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

From V5 Homebrew Wiki
Jump to navigation Jump to search
(Tags: Mobile edit, Mobile web edit)
Line 1: Line 1:
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>
  
[[Alternate Sphere Magic]]
 
  
A character sheet for this system is at:  
+
Physical: <br>
  
[https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]
+
Strength - Physical Power <br>
 +
Dexterity - Athleticism <br>
 +
Stamina - Toughness <br>
  
Like most roleplaying games played around a table,
+
Social: <br>
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
+
Charisma - Charm <br>
changed this from the original game, Mage: The Ascension
+
Manipulation - Persuasion <br>
from rolling a ten sided dice. I did a little math and it
+
Appearance - Attractiveness <br>
just made since.
 
  
For a success in this game, rolling a 7 or 11 with two
+
Mental: <br>
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
+
Perception - Insight To Surroundings <br>
one 10 sided die, which has the odds of 3/10 which is 0.3.
+
Intelligence - Pure IQ <br>
 +
Wits - Intuition & Instincts <br>
  
So, with a few other modifications the game mechanics
+
Abilities are also divided into 3 categories: <br>
are basically the same.
 
  
Traits
+
Talents: <br>
  
Characters possess a variety of traits, describing
+
Alertness - Attention to Your Surroundings <br>
their innate capabilities, trained skills, and even
+
Athletics - A Talent With Sports <br>
how many wounds they can suffer before dying.
+
Awareness - You Can Sense The Presence of Magic <br>
Two types of trait are especially important:
+
Brawl - Skill With Unarmed Combat <br>
Attributes and Skills. Each of these traits is rated in
+
Dodge - Avoiding Physical Danger <br>
dots (●), ranging from 1 to 5, much like the five-
+
Expression - The Art of Communication <br>
star system many critics use to rate movies. For
+
Intimidation - Flexing Your Muscles <br>
example, a character might have a Dexterity
+
Leadership - You Are Respected <br>
Attribute of ●●● (3 dots) and a Firearms Skill of
+
Streetwise - Youre a Part Of The Underworld <br>
●● (2 dots).
+
Subterfuge - You Can Hide Your Motives <br>
  
Whenever your character performs an action that
+
Skills: <br>
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
+
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>
  
Various conditions and circumstances can greatly
+
Knowledges: <br>
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
+
Academics - Higher Education In A Field <br>
with his Glock 17 pistol, your character suffers a
+
Computer - From Typing To Hacking <br>
-2 penalty.
+
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>
  
The Storyteller determines whether or not any
+
There are also some other very important traits: <br>
circumstance imposes dice-roll modifiers and how
 
great those modifiers are.
 
  
Dice Rolls
+
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>
  
So, we can say that that the number of times you
+
Getting Started <br>
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 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>
  
Now that you know what to roll, lets see how to
+
Here is a quick overview of how to begin the character creation process: <br>
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
+
The 3 categories of attributes are divided into 3 levels of points: 7/5/3 <br>
  
If one of your rolls turn up snake eyes, it cancel out
+
The 3 categories of abilities are also divided into 3 levels of points: 13/9/5 <br>
one success.  If you roll snake eyes, and none of you other
 
rolls succeed it is a botch.
 
  
Second Tries
+
You get 7 points to go into Backgrounds. <br>
  
When a roll fails, you can try again with a +1 difficulty
+
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>
modifier.
 
  
Combat Fighting is a series of die rolls, until someone
+
Arete starts at 1 and can’t begin higher than 3. <br>
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
+
Willpower starts at 5 and can’t begin higher than 7. <br>
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
+
You also get 15 Freebie Points: <br>
  
Lets see how it looks in action. Your character tries
+
To increase an Attribute requires 5 freebie points. <br>
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
+
To increase an Ability requires 2 freebie points. <br>
of an attribute added to an abillity. Each of these
 
are given a rating from 1 to five:
 
  
1) Poor
+
To increase a Background requires 1 freebie point. <br>
  
2) Average
+
To increase Willpower requires 1 freebie point. <br>
  
3) Good
+
To increase Arete requires 4 freebie points. <br>
  
4) Exceptional
+
To increase a Sphere requires 7 freebie points. <br>
  
5) World Class
+
Prioritize the categories with 3 levels of points. <br>
  
That dice pool is then subtracted by a difficulty level
+
Select Attributes (7/5/3) <br>
from 0 to 6.
 
  
0) Easy
+
Physical: Strength, Dexterity, Stamina <br>
  
1) Routine
+
Social: Charisma, Manipulation, Appearance <br>
  
2) Moderate
+
Mental: Perception, Intelligence, Wits <br>
  
3) Difficult
+
Select Abilities (13/9/5) <br>
  
4) Challenging
+
Talents: Alertness, Athletics, Awareness <br>
 +
Brawl, Dodge, Expression, Intimidation <br>
 +
Leadership, Streetwise, Subterfuge <br>
  
5) Hard
+
Skills: Crafts, Drive, Etiquette, Firearms <br>
 +
Meditation, Melee, Performance, Stealth <br>
 +
Survival, Technology <br>
  
6) Exceptional
+
Knowledges: Academics, Computer, Cosmology <br>
 +
Enigmas, Investigation, Law, Linguistics <br>
 +
Medicine, Occult, Science <br>
  
The number of successes you have is also given a
+
Additionally, characters also have a number of advantages called Backgrounds. <br>
rating from one to five:
 
  
1) Marginal
+
Backgrounds: <br>
  
2) Moderate
+
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>
  
3) Good
+
We will now go over the combat system. It is very simple. <br>
  
4) Excellent
+
Combat is broken down into three steps, Initiative, Attack, and Resolution. <br>
  
5) Phenomenal
+
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>
  
The attributes your character has are listed here,
+
It is also possible to ambush someone with: <br>
they are devided into 3 categories:
+
Dexterity + Stealth vs Perception + Alertness <br>
  
 +
Stage two - Attack <br>
  
Physical:  
+
The attacker rolls one of these: <br>
  
Strenght - Physical Power
+
Unarmed Combat: Strength + Brawl <br>
  
Dexterity - Athleticism
+
Armed Combat: Strength + Weaponry <br>
  
Stamina - Toughness
+
Firearms: Dexterity + Firearms <br>
  
 +
Throwing Objects: Dexterity + Athletics <br>
  
Social:
+
Then the defender either takes the hit,<br>
 +
or if they chose to defend they roll: <br>
  
Charisma - Charm
+
Block: Dexterity + Brawl <br>
  
Manipulation - Persuasion
+
Dodge: Dexterity + Dodge <br>
  
Appearance - Attractiveness
+
Parry: Dexterity + Melee <br>
  
 +
The successes of the attack roll minus the defense roll<br>
 +
equal damage, which is either Bashing or Lethal. <br>
  
Mental:
+
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>
  
Perception - Insight To Surroundings
+
Stage three - Resolution <br>
  
Intelligence - Pure IQ
+
Roll as many times as your Stamina points to eliminate a point<br>
 +
of bashing damage for each success. <br>
  
Wits - Intuition & Instincts
+
If the fighting continues you roll again for initiative. <br>
  
 +
Keep track of the damage to your health with this chart: <br>
  
Abilities are also devided into 3 categories:
+
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>
  
Talents:
+
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>
  
Alertness - Attention to Your Surroundings
+
Finally, your character needs to learn magic! <br>
  
Athletics - A Talent With Sports
+
Overview <br>
  
Awareness - You Can Sense The Presence of Magic
+
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>
  
Brawl - Skill With Unarmed Combat
+
The Twelve Spheres in alphabetical order are: <br>
  
Dodge - Avoiding Physical Danger
+
Control, Destruction, Feeling, Influence, <br>
 +
Penetration, Production, Revelation, Restoration, <br>
 +
Transformation, Travel, Understanding, and Vanishing <br>
  
Expression - The Art of Communication
+
These are the degrees of power for the Spheres: <br>
  
Intimidation - Flexing Your Muscles
+
1) Awareness <br>
  
Leadership - You Are Respected
+
2) Sympathetic <br>
  
Streetwise - Youre a Part Of The Underworld
+
3) Coincidental <br>
  
Subterfuge - You Can Hide Your Motives
+
4) Manipulative <br>
  
 +
5) Miraculous <br>
  
Skills:
+
1) Awareness <br>
  
Crafts - Working With Your Hands
+
Allows the Mage to sense things with their magic. <br>
  
Drive - Handling The Road
+
2) Sympathetic <br>
  
Etiquette - Managing Social Situations
+
The Mage can effect things they’re personally connected to. <br>
  
Firearms - Firing Guns
+
3) Coincidental <br>
  
Meditation - Regenerates Magic
+
The Mage can work magic as long as it doesn’t defy physics. <br>
  
Melee  - Hand To Hand Weapons
+
4) Manipulative <br>
  
Performance - Specialized as music etc.
+
The Mage can manipulate and bend the laws of physics. <br>
  
Stealth - Hiding From Sight
+
5) Miraculous <br>
  
Survival - Living In Difficult Environments
+
The Mage can now create impossible miracles. <br>
  
Technology - Reparing And Working WIth Machines
+
Mechanics <br>
  
 +
Casting Magic <br>
  
Knowledges:
+
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>
  
Academics - Higher Education In A Field
+
Avatar <br>
  
Computer - From Typing To Hacking
+
A Mage’s Avatar is the maximum Quintessence they can store. <br>
  
Cosmology - Knowledge Of The Spirit World
+
Occult <br>
  
Enigmas - Solving Puzzles Or Riddles
+
This system of magic can connect to occult themes, <br>
 +
for interesting role playing. <br>
  
Investigation - Forensics Detective Work
+
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>
  
Law - Professional Practice In Law
+
Control: <br>
  
Linguistics - Specializing In Other Languages
+
Energy / Telekinesis <br>
  
Medicine - First Aid, & Surgery Etc.
+
(Aries / Emperor) + (Mars / Tower) <br>
  
Occult - Knowledge Of Magic Practices
+
Transformation: <br>
  
Science - Engineering, Chemistry, & Physics
+
Developing / Shapeshifting <br>
  
 +
(Taurus / Hierophant) + (Venus / Empress) <br>
  
There are also some other very important traits:
+
Understanding: <br>
  
 +
Wisdom / ESP <br>
  
Avatar - Represents your abillity to store quintessence
+
(Libra / Justice) + (Venus / Empress) <br>
  
Arete - Your mastery of magick
+
Revelation: <br>
  
Willpower - Can be used to force success
+
Visions / Rapture <br>
  
Quintessence - The raw power of magic
+
(Pisces / High Priestess) + (Neptune / Hanged Man) <br>
  
Paradox - The backlash from magic into insanity
+
Feeling: <br>
  
Health - The ammount of damage you can take
+
Empathy / Telepathy <br>
  
 +
(Virgo / Hermit) + (Mercury / Magician) <br>
  
Getting Started
+
Influence: <br>
  
Now that you know the basics of the Storytelling
+
Charisma / Hypnotism <br>
System, you can proceed to create your own
 
characters. Youll be able to judge what sort of traits
 
youll need based on their titles (theyre mostly self-
 
explanatory), and know that the more dots you have
 
in a trait the better your character will be when
 
accomplishing tasks with it.
 
  
Here is a quick overview of how to begin the character
+
(Leo / Strength) + (Sun / Sun) <br>
creation process:
 
  
The 3 categories of attributes are devided into 3 levels
+
Penetration: <br>
of points: 7/5/3
 
  
The 3 categories of abillities are also devided in 3 levels
+
Escape / Intangibility <br>
of points: 13/9/5
 
  
You get 7 points to go into Backgrounds.
+
(Gemini / Lovers) + (Mercury / Magician) <br>
  
You also get 6 dots that can go into your Mages magical
+
Travel: <br>
knowledge called Spheres. The catch is that none of them
 
can be higher than your level of Arete.
 
  
Arete starts at 1 and cant begin higher than 3
+
Direction / Teleportation <br>
  
Willpower starts at 5 and cant begin higher than 7
+
(Sagittarius / Temperance) + (Jupiter / Wheel of Fortune) <br>
  
You also get 15 Freebie Points:
+
Production: <br>
  
To increase an Attribute requires 5 freebie points.
+
Attraction / Creation <br>
  
To increase an Ability requires 2 freebie points.
+
(Capricorn / Devil) + (Saturn / World) <br>
  
To increase a Background requires 1 freebie point.
+
Restoration: <br>
  
To increase Willpower requires 1 freebie point.
+
Renewal / Healing <br>
  
To increase Arete requires 4 freebie points.
+
(Aquarius / Star) + (Uranus / Fool) <br>
  
To increasae a Sphere requires 7 freebie points.
+
Vanishing: <br>
  
Prioritize the categories with 3 levels of points
+
Stealth / Invisibility <br>
  
 +
(Cancer / Chariot) + (Moon / Moon) <br>
  
Select Attributes (7/5/3)
+
Destruction: <br>
  
Physical: Strenght, Dexterity, Stamina
+
Curses / Annihilation <br>
  
Social: Charisma, Manipulation, Appearance
+
(Scorpio / Death) + (Pluto / Judgement) <br>
  
Mental: Perception, Intelligence, Wits
+
Finishing Touches <br>
  
 +
Here are some finishing touches to add to your character <br>
 +
sheet. <br>
  
Select Abilities (13/9/5)
+
Traditions <br>
  
Talents: Alertness, Athletics, Awareness
+
There are 9 Traditions representing the different kinds <br>
Brawl, Dodge, Expression, Intimidation
+
of Mages and their world views. You can pick whichever <br>
Leadership, Streetwise, Subterfuge
+
one you feel resonates with your character: <br>
  
Skills: Crafts, Drive, Etiquette, Firearms
+
Akashic Brotherhood - Buddhist Warriors <br>
Meditation, Melee, Performance, Stealth
+
Celestial Chorus - Gnostic Priests <br>
Survival, Technology
+
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>
  
Knowledges: Academics, Computer, Cosmology
+
If you have your own Coven you can also list it as your <br>
Enigmas, Investigation, Law, Linguistics
+
Cabal. <br>
Medicine, Occult, Science
 
  
 +
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>
  
Additionally characters also have a number of
+
Criminal <br>
advantages called Backgrounds.
+
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>
  
Backgrounds:
+
Architect - Purpose / Obsession <br>
 +
You desire to leave a mark on the world. <br>
  
Allies - Friends who help you
+
Autocrat - Leadership / Dictatorship <br>
 +
You want control. <br>
  
Arcane - You are unnoticed as a Mage
+
Bon Vivant - Love of Life / Hedonism <br>
 +
You want to live Life. <br>
  
Avatar - The Strength of the soul
+
Bravo - Strength / Anger <br>
 +
You want power. <br>
  
Contacts - Information sources
+
Caregiver - Compassion / Smothering <br>
 +
You look out for others. <br>
  
Destiny - A greater purpose
+
Celebrant - Passion / Intemperance <br>
 +
You have a calling <br>
  
Dream - Visions from the unknown
+
Child - Innocence / Immaturity <br>
 +
You never grew up. <br>
  
Influence - Pull over the mortal world
+
Competitor - Striving / Competitiveness <br>
 +
Life is a challenge to be won. <br>
  
Library - Access to metaphysical knowledge
+
Conformist - Cooperation / Low-Self Esteem <br>
 +
You are a follower. <br>
  
Node - A place of magical power
+
Conniver - Clever / Envy <br>
 +
You are a manipulator <br>
  
Resources - Extra Money
+
Curmudgeon - Critical Eye / Lack of Imagination <br>
 +
You find the faults in others. <br>
  
Wonder - A Magical talisman or device
+
Deviant - Shatter Boundaries / Perversion <br>
 +
You are an outcast. <br>
  
 +
Director - Organization / Lack of Tolerance <br>
 +
You want things under control. <br>
  
We will now go over the combat system. It is
+
Fanatic - Dedication / Stubbornness <br>
very simple.
+
You live for a cause. <br>
  
Combat is broken down into three steps,
+
Gallant - Artistry / Flamboyance <br>
Initiative, Attack, and Resolution.
+
You want to be the center of attention. <br>
  
During initiative both players roll Dexterity +
+
Judge - Justice / Lack of Vision <br>
Wits. Whoever has more successes gets to go first.
+
You want to resolve problems. <br>
  
Each player declares either to attack or deffend.
+
Loner - Self-Reliance / Lack of Empathy <br>
 +
You work best by yourself. <br>
  
It is also possible to ambush someone with:
+
Martyr - Sacrifice / Self-Deprecation <br>
Dexterity + Stealth vs Perception + Alertness
+
You devote yourself to helping others. <br>
  
 +
Masochist - Devotion / Self-Destructiveness <br>
 +
You want to suffer. <br>
  
Stage two - Attack
+
Monster - Mirror of Villainy / Depravity <br>
 +
You are an evil person. <br>
  
The attacker rolls one of these:
+
Pedagogue - Knowledge / Logorrhea <br>
 +
You are a teacher. <br>
  
Unarmed Combat: Strength + Brawl
+
Penitent - Responsibility / Contrition <br>
 +
You are consumed with guilt. <br>
  
Armed Combat: Strength + Weaponry
+
Perfectionist - Exactitude / Incompleteness <br>
 +
You need to be the best. <br>
  
Firearms: Dexterity + Firearms
+
Rebel - Individuality / Lack of Direction <br>
 +
You like to break the rules. <br>
  
Throwing Objects: Dexterity + Athletics
+
Rogue - Valor / Selfishness <br>
 +
You look out for yourself. <br>
  
Then the defender either takes the hit,
+
Survivor - Perseverance / Lack of Trust <br>
or if they chose to deffend they roll:
+
You keep going no matter what. <br>
  
Block: Dexterity + Brawl
+
Thrill-Seeker - Daring / Recklessness <br>
 +
You live on the edge. <br>
  
Dodge: Dexterity + Dodge
+
Traditionalist - Consistency / Complacency <br>
 +
You support the status quo. <br>
  
Parry: Dexterity + Melee
+
Trickster - Empathy / Hypocrisy <br>
 +
Your life is a comedy. <br>
  
The successes of the attack roll minus the defense
+
Visionary - Imagination / Pride <br>
roll equal damage, which is either Bashing or Lethal.  
+
You want to remake the future. <br>
  
If a weapon is being used the story teller can increase
+
Your character's Avatar Essence is also on the character <br>
the modifier for an attack by up to +3. Some guns allow
+
sheet. An Avatar represents a Mage's soul, and the <br>
you to shoot multiple times in a turn.
+
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>
  
Stage three - Resolution
+
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>
  
Roll as many times as your Stamina points to eliminate
+
There are three types of Resonance: <br>
a point of bashing damage for each success.
+
Dynamic, Entropic, and Static <br>
  
If the fighting continues you roll again for initiative.
+
Dynamic represents change. Entropic represents destruction. <br>
 +
And Static represents protection. <br>
  
Keep track of the damage to your health with this chart:
+
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>
  
Health
+
Representing your primary motivation. <br>
  
1) Bruised -0
+
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>
  
2) Hurt -1
+
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>
  
3) Injured -2
+
Also, here are some examples of how to attempt <br>
 +
other actions using the abilities and attributes <br>
 +
already mentioned: <br>
  
4) Wounded -3
+
Climbing - Dexterity + Athletics <br>
  
5) Mauled -4
+
Driving - Dexterity + Drive <br>
  
6) Crippled -5
+
Encumbrance - Strength <br>
  
7) Unconscious
+
Intrusion - Dexterity or Intelligence + Technology <br>
  
 +
Jumping - Strength or Strength + Athletics <br>
  
Each point of damage is marked with a / for bashing damage
+
Lifting / Breaking - Strength or Willpower <br>
and an X for lethal damage. If you aquire 7 bashing damage you
 
are unconscious, further bashing damage can become lethal damage.
 
Either way you apply a penalty to everything you roll as the
 
damage goes up. If you aquire more than 7 in lethal damage you
 
can die.
 
  
 +
Pursuit - Dexterity + Athletics / Drive <br>
  
Finally your character needs to learn magic!
+
Shadowing - Dexterity + Stealth <br>
  
Overview
+
Sleight of Hand - Dexterity + Stealth <br>
  
There are 12 Spheres in this system that are divided
+
Sneaking - Dexterity + Stealth <br>
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.
 
  
 +
Stealing - Dexterity + Stealth, Perception + Streetwise <br>
  
The Twelve Spheres in alphabetical order are:
+
Swimming - Stamina + Athletics <br>
  
 +
Throwing - Dexterity + Athletics <br>
  
Control, Destruction, Feeling, Influence,
+
Fast Talk - Manipulation + Subterfuge <br>
Penetration, Production, Revelation, Restoration,
 
Transformation, Travel, Understanding, and
 
Vanishing
 
  
 +
Fitting In - Charisma + Expression <br>
  
These are the degrees of power for the Spheres:
+
Impersonation - Charisma + Expression or Manipulation + Subterfuge <br>
  
 +
Interrogation - Manipulation + Intimidation or Charisma + Intimidation <br>
  
1) Awareness
+
Oration - Charisma + Leadership <br>
  
2) Sympathetic
+
Performance - Charisma + Performance <br>
  
3) Coincidental
+
Academic Knowledge - Intelligence + Academics <br>
  
4) Manipulative
+
Building Devices - Intelligence + Technology <br>
  
5) Miraculous
+
Cryptography - Intelligence + Linguistics or Intelligence + Computer <br>
  
 +
Detecting The Supernatural - Perception + Awareness <br>
  
1) Awareness
+
Foraging - Intelligence + Survival <br>
  
Allows the Mage to sense things with their magic.
+
Fortune Telling - Perception + Awareness <br>
  
 +
Hacking - Intelligence / Wits + Computer <br>
  
2) Sympathetic
+
Inventing - Intelligence + Science <br>
  
The Mage can effect things theyre personally
+
Investigation - Perception + Investigation <br>
connected to.
 
  
 +
Meditation - Stamina / Intelligence + Meditation <br>
  
3) Coincidental
+
Repair - Dexterity + Technology <br>
  
The Mage can work magic as long as it doesnt defy
+
Research - Intelligence + Investigation / Computer <br>
physics.
 
  
 +
Surveillance - Perception + Alertness, Dexterity + Stealth <br>
  
4) Manipulative
+
Tracking - Perception + Survival <br>
 
 
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 less dice to avoid a potential botch.
 
 
 
 
 
Avatar
 
 
 
A Mages Avatar is the maximum Quintessence they
 
can store.
 
 
 
 
 
Quintessence
 
 
 
Quintessence is the power source for Magic.
 
Spending Quintessence reduces the difficulty of a
 
spell, up to a modifier of -3. Meditation is required
 
to regain Quintessence for at least an hour at a place
 
of power. 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
 
 
 
Add +4 difficulty for coincidental magic, and +5
 
for Vulgar magic, if there are no witnesses. Add
 
+1 for magic witnessed by Sleepers.
 
 
 
 
 
Successes
 
 
 
Simple magic requires only one success, two
 
successes are required for more powerful magic,
 
and larger effects can take even more. If your level
 
of Arete is at least one point higher than the Sphere
 
you are using, you can succeed without a dice roll.
 
 
 
 
 
Botches
 
 
 
If a Mage rolls a failure when casting a spell & they
 
also roll snake eyes on any of their dice then they botch.
 
This is a dangerous situation.
 
 
 
 
 
Spheres
 
 
 
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) Bonus to Subterfuge
 
 
 
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)
 
 
 
 
 
Also, here are some examples of how to attempt
 
other actions using the abillities 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
 

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