteller determines whether or not any circumstance imposes dice-roll modifiers and how great those modifiers are.


  • Dice Rolls


So, we can say that that the number of times you get to roll the dice is determined like so: Attribute + Skill + modifiers (if any) In general, bonuses are always added before penalties are applied.


  • Rolling the Dice


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


  • Snake Eyes


If one of your rolls turn up snake eyes, it cancels out one success. If you roll snake eyes, and none of you other rolls succeed it is a botch.


  • Second Tries


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


  • Fighting


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


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


  • Actions


The number of times you roll for an action is made up of an attribute added to an ability. Each of these are given a rating from 1 to five:

1) Poor 
2) Average 
3) Good 
4) Exceptional 
5) World Class 


That dice pool is then modified by one of these levels:

+1) Easy 
+0) Routine 
-1) Moderate  
-2) Difficult 
-3) Challenging 
-4) Hard 
-5) Exceptional 


The number of successes you have is also given a rating from one to five:

1) Marginal 
2) Moderate 
3) Good 
4) Excellent 
5) Phenomenal



Traits


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


  • Physical:

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


  • Social:

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


  • Mental:

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


Abilities are also divided into 3 categories:


  • Talents:

    • Alertness - Attention to Your Surroundings
    • Athletics - A Talent With Sports
    • Awareness - You Can Sense The Presence of Magic
    • Brawl - Skill With Unarmed Combat
    • Dodge - Avoiding Physical Danger
    • Expression - The Art of Communication
    • Intimidation - Flexing Your Muscles
    • Leadership - You Are Respected
    • Streetwise - Youre a Part Of The Underworld
    • Subterfuge - You Can Hide Your Motives


  • Skills:

    • Crafts - Working With Your Hands
    • Drive - Handling The Road
    • Etiquette - Managing Social Situations
    • Firearms - Firing Guns
    • Meditation - Regenerates Magic
    • Melee - Hand To Hand Weapons
    • Performance - Specialized as music etc.
    • Stealth - Hiding From Sight
    • Survival - Living In Difficult Environments
    • Technology - Repairing And Working With Machines


  • Knowledges:

    • Academics - Higher Education In A Field
    • Computer - From Typing To Hacking
    • Cosmology - Knowledge Of The Spirit World
    • Enigmas - Solving Puzzles Or Riddles
    • Investigation - Forensics Detective Work
    • Law - Professional Practice In Law
    • Linguistics - Specializing In Other Languages
    • Medicine - First Aid, & Surgery Etc.
    • Occult - Knowledge Of Magic Practices
    • Science - Engineering, Chemistry, & Physics


There are also some other very important traits:


  • Avatar - Your ability to store quintessence
  • Arete - Your mastery of magick
  • Willpower - Can be used to force success
  • Quintessence - The raw power of magic
  • Paradox - The backlash from magic into insanity
  • Health - The amount of damage you can take



Getting Started


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


Here is a quick overview of how to begin the character creation process:


  • The 3 categories of attributes are divided into 3 levels of points: 7/5/3. (But they all start at 1)


  • The 3 categories of abilities are also divided into 3 levels of points: 13/9/5


  • You get 7 points to go into Backgrounds.


  • You also get 6 dots that can go into your Mage's magical knowledge called Spheres. The catch is that none of them can be higher than your level of Arete.


  • Arete starts at 1 and can’t begin higher than 3.


  • Willpower starts at 5 and can’t begin higher than 7.


You also get 15 Freebie Points:


  • To increase an Attribute requires 5 freebie points.


  • To increase an Ability requires 2 freebie points.


  • To increase a Background requires 1 freebie point.


  • To increase Willpower requires 1 freebie point.


  • To increase Arete requires 4 freebie points.


  • To increase a Sphere requires 7 freebie points.


Prioritize the categories with 3 levels of points.


  • Select Attributes (7/5/3)


      Physical: Strength, Dexterity, Stamina

      Social: Charisma, Manipulation, Appearance

      Mental: Perception, Intelligence, Wits


  • Select Abilities (13/9/5)


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

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

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


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


  • Backgrounds (7):


      Allies - Friends who help you

      Arcane - You are unnoticed as a Mage

      Avatar - The Strength of the soul

      Contacts - Information sources

      Destiny - A greater purpose

      Dream - Visions from the unknown

      Influence - Pull over the mortal world

      Library - Access to metaphysical knowledge

      Node - A place of magical power

      Resources - Extra Money

      Wonder - A Magical talisman or device

Combat


We will now go over the combat system. It is very simple.


Combat is broken down into three steps, Initiative, Attack, and Resolution.


  • Stage one - Initiative


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


      Each player declares either to attack or defend.


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


  • Stage two - Attack


The attacker rolls one of these:


      Unarmed Combat: Strength + Brawl

      Armed Combat: Strength + Weaponry

      Firearms: Dexterity + Firearms

      Throwing Objects: Dexterity + Athletics


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


      Block: Dexterity + Brawl

      Dodge: Dexterity + Dodge

      Parry: Dexterity + Melee


The successes of the attack roll minus the defense roll equals damage, which is either Bashing or Lethal.


If a weapon is being used the storyteller can increase the modifier for an attack by up to +4. Some guns allow you to shoot multiple times in a turn.


  • Stage three - Resolution


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


      If the fighting continues you roll again for initiative.



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


  • Health


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


Each point of damage is marked with a / for bashing damage and an X for lethal damage. If you acquire 7 bashing damage you are unconscious, further bashing damage can become lethal damage. Either way, you apply a penalty to everything you roll as the damage goes up.If you acquire more than 7 in lethal damage, you can die.


Finally, your character needs to learn magic!

Magic


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


The Twelve Spheres in alphabetical order are:


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


These are the degrees of power for the Spheres:


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


  • Awareness


Allows the Mage to sense things with their magic.


  • Sympathetic


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


  • Coincidental


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


  • Manipulative


The Mage can manipulate and bend the laws of physics.


  • Miraculous

The Mage can now create impossible miracles.

Mechanics


  • Casting Magic


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


  • Avatar


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


  • Quintessence


Quintessence is the power source for Magic. Spending Quintessence points adds a bonus to your Arete roll for a spell. Meditation is required to regain Quintessence. The maximum Quintessence a Mage can store is their Avatar score. Quintessence can also be stored in things that are carried by a Mage.


  • Willpower


      One point of willpower generates 1 success

      Willpower can resist mind magic

      Willpower can fight Quiet

      Willpower can ignore penalties from fear & damage

      Willpower can be regained after role play


  • Difficulty


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


  • Bonuses


If you have time to do a ritual, Intelligence + Occult can be rolled. Successes are added to your Arete roll up to a +3. If there isn't time for a full ritual, magical tools can add a +1 bonus.


  • Successes


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


  • Botches


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

Spheres


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


  • Understanding

    • Power: Wisdom / ESP
    • Knowledge: Realization - Unveiling the inner knowledge within.
    • Description: The Power of Understanding manifests as inspiration and insight, granting effortless access to answers and discoveries beyond conventional understanding. It endows the practitioner with the gift of foreknowledge. The key to unlocking this power lies in the realization that all knowledge already resides within oneself.


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


  • Feeling

    • Power: Empathy / Telepathy
    • Knowledge: Association - Recognizing the interconnectedness of all things.
    • Description: The Power of Feeling enables one to empathize and understand others deeply, perceiving their thoughts and emotions without the need for words. It stems from the profound insight into Association, the intrinsic link that binds all living beings together.


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


  • Production

    • Power: Attraction / Creation
    • Knowledge: Synchronicity - Uniting the threads of existence.
    • Description: The Power of Production empowers a wizard to draw situations and desires into their reality. This ability stems from a profound understanding of Synchronicity, the cosmic principle that everything is interconnected and influences each other. It acknowledges that the power to attract lies within, awaiting manifestation.


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


  • Influence

    • Power: Charisma / Hypnotism
    • Knowledge: Possession - Will shaping the realm of the mind.
    • Description: The Power of Influence grants a wizard the power to captivate others. Known as Possession, it allows one to enchant and charm, eliciting positive perceptions or even gaining control over anothers thoughts and actions. The essence of this mastery lies in the understanding that ones will can wield dominion over the minds of others.


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


  • Penetration

    • Power: Escape / Intangibility
    • Knowledge: Spiritualism - Perceiving the world as a realm of spirit.
    • Description: The Power of Penetration delves into the realm of Spiritualism. It unveils the truth that the world is fundamentally composed of spirit, allowing a wizard to transcend physical boundaries and become intangible. Chains and locks lose their hold, dissolving effortlessly under the wizards touch.


  1. Find Exits
  2. Open Locks
  3. Escape From Restraints
  4. Escape From Prisons
  5. Becoming Intangible


  • Control

    • Power: Energy / Telekinesis
    • Knowledge: Evocation - Harnessing the forces of the spiritual realm.
    • Description: The Power of Control enables a wizard to command powerful forces. Through evocation, the practitioner can manipulate energy and bend it to their will. This understanding arises from recognizing that spiritual entities are themselves embodiments of force and possess the capacity to shape and impact the physical world.


  1. Quick Reactions
  2. Bonus to Physical Abilities
  3. Influencing Physical Outcomes
  4. Moving Objects
  5. Controlling Natural Forces


  • Restoration

    • Power: Renewal / Healing
    • Knowledge: Forgiveness - Liberating from suffering caused by transgressions.
    • Description: The Power of Restoration holds the gift of healing. It grants the ability to alleviate pain, cure diseases, and bring renewal to the afflicted. This power emerges from the understanding of Forgiveness, recognizing that suffering often stems from transgressions. By embracing forgiveness, a wizard becomes a conduit for healing and restoration.


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


  • Vanishing

    • Power: Stealth / Invisibility
    • Knowledge: Misdirection - Manipulating attention and perception.
    • Description: The Power of Vanishing encompasses the art of Misdirection. It allows a wizard to control focus and attention, rendering themselves unseen and secrets concealed. Meticulous study and practice grant the ability to achieve complete invisibility as the wizard manipulates perception and directs attention elsewhere.


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


  • Travel

    • Power: Direction / Teleportation
    • Knowledge: Unity - Dissolving the illusion of separation.
    • Description: The Power of Travel operates on the understanding that all separation is illusory. By harnessing this power, a wizard can navigate without traditional directions and locate objects or places that are lost or hidden. A skilled practitioner can transcend distance, stepping from one location to any desired destination.


  1. Locate Lost Objects
  2. Find Directions
  3. See at a Distance
  4. Teleport Objects
  5. Make a Portal


  • Transformation

    • Power: Developing / Shapeshifting
    • Knowledge: Personification - Authoring ones own identity.
    • Description: The Power of Transformation allows a wizard to assume the form and essence of another being, whether it be an abstract concept, an animal, or even a deity. The essence of this mastery lies in the understanding that one has the power to create and define their own identity, refusing to be shaped by external forces. The power of transformation can also be used to improve who you already are.


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


  • Destruction

    • Power: Curses / Annihilation
    • Knowledge: Pragmatism - Dissolving the constructs of right and wrong.
    • Description: The Power of Destruction holds immense power that should be wielded with caution. It encompasses the ability to curse, annihilate, and disrupt the natural order. However, the utilization of this power draws one away from their true path and blurs the distinction between right and wrong.


  1. Sense Black Magic
  2. Protection from Curses
  3. Curse Enemies
  4. Cause Physical Damage
  5. Kill & Destroy


  • Revelation

    • Power: Visions / Rapture
    • Knowledge: Above as Below - The symbiotic connection between gods, angels, and humanity.
    • Description: The Power of Revelation unveils profound visions and grants enlightenment to the practitioner. It is rooted in the understanding of the symbiotic connection between gods, angels, and humanity. By tapping into this power, a wizard gains access to celestial knowledge, perceiving the intricate tapestry that binds all realms and entities together.


  1. Sense Spirits
  2. Speak with Spirits
  3. Banish Spirits
  4. Summon Spirits
  5. Spirit Travel



  • Paradox & Quiet


The official rules say Paradox is caused by Vulgar magic. In these alternative rules Paradox happens when a Mage fails at casting their spells. When a Mage fails a magic roll they gain a Paradox point. A botched roll will then releases that Paradox in the form of a Quiet (Insanity).


If a Mage has a Paradox level of 1-3, the Quiet happens in one of three ways:

Hallucinations, Fixations, or Depression


If they have a Paradox level of 4-6, the Quiet happens in three more ways:

Delusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts


If they have a Paradox level of 7-10, the Quiet happens as:

Wild Hallucinations, Compulsions, and Anti-Social Behavior


If they have a Paradox level of 11+, the Quiet happens in more severe ways:

Complete Madness, Obsession, or Violence


Quintessence can be spent to reduce Paradox, but it has to be done before the Insanity of Quiet occurs. If Paradox reaches a level greater than 10 it is released automatically.


  • Occult


This system of magic can connect to occult themes, for interesting role playing.


There are 12 Spheres in this system. Each Sphere connects to one of the 12 signs of the Zodiac. And each Zodiac sign connects to one of 10 planets in Astrology. The 10 planets and 12 signs connect with the 22 Major Arcana of the Tarot.


  • Control:

    • Energy / Telekinesis
    • (Aries / Emperor) + (Mars / Tower)


  • Transformation:

    • Developing / Shapeshifting
    • (Taurus / Hierophant) + (Venus / Empress)


  • Understanding:

    • Wisdom / ESP
    • (Libra / Justice) + (Venus / Empress)


  • Revelation:

    • Visions / Rapture
    • (Pisces / High Priestess) + (Neptune / Hanged Man)


  • Feeling:

    • Empathy / Telepathy
    • (Virgo / Hermit) + (Mercury / Magician)


  • Influence:

    • Charisma / Hypnotism
    • (Leo / Strength) + (Sun / Sun)


  • Penetration:

    • Escape / Intangibility
    • (Gemini / Lovers) + (Mercury / Magician)


  • Travel:

    • Direction / Teleportation
    • (Sagittarius / Temperance) + (Jupiter / Wheel of Fortune)


  • Production:

    • Attraction / Creation
    • (Capricorn / Devil) + (Saturn / World)


  • Restoration:

    • Renewal / Healing
    • (Aquarius / Star) + (Uranus / Fool)


  • Vanishing:

    • Stealth / Invisibility
    • (Cancer / Chariot) + (Moon / Moon)


  • Destruction:

    • Curses / Annihilation
    • (Scorpio / Death) + (Pluto / Judgement)



Finishing Touches


Here are some finishing touches to add to your character sheet.


  • Traditions


      There are 12 types of Mages representing different world views. You can pick whichever one you feel resonates with your character:


  • Akashic Brotherhood

      Buddhist Warriors


  • Celestial Chorus

      Gnostic Priests


  • Cult of Ecstasy

      Hippies and New Agers


  • Dreamspeakers

      Shamans


  • Euthanatos

      Terrorists and Activists


  • Order of Hermes

      Ceremonial Magicians


  • Sons of Ether

      Rebel Scientists


  • Verbena

      Wiccans


  • Virtual Adepts

      Reality Hackers


  • Hollow Ones

      Goths


  • Marauders

      Permanently Insane


  • Nephandi

      Made Demonic Pacts


  • Technocracy

      Agents of Reason


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


  • Concepts


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


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




  • Nature and Demeanor


There are two more important categories at the top of the character sheet, called Nature & Demeanor. Nature is your inner character. and Demeanor is what you project into the outside world. Below you can pick one of these for each:


  • Architect - Purpose / Obsession

      You desire to leave a mark on the world.


  • Autocrat - Leadership / Dictatorship

      You want control.


  • Bon Vivant - Love of Life / Hedonism

      You want to live Life.


  • Bravo - Strength / Anger

      You want power.


  • Caregiver - Compassion / Smothering

      You look out for others.


  • Celebrant - Passion / Intemperance

      You have a calling


  • Child - Innocence / Immaturity

      You never grew up.


  • Competitor - Striving / Competitiveness

      Life is a challenge to be won.


  • Conformist - Cooperation / Low-Self Esteem

      You are a follower.


  • Conniver - Clever / Envy

      You are a manipulator


  • Curmudgeon - Critical Eye / Lack of Imagination

      You find the faults in others.


  • Deviant - Shatter Boundaries / Perversion

      You are an outcast.


  • Director - Organization / Lack of Tolerance

      You want things under control.


  • Fanatic - Dedication / Stubbornness

      You live for a cause.


  • Gallant - Artistry / Flamboyance

      You want to be the center of attention.


  • Judge - Justice / Lack of Vision

      You want to resolve problems.


  • Loner - Self-Reliance / Lack of Empathy

      You work best by yourself.


  • Martyr - Sacrifice / Self-Deprecation

      You devote yourself to helping others.


  • Masochist - Devotion / Self-Destructiveness

      You want to suffer.


  • Monster - Mirror of Villainy / Depravity

      You are an evil person.


  • Pedagogue - Knowledge / Logorrhea

      You are a teacher.


  • Penitent - Responsibility / Contrition

      You are consumed with guilt.


  • Perfectionist - Exactitude / Incompleteness

      You need to be the best.


  • Rebel - Individuality / Lack of Direction

      You like to break the rules.


  • Rogue - Valor / Selfishness

      You look out for yourself.


  • Survivor - Perseverance / Lack of Trust

      You keep going no matter what.


  • Thrill-Seeker - Daring / Recklessness

      You live on the edge.


  • Traditionalist - Consistency / Complacency

      You support the status quo.


  • Trickster - Empathy / Hypocrisy

      Your life is a comedy.


  • Visionary - Imagination / Pride

      You want to remake the future.


  • Essence


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


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



  • Resonance


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


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


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



  • Purpose


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


  • Self, Others, and World.


Representing your primary motivation.


  • Foci


Mages tend to have certain tools for using magic. When a Mage has access to these tools, they receive a +1 bonus to their magic roll. You can pick at least one at the start of the game. Here is a list of suggestions for you to choose from:


Art

Astrology

Blood

Books

Bones

Cauldrons

Chalices

Candles

Chanting

Circles

Computers

Crystals

Dancing

Devices

Martial Arts

Drugs

Elements

Feathers

Fire

Formulas

Herbs

Holy Symbols

Incense

Language

Music

Internet

Ordeals

Poetry

Pure Water

Purification

Ritual Sacrifice

Runes

Science

Sex

Songs

Tarot Cards

Ouija boards

Tattoos

Piercings

Toys

Wands

Weapons

Examples


Also, here are some examples of how to attempt other actions using the abilities and attributes already mentioned:


Climbing - Dexterity + Athletics

Driving - Dexterity + Drive

Encumbrance - Strength

Intrusion - Dexterity or Intelligence + Technology

Jumping - Strength or Strength + Athletics

Lifting / Breaking - Strength or Willpower

Pursuit - Dexterity + Athletics / Drive

Shadowing - Dexterity + Stealth

Sleight of Hand - Dexterity + Stealth

Sneaking - Dexterity + Stealth

Stealing - Dexterity + Stealth, Perception + Streetwise

Swimming - Stamina + Athletics

Throwing - Dexterity + Athletics

Fast Talk - Manipulation + Subterfuge

Fitting In - Charisma + Expression

Impersonation - Charisma + Expression or Manipulation + Subterfuge

Interrogation - Manipulation + Intimidation or Charisma + Intimidation

Oration - Charisma + Leadership

Performance - Charisma + Performance

Academic Knowledge - Intelligence + Academics

Building Devices - Intelligence + Technology

Cryptography - Intelligence + Linguistics or Intelligence + Computer

Detecting The Supernatural - Perception + Awareness

Foraging - Intelligence + Survival

Fortune Telling - Perception + Awareness

Hacking - Intelligence / Wits + Computer

Inventing - Intelligence + Science

Investigation - Perception + Investigation

Meditation - Stamina / Intelligence + Meditation

Repair - Dexterity + Technology

Research - Intelligence + Investigation / Computer

Surveillance - Perception + Alertness, Dexterity + Stealth

Tracking - Perception + Survival

Credits


Street