Difference between revisions of "Mage: The Ascension (Alternate Rules)"
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− | To just see the alternate magic system read: | + | To just see the alternate magic system read:<br> |
+ | <br> | ||
+ | [[Alternate Sphere Magic]]<br> | ||
+ | <br> | ||
+ | A character sheet for this system is at:<br> | ||
+ | <br> | ||
+ | [https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]<br> | ||
+ | <br> | ||
+ | Like most roleplaying games played around a table,<br> | ||
+ | This game uses dice to determine the whims of<br> | ||
+ | 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> | ||
+ | succeeds or fails.<br> | ||
+ | <br> | ||
+ | You just need two six sided dice to play. I have<br> | ||
+ | changed this from the original game, Mage: The<br> | ||
+ | Ascension from rolling a ten sided dice. I did a<br> | ||
+ | little math and it just made since.<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> | ||
+ | <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> | ||
+ | <br> | ||
+ | So, with a few other modifications the game mechanics<br> | ||
+ | are basically the same.<br> | ||
+ | <br> | ||
+ | Traits<br> | ||
+ | <br> | ||
+ | Characters possess a variety of traits, describing<br> | ||
+ | their innate capabilities, trained skills, and even<br> | ||
+ | how many wounds they can suffer before dying.<br> | ||
+ | Two types of trait are especially important:<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> | ||
+ | example, a character might have a Dexterity<br> | ||
+ | Attribute of ●●● (3 dots) and a Firearms Skill of<br> | ||
+ | ●● (2 dots).<br> | ||
+ | <br> | ||
+ | Whenever your character performs an action that<br> | ||
+ | calls for dice rolls, you most often add the most <br> | ||
+ | appropriate Attribute to the most appropriate Skill. <br> | ||
+ | When your character shoots a gun, you add his Dexterity<br> | ||
+ | to his Firearms for a total number of dice rolls.<br> | ||
+ | <br> | ||
+ | Modifiers<br> | ||
+ | <br> | ||
+ | Various conditions and circumstances can greatly<br> | ||
+ | improve or hinder your characters tasks,<br> | ||
+ | represented by bonuses and/or penalties to your dice<br> | ||
+ | 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> | ||
+ | levying a penalty on any driving rolls, and a distant <br> | ||
+ | target is hard to hit with a gun, represented by <br> | ||
+ | range penalties.<br> | ||
+ | <br> | ||
+ | For example, when shooting a target 30 yards away<br> | ||
+ | with his Glock 17 pistol, your character suffers a <br> | ||
+ | -2 penalty.<br> | ||
+ | <br> | ||
+ | The Storyteller determines whether or not any<br> | ||
+ | circumstance imposes dice-roll modifiers and how<br> | ||
+ | great those modifiers are.<br> | ||
+ | <br> | ||
+ | Dice Rolls<br> | ||
+ | <br> | ||
+ | So, we can say that that the number of times you<br> | ||
+ | get to roll the dice is determined like so: <br> | ||
+ | Attribute + Skill + modifiers (if any) In general, <br> | ||
+ | bonuses are always added before penalties are applied. <br> | ||
+ | <br> | ||
+ | Rolling the Dice<br> | ||
+ | <br> | ||
+ | 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> | ||
+ | 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> | ||
+ | how well he does. If none of your die rolls succeed,<br> | ||
+ | your roll fails. Obviously, the more die rolls you have<br> | ||
+ | the better your characters chances of success, and the <br> | ||
+ | greater your odds of gaining multiple successes.<br> | ||
+ | <br> | ||
+ | Snake Eyes<br> | ||
+ | <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> | ||
+ | rolls succeed it is a botch.<br> | ||
+ | <br> | ||
+ | Second Tries<br> | ||
+ | <br> | ||
+ | When a roll fails, you can try again with a +1 difficulty<br> | ||
+ | modifier.<br> | ||
+ | <br> | ||
+ | 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> | ||
+ | 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> | ||
+ | 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> | ||
+ | Health left, he is unconscious or dead (depending<br> | ||
+ | on the type of damage done).<br> | ||
+ | <br> | ||
+ | There are two types of damage: bashing (caused<br> | ||
+ | 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> | ||
+ | heal slowly). There are a number of complications<br> | ||
+ | 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> | ||
+ | successes as damage minus any successful deffense<br> | ||
+ | rolls.<br> | ||
+ | <br> | ||
+ | Example<br> | ||
+ | <br> | ||
+ | Lets see how it looks in action. Your character tries<br> | ||
+ | to shoot at a thug who just killed his friend. Your<br> | ||
+ | characters Dexterity is 3, his Firearms 2, and hes<br> | ||
+ | using a Glock 9mm pistol. You therefore get to roll the<br> | ||
+ | dice five times. The thug is about 30 yards away which<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> | ||
+ | Storyteller decides that theres an additional -1 penalty <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> | ||
+ | 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> | ||
+ | staggers away. Your character needs to decide whether to <br> | ||
+ | give chase and close the distance, or try to fire again.<br> | ||
+ | <br> | ||
+ | The number of times you roll for an action is made up<br> | ||
+ | of an attribute added to an abillity. Each of these<br> | ||
+ | are given a rating from 1 to five:<br> | ||
+ | <br> | ||
+ | 1) Poor<br> | ||
+ | <br> | ||
+ | 2) Average<br> | ||
+ | <br> | ||
+ | 3) Good<br> | ||
+ | <br> | ||
+ | 4) Exceptional<br> | ||
+ | <br> | ||
+ | 5) World Class<br> | ||
+ | <br> | ||
+ | That dice pool is then subtracted by a difficulty level<br> | ||
+ | from 0 to 6.<br> | ||
+ | <br> | ||
+ | 0) Easy<br> | ||
+ | <br> | ||
+ | 1) Routine<br> | ||
+ | <br> | ||
+ | 2) Moderate<br> | ||
+ | <br> | ||
+ | 3) Difficult<br> | ||
+ | <br> | ||
+ | 4) Challenging<br> | ||
+ | <br> | ||
+ | 5) Hard<br> | ||
+ | <br> | ||
+ | 6) Exceptional<br> | ||
+ | <br> | ||
+ | The number of successes you have is also given a<br> | ||
+ | rating from one to five:<br> | ||
+ | <br> | ||
+ | 1) Marginal<br> | ||
+ | <br> | ||
+ | 2) Moderate<br> | ||
+ | <br> | ||
+ | 3) Good<br> | ||
+ | <br> | ||
+ | 4) Excellent<br> | ||
+ | <br> | ||
+ | 5) Phenomenal<br> | ||
+ | <br> | ||
+ | The attributes your character has are listed here,<br> | ||
+ | they are devided into 3 categories:<br> | ||
− | |||
− | + | Physical: <br> | |
− | + | Strength - Physical Power <br> | |
+ | Dexterity - Athleticism <br> | ||
+ | Stamina - Toughness <br> | ||
− | + | Social: <br> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Charisma - Charm <br> | |
− | + | Manipulation - Persuasion <br> | |
− | + | Appearance - Attractiveness <br> | |
− | |||
− | + | Mental: <br> | |
− | |||
− | + | Perception - Insight To Surroundings <br> | |
− | + | Intelligence - Pure IQ <br> | |
+ | Wits - Intuition & Instincts <br> | ||
− | + | Abilities are also divided into 3 categories: <br> | |
− | are | ||
− | + | Talents: <br> | |
− | + | Alertness - Attention to Your Surroundings <br> | |
− | + | Athletics - A Talent With Sports <br> | |
− | + | Awareness - You Can Sense The Presence of Magic <br> | |
− | + | Brawl - Skill With Unarmed Combat <br> | |
− | + | Dodge - Avoiding Physical Danger <br> | |
− | + | 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> | |
+ | Drive - Handling The Road <br> | ||
+ | Etiquette - Managing Social Situations <br> | ||
+ | Firearms - Firing Guns <br> | ||
+ | Meditation - Regenerates Magic <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> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | 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> | |
− | |||
− | |||
− | + | Avatar - Represents your ability to store quintessence <br> | |
+ | Arete - Your mastery of magick <br> | ||
+ | Willpower - Can be used to force success <br> | ||
+ | Quintessence - The raw power of magic <br> | ||
+ | Paradox - The backlash from magic into insanity <br> | ||
+ | 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> | |
− | + | Here is a quick overview of how to begin the character creation process: <br> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | how | ||
− | |||
− | |||
− | |||
− | + | 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> | |
− | |||
− | |||
− | + | You get 7 points to go into Backgrounds. <br> | |
− | + | 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> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | than | ||
− | |||
− | |||
− | |||
− | |||
− | + | Willpower starts at 5 and can’t begin higher than 7. <br> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | You also get 15 Freebie Points: <br> | |
− | + | To increase an Attribute requires 5 freebie points. <br> | |
− | |||
− | |||
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− | + | To increase an Ability requires 2 freebie points. <br> | |
− | |||
− | |||
− | 1 | + | To increase a Background requires 1 freebie point. <br> |
− | + | To increase Willpower requires 1 freebie point. <br> | |
− | + | To increase Arete requires 4 freebie points. <br> | |
− | + | To increase a Sphere requires 7 freebie points. <br> | |
− | + | Prioritize the categories with 3 levels of points. <br> | |
− | + | Select Attributes (7/5/3) <br> | |
− | |||
− | + | Physical: Strength, Dexterity, Stamina <br> | |
− | + | Social: Charisma, Manipulation, Appearance <br> | |
− | + | Mental: Perception, Intelligence, Wits <br> | |
− | + | Select Abilities (13/9/5) <br> | |
− | + | Talents: Alertness, Athletics, Awareness <br> | |
+ | Brawl, Dodge, Expression, Intimidation <br> | ||
+ | Leadership, Streetwise, Subterfuge <br> | ||
− | + | Skills: Crafts, Drive, Etiquette, Firearms <br> | |
+ | Meditation, Melee, Performance, Stealth <br> | ||
+ | Survival, Technology <br> | ||
− | + | 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> | |
− | |||
− | + | Backgrounds: <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> | |
− | + | Combat is broken down into three steps, Initiative, Attack, and Resolution. <br> | |
− | + | 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> | ||
− | + | It is also possible to ambush someone with: <br> | |
− | + | Dexterity + Stealth vs Perception + Alertness <br> | |
+ | Stage two - Attack <br> | ||
− | + | The attacker rolls one of these: <br> | |
− | + | Unarmed Combat: Strength + Brawl <br> | |
− | + | Armed Combat: Strength + Weaponry <br> | |
− | + | Firearms: Dexterity + Firearms <br> | |
+ | Throwing Objects: Dexterity + Athletics <br> | ||
− | + | Then the defender either takes the hit,<br> | |
+ | or if they chose to defend they roll: <br> | ||
− | + | Block: Dexterity + Brawl <br> | |
− | + | Dodge: Dexterity + Dodge <br> | |
− | + | Parry: Dexterity + Melee <br> | |
+ | The successes of the attack roll minus the defense roll<br> | ||
+ | equal damage, which is either Bashing or Lethal. <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> | |
− | + | Roll as many times as your Stamina points to eliminate a point<br> | |
+ | of bashing damage for each success. <br> | ||
− | + | If the fighting continues you roll again for initiative. <br> | |
+ | Keep track of the damage to your health with this chart: <br> | ||
− | + | Health <br> | |
+ | 1) Bruised -0 <br> | ||
+ | 2) Hurt -1 <br> | ||
+ | 3) Injured -2 <br> | ||
+ | 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> | |
+ | and an X for lethal damage. If you acquire 7 bashing damage<br> | ||
+ | you are unconscious, further bashing damage can become<br> | ||
+ | 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> | |
− | + | Overview <br> | |
− | + | There are 12 Spheres in this system that are divided into<br> | |
+ | coincidental & vulgar magic. The first three levels of each<br> | ||
+ | sphere are limited to coincidental effects, and the highest<br> | ||
+ | levels of the sphere are divided into two levels of more<br> | ||
+ | advanced magic. <br> | ||
− | + | The Twelve Spheres in alphabetical order are: <br> | |
− | + | Control, Destruction, Feeling, Influence, <br> | |
+ | Penetration, Production, Revelation, Restoration, <br> | ||
+ | Transformation, Travel, Understanding, and Vanishing <br> | ||
− | + | These are the degrees of power for the Spheres: <br> | |
− | + | 1) Awareness <br> | |
− | + | 2) Sympathetic <br> | |
− | + | 3) Coincidental <br> | |
− | + | 4) Manipulative <br> | |
+ | 5) Miraculous <br> | ||
− | + | 1) Awareness <br> | |
− | + | Allows the Mage to sense things with their magic. <br> | |
− | + | 2) Sympathetic <br> | |
− | + | The Mage can effect things they’re personally connected to. <br> | |
− | + | 3) Coincidental <br> | |
− | + | The Mage can work magic as long as it doesn’t defy physics. <br> | |
− | + | 4) Manipulative <br> | |
− | + | The Mage can manipulate and bend the laws of physics. <br> | |
− | + | 5) Miraculous <br> | |
− | + | The Mage can now create impossible miracles. <br> | |
− | + | Mechanics <br> | |
+ | Casting Magic <br> | ||
− | + | Arete is added to the Sphere you are using to get the<br> | |
+ | number of dice to roll when casting a spell. No Sphere<br> | ||
+ | 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> | |
− | + | Occult <br> | |
− | + | This system of magic can connect to occult themes, <br> | |
+ | for interesting role playing. <br> | ||
− | + | 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> | |
− | + | Energy / Telekinesis <br> | |
− | + | (Aries / Emperor) + (Mars / Tower) <br> | |
− | + | Transformation: <br> | |
− | + | Developing / Shapeshifting <br> | |
+ | (Taurus / Hierophant) + (Venus / Empress) <br> | ||
− | + | Understanding: <br> | |
+ | Wisdom / ESP <br> | ||
− | + | (Libra / Justice) + (Venus / Empress) <br> | |
− | + | Revelation: <br> | |
− | + | Visions / Rapture <br> | |
− | + | (Pisces / High Priestess) + (Neptune / Hanged Man) <br> | |
− | + | Feeling: <br> | |
− | + | Empathy / Telepathy <br> | |
+ | (Virgo / Hermit) + (Mercury / Magician) <br> | ||
− | + | Influence: <br> | |
− | + | Charisma / Hypnotism <br> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | (Leo / Strength) + (Sun / Sun) <br> | |
− | |||
− | + | Penetration: <br> | |
− | |||
− | + | Escape / Intangibility <br> | |
− | |||
− | + | (Gemini / Lovers) + (Mercury / Magician) <br> | |
− | + | Travel: <br> | |
− | |||
− | |||
− | + | Direction / Teleportation <br> | |
− | + | (Sagittarius / Temperance) + (Jupiter / Wheel of Fortune) <br> | |
− | + | Production: <br> | |
− | + | Attraction / Creation <br> | |
− | + | (Capricorn / Devil) + (Saturn / World) <br> | |
− | + | Restoration: <br> | |
− | + | Renewal / Healing <br> | |
− | + | (Aquarius / Star) + (Uranus / Fool) <br> | |
− | + | Vanishing: <br> | |
− | + | Stealth / Invisibility <br> | |
+ | (Cancer / Chariot) + (Moon / Moon) <br> | ||
− | + | Destruction: <br> | |
− | + | Curses / Annihilation <br> | |
− | + | (Scorpio / Death) + (Pluto / Judgement) <br> | |
− | + | Finishing Touches <br> | |
+ | Here are some finishing touches to add to your character <br> | ||
+ | sheet. <br> | ||
− | + | Traditions <br> | |
− | + | There are 9 Traditions representing the different kinds <br> | |
− | + | of Mages and their world views. You can pick whichever <br> | |
− | + | one you feel resonates with your character: <br> | |
− | + | Akashic Brotherhood - Buddhist Warriors <br> | |
− | + | Celestial Chorus - Gnostic Priests <br> | |
− | + | 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> | |
− | + | Cabal. <br> | |
− | |||
+ | All characters need to have a concept which can be anything <br> | ||
+ | you want to make up. However here are some example concepts <br> | ||
+ | that you might like to use: <br> | ||
− | + | Criminal <br> | |
− | + | Drifter <br> | |
+ | 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> | ||
+ | character sheet, called Nature & Demeanor. Nature is your <br> | ||
+ | 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> | |
+ | You desire to leave a mark on the world. <br> | ||
− | + | Autocrat - Leadership / Dictatorship <br> | |
+ | You want control. <br> | ||
− | + | Bon Vivant - Love of Life / Hedonism <br> | |
+ | You want to live Life. <br> | ||
− | + | Bravo - Strength / Anger <br> | |
+ | You want power. <br> | ||
− | + | Caregiver - Compassion / Smothering <br> | |
+ | You look out for others. <br> | ||
− | + | Celebrant - Passion / Intemperance <br> | |
+ | You have a calling <br> | ||
− | + | Child - Innocence / Immaturity <br> | |
+ | You never grew up. <br> | ||
− | + | Competitor - Striving / Competitiveness <br> | |
+ | Life is a challenge to be won. <br> | ||
− | + | Conformist - Cooperation / Low-Self Esteem <br> | |
+ | You are a follower. <br> | ||
− | + | Conniver - Clever / Envy <br> | |
+ | You are a manipulator <br> | ||
− | + | Curmudgeon - Critical Eye / Lack of Imagination <br> | |
+ | You find the faults in others. <br> | ||
− | + | Deviant - Shatter Boundaries / Perversion <br> | |
+ | You are an outcast. <br> | ||
+ | Director - Organization / Lack of Tolerance <br> | ||
+ | You want things under control. <br> | ||
− | + | Fanatic - Dedication / Stubbornness <br> | |
− | + | You live for a cause. <br> | |
− | + | Gallant - Artistry / Flamboyance <br> | |
− | + | You want to be the center of attention. <br> | |
− | + | Judge - Justice / Lack of Vision <br> | |
− | + | You want to resolve problems. <br> | |
− | + | Loner - Self-Reliance / Lack of Empathy <br> | |
+ | You work best by yourself. <br> | ||
− | + | Martyr - Sacrifice / Self-Deprecation <br> | |
− | + | You devote yourself to helping others. <br> | |
+ | Masochist - Devotion / Self-Destructiveness <br> | ||
+ | You want to suffer. <br> | ||
− | + | Monster - Mirror of Villainy / Depravity <br> | |
+ | You are an evil person. <br> | ||
− | + | Pedagogue - Knowledge / Logorrhea <br> | |
+ | You are a teacher. <br> | ||
− | + | Penitent - Responsibility / Contrition <br> | |
+ | You are consumed with guilt. <br> | ||
− | + | Perfectionist - Exactitude / Incompleteness <br> | |
+ | You need to be the best. <br> | ||
− | + | Rebel - Individuality / Lack of Direction <br> | |
+ | You like to break the rules. <br> | ||
− | + | Rogue - Valor / Selfishness <br> | |
+ | You look out for yourself. <br> | ||
− | + | Survivor - Perseverance / Lack of Trust <br> | |
− | + | You keep going no matter what. <br> | |
− | + | Thrill-Seeker - Daring / Recklessness <br> | |
+ | You live on the edge. <br> | ||
− | + | Traditionalist - Consistency / Complacency <br> | |
+ | You support the status quo. <br> | ||
− | + | Trickster - Empathy / Hypocrisy <br> | |
+ | Your life is a comedy. <br> | ||
− | + | Visionary - Imagination / Pride <br> | |
− | + | You want to remake the future. <br> | |
− | + | Your character's Avatar Essence is also on the character <br> | |
− | the | + | sheet. An Avatar represents a Mage's soul, and the <br> |
− | you | + | essence represents the drive a mage has at their core. <br> |
+ | There are four essences you can pick from: <br> | ||
+ | Dynamic - Change <br> | ||
+ | Pattern - Improvement <br> | ||
+ | Primordial - Stability <br> | ||
+ | Questing - Purpose <br> | ||
− | + | All Mages also have a Resonance. As a Mage uses magic <br> | |
+ | their Resonance changes. Other Awakened can read a Mage's <br> | ||
+ | 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> | |
− | + | Dynamic, Entropic, and Static <br> | |
− | + | Dynamic represents change. Entropic represents destruction. <br> | |
+ | And Static represents protection. <br> | ||
− | + | In these alternate rules we also have another trait called <br> | |
+ | Purpose. You can fill in the dots anyway you like into <br> | ||
+ | these 3 categories: <br> | ||
+ | Self, Others, and World. <br> | ||
− | + | Representing your primary motivation. <br> | |
− | + | Mages tend to have certain tools for using magic. When a <br> | |
+ | 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> | |
+ | 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> | |
+ | other actions using the abilities and attributes <br> | ||
+ | already mentioned: <br> | ||
− | + | Climbing - Dexterity + Athletics <br> | |
− | + | Driving - Dexterity + Drive <br> | |
− | + | Encumbrance - Strength <br> | |
− | + | Intrusion - Dexterity or Intelligence + Technology <br> | |
+ | Jumping - Strength or Strength + Athletics <br> | ||
− | + | Lifting / Breaking - Strength or Willpower <br> | |
− | |||
− | |||
− | |||
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− | |||
+ | Pursuit - Dexterity + Athletics / Drive <br> | ||
− | + | Shadowing - Dexterity + Stealth <br> | |
− | + | Sleight of Hand - Dexterity + Stealth <br> | |
− | + | Sneaking - Dexterity + Stealth <br> | |
− | |||
− | |||
− | |||
− | |||
+ | Stealing - Dexterity + Stealth, Perception + Streetwise <br> | ||
− | + | Swimming - Stamina + Athletics <br> | |
+ | Throwing - Dexterity + Athletics <br> | ||
− | + | Fast Talk - Manipulation + Subterfuge <br> | |
− | |||
− | |||
− | |||
+ | Fitting In - Charisma + Expression <br> | ||
− | + | Impersonation - Charisma + Expression or Manipulation + Subterfuge <br> | |
+ | Interrogation - Manipulation + Intimidation or Charisma + Intimidation <br> | ||
− | + | Oration - Charisma + Leadership <br> | |
− | + | Performance - Charisma + Performance <br> | |
− | + | Academic Knowledge - Intelligence + Academics <br> | |
− | + | Building Devices - Intelligence + Technology <br> | |
− | + | Cryptography - Intelligence + Linguistics or Intelligence + Computer <br> | |
+ | Detecting The Supernatural - Perception + Awareness <br> | ||
− | + | Foraging - Intelligence + Survival <br> | |
− | + | Fortune Telling - Perception + Awareness <br> | |
+ | Hacking - Intelligence / Wits + Computer <br> | ||
− | + | Inventing - Intelligence + Science <br> | |
− | + | Investigation - Perception + Investigation <br> | |
− | |||
+ | Meditation - Stamina / Intelligence + Meditation <br> | ||
− | + | Repair - Dexterity + Technology <br> | |
− | + | Research - Intelligence + Investigation / Computer <br> | |
− | |||
+ | Surveillance - Perception + Alertness, Dexterity + Stealth <br> | ||
− | + | Tracking - Perception + Survival <br> | |
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− | Tracking - Perception + Survival |
Revision as of 06:06, 22 November 2024
To just see the alternate magic system read:
Alternate Sphere Magic
A character sheet for this system is at:
Alternate Character Sheet
Like most roleplaying games played around a table,
This game uses 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 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.
Traits
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 cancel out
one success. If you roll snake eyes, and none of you other
rolls succeed it is a botch.
Second Tries
When a roll fails, you can try again with a +1 difficulty
modifier.
Combat Fighting is a series of die rolls, until someone
surrenders or is rendered unable to fight. The rolls
determines whether or not your character hits and
how much damage he inflicts on his target. The number
of dice rolls is determined as above, but a knife is
more deadly than a fist, and a gun is more deadly
than all. Each success gained on your attack roll
represents a point of damage inflicted against the
targets Health trait. If the target has no more
Health left, he is unconscious or dead (depending
on the type of damage done).
There are two types of damage: bashing (caused
by blunt weapons such as fists or clubs; these
wounds heal quickly), lethal (caused by sharp
weapons such as knives and bullets; these wounds
heal slowly). There are a number of complications
involved in combat, such as a targets Defense Rolls.
(which are subtracted from any attack successs
targeted against him), Roll to hit and apply
successes as damage minus any successful deffense
rolls.
Example
Lets see how it looks in action. Your character tries
to shoot at a thug who just killed his friend. Your
characters Dexterity is 3, his Firearms 2, and hes
using a Glock 9mm pistol. You therefore get to roll the
dice five times. The thug is about 30 yards away which
is a -1 penalty. So, you are reduced to 4 dice rolls.
But thats not all. Its raining cats and dogs. The
Storyteller decides that theres an additional -1 penalty
for poor visibility. That leaves you just 3 dice rolls.
If a roll yields a 7 or 11 that is one success. If the
thug is hit. He suffers 1 points of lethal damage to his
Health for every success. Lets say you make 2 successs.
It hurts, but it might not be enough to stop him. and he
staggers away. Your character needs to decide whether to
give chase and close the distance, or try to fire again.
The number of times you roll for an action is made up
of an attribute added to an abillity. Each of these
are given a rating from 1 to five:
1) Poor
2) Average
3) Good
4) Exceptional
5) World Class
That dice pool is then subtracted by a difficulty level
from 0 to 6.
0) Easy
1) Routine
2) Moderate
3) Difficult
4) Challenging
5) Hard
6) Exceptional
The number of successes you have is also given a
rating from one to five:
1) Marginal
2) Moderate
3) Good
4) Excellent
5) Phenomenal
The attributes your character has are listed here,
they are devided into 3 categories:
Physical:
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 - Represents 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:
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
We will now go over the combat system. It is very simple.
Combat is broken down into three steps, Initiative, Attack, and Resolution.
During initiative, both players roll Dexterity + Wits. Whoever has more successes gets to go first.
Each player declares either to attack or 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
equal 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 +3. Some guns allow you to
shoot multiple times in a turn.
Stage three - Resolution
Roll as many times as your Stamina points to eliminate 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!
Overview
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
1) Awareness
Allows the Mage to sense things with their magic.
2) Sympathetic
The Mage can effect things they’re personally connected to.
3) Coincidental
The Mage can work magic as long as it doesn’t defy physics.
4) Manipulative
The Mage can manipulate and bend the laws of physics.
5) Miraculous
The Mage can now create impossible miracles.
Mechanics
Casting Magic
Arete is added to the Sphere you are using to 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
A Mage’s Avatar is the maximum Quintessence they can store.
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 9 Traditions representing the different kinds
of Mages and their 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
If you have your own Coven you can also list it as your
Cabal.
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
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.
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
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.
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.
Mages tend to have certain tools for using magic. When a
Mage has access to these tools, The difficulty for casting
magic is reduced. You can pick at least one at the start of
the game. Here is a list of suggestions for you to choose
from:
Art
Blood
Books
Bones
Cauldrons / Chalices
Circles
Computers
Crystals
Dancing
Devices
Martial Arts
Drugs
Elements
Feathers
Fire
Formulas
Herbs
Holy Symbols
Incense
Language
Music
Internet
Ordeals
Pure Water
Purification
Ritual Sacrifice
Runes
Science
Sex
Songs
Tarot Cards
Ouija boards
Tattoos
Piercings
Toys
Wands
Weapons
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