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