Difference between revisions of "Mage: The Ascension (Alternate Rules)"
Line 1: | Line 1: | ||
To just see the alternate magic system read:<br> | To just see the alternate magic system read:<br> | ||
− | + | [[Alternate Sphere Magic]] | |
− | [[Alternate Sphere Magic]] | + | |
− | |||
A character sheet for this system is at:<br> | A character sheet for this system is at:<br> | ||
+ | [https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet] | ||
<br> | <br> | ||
− | + | Mage: The Ascension | |
<br> | <br> | ||
− | Like most roleplaying games played around a | + | Like most roleplaying games played around a <br> |
− | This game uses dice to determine the | + | table, This game uses dice to determine the <br> |
− | chance. Anytime a character performs | + | whims of chance. Anytime a character performs <br> |
− | under adverse conditions or when the | + | an action under adverse conditions or when the <br> |
− | unclear, his player rolls dice to see whether the task | + | outcome is unclear, his player rolls dice to <br> |
− | succeeds or fails.<br> | + | see whether the task succeeds or fails.<br> |
<br> | <br> | ||
− | You just need two six sided dice to play. I | + | You just need two six sided dice to play. I <br> |
− | changed this from the original game, | + | have changed this from the original game, <br> |
− | Ascension from rolling a ten sided dice. I did a | + | Mage: The Ascension from rolling a ten sided <br> |
− | little math and it just made since.<br> | + | dice. I did a little math and it just made <br> |
+ | since.<br> | ||
<br> | <br> | ||
− | For a success in this game, rolling a 7 or 11 | + | For a success in this game, rolling a 7 or 11 <br> |
− | 6 sided dice has the odds of 2/9 which is 0.2222.<br> | + | with two 6 sided dice has the odds of 2/9 <br> |
+ | which is 0.2222.<br> | ||
<br> | <br> | ||
− | A success in Mage is made by rolling a 8, 9, | + | A success in Mage is made by rolling a 8, 9, <br> |
− | one 10 sided die, which has the odds of 3/10 which is 0.3.<br> | + | or 10 on one 10 sided die, which has the odds <br> |
+ | of 3/10 which is 0.3.<br> | ||
<br> | <br> | ||
− | So, with a few other modifications the game | + | So, with a few other modifications the game <br> |
− | are basically the same.<br> | + | mechanics are basically the same.<br> |
<br> | <br> | ||
Traits<br> | Traits<br> | ||
<br> | <br> | ||
− | Characters possess a variety of traits, | + | Characters possess a variety of traits, <br> |
− | their innate capabilities, trained skills, and even | + | describing their innate capabilities, trained <br> |
− | how many wounds they can suffer | + | skills, and even how many wounds they can suffer <br> |
− | Two types of trait are especially | + | before dying. Two types of trait are especially <br> |
− | Attributes and Skills. Each of these traits is rated in | + | important: Attributes and Skills. Each of these <br> |
− | dots (●), ranging from 1 to 5, much like the five-<br> | + | traits is rated in dots (●), ranging from 1 to <br> |
− | + | 5, much like the five-star system many critics <br> | |
− | + | use to rate movies. For example, a character <br> | |
− | + | might have a Dexterity Attribute of ●●● <br> | |
− | ●● (2 dots).<br> | + | (3 dots) and a Firearms Skill of ●● (2 dots).<br> |
<br> | <br> | ||
Whenever your character performs an action that<br> | Whenever your character performs an action that<br> | ||
calls for dice rolls, you most often add the most <br> | calls for dice rolls, you most often add the most <br> | ||
− | appropriate Attribute to the most appropriate | + | appropriate Attribute to the most appropriate <br> |
− | When your character shoots a gun, you add | + | Skill. When your character shoots a gun, you add <br> |
− | to his Firearms for a total number of dice rolls.<br> | + | his Dexterity to his Firearms for a total number <br> |
+ | of dice rolls.<br> | ||
<br> | <br> | ||
Modifiers<br> | Modifiers<br> | ||
Line 51: | Line 55: | ||
Various conditions and circumstances can greatly<br> | Various conditions and circumstances can greatly<br> | ||
improve or hinder your characters tasks,<br> | improve or hinder your characters tasks,<br> | ||
− | represented by bonuses and/or penalties to your | + | represented by bonuses and/or penalties to your <br> |
− | rolls. On one hand, quality tools might give | + | dice rolls. On one hand, quality tools might give <br> |
− | bonus to repair a car. On the other hand, a <br> | + | him a bonus to repair a car. On the other hand, a <br> |
− | thunderstorm might cause hazardous driving | + | thunderstorm might cause hazardous driving <br> |
− | levying a penalty on any driving rolls, and a distant | + | conditions, levying a penalty on any driving <br> |
− | target is hard to hit with a gun, represented by | + | rolls, and a distant target is hard to hit with a <br> |
− | range penalties.<br> | + | gun, represented by range penalties.<br> |
<br> | <br> | ||
For example, when shooting a target 30 yards away<br> | For example, when shooting a target 30 yards away<br> | ||
− | with his Glock 17 pistol, your character suffers | + | with his Glock 17 pistol, your character suffers <br> |
− | -2 penalty.<br> | + | a -2 penalty.<br> |
<br> | <br> | ||
The Storyteller determines whether or not any<br> | The Storyteller determines whether or not any<br> | ||
− | circumstance imposes dice-roll modifiers and | + | circumstance imposes dice-roll modifiers and <br> |
− | great those modifiers are.<br> | + | how great those modifiers are.<br> |
<br> | <br> | ||
Dice Rolls<br> | Dice Rolls<br> | ||
<br> | <br> | ||
− | So, we can say that that the number of times | + | So, we can say that that the number of times <br> |
− | get to roll the dice is determined like | + | you get to roll the dice is determined like <br> |
− | Attribute + Skill + modifiers (if any) In | + | so: Attribute + Skill + modifiers (if any) In <br> |
− | bonuses are always added before penalties are applied. <br> | + | general, bonuses are always added before <br> |
+ | penalties are applied. <br> | ||
<br> | <br> | ||
Rolling the Dice<br> | Rolling the Dice<br> | ||
<br> | <br> | ||
− | Now that you know what to roll, lets see how | + | Now that you know what to roll, lets see how <br> |
− | read the results. Each roll uses two dice, | + | to read the results. Each roll uses two dice, <br> |
− | result of 7, or 11 is considered a success. You might | + | and a result of 7, or 11 is considered a <br> |
− | have more than one of these, in which case you have <br> | + | success. You might have more than one of <br> |
− | + | these, in which case you have multiple <br> | |
− | + | successes. The dice don't just tell you whether <br> | |
− | + | your character succeeds or fails it shows you how <br> | |
− | your roll fails. Obviously, the more die rolls | + | well he does. If none of your die rolls succeed,<br> |
− | the better your characters chances of success, and the | + | your roll fails. Obviously, the more die rolls <br> |
− | greater your odds of gaining multiple successes.<br> | + | you have the better your characters chances of <br> |
+ | success, and the greater your odds of gaining <br> | ||
+ | multiple successes.<br> | ||
<br> | <br> | ||
Snake Eyes<br> | Snake Eyes<br> | ||
<br> | <br> | ||
− | If one of your rolls turn up snake eyes, it | + | If one of your rolls turn up snake eyes, it <br> |
− | one success. If you roll snake eyes, and none of you other | + | cancels out one success. If you roll snake eyes, <br> |
− | rolls succeed it is a botch.<br> | + | and none of you other rolls succeed it is a <br> |
+ | botch.<br> | ||
<br> | <br> | ||
Second Tries<br> | Second Tries<br> | ||
<br> | <br> | ||
− | When a roll fails, you can try again with a +1 | + | When a roll fails, you can try again with a +1 <br> |
− | modifier.<br> | + | difficulty modifier.<br> |
<br> | <br> | ||
− | Combat Fighting is a series of die rolls, until | + | Combat Fighting is a series of die rolls, until <br> |
− | surrenders or is rendered unable to fight. The rolls | + | someone surrenders or is rendered unable to <br> |
− | determines whether or not your | + | fight. The rolls determines whether or not your <br> |
− | how much damage he inflicts on his target. The number<br> | + | character hits and how much damage he inflicts <br> |
− | + | on his target. The number of dice rolls is <br> | |
− | + | determined as above, but a knife is more deadly <br> | |
− | + | than a fist, and a gun is more deadly than all. <br> | |
− | represents a point of damage inflicted against | + | Each success gained on your attack roll <br> |
− | targets Health trait. If the target has no | + | represents a point of damage inflicted against <br> |
− | Health left, he is unconscious or dead | + | the targets Health trait. If the target has no <br> |
− | on the type of damage done).<br> | + | more Health left, he is unconscious or dead <br> |
+ | (depending on the type of damage done).<br> | ||
<br> | <br> | ||
− | There are two types of damage: bashing | + | There are two types of damage: bashing <br> |
− | by blunt weapons such as fists or | + | (caused by blunt weapons such as fists or <br> |
− | wounds heal quickly), lethal (caused by sharp | + | clubs; these wounds heal quickly), lethal <br> |
− | weapons such as knives and bullets; these wounds | + | (caused by sharp weapons such as knives and <br> |
− | heal slowly). There are a number of complications<br> | + | bullets; these wounds heal slowly). There are <br> |
− | + | a number of complications involved in combat, <br> | |
− | + | such as a targets Defense Rolls. (which are <br> | |
− | + | subtracted from any attack successs targeted <br> | |
− | + | against him), Roll to hit and apply successes <br> | |
− | rolls.<br> | + | as damage minus any successful defense rolls.<br> |
<br> | <br> | ||
Example<br> | Example<br> | ||
<br> | <br> | ||
− | Lets see how it looks in action. Your character | + | Lets see how it looks in action. Your character <br> |
− | to shoot at a thug who just killed his | + | tries to shoot at a thug who just killed his <br> |
− | characters Dexterity is 3, his Firearms 2, and hes | + | friend. Your characters Dexterity is 3, his <br> |
− | using a Glock 9mm pistol. You therefore get to roll the<br> | + | Firearms 2, and hes using a Glock 9mm pistol. <br> |
− | + | You therefore get to roll the dice five times. <br> | |
− | + | The thug is about 30 yards away which is a -1 <br> | |
− | + | penalty. So, you are reduced to 4 dice rolls. But <br> | |
− | Storyteller decides that theres an additional -1 | + | thats not all. Its raining cats and dogs. The <br> |
− | for poor visibility. That leaves you just 3 dice rolls. | + | Storyteller decides that theres an additional -1 <br> |
− | If a roll yields a 7 or 11 that is one success. If the | + | penalty for poor visibility. That leaves you <br> |
− | thug is hit. He suffers 1 points of lethal damage to his <br> | + | just 3 dice rolls. If a roll yields a 7 or 11 <br> |
− | + | that is one success. If the thug is hit. He <br> | |
− | It hurts, but it might not be enough to stop him. | + | suffers 1 points of lethal damage to his Health <br> |
− | staggers away. Your character needs | + | for every success. Lets say you make 2 successs. <br> |
− | give chase and close the distance, or try to fire again.<br> | + | It hurts, but it might not be enough to stop him. <br> |
+ | and he staggers away. Your character needs to <br> | ||
+ | decide whether to give chase and close the <br> | ||
+ | distance, or try to fire again.<br> | ||
<br> | <br> | ||
− | The number of times you roll for an action is | + | The number of times you roll for an action is <br> |
− | of an attribute added to an abillity. | + | made up of an attribute added to an abillity. <br> |
− | are given a rating from 1 to five:<br> | + | Each of these are given a rating from 1 to five:<br> |
<br> | <br> | ||
1) Poor<br> | 1) Poor<br> | ||
Line 153: | Line 165: | ||
5) World Class<br> | 5) World Class<br> | ||
<br> | <br> | ||
− | That dice pool is then subtracted by a difficulty | + | That dice pool is then subtracted by a difficulty <br> |
− | from 0 to 6.<br> | + | level from 0 to 6.<br> |
<br> | <br> | ||
0) Easy<br> | 0) Easy<br> | ||
Line 170: | Line 182: | ||
6) Exceptional<br> | 6) Exceptional<br> | ||
<br> | <br> | ||
− | The number of successes you have is also | + | The number of successes you have is also <br> |
− | rating from one to five:<br> | + | given a rating from one to five:<br> |
<br> | <br> | ||
1) Marginal<br> | 1) Marginal<br> | ||
Line 183: | Line 195: | ||
5) Phenomenal<br> | 5) Phenomenal<br> | ||
<br> | <br> | ||
− | The attributes your character has are listed | + | The attributes your character has are listed <br> |
− | they are | + | here, they are divided into 3 categories:<br> |
− | + | <br> | |
− | + | <br> | |
Physical: <br> | Physical: <br> | ||
− | + | <br> | |
Strength - Physical Power <br> | Strength - Physical Power <br> | ||
Dexterity - Athleticism <br> | Dexterity - Athleticism <br> | ||
Stamina - Toughness <br> | Stamina - Toughness <br> | ||
− | + | <br> | |
Social: <br> | Social: <br> | ||
− | + | <br> | |
Charisma - Charm <br> | Charisma - Charm <br> | ||
Manipulation - Persuasion <br> | Manipulation - Persuasion <br> | ||
Appearance - Attractiveness <br> | Appearance - Attractiveness <br> | ||
− | + | <br> | |
Mental: <br> | Mental: <br> | ||
− | + | <br> | |
Perception - Insight To Surroundings <br> | Perception - Insight To Surroundings <br> | ||
Intelligence - Pure IQ <br> | Intelligence - Pure IQ <br> | ||
Wits - Intuition & Instincts <br> | Wits - Intuition & Instincts <br> | ||
− | + | <br> | |
Abilities are also divided into 3 categories: <br> | Abilities are also divided into 3 categories: <br> | ||
− | + | <br> | |
Talents: <br> | Talents: <br> | ||
− | + | <br> | |
Alertness - Attention to Your Surroundings <br> | Alertness - Attention to Your Surroundings <br> | ||
Athletics - A Talent With Sports <br> | Athletics - A Talent With Sports <br> | ||
Line 219: | Line 231: | ||
Streetwise - Youre a Part Of The Underworld <br> | Streetwise - Youre a Part Of The Underworld <br> | ||
Subterfuge - You Can Hide Your Motives <br> | Subterfuge - You Can Hide Your Motives <br> | ||
− | + | <br> | |
Skills: <br> | Skills: <br> | ||
− | + | <br> | |
Crafts - Working With Your Hands <br> | Crafts - Working With Your Hands <br> | ||
Drive - Handling The Road <br> | Drive - Handling The Road <br> | ||
Line 232: | Line 244: | ||
Survival - Living In Difficult Environments <br> | Survival - Living In Difficult Environments <br> | ||
Technology - Repairing And Working With Machines <br> | Technology - Repairing And Working With Machines <br> | ||
− | + | <br> | |
Knowledges: <br> | Knowledges: <br> | ||
− | + | <br> | |
Academics - Higher Education In A Field <br> | Academics - Higher Education In A Field <br> | ||
Computer - From Typing To Hacking <br> | Computer - From Typing To Hacking <br> | ||
Line 245: | Line 257: | ||
Occult - Knowledge Of Magic Practices <br> | Occult - Knowledge Of Magic Practices <br> | ||
Science - Engineering, Chemistry, & Physics <br> | Science - Engineering, Chemistry, & Physics <br> | ||
− | + | <br> | |
There are also some other very important traits: <br> | There are also some other very important traits: <br> | ||
− | + | <br> | |
− | Avatar - | + | Avatar - Your ability to store quintessence <br> |
Arete - Your mastery of magick <br> | Arete - Your mastery of magick <br> | ||
Willpower - Can be used to force success <br> | Willpower - Can be used to force success <br> | ||
Line 254: | Line 266: | ||
Paradox - The backlash from magic into insanity <br> | Paradox - The backlash from magic into insanity <br> | ||
Health - The amount of damage you can take <br> | Health - The amount of damage you can take <br> | ||
− | + | <br> | |
Getting Started <br> | Getting Started <br> | ||
− | + | <br> | |
− | Now that you know the basics of the Storytelling | + | Now that you know the basics of the Storytelling <br> |
− | you can proceed to create your own characters. You’ll be | + | System, you can proceed to create your own <br> |
− | able to judge what sort of traits you’ll need based on<br> | + | characters. You’ll be able to judge what sort of <br> |
− | + | traits you’ll need based on their titles (they’re <br> | |
− | + | mostly self-explanatory), and know that the more <br> | |
− | + | dots you have in a trait the better your character <br> | |
− | + | will be when accomplishing tasks with it. <br> | |
− | Here is a quick overview of how to begin the | + | <br> |
− | creation process: <br> | + | Here is a quick overview of how to begin the <br> |
− | + | character creation process: <br> | |
− | The 3 categories of attributes are divided into | + | <br> |
− | points: 7/5/3 <br> | + | The 3 categories of attributes are divided into <br> |
− | + | 3 levels of points: 7/5/3 <br> | |
− | The 3 categories of abilities are also divided | + | <br> |
− | levels of points: 13/9/5 <br> | + | The 3 categories of abilities are also divided <br> |
− | + | into 3 levels of points: 13/9/5 <br> | |
+ | <br> | ||
You get 7 points to go into Backgrounds. <br> | You get 7 points to go into Backgrounds. <br> | ||
− | + | <br> | |
− | You also get 6 dots that can go into your Mage's | + | You also get 6 dots that can go into your Mage's <br> |
− | knowledge called Spheres. The catch is that none of them | + | magical knowledge called Spheres. The catch is <br> |
− | can be higher than your level of Arete. <br> | + | that none of them can be higher than your level <br> |
− | + | of Arete. <br> | |
+ | <br> | ||
Arete starts at 1 and can’t begin higher than 3. <br> | Arete starts at 1 and can’t begin higher than 3. <br> | ||
− | + | <br> | |
− | Willpower starts at 5 and can’t begin higher than 7. <br> | + | Willpower starts at 5 and can’t begin higher <br> |
− | + | than 7. <br> | |
+ | <br> | ||
You also get 15 Freebie Points: <br> | You also get 15 Freebie Points: <br> | ||
− | + | <br> | |
− | To increase an Attribute requires 5 freebie points. <br> | + | To increase an Attribute requires 5 freebie <br> |
− | + | points. <br> | |
− | To increase an Ability requires 2 freebie points. <br> | + | <br> |
− | + | To increase an Ability requires 2 freebie <br> | |
− | To increase a Background requires 1 freebie point. <br> | + | points. <br> |
− | + | <br> | |
− | To increase Willpower requires 1 freebie point. <br> | + | To increase a Background requires 1 freebie <br> |
− | + | point. <br> | |
− | To increase Arete requires 4 freebie points. <br> | + | <br> |
− | + | To increase Willpower requires 1 freebie <br> | |
− | To increase a Sphere requires 7 freebie points. <br> | + | point. <br> |
− | + | <br> | |
− | Prioritize the categories with 3 levels of points. <br> | + | To increase Arete requires 4 freebie <br> |
− | + | points. <br> | |
+ | <br> | ||
+ | To increase a Sphere requires 7 freebie <br> | ||
+ | points. <br> | ||
+ | <br> | ||
+ | Prioritize the categories with 3 levels of <br> | ||
+ | points. <br> | ||
+ | <br> | ||
Select Attributes (7/5/3) <br> | Select Attributes (7/5/3) <br> | ||
− | + | <br> | |
Physical: Strength, Dexterity, Stamina <br> | Physical: Strength, Dexterity, Stamina <br> | ||
− | + | <br> | |
Social: Charisma, Manipulation, Appearance <br> | Social: Charisma, Manipulation, Appearance <br> | ||
− | + | <br> | |
Mental: Perception, Intelligence, Wits <br> | Mental: Perception, Intelligence, Wits <br> | ||
− | + | <br> | |
Select Abilities (13/9/5) <br> | Select Abilities (13/9/5) <br> | ||
− | + | <br> | |
Talents: Alertness, Athletics, Awareness <br> | Talents: Alertness, Athletics, Awareness <br> | ||
Brawl, Dodge, Expression, Intimidation <br> | Brawl, Dodge, Expression, Intimidation <br> | ||
Leadership, Streetwise, Subterfuge <br> | Leadership, Streetwise, Subterfuge <br> | ||
− | + | <br> | |
Skills: Crafts, Drive, Etiquette, Firearms <br> | Skills: Crafts, Drive, Etiquette, Firearms <br> | ||
Meditation, Melee, Performance, Stealth <br> | Meditation, Melee, Performance, Stealth <br> | ||
Survival, Technology <br> | Survival, Technology <br> | ||
− | + | <br> | |
Knowledges: Academics, Computer, Cosmology <br> | Knowledges: Academics, Computer, Cosmology <br> | ||
Enigmas, Investigation, Law, Linguistics <br> | Enigmas, Investigation, Law, Linguistics <br> | ||
Medicine, Occult, Science <br> | Medicine, Occult, Science <br> | ||
− | + | <br> | |
− | Additionally, characters also have a number | + | Additionally, characters also have a number <br> |
− | called Backgrounds. <br> | + | of advantages called Backgrounds. <br> |
− | + | <br> | |
Backgrounds: <br> | Backgrounds: <br> | ||
− | + | <br> | |
Allies - Friends who help you <br> | Allies - Friends who help you <br> | ||
Arcane - You are unnoticed as a Mage <br> | Arcane - You are unnoticed as a Mage <br> | ||
Line 337: | Line 359: | ||
Resources - Extra Money <br> | Resources - Extra Money <br> | ||
Wonder - A Magical talisman or device <br> | Wonder - A Magical talisman or device <br> | ||
− | + | <br> | |
− | We will now go over the combat system. It is very simple. <br> | + | We will now go over the combat system. It is <br> |
− | + | very simple. <br> | |
− | Combat is broken down into three steps, Initiative, Attack,<br> | + | <br> |
− | + | Combat is broken down into three steps, <br> | |
− | + | Initiative, Attack, and Resolution. <br> | |
− | During initiative, both players roll Dexterity + Wits.<br> | + | <br> |
− | + | During initiative, both players roll <br> | |
− | + | Dexterity + Wits. Whoever has more successes <br> | |
− | Each player declares either to attack or defend. <br> | + | gets to go first. <br> |
− | + | <br> | |
+ | Each player declares either to attack or <br> | ||
+ | defend. <br> | ||
+ | <br> | ||
It is also possible to ambush someone with: <br> | It is also possible to ambush someone with: <br> | ||
Dexterity + Stealth vs Perception + Alertness <br> | Dexterity + Stealth vs Perception + Alertness <br> | ||
− | + | <br> | |
Stage two - Attack <br> | Stage two - Attack <br> | ||
− | + | <br> | |
The attacker rolls one of these: <br> | The attacker rolls one of these: <br> | ||
− | + | <br> | |
Unarmed Combat: Strength + Brawl <br> | Unarmed Combat: Strength + Brawl <br> | ||
− | + | <br> | |
Armed Combat: Strength + Weaponry <br> | Armed Combat: Strength + Weaponry <br> | ||
− | + | <br> | |
Firearms: Dexterity + Firearms <br> | Firearms: Dexterity + Firearms <br> | ||
− | + | <br> | |
Throwing Objects: Dexterity + Athletics <br> | Throwing Objects: Dexterity + Athletics <br> | ||
− | + | <br> | |
− | Then the defender either takes the hit,<br> | + | Then the defender either takes the hit, <br> |
or if they chose to defend they roll: <br> | or if they chose to defend they roll: <br> | ||
− | + | <br> | |
Block: Dexterity + Brawl <br> | Block: Dexterity + Brawl <br> | ||
− | + | <br> | |
Dodge: Dexterity + Dodge <br> | Dodge: Dexterity + Dodge <br> | ||
− | + | <br> | |
Parry: Dexterity + Melee <br> | Parry: Dexterity + Melee <br> | ||
− | + | <br> | |
− | The successes of the attack roll minus the | + | The successes of the attack roll minus the <br> |
− | + | defense roll equals damage, which is either <br> | |
− | + | Bashing or Lethal. <br> | |
− | If a weapon is being used the storyteller can | + | <br> |
− | modifier for an attack by up to +3. Some guns allow you to<br> | + | If a weapon is being used the storyteller can <br> |
− | + | increase the modifier for an attack by up to +3. <br> | |
− | + | Some guns allow you to shoot multiple times in <br> | |
+ | a turn. <br> | ||
+ | <br> | ||
Stage three - Resolution <br> | Stage three - Resolution <br> | ||
− | + | <br> | |
− | Roll as many times as your Stamina points to | + | Roll as many times as your Stamina points to <br> |
− | point of bashing damage for each success. <br> | + | eliminate a point of bashing damage for each <br> |
− | + | success. <br> | |
− | If the fighting continues you roll again for initiative. <br> | + | <br> |
− | + | If the fighting continues you roll again for <br> | |
− | Keep track of the damage to your health with this chart: <br> | + | initiative. <br> |
− | + | <br> | |
+ | Keep track of the damage to your health with <br> | ||
+ | this chart: <br> | ||
+ | <br> | ||
Health <br> | Health <br> | ||
− | + | <br> | |
1) Bruised -0 <br> | 1) Bruised -0 <br> | ||
2) Hurt -1 <br> | 2) Hurt -1 <br> | ||
Line 397: | Line 427: | ||
6) Crippled -5 <br> | 6) Crippled -5 <br> | ||
7) Unconscious <br> | 7) Unconscious <br> | ||
− | + | <br> | |
− | Each point of damage is marked with a / for | + | Each point of damage is marked with a / for <br> |
− | and an X for lethal damage. If you acquire 7 bashing damage<br> | + | bashing damage and an X for lethal damage. <br> |
− | + | If you acquire 7 bashing damage you are <br> | |
− | lethal damage. Either way, you apply a penalty | + | unconscious, further bashing damage can become <br> |
− | everything you roll as the damage goes up. | + | lethal damage. Either way, you apply a penalty <br> |
− | more than 7 in lethal damage, you can die. <br> | + | to everything you roll as the damage goes up. <br> |
− | + | If you acquire more than 7 in lethal damage, <br> | |
+ | you can die. <br> | ||
+ | <br> | ||
Finally, your character needs to learn magic! <br> | Finally, your character needs to learn magic! <br> | ||
− | + | <br> | |
Overview <br> | Overview <br> | ||
− | + | <br> | |
− | There are 12 Spheres in this system that are | + | There are 12 Spheres in this system that are <br> |
− | coincidental & vulgar magic. The first three levels of each<br> | + | divided into coincidental & vulgar magic. The <br> |
− | + | first three levels of each sphere are limited <br> | |
− | + | to coincidental effects, and the highest levels <br> | |
+ | of the sphere are divided into two levels of more <br> | ||
advanced magic. <br> | advanced magic. <br> | ||
− | + | <br> | |
The Twelve Spheres in alphabetical order are: <br> | The Twelve Spheres in alphabetical order are: <br> | ||
− | + | <br> | |
Control, Destruction, Feeling, Influence, <br> | Control, Destruction, Feeling, Influence, <br> | ||
Penetration, Production, Revelation, Restoration, <br> | Penetration, Production, Revelation, Restoration, <br> | ||
− | Transformation, Travel, Understanding, and Vanishing <br> | + | Transformation, Travel, Understanding, and <br> |
− | + | Vanishing <br> | |
+ | <br> | ||
These are the degrees of power for the Spheres: <br> | These are the degrees of power for the Spheres: <br> | ||
− | + | <br> | |
1) Awareness <br> | 1) Awareness <br> | ||
− | + | <br> | |
2) Sympathetic <br> | 2) Sympathetic <br> | ||
− | + | <br> | |
3) Coincidental <br> | 3) Coincidental <br> | ||
− | + | <br> | |
4) Manipulative <br> | 4) Manipulative <br> | ||
− | + | <br> | |
5) Miraculous <br> | 5) Miraculous <br> | ||
− | + | <br> | |
1) Awareness <br> | 1) Awareness <br> | ||
− | + | <br> | |
Allows the Mage to sense things with their magic. <br> | Allows the Mage to sense things with their magic. <br> | ||
− | + | <br> | |
2) Sympathetic <br> | 2) Sympathetic <br> | ||
− | + | <br> | |
− | The Mage can effect things they’re personally connected to. <br> | + | The Mage can effect things they’re personally <br> |
− | + | connected to. <br> | |
+ | <br> | ||
3) Coincidental <br> | 3) Coincidental <br> | ||
− | + | <br> | |
− | The Mage can work magic as long as it doesn’t defy physics. <br> | + | The Mage can work magic as long as it doesn’t <br> |
− | + | defy physics. <br> | |
+ | <br> | ||
4) Manipulative <br> | 4) Manipulative <br> | ||
− | + | <br> | |
− | The Mage can manipulate and bend the laws of physics. <br> | + | The Mage can manipulate and bend the laws of <br> |
− | + | physics. <br> | |
+ | <br> | ||
5) Miraculous <br> | 5) Miraculous <br> | ||
− | + | <br> | |
The Mage can now create impossible miracles. <br> | The Mage can now create impossible miracles. <br> | ||
− | + | <br> | |
Mechanics <br> | Mechanics <br> | ||
− | + | <br> | |
Casting Magic <br> | Casting Magic <br> | ||
− | + | <br> | |
− | Arete is added to the Sphere you are using to | + | Arete is added to the Sphere you are using to <br> |
− | number of dice to roll when casting a spell. No Sphere | + | get the number of dice to roll when casting a <br> |
− | can be higher than your level of Arete. You can also only<br> | + | spell. No Sphere can be higher than your level <br> |
− | + | of Arete. You can also only spend up to your <br> | |
− | + | level of Arete in quintessence on a single spell. <br> | |
+ | A mage can optionally roll fewer dice to avoid a <br> | ||
potential botch. <br> | potential botch. <br> | ||
− | + | <br> | |
Avatar <br> | Avatar <br> | ||
− | + | <br> | |
− | A Mage’s Avatar is the maximum Quintessence they can store. <br> | + | A Mage’s Avatar is the maximum Quintessence they <br> |
− | + | can store. <br> | |
+ | <br> | ||
Occult <br> | Occult <br> | ||
− | + | <br> | |
− | This system of magic can connect to occult | + | This system of magic can connect to occult <br> |
− | for interesting role playing. <br> | + | themes, for interesting role playing. <br> |
− | + | <br> | |
− | There are 12 Spheres in this system. Each | + | There are 12 Spheres in this system. Each <br> |
− | connects to one of the 12 signs of the Zodiac. And | + | Sphere connects to one of the 12 signs of <br> |
− | each Zodiac sign connects to one of 10 planets in | + | the Zodiac. And each Zodiac sign connects to <br> |
− | Astrology. The 10 planets and 12 signs connect with | + | one of 10 planets in Astrology. The 10 planets <br> |
− | the 22 Major Arcana of the Tarot. <br> | + | and 12 signs connect with the 22 Major Arcana of <br> |
− | + | the Tarot. <br> | |
+ | <br> | ||
Control: <br> | Control: <br> | ||
− | + | <br> | |
Energy / Telekinesis <br> | Energy / Telekinesis <br> | ||
− | + | <br> | |
− | (Aries / Emperor) + (Mars / Tower) <br> | + | (Aries/Emperor) + (Mars/Tower) <br> |
− | + | <br> | |
Transformation: <br> | Transformation: <br> | ||
− | + | <br> | |
Developing / Shapeshifting <br> | Developing / Shapeshifting <br> | ||
− | + | <br> | |
− | (Taurus / Hierophant) + (Venus / Empress) <br> | + | (Taurus/Hierophant) + (Venus/Empress) <br> |
− | + | <br> | |
Understanding: <br> | Understanding: <br> | ||
− | + | <br> | |
Wisdom / ESP <br> | Wisdom / ESP <br> | ||
− | + | <br> | |
− | (Libra / Justice) + (Venus / Empress) <br> | + | (Libra/Justice) + (Venus/Empress) <br> |
− | + | <br> | |
Revelation: <br> | Revelation: <br> | ||
− | + | <br> | |
Visions / Rapture <br> | Visions / Rapture <br> | ||
− | + | <br> | |
− | (Pisces / High Priestess) + (Neptune / Hanged Man) <br> | + | (Pisces/High Priestess) + (Neptune/Hanged Man) <br> |
− | + | <br> | |
Feeling: <br> | Feeling: <br> | ||
− | + | <br> | |
Empathy / Telepathy <br> | Empathy / Telepathy <br> | ||
− | + | <br> | |
− | (Virgo / Hermit) + (Mercury / Magician) <br> | + | (Virgo/Hermit) + (Mercury/Magician) <br> |
− | + | <br> | |
Influence: <br> | Influence: <br> | ||
− | + | <br> | |
Charisma / Hypnotism <br> | Charisma / Hypnotism <br> | ||
− | + | <br> | |
− | (Leo / Strength) + (Sun / Sun) <br> | + | (Leo/Strength) + (Sun/Sun) <br> |
− | + | <br> | |
Penetration: <br> | Penetration: <br> | ||
− | + | <br> | |
Escape / Intangibility <br> | Escape / Intangibility <br> | ||
− | + | <br> | |
− | (Gemini / Lovers) + (Mercury / Magician) <br> | + | (Gemini/Lovers) + (Mercury/Magician) <br> |
− | + | <br> | |
Travel: <br> | Travel: <br> | ||
− | + | <br> | |
Direction / Teleportation <br> | Direction / Teleportation <br> | ||
− | + | <br> | |
− | (Sagittarius / Temperance) + (Jupiter / Wheel of Fortune) <br> | + | (Sagittarius/Temperance) + (Jupiter/Wheel of Fortune) <br> |
− | + | <br> | |
Production: <br> | Production: <br> | ||
− | + | <br> | |
Attraction / Creation <br> | Attraction / Creation <br> | ||
− | + | <br> | |
− | (Capricorn / Devil) + (Saturn / World) <br> | + | (Capricorn/Devil) + (Saturn/World) <br> |
− | + | <br> | |
Restoration: <br> | Restoration: <br> | ||
− | + | <br> | |
Renewal / Healing <br> | Renewal / Healing <br> | ||
− | + | <br> | |
− | (Aquarius / Star) + (Uranus / Fool) <br> | + | (Aquarius/Star) + (Uranus/Fool) <br> |
− | + | <br> | |
Vanishing: <br> | Vanishing: <br> | ||
− | + | <br> | |
Stealth / Invisibility <br> | Stealth / Invisibility <br> | ||
− | + | <br> | |
− | (Cancer / Chariot) + (Moon / Moon) <br> | + | (Cancer/Chariot) + (Moon/Moon) <br> |
− | + | <br> | |
Destruction: <br> | Destruction: <br> | ||
− | + | <br> | |
Curses / Annihilation <br> | Curses / Annihilation <br> | ||
− | + | <br> | |
− | (Scorpio / Death) + (Pluto / Judgement) <br> | + | (Scorpio/Death) + (Pluto/Judgement) <br> |
− | + | <br> | |
Finishing Touches <br> | Finishing Touches <br> | ||
− | + | <br> | |
− | Here are some finishing touches to add to your | + | Here are some finishing touches to add to your <br> |
− | sheet. <br> | + | character sheet. <br> |
− | + | <br> | |
Traditions <br> | Traditions <br> | ||
− | + | <br> | |
− | There are 9 Traditions representing the different | + | There are 9 Traditions representing the different <br> |
− | of Mages and their world views. You can | + | kinds of Mages and their world views. You can <br> |
− | one you feel resonates with your character: <br> | + | pick whichever one you feel resonates with your <br> |
− | + | character: <br> | |
+ | <br> | ||
Akashic Brotherhood - Buddhist Warriors <br> | Akashic Brotherhood - Buddhist Warriors <br> | ||
Celestial Chorus - Gnostic Priests <br> | Celestial Chorus - Gnostic Priests <br> | ||
Line 572: | Line 613: | ||
Virtual Adepts - Reality Hackers <br> | Virtual Adepts - Reality Hackers <br> | ||
Hollow Ones - Goths <br> | Hollow Ones - Goths <br> | ||
− | + | <br> | |
− | If you have your own Coven you can also list it as your <br> | + | If you have your own Coven you can also list <br> |
− | + | it as your Cabal. <br> | |
− | + | <br> | |
− | All characters need to have a concept which | + | All characters need to have a concept which <br> |
− | you want to make up. However here are some example concepts <br> | + | can be anything you want to make up. However <br> |
− | + | here are some example concepts that you might <br> | |
− | + | like to use: <br> | |
+ | <br> | ||
Criminal <br> | Criminal <br> | ||
Drifter <br> | Drifter <br> | ||
Line 594: | Line 636: | ||
Soldier <br> | Soldier <br> | ||
Worker <br> | Worker <br> | ||
− | + | <br> | |
− | There are two more important categories at | + | There are two more important categories at the <br> |
− | character sheet, called Nature & Demeanor. Nature is your <br> | + | top of the character sheet, called Nature & <br> |
− | + | Demeanor. Nature is your inner character. and <br> | |
− | + | Demeanor is what you project into the outside <br> | |
− | + | world. Below you can pick one of these for each: <br> | |
+ | <br> | ||
Architect - Purpose / Obsession <br> | Architect - Purpose / Obsession <br> | ||
You desire to leave a mark on the world. <br> | You desire to leave a mark on the world. <br> | ||
− | + | <br> | |
Autocrat - Leadership / Dictatorship <br> | Autocrat - Leadership / Dictatorship <br> | ||
You want control. <br> | You want control. <br> | ||
− | + | <br> | |
Bon Vivant - Love of Life / Hedonism <br> | Bon Vivant - Love of Life / Hedonism <br> | ||
You want to live Life. <br> | You want to live Life. <br> | ||
− | + | <br> | |
Bravo - Strength / Anger <br> | Bravo - Strength / Anger <br> | ||
You want power. <br> | You want power. <br> | ||
− | + | <br> | |
Caregiver - Compassion / Smothering <br> | Caregiver - Compassion / Smothering <br> | ||
You look out for others. <br> | You look out for others. <br> | ||
− | + | <br> | |
Celebrant - Passion / Intemperance <br> | Celebrant - Passion / Intemperance <br> | ||
You have a calling <br> | You have a calling <br> | ||
− | + | <br> | |
Child - Innocence / Immaturity <br> | Child - Innocence / Immaturity <br> | ||
You never grew up. <br> | You never grew up. <br> | ||
− | + | <br> | |
Competitor - Striving / Competitiveness <br> | Competitor - Striving / Competitiveness <br> | ||
Life is a challenge to be won. <br> | Life is a challenge to be won. <br> | ||
− | + | <br> | |
Conformist - Cooperation / Low-Self Esteem <br> | Conformist - Cooperation / Low-Self Esteem <br> | ||
You are a follower. <br> | You are a follower. <br> | ||
− | + | <br> | |
Conniver - Clever / Envy <br> | Conniver - Clever / Envy <br> | ||
You are a manipulator <br> | You are a manipulator <br> | ||
− | + | <br> | |
Curmudgeon - Critical Eye / Lack of Imagination <br> | Curmudgeon - Critical Eye / Lack of Imagination <br> | ||
You find the faults in others. <br> | You find the faults in others. <br> | ||
− | + | <br> | |
Deviant - Shatter Boundaries / Perversion <br> | Deviant - Shatter Boundaries / Perversion <br> | ||
You are an outcast. <br> | You are an outcast. <br> | ||
− | + | <br> | |
Director - Organization / Lack of Tolerance <br> | Director - Organization / Lack of Tolerance <br> | ||
You want things under control. <br> | You want things under control. <br> | ||
− | + | <br> | |
Fanatic - Dedication / Stubbornness <br> | Fanatic - Dedication / Stubbornness <br> | ||
You live for a cause. <br> | You live for a cause. <br> | ||
− | + | <br> | |
Gallant - Artistry / Flamboyance <br> | Gallant - Artistry / Flamboyance <br> | ||
You want to be the center of attention. <br> | You want to be the center of attention. <br> | ||
− | + | <br> | |
Judge - Justice / Lack of Vision <br> | Judge - Justice / Lack of Vision <br> | ||
You want to resolve problems. <br> | You want to resolve problems. <br> | ||
− | + | <br> | |
Loner - Self-Reliance / Lack of Empathy <br> | Loner - Self-Reliance / Lack of Empathy <br> | ||
You work best by yourself. <br> | You work best by yourself. <br> | ||
− | + | <br> | |
Martyr - Sacrifice / Self-Deprecation <br> | Martyr - Sacrifice / Self-Deprecation <br> | ||
You devote yourself to helping others. <br> | You devote yourself to helping others. <br> | ||
− | + | <br> | |
Masochist - Devotion / Self-Destructiveness <br> | Masochist - Devotion / Self-Destructiveness <br> | ||
You want to suffer. <br> | You want to suffer. <br> | ||
− | + | <br> | |
Monster - Mirror of Villainy / Depravity <br> | Monster - Mirror of Villainy / Depravity <br> | ||
You are an evil person. <br> | You are an evil person. <br> | ||
− | + | <br> | |
Pedagogue - Knowledge / Logorrhea <br> | Pedagogue - Knowledge / Logorrhea <br> | ||
You are a teacher. <br> | You are a teacher. <br> | ||
− | + | <br> | |
Penitent - Responsibility / Contrition <br> | Penitent - Responsibility / Contrition <br> | ||
You are consumed with guilt. <br> | You are consumed with guilt. <br> | ||
− | + | <br> | |
Perfectionist - Exactitude / Incompleteness <br> | Perfectionist - Exactitude / Incompleteness <br> | ||
You need to be the best. <br> | You need to be the best. <br> | ||
− | + | <br> | |
Rebel - Individuality / Lack of Direction <br> | Rebel - Individuality / Lack of Direction <br> | ||
You like to break the rules. <br> | You like to break the rules. <br> | ||
− | + | <br> | |
Rogue - Valor / Selfishness <br> | Rogue - Valor / Selfishness <br> | ||
You look out for yourself. <br> | You look out for yourself. <br> | ||
− | + | <br> | |
Survivor - Perseverance / Lack of Trust <br> | Survivor - Perseverance / Lack of Trust <br> | ||
You keep going no matter what. <br> | You keep going no matter what. <br> | ||
− | + | <br> | |
Thrill-Seeker - Daring / Recklessness <br> | Thrill-Seeker - Daring / Recklessness <br> | ||
You live on the edge. <br> | You live on the edge. <br> | ||
− | + | <br> | |
Traditionalist - Consistency / Complacency <br> | Traditionalist - Consistency / Complacency <br> | ||
You support the status quo. <br> | You support the status quo. <br> | ||
− | + | <br> | |
Trickster - Empathy / Hypocrisy <br> | Trickster - Empathy / Hypocrisy <br> | ||
Your life is a comedy. <br> | Your life is a comedy. <br> | ||
− | + | <br> | |
Visionary - Imagination / Pride <br> | Visionary - Imagination / Pride <br> | ||
You want to remake the future. <br> | You want to remake the future. <br> | ||
− | + | <br> | |
− | Your character's Avatar Essence is also on the | + | Your character's Avatar Essence is also on the <br> |
− | sheet. An Avatar represents a Mage's soul, and the | + | character sheet. An Avatar represents a Mage's <br> |
− | essence represents the drive a mage has at their core. | + | soul, and the essence represents the drive a mage <br> |
− | There are four essences you can pick from: <br> | + | has at their core. There are four essences you <br> |
− | + | can pick from: <br> | |
+ | <br> | ||
Dynamic - Change <br> | Dynamic - Change <br> | ||
Pattern - Improvement <br> | Pattern - Improvement <br> | ||
Primordial - Stability <br> | Primordial - Stability <br> | ||
Questing - Purpose <br> | Questing - Purpose <br> | ||
− | + | <br> | |
− | All Mages also have a Resonance. As a Mage uses | + | All Mages also have a Resonance. As a Mage uses <br> |
− | their Resonance changes. Other Awakened can read a Mage's | + | magic their Resonance changes. Other Awakened can <br> |
− | Resonance as well. You start with one dot in one Resonance | + | read a Mage's Resonance as well. You start with <br> |
− | trait, and add dots as you continue working magic. <br> | + | one dot in one Resonance trait, and add dots as <br> |
− | + | you continue working magic. <br> | |
+ | <br> | ||
There are three types of Resonance: <br> | There are three types of Resonance: <br> | ||
Dynamic, Entropic, and Static <br> | Dynamic, Entropic, and Static <br> | ||
− | + | <br> | |
− | Dynamic represents change. Entropic represents | + | Dynamic represents change. Entropic represents <br> |
− | And Static represents protection. <br> | + | destruction. And Static represents protection. <br> |
− | + | <br> | |
− | In these alternate rules we also have another trait | + | In these alternate rules we also have another trait <br> |
− | Purpose. You can fill in the dots anyway you | + | called Purpose. You can fill in the dots anyway you <br> |
− | these 3 categories: <br> | + | like into these 3 categories: <br> |
− | + | <br> | |
Self, Others, and World. <br> | Self, Others, and World. <br> | ||
− | + | <br> | |
Representing your primary motivation. <br> | Representing your primary motivation. <br> | ||
− | + | <br> | |
− | Mages tend to have certain tools for using magic. | + | Mages tend to have certain tools for using magic. <br> |
− | Mage has access to these tools, The | + | When a Mage has access to these tools, The <br> |
− | magic is reduced. You can pick at least one at the start of <br> | + | difficulty for casting magic is reduced. You can <br> |
− | + | pick at least one at the start of the game. Here <br> | |
− | + | is a list of suggestions for you to choose from: <br> | |
− | + | <br> | |
Art <br> | Art <br> | ||
Blood <br> | Blood <br> | ||
Line 762: | Line 807: | ||
Wands <br> | Wands <br> | ||
Weapons <br> | Weapons <br> | ||
− | + | <br> | |
Also, here are some examples of how to attempt <br> | Also, here are some examples of how to attempt <br> | ||
other actions using the abilities and attributes <br> | other actions using the abilities and attributes <br> | ||
already mentioned: <br> | already mentioned: <br> | ||
− | + | <br> | |
Climbing - Dexterity + Athletics <br> | Climbing - Dexterity + Athletics <br> | ||
− | + | <br> | |
Driving - Dexterity + Drive <br> | Driving - Dexterity + Drive <br> | ||
− | + | <br> | |
Encumbrance - Strength <br> | Encumbrance - Strength <br> | ||
− | + | <br> | |
Intrusion - Dexterity or Intelligence + Technology <br> | Intrusion - Dexterity or Intelligence + Technology <br> | ||
− | + | <br> | |
Jumping - Strength or Strength + Athletics <br> | Jumping - Strength or Strength + Athletics <br> | ||
− | + | <br> | |
Lifting / Breaking - Strength or Willpower <br> | Lifting / Breaking - Strength or Willpower <br> | ||
− | + | <br> | |
Pursuit - Dexterity + Athletics / Drive <br> | Pursuit - Dexterity + Athletics / Drive <br> | ||
− | + | <br> | |
Shadowing - Dexterity + Stealth <br> | Shadowing - Dexterity + Stealth <br> | ||
− | + | <br> | |
Sleight of Hand - Dexterity + Stealth <br> | Sleight of Hand - Dexterity + Stealth <br> | ||
− | + | <br> | |
Sneaking - Dexterity + Stealth <br> | Sneaking - Dexterity + Stealth <br> | ||
− | + | <br> | |
Stealing - Dexterity + Stealth, Perception + Streetwise <br> | Stealing - Dexterity + Stealth, Perception + Streetwise <br> | ||
− | + | <br> | |
Swimming - Stamina + Athletics <br> | Swimming - Stamina + Athletics <br> | ||
− | + | <br> | |
Throwing - Dexterity + Athletics <br> | Throwing - Dexterity + Athletics <br> | ||
− | + | <br> | |
Fast Talk - Manipulation + Subterfuge <br> | Fast Talk - Manipulation + Subterfuge <br> | ||
− | + | <br> | |
Fitting In - Charisma + Expression <br> | Fitting In - Charisma + Expression <br> | ||
− | + | <br> | |
Impersonation - Charisma + Expression or Manipulation + Subterfuge <br> | Impersonation - Charisma + Expression or Manipulation + Subterfuge <br> | ||
− | + | <br> | |
Interrogation - Manipulation + Intimidation or Charisma + Intimidation <br> | Interrogation - Manipulation + Intimidation or Charisma + Intimidation <br> | ||
− | + | <br> | |
Oration - Charisma + Leadership <br> | Oration - Charisma + Leadership <br> | ||
− | + | <br> | |
Performance - Charisma + Performance <br> | Performance - Charisma + Performance <br> | ||
− | + | <br> | |
Academic Knowledge - Intelligence + Academics <br> | Academic Knowledge - Intelligence + Academics <br> | ||
− | + | <br> | |
Building Devices - Intelligence + Technology <br> | Building Devices - Intelligence + Technology <br> | ||
− | + | <br> | |
Cryptography - Intelligence + Linguistics or Intelligence + Computer <br> | Cryptography - Intelligence + Linguistics or Intelligence + Computer <br> | ||
− | + | <br> | |
Detecting The Supernatural - Perception + Awareness <br> | Detecting The Supernatural - Perception + Awareness <br> | ||
− | + | <br> | |
Foraging - Intelligence + Survival <br> | Foraging - Intelligence + Survival <br> | ||
− | + | <br> | |
Fortune Telling - Perception + Awareness <br> | Fortune Telling - Perception + Awareness <br> | ||
− | + | <br> | |
Hacking - Intelligence / Wits + Computer <br> | Hacking - Intelligence / Wits + Computer <br> | ||
− | + | <br> | |
Inventing - Intelligence + Science <br> | Inventing - Intelligence + Science <br> | ||
− | + | <br> | |
Investigation - Perception + Investigation <br> | Investigation - Perception + Investigation <br> | ||
− | + | <br> | |
Meditation - Stamina / Intelligence + Meditation <br> | Meditation - Stamina / Intelligence + Meditation <br> | ||
− | + | <br> | |
Repair - Dexterity + Technology <br> | Repair - Dexterity + Technology <br> | ||
− | + | <br> | |
Research - Intelligence + Investigation / Computer <br> | Research - Intelligence + Investigation / Computer <br> | ||
− | + | <br> | |
Surveillance - Perception + Alertness, Dexterity + Stealth <br> | Surveillance - Perception + Alertness, Dexterity + Stealth <br> | ||
− | + | <br> | |
Tracking - Perception + Survival <br> | Tracking - Perception + Survival <br> | ||
+ | <br> |
Revision as of 19:29, 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
Mage: The Ascension
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
cancels out one success. If you roll snake eyes,
and none of you other rolls succeed it is a
botch.
Second Tries
When a roll fails, you can try again with a +1
difficulty modifier.
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 defense 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 divided into 3 categories:
Physical:
Strength - Physical Power
Dexterity - Athleticism
Stamina - Toughness
Social:
Charisma - Charm
Manipulation - Persuasion
Appearance - Attractiveness
Mental:
Perception - Insight To Surroundings
Intelligence - Pure IQ
Wits - Intuition & Instincts
Abilities are also divided into 3 categories:
Talents:
Alertness - Attention to Your Surroundings
Athletics - A Talent With Sports
Awareness - You Can Sense The Presence of Magic
Brawl - Skill With Unarmed Combat
Dodge - Avoiding Physical Danger
Expression - The Art of Communication
Intimidation - Flexing Your Muscles
Leadership - You Are Respected
Streetwise - Youre a Part Of The Underworld
Subterfuge - You Can Hide Your Motives
Skills:
Crafts - Working With Your Hands
Drive - Handling The Road
Etiquette - Managing Social Situations
Firearms - Firing Guns
Meditation - Regenerates Magic
Melee - Hand To Hand Weapons
Performance - Specialized as music etc.
Stealth - Hiding From Sight
Survival - Living In Difficult Environments
Technology - Repairing And Working With Machines
Knowledges:
Academics - Higher Education In A Field
Computer - From Typing To Hacking
Cosmology - Knowledge Of The Spirit World
Enigmas - Solving Puzzles Or Riddles
Investigation - Forensics Detective Work
Law - Professional Practice In Law
Linguistics - Specializing In Other Languages
Medicine - First Aid, & Surgery Etc.
Occult - Knowledge Of Magic Practices
Science - Engineering, Chemistry, & Physics
There are also some other very important traits:
Avatar - Your ability to store quintessence
Arete - Your mastery of magick
Willpower - Can be used to force success
Quintessence - The raw power of magic
Paradox - The backlash from magic into insanity
Health - The amount of damage you can take
Getting Started
Now that you know the basics of the Storytelling
System, you can proceed to create your own
characters. You’ll be able to judge what sort of
traits you’ll need based on their titles (they’re
mostly self-explanatory), and know that the more
dots you have in a trait the better your character
will be when accomplishing tasks with it.
Here is a quick overview of how to begin the
character creation process:
The 3 categories of attributes are divided into
3 levels of points: 7/5/3
The 3 categories of abilities are also divided
into 3 levels of points: 13/9/5
You get 7 points to go into Backgrounds.
You also get 6 dots that can go into your Mage's
magical knowledge called Spheres. The catch is
that none of them can be higher than your level
of Arete.
Arete starts at 1 and can’t begin higher than 3.
Willpower starts at 5 and can’t begin higher
than 7.
You also get 15 Freebie Points:
To increase an Attribute requires 5 freebie
points.
To increase an Ability requires 2 freebie
points.
To increase a Background requires 1 freebie
point.
To increase Willpower requires 1 freebie
point.
To increase Arete requires 4 freebie
points.
To increase a Sphere requires 7 freebie
points.
Prioritize the categories with 3 levels of
points.
Select Attributes (7/5/3)
Physical: Strength, Dexterity, Stamina
Social: Charisma, Manipulation, Appearance
Mental: Perception, Intelligence, Wits
Select Abilities (13/9/5)
Talents: Alertness, Athletics, Awareness
Brawl, Dodge, Expression, Intimidation
Leadership, Streetwise, Subterfuge
Skills: Crafts, Drive, Etiquette, Firearms
Meditation, Melee, Performance, Stealth
Survival, Technology
Knowledges: Academics, Computer, Cosmology
Enigmas, Investigation, Law, Linguistics
Medicine, Occult, Science
Additionally, characters also have a number
of advantages called Backgrounds.
Backgrounds:
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 equals damage, which is either
Bashing or Lethal.
If a weapon is being used the storyteller can
increase the modifier for an attack by up to +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