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

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

Revision as of 22:14, 23 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.


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

The difficulty of a spell is the level of the Sphere you are using. You then add +3 difficulty for coincidental magic, and +4 for Vulgar magic if there are no witnesses. Add +5 for Vulgar 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) Safeguard Secrets

2) See in The Dark

3) Stealth

4) Disguise

5) Invisibility

Travel

Power: Direction / Teleportation

Knowledge: Unity - Dissolving the illusion of separation.

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

1) Locate Lost Objects

2) Find Directions

3) See at a Distance

4) Teleport Objects

5) Make a Portal

Transformation

Power: Developing / Shapeshifting

Knowledge: Personification - Authoring ones own identity.

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

1) Sense Others Attributes

2) Bonus to Attributes

3) Developing Attributes

4) Shapeshifting

5) Transmutation

Destruction

Power: Curses / Annihilation

Knowledge: Pragmatism - Dissolving the constructs of right and wrong.

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

1) Sense Black Magic

2) Protection from Curses

3) Curse Enemies

4) Cause Physical Damage

5) Kill & Destroy

Revelation

Power: Visions / Rapture

Knowledge: Above as Below - The symbiotic connection between gods, angels, and humanity.

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

1) Sense Spirits

2) Speak with Spirits

3) Banish Spirits

4) Summon Spirits

5) Spirit Travel

Paradox & Quiet

The official rules say Paradox is caused by Vulgar 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, Reoccurring Behavior Patterns, or Anti-Social Behavior

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

Wild Hallucinations, Obsession, or Self Harm

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

Complete Madness, Living Repetitive Loops, or Becoming a Serial Killer

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

Occult

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

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

Control:

Energy / Telekinesis

(Aries/Emperor) + (Mars/Tower)

Transformation:

Developing / Shapeshifting

(Taurus/Hierophant) + (Venus/Empress)

Understanding:

Wisdom / ESP

(Libra/Justice) + (Venus/Empress)

Revelation:

Visions / Rapture

(Pisces/High Priestess) + (Neptune/Hanged Man)

Feeling:

Empathy / Telepathy

(Virgo/Hermit) + (Mercury/Magician)

Influence:

Charisma / Hypnotism

(Leo/Strength) + (Sun/Sun)

Penetration:

Escape / Intangibility

(Gemini/Lovers) + (Mercury/Magician)

Travel:

Direction / Teleportation

(Sagittarius/Temperance) + (Jupiter/Wheel of Fortune)

Production:

Attraction / Creation

(Capricorn/Devil) + (Saturn/World)

Restoration:

Renewal / Healing

(Aquarius/Star) + (Uranus/Fool)

Vanishing:

Stealth / Invisibility

(Cancer/Chariot) + (Moon/Moon)

Destruction:

Curses / Annihilation

(Scorpio/Death) + (Pluto/Judgement)

Finishing Touches

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

Traditions

There are 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