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

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 +
A fully illustrated PDF is at:
 +
[[Alternate Mage: The Ascension PDF]]
 +
 
To just see the alternate magic system read:<br>
 
To just see the alternate magic system read:<br>
 
[[Alternate Sphere Magic]]
 
[[Alternate Sphere Magic]]
Line 4: Line 7:
 
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]
 
[https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]
 +
 +
This page is mirrored at: https://github.com/alt-magick/Mage-The-Ascension
 +
<br>
 +
 +
A print copy of this book is at Amazon: https://a.co/d/f4dmi1Z
 +
<br><br>
 +
 +
=== Mage: The Ascension ===
 
<br>
 
<br>
  
==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 roleplaying games played around a   
+
Like most role playing games played around a   
table, This game uses dice to determine the   
+
table, we use dice to determine the   
 
whims of chance. Anytime a character performs   
 
whims of chance. Anytime a character performs   
 
an action under adverse conditions or when the   
 
an action under adverse conditions or when the   
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which is 0.2222.  
 
which is 0.2222.  
 
   
 
   
A success in Mage is made by rolling a 8, 9,   
+
A typical success in Mage is made by rolling a 8, 9,   
 
or 10 on one 10 sided die, which has the odds   
 
or 10 on one 10 sided die, which has the odds   
 
of 3/10 which is 0.3.  
 
of 3/10 which is 0.3.  
 
   
 
   
 
So, with a few other modifications the game   
 
So, with a few other modifications the game   
mechanics are basically the same.  
+
mechanics are basically the same.
+
<br><br>
 
 
Traits
 
  
 +
* Attributes and Skills
 +
<br>
 
   
 
   
 
Characters possess a variety of traits,   
 
Characters possess a variety of traits,   
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Skill. When your character shoots a gun, you add   
 
Skill. When your character shoots a gun, you add   
 
his Dexterity to his Firearms for a total number   
 
his Dexterity to his Firearms for a total number   
of dice rolls.  
+
of dice rolls.
 
+
<br><br>
 
Modifiers
 
  
 +
* Modifiers
 +
<br>
 
   
 
   
 
Various conditions and circumstances can   
 
Various conditions and circumstances can   
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The Storyteller determines whether or not any  
 
The Storyteller determines whether or not any  
 
circumstance imposes dice-roll modifiers and   
 
circumstance imposes dice-roll modifiers and   
how great those modifiers are.  
+
how great those modifiers are.
 +
<br><br>
  
+
* Dice Rolls
Dice Rolls  
+
<br>
  
 
 
So, we can say that that the number of times   
 
So, we can say that that the number of times   
 
you get to roll the dice is determined like   
 
you get to roll the dice is determined like   
 
so: Attribute + Skill + modifiers (if any) In   
 
so: Attribute + Skill + modifiers (if any) In   
 
general, bonuses are always added before   
 
general, bonuses are always added before   
penalties are applied.
+
penalties are applied.
+
<br><br>
 
 
Rolling the Dice
 
  
 +
* Rolling the Dice
 +
<br>
 
   
 
   
 
Now that you know what to roll, lets see how   
 
Now that you know what to roll, lets see how   
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die rolls you have the better your characters   
 
die rolls you have the better your characters   
 
chances of success, and the greater your odds   
 
chances of success, and the greater your odds   
of gaining multiple successes.  
+
of gaining multiple successes.
+
<br><br>
 
 
Snake Eyes
 
  
 +
* Snake Eyes
 +
<br>
 
   
 
   
 
If one of your rolls turn up snake eyes, it   
 
If one of your rolls turn up snake eyes, it   
 
cancels out one success.  If you roll snake eyes,   
 
cancels out one success.  If you roll snake eyes,   
 
and none of you other rolls succeed it is a   
 
and none of you other rolls succeed it is a   
botch.  
+
botch.
 +
<br><br>
  
 +
* Second Tries
 +
<br>
 
   
 
   
Second Tries
+
When a roll fails, you can try again with a +1 
 +
difficulty modifier.
 +
<br><br>
 +
 
 +
* Fighting
 +
<br>
  
+
Combat is a series of die rolls, until   
When a roll fails, you can try again with a +1 
 
difficulty modifier.
 
 
Combat Fighting is a series of die rolls, until   
 
 
someone surrenders or is rendered unable to   
 
someone surrenders or is rendered unable to   
fight. The rolls determines whether or not your   
+
fight. The rolls determine whether or not your   
 
character hits and how much damage he inflicts   
 
character hits and how much damage he inflicts   
 
on his target. The number of dice rolls is   
 
on his target. The number of dice rolls is   
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bullets; these wounds heal slowly). There are   
 
bullets; these wounds heal slowly). There are   
 
a number of complications involved in combat,   
 
a number of complications involved in combat,   
such as a targets Defense Rolls. (which are   
+
such as a targets Defense Rolls, which are   
subtracted from any attack successs targeted   
+
subtracted from any attack successes targeted   
against him), Roll to hit and apply successes 
+
against him.
as damage minus any successful defense rolls.  
+
<br><br>
 
  
Example
+
* Actions
 
+
<br>
 
Lets see how it looks in action. Your character 
 
tries to shoot at a thug who just killed his 
 
friend. Your characters Dexterity is 3, his 
 
Firearms 2, and hes using a Glock 9mm pistol. 
 
You therefore get to roll the dice five times. 
 
The thug is about 30 yards away which is a -1 
 
penalty. So, you are reduced to 4 dice rolls. But 
 
thats not all. Its raining cats and dogs. The 
 
Storyteller decides that theres an additional -1 
 
penalty for poor visibility. That leaves you 
 
just 3 dice rolls. If a roll yields a 7 or 11 
 
that is one success. If the thug is hit. He 
 
suffers 1 points of lethal damage to his Health 
 
for every success. Lets say you make 2 
 
successs. It hurts, but it might not be enough 
 
to stop him. and he staggers away. Your 
 
character needs to decide whether to give 
 
chase and close the distance, or try to fire 
 
again.
 
 
  
 
The number of times you roll for an action is   
 
The number of times you roll for an action is   
made up of an attribute added to an abillity.   
+
made up of an attribute added to an ability.   
 
Each of these are given a rating from 1 to five:  
 
Each of these are given a rating from 1 to five:  
  
 
   
 
   
1) Poor  
+
1) Poor  
   
+
  2) Average  
2) Average  
+
  3) Good  
   
+
  4) Exceptional  
3) Good  
+
  5) World Class  
   
 
4) Exceptional  
 
   
 
5) World Class  
 
 
   
 
   
  
That dice pool is then subtracted by a difficulty 
+
That dice pool is then modified by one
level from 0 to 6.
+
of these levels:
 
 
 
   
 
   
0) Easy  
+
+1) Easy  
   
+
  +0) Routine  
1) Routine  
+
  -1) Moderate
   
+
  -2) Difficult  
2) Moderate  
+
  -3) Challenging  
   
+
  -4) Hard  
3) Difficult  
+
  -5) Exceptional  
   
 
4) Challenging  
 
   
 
5) Hard  
 
   
 
6) Exceptional  
 
  
 
   
 
   
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1) Marginal  
+
1) Marginal  
   
+
  2) Moderate  
2) Moderate  
+
  3) Good  
   
+
  4) Excellent  
3) Good  
+
  5) Phenomenal
   
+
<br><br>
4) Excellent  
+
 
   
+
=== Traits ===
5) Phenomenal  
+
<br>
 
  
 
The attributes your character has are listed   
 
The attributes your character has are listed   
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Physical:   
+
* Physical:<br><br>  
+
** Strength - Physical Power   
Strength - Physical Power   
+
** Dexterity - Athleticism   
 
+
** Stamina - Toughness   
Dexterity - Athleticism   
 
 
 
Stamina - Toughness   
 
  
 
   
 
   
Social:   
+
* Social:<br><br>  
   
+
** Charisma - Charm 
Charisma - Charm  
+
** Manipulation - Persuasion  
 +
** Appearance - Attractiveness  
  
Manipulation - Persuasion 
 
 
Appearance - Attractiveness 
 
 
 
Mental: 
 
 
Perception - Insight To Surroundings
 
 
   
 
   
Intelligence - Pure IQ   
+
* Mental:<br><br>
 
+
** Perception - Insight To Surroundings
Wits - Intuition & Instincts   
+
** Intelligence - Pure IQ   
 +
** Wits - Intuition & Instincts   
 
   
 
   
  
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Talents:   
+
* Talents:<br><br>  
+
** Alertness - Attention to Your Surroundings   
Alertness - Attention to Your Surroundings   
+
** Athletics - A Talent With Sports   
 
+
** Awareness - You Can Sense The Presence of Magic   
Athletics - A Talent With Sports   
+
** Brawl - Skill With Unarmed Combat   
 
+
** Dodge - Avoiding Physical Danger   
Awareness - You Can Sense The Presence of Magic   
+
** Expression - The Art of Communication   
 
+
** Intimidation - Flexing Your Muscles   
Brawl - Skill With Unarmed Combat   
+
** Leadership - You Are Respected   
 
+
** Streetwise - Youre a Part Of The Underworld   
Dodge - Avoiding Physical Danger   
+
** Subterfuge - You Can Hide Your Motives   
 
 
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:   
+
* Skills:<br><br>  
+
** Crafts - Working With Your Hands   
Crafts - Working With Your Hands   
+
** Drive - Handling The Road   
 
+
** Etiquette - Managing Social Situations   
Drive - Handling The Road   
+
** Firearms - Firing Guns   
 
+
** Meditation - Regenerates Magic   
Etiquette - Managing Social Situations   
+
** Melee  - Hand To Hand Weapons   
 
+
** Performance - Specialized as music etc.   
Firearms - Firing Guns   
+
** Stealth - Hiding From Sight   
 
+
** Survival - Living In Difficult Environments   
Meditation - Regenerates Magic   
+
** Technology - Repairing And Working With Machines   
 
 
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:   
+
* 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  
 
   
 
   
Academics - Higher Education In A Field 
 
  
Computer - From Typing To Hacking 
+
There are also some other very important traits:  
 
 
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 
 
 
   
 
   
 +
* 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>
  
There are also some other very important traits: 
+
=== Getting Started ===
+
<br>
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   
 
Now that you know the basics of the Storytelling   
 
System, you can proceed to create your own   
 
System, you can proceed to create your own   
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will be when accomplishing tasks with it.   
 
will be when accomplishing tasks with it.   
 
   
 
   
 +
 
Here is a quick overview of how to begin the   
 
Here is a quick overview of how to begin the   
 
character creation process:   
 
character creation process:   
 
   
 
   
 +
 
The 3 categories of attributes are divided into   
 
The 3 categories of attributes are divided into   
 
3 levels of  points: 7/5/3   
 
3 levels of  points: 7/5/3   
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Willpower starts at 5 and can’t begin higher   
 
Willpower starts at 5 and can’t begin higher   
 
than 7.   
 
than 7.   
 +
 
   
 
   
 
You also get 15 Freebie Points:   
 
You also get 15 Freebie Points:   
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points.   
 
points.   
 
   
 
   
 +
 
Prioritize the categories with 3 levels of   
 
Prioritize the categories with 3 levels of   
 
points.   
 
points.   
 
   
 
   
  
Select Attributes (7/5/3)   
+
* Select Attributes (7/5/3)   
 +
 
 
   
 
   
 
Physical: Strength, Dexterity, Stamina   
 
Physical: Strength, Dexterity, Stamina   
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Select Abilities (13/9/5)   
+
* Select Abilities (13/9/5)   
 
   
 
   
 +
 
Talents: Alertness, Athletics, Awareness,
 
Talents: Alertness, Athletics, Awareness,
Brawl, Dodge, Expression, Intimidation   
+
Brawl, Dodge, Expression, Intimidation,  
 
Leadership, Streetwise, Subterfuge   
 
Leadership, Streetwise, Subterfuge   
 
   
 
   
Skills: Crafts, Drive, Etiquette, Firearms   
+
Skills: Crafts, Drive, Etiquette, Firearms,  
Meditation, Melee, Performance, Stealth   
+
Meditation, Melee, Performance, Stealth,  
 
Survival, Technology   
 
Survival, Technology   
 
   
 
   
Knowledges: Academics, Computer, Cosmology   
+
Knowledges: Academics, Computer, Cosmology,  
Enigmas, Investigation, Law, Linguistics   
+
Enigmas, Investigation, Law, Linguistics,  
 
Medicine, Occult, Science   
 
Medicine, Occult, Science   
 
   
 
   
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Backgrounds (7):   
+
* Backgrounds (7):   
 
   
 
   
 +
 
Allies - Friends who help you   
 
Allies - Friends who help you   
  
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Resources - Extra Money   
 
Resources - Extra Money   
  
Wonder - A Magical talisman or device
+
Wonder - A Magical talisman or device
+
<br><br>
 +
 
 +
=== Combat ===
 +
<br>
  
 
We will now go over the combat system. It is   
 
We will now go over the combat system. It is   
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Combat is broken down into three steps,   
 
Combat is broken down into three steps,   
 
Initiative, Attack, and Resolution.   
 
Initiative, Attack, and Resolution.   
 +
 +
 +
* Stage one - Initiative
 +
 
   
 
   
 
During initiative, both players roll   
 
During initiative, both players roll   
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It is also possible to ambush someone with:   
 
It is also possible to ambush someone with:   
 
Dexterity + Stealth vs Perception + Alertness   
 
Dexterity + Stealth vs Perception + Alertness   
 +
 
   
 
   
Stage two - Attack   
+
* Stage two - Attack   
 +
 
 
   
 
   
 
The attacker rolls one of these:   
 
The attacker rolls one of these:   
Line 489: Line 451:
 
   
 
   
 
If a weapon is being used the storyteller can   
 
If a weapon is being used the storyteller can   
increase the modifier for an attack by up to +3.   
+
increase the modifier for an attack by up to +4.   
 
Some guns allow you to shoot multiple times in   
 
Some guns allow you to shoot multiple times in   
 
a turn.   
 
a turn.   
 +
 
   
 
   
Stage three - Resolution   
+
* Stage three - Resolution   
 +
 
 
   
 
   
 
Roll as many times as your Stamina points to   
 
Roll as many times as your Stamina points to   
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Keep track of the damage to your health with   
 
Keep track of the damage to your health with   
 
this chart:   
 
this chart:   
 +
 
   
 
   
Health
+
* Health  
+
<br>
1) Bruised -0   
+
# Bruised -0   
 
+
# Hurt -1   
2) Hurt -1   
+
# Injured -2   
 
+
# Wounded -3   
3) Injured -2   
+
# Mauled -4   
 
+
# Crippled -5
4) Wounded -3   
+
# Unconscious  
 
 
5) Mauled -4   
 
 
 
6) Crippled -5   
 
  
7) Unconscious 
 
 
   
 
   
 
Each point of damage is marked with a / for   
 
Each point of damage is marked with a / for   
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Finally, your character needs to learn magic!
+
Finally, your character needs to learn magic!
+
<br><br>
Overview 
+
 
 +
=== Magic ===
 +
<br>
 
   
 
   
 
There are 12 Spheres in this system that are   
 
There are 12 Spheres in this system that are   
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advanced magic.   
 
advanced magic.   
 
   
 
   
 +
 
The Twelve Spheres in alphabetical order are:   
 
The Twelve Spheres in alphabetical order are:   
 
   
 
   
 +
 
Control, Destruction, Feeling, Influence,   
 
Control, Destruction, Feeling, Influence,   
 
Penetration, Production, Revelation, Restoration,   
 
Penetration, Production, Revelation, Restoration,   
Line 549: Line 513:
 
Vanishing   
 
Vanishing   
 
   
 
   
 +
 
These are the degrees of power for the Spheres:   
 
These are the degrees of power for the Spheres:   
 +
 
   
 
   
1) Awareness   
+
# Awareness   
+
# Sympathetic   
2) Sympathetic   
+
# Coincidental   
+
# Manipulative   
3) Coincidental   
+
# Miraculous   
 
4) Manipulative   
 
 
5) Miraculous   
 
  
 
  
 +
* Awareness 
 +
  
1) Awareness 
 
 
 
Allows the Mage to sense things with their magic.   
 
Allows the Mage to sense things with their magic.   
 
   
 
   
2) Sympathetic   
+
 
 +
* Sympathetic   
 +
 
 
   
 
   
 
The Mage can effect things they’re personally   
 
The Mage can effect things they’re personally   
 
connected to.   
 
connected to.   
 +
 
   
 
   
3) Coincidental   
+
* Coincidental   
 +
 
 
   
 
   
 
The Mage can work magic as long as it doesn’t   
 
The Mage can work magic as long as it doesn’t   
 
defy physics.   
 
defy physics.   
 +
 
   
 
   
4) Manipulative   
+
* Manipulative   
 +
 
 
   
 
   
 
The Mage can manipulate and bend the laws of   
 
The Mage can manipulate and bend the laws of   
 
physics.   
 
physics.   
 +
 
   
 
   
5) Miraculous   
+
* Miraculous   
 
   
 
   
The Mage can now create impossible miracles.   
+
The Mage can now create impossible miracles.
 +
<br><br>
 +
 
 +
=== Mechanics ===
 +
<br>
 +
 
 +
* Casting Magic  
 +
 
 
   
 
   
Mechanics 
+
You can only cast magic up to the level of  
+
your sphere. Arete is the number of dice to  
Casting Magic 
+
roll when casting a  spell. No Sphere can be  
+
higher than your level of Arete. A mage can  
You can only cast magic up to the  
+
optionally roll fewer dice to avoid a potential
level of your sphere. Arete is added to the Sphere you are using to 
+
botch.   
get the number of dice to roll when casting a   
 
spell. No Sphere can be higher than your level
 
of Arete. You can also only spend up to your 
 
level of Arete in quintessence on a single spell. 
 
A mage can optionally roll fewer dice to avoid a
 
potential botch.   
 
 
   
 
   
  
Avatar   
+
* Avatar   
 +
 
 
   
 
   
 
A Mage’s Avatar is the maximum Quintessence they can store.   
 
A Mage’s Avatar is the maximum Quintessence they can store.   
 
   
 
   
  
Quintessence
+
* Quintessence
 +
 
  
 
Quintessence is the power source for Magic.
 
Quintessence is the power source for Magic.
Spending Quintessence reduces the difficulty of a
+
Spending Quintessence points reduces the difficulty of a
spell, up to a modifier of -3. Meditation is required
+
spell, up to your level of Arete. Meditation is required
 
to regain Quintessence for at least an hour at a place
 
to regain Quintessence for at least an hour at a place
of power. Quintessence can also be stored in things
+
of power. The maximum Quintessence a Mage can store
 +
is their Avatar score. Quintessence can also be stored in things
 
that are carried by a Mage.
 
that are carried by a Mage.
  
  
Willpower
+
* Willpower
 +
 
  
 
One point of willpower generates 1 success
 
One point of willpower generates 1 success
Line 622: Line 595:
 
Willpower can resist mind magic
 
Willpower can resist mind magic
  
WIllpower can fight Quiet
+
Willpower can fight Quiet
  
 
Willpower can ignore penalties from fear & damage
 
Willpower can ignore penalties from fear & damage
Line 629: Line 602:
  
  
Difficulty
+
* Difficulty
  
Add +4 difficulty for coincidental magic, and +5 for Vulgar magic, if there are no witnesses. +1 if a Sleeper witnesses it.
 
  
 +
The difficulty for casting magic is the level of the sphere you are using. Add +1 for Vulgar magic, if there are no
 +
witnesses. Add another +1 if a Sleeper witnesses it.
  
Successes
 
  
Simple magic requires only one success, two
+
* Bonuses
successes are required for more powerful magic,
 
and larger effects can take even more. If your level
 
of Arete is at least one point higher than the level of the Sphere
 
you are using, you can succeed without a dice roll.
 
  
  
Botches
+
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.
  
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.
 
  
 +
* Successes
  
Spheres
 
  
Understanding
+
Simple magic requires only one success, two
 +
successes are required for more powerful magic,
 +
and larger effects can take even more.
  
Power: Wisdom / ESP
 
  
Knowledge: Realization - Unveiling the inner
+
* Botches
knowledge within.
 
  
Description: The Power of Understanding manifests
 
as inspiration and insight, granting effortless access
 
to answers and discoveries beyond conventional
 
understanding. It endows the practitioner with the
 
gift of foreknowledge. The key to unlocking this
 
power lies in the realization that all knowledge
 
already resides within oneself.
 
  
1) Elevated Mental Attributes
+
If a Mage rolls a failure when casting a spell & they
 +
also roll snake eyes on any of their dice then they botch.
 +
This is a dangerous situation.
 +
<br><br>
  
2) Predicting Outcomes
+
=== Spheres ===
 +
<br>
  
3) Seeing the Past
+
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.
  
4) Seeing the Future
 
  
5) Stopping Time
+
* Understanding<br><br>
 +
** Power: Wisdom / ESP
 +
** Knowledge: Realization - Unveiling the inner knowledge within.
 +
** Description: The Power of Understanding manifests as inspiration and insight, granting effortless access to answers and discoveries beyond conventional understanding. It endows the practitioner with the gift of foreknowledge. The key to unlocking this power lies in the realization that all knowledge already resides within oneself.
 +
<br>
  
 +
# Elevated Mental Attributes
 +
# Predicting Outcomes
 +
# Seeing the Past
 +
# Seeing the Future
 +
# Stopping Time
  
Feeling
 
  
Power: Empathy / Telepathy
+
* Feeling<br><br>
 +
** Power: Empathy / Telepathy
 +
** Knowledge: Association - Recognizing the interconnectedness of all things.
 +
** Description: The Power of Feeling enables one to empathize and understand others deeply, perceiving their thoughts and emotions without the need for words. It stems from the profound insight into Association, the intrinsic link that binds all living beings together.
 +
<br>
  
Knowledge: Association - Recognizing the
+
# Reading Mindstates
interconnectedness of all things.
+
# Bonus to Social Attributes
 +
# Mental Shield
 +
# Reading Thoughts
 +
# Mental Link
  
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
+
* 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>
  
2) Bonus to Social Attributes
+
# Sensing Opportunity
 +
# Arranging situations
 +
# Attracting Wealth
 +
# Produce Small Objects
 +
# Win Lotteries & Elections
  
3) Mental Shield
 
  
4) Reading Thoughts
+
* 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>
  
5) Mental Link
+
# Sensing Willpower
 +
# Social Influence
 +
# Hypnotic Suggestion
 +
# Mind Control
 +
# Altering Identities
  
  
Production
+
* 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>
  
Power: Attraction / Creation
+
# Find Exits
 +
# Open Locks
 +
# Escape From Restraints
 +
# Escape From Prisons
 +
# Becoming Intangible
  
Knowledge: Synchronicity - Uniting the threads of
 
existence.
 
  
Description: The Power of Production empowers a
+
* Control<br><br>
wizard to draw situations and desires into their
+
** Power: Energy / Telekinesis
reality. This ability stems from a profound
+
** Knowledge: Evocation - Harnessing the forces of the spiritual realm.
understanding of Synchronicity, the cosmic
+
** 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.
principle that everything is interconnected and
+
<br>
influences each other. It acknowledges that the
 
power to attract lies within, awaiting manifestation.
 
  
1) Sensing Opportunity
+
# Quick Reactions
 +
# Bonus to Physical Abilities
 +
# Influencing Physical Outcomes
 +
# Moving Objects
 +
# Controlling Natural Forces
  
2) Arranging situations
 
  
3) Attracting Wealth
+
* 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>
  
4) Produce Small Objects
+
# Sense illness
 +
# Relieve Pain
 +
# Protection from Disease
 +
# Heal Sickness / Damage
 +
# Resurrection
  
5) Win Lotteries & Elections
 
  
 +
* 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>
  
Influence
+
# Detect Lies
 +
# See in The Dark
 +
# Stealth
 +
# Disguise
 +
# Invisibility
  
Power: Charisma / Hypnotism
 
  
Knowledge: Possession - Will shaping the realm of
+
* Travel<br><br>
the mind.
+
** 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>
  
Description: The Power of Influence grants a
+
# Locate Lost Objects
wizard the power to captivate others. Known as
+
# Find Directions
Possession, it allows one to enchant and charm,
+
# See at a Distance
eliciting positive perceptions or even gaining
+
# Teleport Objects
control over anothers thoughts and actions. The
+
# Make a Portal
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
+
* 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>
  
3) Hypnotic Suggestion
+
# Sense Others Attributes
 +
# Bonus to Attributes
 +
# Developing Attributes
 +
# Shapeshifting
 +
# Transmutation
  
4) Mind Control
 
  
5) Altering Identities
+
* Destruction<br><br>
 +
** Power: Curses / Annihilation
 +
** Knowledge: Pragmatism - Dissolving the constructs of right and wrong.
 +
** Description: The Power of Destruction holds immense power that should be wielded with caution. It encompasses the ability to curse, annihilate, and disrupt the natural order. However, the utilization of this power draws one away from their true path and blurs the distinction between right and wrong.
 +
<br>
  
 +
# Sense Black Magic
 +
# Protection from Curses
 +
# Curse Enemies
 +
# Cause Physical Damage
 +
# Kill & Destroy
  
Penetration
 
  
Power: Escape / Intangibility
+
* 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>
  
Knowledge: Spiritualism - Perceiving the world as a
+
# Sense Spirits
realm of spirit.
+
# Speak with Spirits
 +
# Banish Spirits
 +
# Summon Spirits
 +
# Spirit Travel
 +
<br>
  
Description: The Power of Penetration delves into
+
* Paradox & Quiet
the realm of Spiritualism. It unveils the truth that
+
<br>
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) Safeguard Secrets
 
 
 
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
 
The official rules say Paradox is caused by Vulgar
Line 981: Line 812:
 
Hallucinations, Fixations, or Depression
 
Hallucinations, Fixations, or Depression
  
If they have a Paradox level of 4-6, the Quiet
+
If they have a Paradox level of 4-6, the Quiet happens in three more ways:
happens in three more ways:
 
  
Delusions & Mood Swings, Reoccurring Behavior
+
Delusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts
Patterns, or Anti-Social Behavior
 
  
If they have a Paradox level of 7-10, the Quiet
+
If they have a Paradox level of 7-10, the Quiet happens as:
happens as:
 
  
Wild Hallucinations, Obsession, or Self Harm
+
Wild Hallucinations, Compulsions, and Anti-Social Behavior
  
If they have a Paradox level of 11+, the Quiet
+
If they have a Paradox level of 11+, the Quiet happens in more severe ways:
happens in more severe ways:
 
  
Complete Madness, Living Repetitive Loops, or
+
Complete Madness, Obsession, or Violence
Becoming a Serial Killer
 
  
 
Quintessence can be spent to reduce Paradox, but it
 
Quintessence can be spent to reduce Paradox, but it
Line 1,002: Line 828:
 
If Paradox reaches a level greater than 10 it is
 
If Paradox reaches a level greater than 10 it is
 
released automatically.
 
released automatically.
 +
<br><br>
  
 
+
* Occult   
Occult   
+
<br>
 
   
 
   
 
This system of magic can connect to occult   
 
This system of magic can connect to occult   
Line 1,017: Line 844:
 
   
 
   
  
Control:   
+
* Control:<br><br>  
+
** Energy / Telekinesis   
Energy / Telekinesis   
+
** (Aries / Emperor) + (Mars / Tower)   
 
(Aries / Emperor) + (Mars / Tower)   
 
 
   
 
   
  
Transformation:   
+
* Transformation:<br><br>  
+
** Developing / Shapeshifting  
Developing / Shapeshifting
+
** (Taurus / Hierophant) + (Venus / Empress)   
 
(Taurus / Hierophant) + (Venus / Empress)   
 
 
   
 
   
  
Understanding:
+
* Understanding:<br><br>
+
** Wisdom / ESP   
Wisdom / ESP   
+
** (Libra / Justice) + (Venus / Empress)   
 
(Libra / Justice) + (Venus / Empress)   
 
 
   
 
   
  
Revelation:   
+
* Revelation:<br><br>  
+
** Visions / Rapture   
Visions / Rapture   
+
** (Pisces / High Priestess) + (Neptune / Hanged Man)   
 
(Pisces / High Priestess) + (Neptune / Hanged Man)   
 
 
   
 
   
  
Feeling:   
+
* Feeling:<br><br>  
+
** Empathy / Telepathy   
Empathy / Telepathy   
+
** (Virgo / Hermit) + (Mercury / Magician)   
 
(Virgo / Hermit) + (Mercury / Magician)   
 
 
   
 
   
  
Influence:   
+
* Influence:<br><br>  
+
** Charisma / Hypnotism   
Charisma / Hypnotism   
+
** (Leo / Strength) + (Sun / Sun)   
 
(Leo / Strength) + (Sun / Sun)   
 
 
   
 
   
  
Penetration:   
+
* Penetration:<br><br>  
+
** Escape / Intangibility   
Escape / Intangibility   
+
** (Gemini / Lovers) + (Mercury / Magician)   
 
(Gemini / Lovers) + (Mercury / Magician)   
 
 
   
 
   
  
Travel:   
+
* Travel:<br><br>  
+
** Direction / Teleportation   
Direction / Teleportation   
+
** (Sagittarius / Temperance) + (Jupiter / Wheel of Fortune)   
 
(Sagittarius / Temperance) + (Jupiter / Wheel of Fortune)   
 
 
   
 
   
  
Production:   
+
* Production:<br><br>  
+
** Attraction / Creation   
Attraction / Creation   
+
** (Capricorn / Devil) + (Saturn / World)   
 
(Capricorn / Devil) + (Saturn / World)   
 
 
   
 
   
  
Restoration:   
+
* Restoration:<br><br>  
+
** Renewal / Healing   
Renewal / Healing   
+
** (Aquarius / Star) + (Uranus / Fool)   
 
(Aquarius / Star) + (Uranus / Fool)   
 
 
   
 
   
  
Vanishing:   
+
* Vanishing:<br><br>  
+
** Stealth / Invisibility   
Stealth / Invisibility   
+
** (Cancer / Chariot) + (Moon / Moon)   
 
(Cancer / Chariot) + (Moon / Moon)   
 
 
   
 
   
  
Destruction:   
+
* Destruction:<br><br>  
+
** Curses / Annihilation   
Curses / Annihilation   
+
** (Scorpio / Death) + (Pluto / Judgement)
+
<br><br>
(Scorpio / Death) + (Pluto / Judgement)
 
 
  
Finishing Touches   
+
=== Finishing Touches ===  
+
<br>
 
Here are some finishing touches to add to your   
 
Here are some finishing touches to add to your   
character sheet.
+
character sheet.
 +
<br><br>
 +
 
 +
* Traditions
 +
<br>
 
   
 
   
 +
There are 12 types of Mages representing different world views. You can pick whichever one you feel resonates with your character:
  
Traditions 
 
 
   
 
   
There are 9 Traditions representing the different 
+
* Akashic Brotherhood
kinds of Mages and their world views. You can 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Buddhist Warriors  
pick whichever one you feel resonates with your  
+
 
character: 
 
  
   
+
* Celestial Chorus
Akashic Brotherhood - Buddhist Warriors  
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gnostic Priests  
 +
 
 +
 
 +
* Cult of Ecstasy
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hippies and New Agers  
  
Celestial Chorus - Gnostic Priests 
 
  
Cult of Ecstasy - Hippies and New Agers 
+
* Dreamspeakers
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Shamans
  
Dreamspeakers - Shamans
 
 
    
 
    
Euthanatos - Terrorists and Activists   
+
* Euthanatos
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Terrorists and Activists   
 +
 
 +
 
 +
* Order of Hermes
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ceremonial Magicians 
 +
 
 +
 
 +
* Sons of Ether
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rebel Scientists 
 +
 
 +
 
 +
* Verbena
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wiccans 
 +
 
 +
 
 +
* Virtual Adepts
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Reality Hackers 
 +
 
 +
 
 +
* Hollow Ones
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Goths 
 +
 
  
Order of Hermes - Ceremonial Magicians 
+
* Marauders
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Permanently Insane
  
Sons of Ether - Rebel Scientists 
 
  
Verbena - Wiccans 
+
* Nephandi
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Made Demonic Pacts
  
Virtual Adepts - Reality Hackers 
 
  
Hollow Ones - Goths 
+
* Technocracy
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Agents of Reason
 +
 
  
 
If you have your own Coven you can also list   
 
If you have your own Coven you can also list   
it as your Cabal.
+
it as your Cabal.
+
<br><br>
 +
 
 +
 
 +
* Concepts
 +
<br>
  
 
All characters need to have a concept which   
 
All characters need to have a concept which   
Line 1,146: Line 982:
  
 
   
 
   
Criminal   
+
* Criminal   
  
Drifter   
+
* Drifter   
  
Entertainer   
+
* Entertainer   
  
Intellectual   
+
* Intellectual   
  
Investigator   
+
* Investigator   
  
Kid   
+
* Kid   
  
Night-lifer   
+
* Night-lifer   
  
Outsider   
+
* Outsider   
  
Politician   
+
* Politician   
  
Professional   
+
* Professional   
  
Reporter   
+
* Reporter   
  
Socialite   
+
* Socialite   
  
Soldier   
+
* Soldier   
  
Worker
+
* Worker
+
<br><br>
 +
 
 +
* Nature and Demeanor
 +
<br>
  
 
There are two more important categories at the   
 
There are two more important categories at the   
Line 1,182: Line 1,021:
 
   
 
   
  
Architect - Purpose / Obsession   
+
* Architect - Purpose / Obsession
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You desire to leave a mark on the world. 
 +
   
  
You desire to leave a mark on the world.   
+
* Autocrat - Leadership / Dictatorship
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want control.   
 
   
 
   
  
Autocrat - Leadership / Dictatorship
+
* Bon Vivant - Love of Life / Hedonism
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to live Life.   
You want control.   
 
 
   
 
   
  
Bon Vivant - Love of Life / Hedonism
+
* Bravo - Strength / Anger 
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want power.   
You want to live Life.   
 
 
   
 
   
  
Bravo - Strength / Anger 
+
* Caregiver - Compassion / Smothering
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for others.   
You want power.   
 
 
   
 
   
  
Caregiver - Compassion / Smothering
+
* Celebrant - Passion / Intemperance
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You have a calling  
You look out for others.  
 
 
   
 
   
  
Celebrant - Passion / Intemperance
+
* Child - Innocence / Immaturity  
   
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You never grew up.  
You have a calling  
 
 
   
 
   
  
Child - Innocence / Immaturity  
+
* Competitor - Striving / Competitiveness  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Life is a challenge to be won.   
You never grew up.   
 
 
   
 
   
  
Competitor - Striving / Competitiveness  
+
* Conformist - Cooperation / Low-Self Esteem  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a follower.   
Life is a challenge to be won.   
 
 
   
 
   
  
Conformist - Cooperation / Low-Self Esteem  
+
* Conniver - Clever / Envy  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a manipulator  
You are a follower.  
 
 
   
 
   
  
Conniver - Clever / Envy  
+
* Curmudgeon - Critical Eye / Lack of Imagination  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You find the faults in others.  
You are a manipulator  
 
 
   
 
   
  
Curmudgeon - Critical Eye / Lack of Imagination  
+
* Deviant - Shatter Boundaries / Perversion  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an outcast.   
You find the faults in others.   
 
 
   
 
   
  
Deviant - Shatter Boundaries / Perversion  
+
* Director - Organization / Lack of Tolerance  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want things under control.   
You are an outcast.   
 
 
   
 
   
  
Director - Organization / Lack of Tolerance 
+
* Fanatic - Dedication / Stubbornness
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live for a cause.   
You want things under control.   
 
 
   
 
   
  
Fanatic - Dedication / Stubbornness
+
* Gallant - Artistry / Flamboyance  
   
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to be the center of attention.   
You live for a cause.   
 
 
   
 
   
  
Gallant - Artistry / Flamboyance  
+
* Judge - Justice / Lack of Vision  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to resolve problems.   
You want to be the center of attention.   
 
 
   
 
   
  
Judge - Justice / Lack of Vision  
+
* Loner - Self-Reliance / Lack of Empathy  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You work best by yourself.   
You want to resolve problems.   
 
 
   
 
   
  
Loner - Self-Reliance / Lack of Empathy  
+
* Martyr - Sacrifice / Self-Deprecation  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You devote yourself to helping others.   
You work best by yourself.   
 
 
   
 
   
  
Martyr - Sacrifice / Self-Deprecation  
+
* Masochist - Devotion / Self-Destructiveness  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to suffer.   
You devote yourself to helping others.   
 
 
   
 
   
  
Masochist - Devotion / Self-Destructiveness  
+
* Monster - Mirror of Villainy / Depravity  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are an evil person.   
You want to suffer.   
 
 
   
 
   
  
Monster - Mirror of Villainy / Depravity  
+
* Pedagogue - Knowledge / Logorrhea  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are a teacher.   
You are an evil person.   
 
 
   
 
   
  
Pedagogue - Knowledge / Logorrhea  
+
* Penitent - Responsibility / Contrition  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You are consumed with guilt.   
You are a teacher.   
 
 
   
 
   
  
Penitent - Responsibility / Contrition  
+
* Perfectionist - Exactitude / Incompleteness  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You need to be the best.   
You are consumed with guilt.   
 
 
   
 
   
  
Perfectionist - Exactitude / Incompleteness  
+
* Rebel - Individuality / Lack of Direction  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You like to break the rules.   
You need to be the best.   
 
 
   
 
   
  
Rebel - Individuality / Lack of Direction  
+
* Rogue - Valor / Selfishness  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You look out for yourself.   
You like to break the rules.   
 
 
   
 
   
  
Rogue - Valor / Selfishness  
+
* Survivor - Perseverance / Lack of Trust  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You keep going no matter what.   
You look out for yourself.   
 
 
   
 
   
  
Survivor - Perseverance / Lack of Trust  
+
* Thrill-Seeker - Daring / Recklessness  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You live on the edge.   
You keep going no matter what.   
 
 
   
 
   
  
Thrill-Seeker - Daring / Recklessness  
+
* Traditionalist - Consistency / Complacency  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You support the status quo.   
You live on the edge.   
 
 
   
 
   
  
Traditionalist - Consistency / Complacency  
+
* Trickster - Empathy / Hypocrisy  
 
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Your life is a comedy.   
You support the status quo.   
 
 
   
 
   
  
Trickster - Empathy / Hypocrisy  
+
* Visionary - Imagination / Pride  
 +
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You want to remake the future.
 +
<br><br>
  
Your life is a comedy. 
 
 
  
Visionary - Imagination / Pride 
+
* Essence
 
+
<br>
You want to remake the future. 
 
 
  
 
Your character's Avatar Essence is also on the   
 
Your character's Avatar Essence is also on the   
Line 1,339: Line 1,152:
  
 
   
 
   
Dynamic - Change   
+
* Dynamic - Change   
  
Pattern - Improvement   
+
* Pattern - Improvement   
  
Primordial - Stability   
+
* Primordial - Stability   
  
Questing - Purpose
+
* Questing - Purpose
+
<br><br>
 +
 
 +
* Resonance
 +
<br>
  
 
All Mages also have a Resonance. As a Mage   
 
All Mages also have a Resonance. As a Mage   
Line 1,354: Line 1,170:
 
trait, and add dots as you continue working   
 
trait, and add dots as you continue working   
 
magic.   
 
magic.   
 +
 
   
 
   
 
There are three types of Resonance:   
 
There are three types of Resonance:   
 
Dynamic, Entropic, and Static   
 
Dynamic, Entropic, and Static   
 
   
 
   
Dynamic represents change. Entropic represents
+
 
destruction. And Static represents protection.
+
* Dynamic represents change.
+
 
 +
* Entropic represents destruction.
 +
 
 +
* And Static represents protection.
 +
<br><br>
 +
 
 +
* Purpose
 +
<br>
  
 
In these alternate rules we also have another   
 
In these alternate rules we also have another   
Line 1,366: Line 1,190:
 
dots anyway you like into these 3 categories:   
 
dots anyway you like into these 3 categories:   
 
   
 
   
Self, Others, and World.   
+
 
+
* Self, Others, and World.   
Representing your primary motivation. 
+
 
 
   
 
   
 +
Representing your primary motivation.
 +
<br><br>
 +
 +
 +
* Foci
 +
<br>
  
 
Mages tend to have certain tools for using magic.   
 
Mages tend to have certain tools for using magic.   
When a Mage has access to these tools, The 
+
When a Mage has access to these tools, they receive a +1 bonus to their magic roll. You can   
difficulty for casting magic is reduced. You can   
 
 
pick at least one at the start of the game. Here   
 
pick at least one at the start of the game. Here   
 
is a list of suggestions for you to choose from:   
 
is a list of suggestions for you to choose from:   
 +
 
   
 
   
 
Art   
 
Art   
 +
 +
Astrology
  
 
Blood   
 
Blood   
Line 1,388: Line 1,220:
  
 
Chalices   
 
Chalices   
 +
 +
Candles
  
 
Chanting
 
Chanting
Line 1,426: Line 1,260:
  
 
Ordeals   
 
Ordeals   
 +
 +
Poetry
  
 
Pure Water   
 
Pure Water   
Line 1,453: Line 1,289:
 
Wands   
 
Wands   
  
Weapons
+
Weapons
 +
<br><br>
  
 +
=== Examples ===
 +
<br>
 
   
 
   
 
Also, here are some examples of how to attempt   
 
Also, here are some examples of how to attempt   
 
other actions using the abilities and attributes   
 
other actions using the abilities and attributes   
 
already mentioned:   
 
already mentioned:   
 +
 
   
 
   
 
Climbing - Dexterity + Athletics   
 
Climbing - Dexterity + Athletics   
Line 1,525: Line 1,365:
 
   
 
   
 
Tracking - Perception + Survival
 
Tracking - Perception + Survival
 +
<br><br>
 +
 +
<br>
 +
===Credits===
 +
<br>
 +
[[User:Street|Street]]
 +
<br><br>
 +
 +
__NOTOC__
 +
__NOEDITSECTION__
 +
 +
[[Category:Splats]][[Category:Rules]]

Latest revision as of 03:19, 6 January 2025

A fully illustrated PDF is at: Alternate Mage: The Ascension PDF

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

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

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

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

Mage: The Ascension


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

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

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

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

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

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

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

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

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

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

  • Attributes and Skills


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

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

  • Modifiers


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

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

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

  • Dice Rolls


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

  • Rolling the Dice


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

  • Snake Eyes


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

  • Second Tries


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

  • Fighting


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

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

  • Actions


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


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

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

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


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


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



Traits


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


  • Physical:

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


  • Social:

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


  • Mental:

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


Abilities are also divided into 3 categories:


  • Talents:

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


  • Skills:

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


  • Knowledges:

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


There are also some other very important traits:


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



Getting Started


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


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


The 3 categories of attributes are divided into 3 levels of points: 7/5/3

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

You get 7 points to go into Backgrounds.

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

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

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


You also get 15 Freebie Points:

To increase an Attribute requires 5 freebie points.

To increase an Ability requires 2 freebie points.

To increase a Background requires 1 freebie point.

To increase Willpower requires 1 freebie point.

To increase Arete requires 4 freebie points.

To increase a Sphere requires 7 freebie points.


Prioritize the categories with 3 levels of points.


  • Select Attributes (7/5/3)


Physical: Strength, Dexterity, Stamina

Social: Charisma, Manipulation, Appearance

Mental: Perception, Intelligence, Wits


  • Select Abilities (13/9/5)


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

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

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


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


  • Backgrounds (7):


Allies - Friends who help you

Arcane - You are unnoticed as a Mage

Avatar - The Strength of the soul

Contacts - Information sources

Destiny - A greater purpose

Dream - Visions from the unknown

Influence - Pull over the mortal world

Library - Access to metaphysical knowledge

Node - A place of magical power

Resources - Extra Money

Wonder - A Magical talisman or device

Combat


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

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


  • Stage one - Initiative


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

Each player declares either to attack or defend.

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


  • Stage two - Attack


The attacker rolls one of these:

Unarmed Combat: Strength + Brawl

Armed Combat: Strength + Weaponry

Firearms: Dexterity + Firearms

Throwing Objects: Dexterity + Athletics

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

Block: Dexterity + Brawl

Dodge: Dexterity + Dodge

Parry: Dexterity + Melee

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

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


  • Stage three - Resolution


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

If the fighting continues you roll again for initiative.

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


  • Health


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


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


Finally, your character needs to learn magic!

Magic


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


The Twelve Spheres in alphabetical order are:


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


These are the degrees of power for the Spheres:


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


  • Awareness


Allows the Mage to sense things with their magic.


  • Sympathetic


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


  • Coincidental


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


  • Manipulative


The Mage can manipulate and bend the laws of physics.


  • Miraculous

The Mage can now create impossible miracles.

Mechanics


  • Casting Magic


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


  • Avatar


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


  • Quintessence


Quintessence is the power source for Magic. Spending Quintessence points reduces the difficulty of a spell, up to your level of Arete. Meditation is required to regain Quintessence for at least an hour at a place of power. The maximum Quintessence a Mage can store is their Avatar score. Quintessence can also be stored in things that are carried by a Mage.


  • Willpower


One point of willpower generates 1 success

Willpower can resist mind magic

Willpower can fight Quiet

Willpower can ignore penalties from fear & damage

Willpower can be regained after role play


  • Difficulty


The difficulty for casting magic is the level of the sphere you are using. Add +1 for Vulgar magic, if there are no witnesses. Add another +1 if a Sleeper witnesses it.


  • Bonuses


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


  • Successes


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


  • Botches


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

Spheres


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


  • Understanding

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


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


  • Feeling

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


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


  • Production

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


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


  • Influence

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


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


  • Penetration

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


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


  • Control

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


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


  • Restoration

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


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


  • Vanishing

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


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


  • Travel

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


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


  • Transformation

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


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


  • Destruction

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


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


  • Revelation

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


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


  • Paradox & Quiet


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

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

Hallucinations, Fixations, or Depression

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

Delusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts

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

Wild Hallucinations, Compulsions, and Anti-Social Behavior

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

Complete Madness, Obsession, or Violence

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

  • Occult


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

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


  • Control:

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


  • Transformation:

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


  • Understanding:

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


  • Revelation:

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


  • Feeling:

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


  • Influence:

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


  • Penetration:

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


  • Travel:

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


  • Production:

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


  • Restoration:

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


  • Vanishing:

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


  • Destruction:

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



Finishing Touches


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

  • Traditions


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


  • Akashic Brotherhood

      Buddhist Warriors


  • Celestial Chorus

      Gnostic Priests


  • Cult of Ecstasy

      Hippies and New Agers


  • Dreamspeakers

      Shamans


  • Euthanatos

      Terrorists and Activists


  • Order of Hermes

      Ceremonial Magicians


  • Sons of Ether

      Rebel Scientists


  • Verbena

      Wiccans


  • Virtual Adepts

      Reality Hackers


  • Hollow Ones

      Goths


  • Marauders

      Permanently Insane


  • Nephandi

      Made Demonic Pacts


  • Technocracy

      Agents of Reason


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


  • Concepts


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


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



  • Nature and Demeanor


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


  • Architect - Purpose / Obsession

      You desire to leave a mark on the world.


  • Autocrat - Leadership / Dictatorship

      You want control.


  • Bon Vivant - Love of Life / Hedonism

      You want to live Life.


  • Bravo - Strength / Anger

      You want power.


  • Caregiver - Compassion / Smothering

      You look out for others.


  • Celebrant - Passion / Intemperance

      You have a calling


  • Child - Innocence / Immaturity

      You never grew up.


  • Competitor - Striving / Competitiveness

      Life is a challenge to be won.


  • Conformist - Cooperation / Low-Self Esteem

      You are a follower.


  • Conniver - Clever / Envy

      You are a manipulator


  • Curmudgeon - Critical Eye / Lack of Imagination

      You find the faults in others.


  • Deviant - Shatter Boundaries / Perversion

      You are an outcast.


  • Director - Organization / Lack of Tolerance

      You want things under control.


  • Fanatic - Dedication / Stubbornness

      You live for a cause.


  • Gallant - Artistry / Flamboyance

      You want to be the center of attention.


  • Judge - Justice / Lack of Vision

      You want to resolve problems.


  • Loner - Self-Reliance / Lack of Empathy

      You work best by yourself.


  • Martyr - Sacrifice / Self-Deprecation

      You devote yourself to helping others.


  • Masochist - Devotion / Self-Destructiveness

      You want to suffer.


  • Monster - Mirror of Villainy / Depravity

      You are an evil person.


  • Pedagogue - Knowledge / Logorrhea

      You are a teacher.


  • Penitent - Responsibility / Contrition

      You are consumed with guilt.


  • Perfectionist - Exactitude / Incompleteness

      You need to be the best.


  • Rebel - Individuality / Lack of Direction

      You like to break the rules.


  • Rogue - Valor / Selfishness

      You look out for yourself.


  • Survivor - Perseverance / Lack of Trust

      You keep going no matter what.


  • Thrill-Seeker - Daring / Recklessness

      You live on the edge.


  • Traditionalist - Consistency / Complacency

      You support the status quo.


  • Trickster - Empathy / Hypocrisy

      Your life is a comedy.


  • Visionary - Imagination / Pride

      You want to remake the future.


  • Essence


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


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



  • Resonance


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


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


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



  • Purpose


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


  • Self, Others, and World.


Representing your primary motivation.


  • Foci


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


Art

Astrology

Blood

Books

Bones

Cauldrons

Chalices

Candles

Chanting

Circles

Computers

Crystals

Dancing

Devices

Martial Arts

Drugs

Elements

Feathers

Fire

Formulas

Herbs

Holy Symbols

Incense

Language

Music

Internet

Ordeals

Poetry

Pure Water

Purification

Ritual Sacrifice

Runes

Science

Sex

Songs

Tarot Cards

Ouija boards

Tattoos

Piercings

Toys

Wands

Weapons

Examples


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


Climbing - Dexterity + Athletics

Driving - Dexterity + Drive

Encumbrance - Strength

Intrusion - Dexterity or Intelligence + Technology

Jumping - Strength or Strength + Athletics

Lifting / Breaking - Strength or Willpower

Pursuit - Dexterity + Athletics / Drive

Shadowing - Dexterity + Stealth

Sleight of Hand - Dexterity + Stealth

Sneaking - Dexterity + Stealth

Stealing - Dexterity + Stealth, Perception + Streetwise

Swimming - Stamina + Athletics

Throwing - Dexterity + Athletics

Fast Talk - Manipulation + Subterfuge

Fitting In - Charisma + Expression

Impersonation - Charisma + Expression or Manipulation + Subterfuge

Interrogation - Manipulation + Intimidation or Charisma + Intimidation

Oration - Charisma + Leadership

Performance - Charisma + Performance

Academic Knowledge - Intelligence + Academics

Building Devices - Intelligence + Technology

Cryptography - Intelligence + Linguistics or Intelligence + Computer

Detecting The Supernatural - Perception + Awareness

Foraging - Intelligence + Survival

Fortune Telling - Perception + Awareness

Hacking - Intelligence / Wits + Computer

Inventing - Intelligence + Science

Investigation - Perception + Investigation

Meditation - Stamina / Intelligence + Meditation

Repair - Dexterity + Technology

Research - Intelligence + Investigation / Computer

Surveillance - Perception + Alertness, Dexterity + Stealth

Tracking - Perception + Survival


Credits


Street