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To just see the alternate magic An illustrated PDF of this system readis at:<br>[[Alternate Mage: The Ascension PDF]]
Like most roleplaying games played around a table,This game uses dice to determine the whims ofchance. Anytime a character performs an actionunder adverse conditions or when the outcome page ismirrored at:<br> unclear, his player rolls dice to see whether the tasksucceeds or failshttps://github.com/alt-magick/Mage-The-Ascension
You just need two six sided dice to play. I havechanged this from Buy the original game, Magephysical book at Amazon: The Ascension<br>from rolling a ten sided dicehttps://www. I did a little math and it just made sinceamazon.com/Mage-Ascension-Alternate-Corey-White/dp/B0DPVFZN3C
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.<br>
A success in === Mage is made by rolling a 8, 9, or 10 on : The Ascension ===one 10 sided die, which has the odds of 3/10 which is 0.3.<br>
SoMage: The Ascension is a roleplaying game set in the World of Darkness, with a few other modifications the dark, gothic-punk alternative version of our own reality. In this setting, magic is real but hidden from most people's perception. The game mechanicsare basically revolves around mages - individuals who can reshape reality through the samepower of will, belief, and understanding.
Traits
Characters possess The Technocracy stands as a variety of traits, describingtheir innate capabilitiespowerful organization seeking to control reality through science, trained skillstechnology, and evenhow many wounds they can suffer before dyingrational thought.Two types of trait are especially important:Attributes They view magic as a dangerous threat to human progress and Skills. Each of these traits is rated indots (●), ranging from 1 work systematically to 5, much like the five-star system many critics use to rate movies. Forexample, a character might have a DexterityAttribute of ●●● (3 dots) suppress and a Firearms Skill of●● (2 dots)eliminate supernatural elements.
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.
ModifiersThe central conflict in Mage: The Ascension is the struggle over the nature of reality itself. Mages fundamentally believe that reality is malleable and can be shaped by human will and belief.
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 exampleRoleplaying happens inside of scenes. In fact, when shooting the entire game exists in scenes. The beauty of roleplaying a target 30 yards awaywith his Glock 17 pistolscene lies in its uncertainty. Neither the players, your character suffers a -2 penaltyor the Storyteller know exactly how the scene will unfold.
The Storyteller determines whether or not any
circumstance imposes dice-roll modifiers and how
great those modifiers are.
Dice RollsA scene is a temporary collaborative reality. A shared imaginative space where individual creativity merges into a collective experience.
SoLike most role playing games played around a table, we can say that that use dice to determine the number whims of times youchance. Anytime a character performs get to roll an action under adverse conditions or when the dice outcome is determined like so: Attribute + Skill + modifiers (if any) In generalunclear, his player rolls dice to bonuses are always added before penalties are appliedsee whether the task succeeds or fails.
Rolling You just need two six sided dice to play. I have changed this from the Diceoriginal game, Mage: The Ascension from rolling a ten sided dice. I did a little math and it just made since.
Now that you know what to roll, lets see how to read the results. Each roll uses two diceFor a success in this game, and rolling 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 with two 6 sided dice don't just tell youwhether your character succeeds or fails it shows youhow well he does. If none has the odds of your die rolls succeed,2/9 your roll failswhich is 0. Obviously, the more die rolls you havethe better your characters chances of success, and the greater your odds of gaining multiple successes2222.
Snake Eyes A typical 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.
If one of your rolls turn up snake eyes, it cancel out one success. If you roll snake eyesSo, and none of you with a few othermodifications the game rolls succeed it is a botchmechanics are basically the same.<br><br>
Second Tries
When * Attributes and Skills<br> Characters possess a roll failsvariety of traits, describing their innate capabilities, you trained skills, and even how many wounds they can try again with 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 +1 difficultycharacter might have a Dexterity Attribute of ●●● (3 dots) and a Firearms modifierSkill of ●● (2 dots).
Combat Fighting is a series of die Whenever your character performs an action that calls for dice rolls, until someoneyou most often add the most surrenders or is rendered unable appropriate Attribute to fightthe most appropriate Skill. The rollsdetermines whether or not When your character hits andshoots a gun, you add how much damage he inflicts on his target. The Dexterity to his Firearms for a total number of dice rolls is determined as above, but a knife ismore deadly than a fist, and a gun is more deadlythan all. Each success gained on your attack rollrepresents a point of damage inflicted against thetargets Health trait. If the target has no moreHealth left, he is unconscious or dead (dependingon the type of damage done).<br><br>
There are two types of damage: bashing (caused
by blunt weapons such as fists or clubs; these
wounds heal quickly), lethal (caused by sharp
weapons such as knives and bullets; these wounds
heal slowly). There are a number of complications
involved in combat, such as a targets Defense Rolls.
(which are subtracted from any attack successs
targeted against him), Roll to hit and apply
successes as damage minus any successful deffense
rolls.
Example* Modifiers<br> 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.
Lets see how it looks in action. Your character tries to shoot at For example, when shooting a thug who just killed his friend. Yourtarget 30 yards characters Dexterity is 3, away with his Firearms 2, and hesusing a Glock 9mm 17 pistol. You therefore get to roll the, your character dice five times. The thug is about 30 yards away whichis suffers 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 2 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.
1) Poor
2) Average* Dice Rolls<br>
3So, we can say that that the number of times you get to roll the dice is determined like so: Attribute + Skill + modifiers (if any) GoodIn general, bonuses are always added before penalties are applied.<br><br>
4) Exceptional
5) World Class* Rolling the Dice<br> 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.<br><br>
That dice pool is then subtracted by a difficulty level
from 0 to 6.
0) Easy* Snake Eyes<br> 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.<br><br>
1) Routine
2) Moderate* Second Tries<br> When a roll fails, you can try again with a +1 difficulty modifier.<br><br>
3) Difficult
4) Challenging* Fighting<br>
5Combat is a series of die rolls, until someone surrenders or is rendered unable to fight. The rolls determine 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) Hard.
6There are two types of damage: bashing (caused by blunt weapons such as fists or clubs; these wounds heal quickly) Exceptional, 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 successes targeted against him.<br><br>
The number of successes you have is also given a
rating from one to five:
1) Marginal* Actions<br>
2) ModerateThe number of times you roll for an action is made up of an attribute added to an ability. Each of these are given a rating from 1 to five:
4) Excellent
The attributes your character has are listed here,=== Traits ===they are devided into 3 categories:<br>
Physical * Social: <br><br> ** Charisma - Charm ** Manipulation - Persuasion ** Appearance - Attractiveness
Strenght * Mental:<br><br> ** Perception - Physical PowerInsight To Surroundings ** Intelligence - Pure IQ ** Wits - Intuition & Instincts
Dexterity - AthleticismAbilities are also divided into 3 categories:
Stamina * Talents:<br><br> ** Alertness - ToughnessAttention 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
Social * Knowledges:<br><br> ** 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
Charisma - CharmThere are also some other very important traits:
Manipulation * Avatar - Persuasion 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<br><br>
Appearance - Attractiveness=== Getting Started === <br>
MentalHere is a quick overview of how to begin the character creation process:
Perception - Insight To Surroundings*The 3 categories of attributes are divided into 3 levels of points: 7/5/3. (But they all start at 1)
Intelligence - Pure IQ *The 3 categories of abilities are also divided into 3 levels of points: 13/9/5
Wits - Intuition & Instincts *You get 7 points to go into Backgrounds.
Abilities are also devided into *Arete starts at 1 and can’t begin higher than 3 categories:.
Talents You also get 15 Freebie Points:
Alertness - Attention to Your Surroundings *To increase an Attribute requires 5 freebie points.
Athletics - A Talent With Sports *To increase an Ability requires 2 freebie points.
Awareness - You Can Sense The Presence of Magic *To increase a Background requires 1 freebie point.
Brawl - Skill With Unarmed Combat *To increase Willpower requires 1 freebie point.
Dodge - Avoiding Physical Danger *To increase Arete requires 4 freebie points.
Expression - The Art of Communication *To increase a Sphere requires 7 freebie points.
Intimidation - Flexing Your MusclesPrioritize the categories with 3 levels of points.
Leadership - You Are Respected * Select Attributes (7/5/3)
Streetwise - Youre a Part Of The Underworld Physical: Strength, Dexterity, Stamina Social: Charisma, Manipulation, Appearance Mental: Perception, Intelligence, Wits
Subterfuge - You Can Hide Your Motives* Select Abilities (13/9/5)
Skills Knowledges: Academics, Computer, Cosmology, Enigmas, Investigation, Law, Linguistics, Medicine, Occult, Science
Crafts - Working With Your HandsAdditionally, characters also have a number of advantages called Backgrounds.
Drive - Handling The Road* Backgrounds (7):
Etiquette Allies - Managing Social SituationsFriends who help you
Firearms Arcane - Firing GunsYou are unnoticed as a Mage Avatar - The Strength of the soul Contacts - Information sources
Meditation Destiny - Regenerates Magic A greater purpose
Melee Dream - Visions from the unknown - Hand To Hand Weapons
Performance Influence - Specialized as music etc.Pull over the mortal world
Stealth Library - Hiding From SightAccess to metaphysical knowledge
Survival Node - Living In Difficult EnvironmentsA place of magical power Resources - Extra Money
Technology Wonder - Reparing And Working WIth MachinesA Magical talisman or device<br><br>
Knowledges: We will now go over the combat system. It is very simple.
Academics - Higher Education In A Field Combat is broken down into three steps, Initiative, Attack, and Resolution.
Computer - From Typing To Hacking
Cosmology * Stage one - Knowledge Of The Spirit WorldInitiative
Enigmas - Solving Puzzles Or Riddles During initiative, both players roll Dexterity + Wits. Whoever has more successes gets to go first.
Investigation - Forensics Detective Work Each player declares either to attack or defend.
Law - Professional Practice In Law It is also possible to ambush someone with: Dexterity + Stealth vs Perception + Alertness
Linguistics * Stage two - Specializing In Other LanguagesAttack
Medicine - First Aid, & Surgery Etc. The attacker rolls one of these:
Occult - Knowledge Of Magic Practices Unarmed Combat: Strength + Brawl Armed Combat: Strength + Weaponry Firearms: Dexterity + Firearms Throwing Objects: Dexterity + Athletics
Science - Engineering Then the defender either takes the hit, Chemistry, & Physics or if they chose to defend they roll:
There are also some other very important traits Dodge:Dexterity + Dodge Parry: Dexterity + Melee
Avatar - Represents your abillity If a weapon is being used the storyteller can increase the modifier for an attack by up to store quintessence+4. Some guns allow you to shoot multiple times in a turn.
Arete * Stage three - Your mastery of magickResolution
Willpower - Can be used Roll as many times as your Stamina points to force eliminate a point of bashing damage for each success.
Quintessence - The raw power of magic If the fighting continues you roll again for initiative.
Paradox - The backlash from magic into insanity
Health - The ammount <br> Keep track of the damage you can taketo your health with this chart:
Getting Started 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.
Now that you know the basics of the StorytellingSystemFinally, you can proceed to create your owncharacters. Youll be able character needs to judge what sort of traitsyoull need based on their titles (theyre mostly self-explanatory), and know that the more dots you havein a trait the better your character will be whenlearn magic!accomplishing tasks with it.<br><br>
Here is a quick overview === Magic ===<br> There are 12 Spheres in this system that are divided into coincidental & vulgar magic. The first three levels of how each sphere are limited to begin coincidental effects, and the characterhighest levels of the sphere are divided into two levels of more advanced magic. creation process:
The 3 categories of abillities are also devided in 3 levelsControl, Destruction, Feeling, Influence, of points: 13/9/5Penetration, Production, Revelation, Restoration, Transformation, Travel, Understanding, and Vanishing
You get 7 points to go into Backgrounds.These are the degrees of power for the Spheres:
You also get 6 dots that can go into your Mages magical knowledge called Spheres. The catch is that none of them# Awareness can be higher than your level of Arete.# Sympathetic # Coincidental # Manipulative # Miraculous
Arete starts at 1 and cant begin higher than 3
Willpower starts at 5 and cant begin higher than 7* Awareness
You also get 15 Freebie Points:Allows the Mage to sense things with their magic.
To increase an Attribute requires 5 freebie points.* Sympathetic
To increase an Ability requires 2 freebie points The Mage can effect things they’re personally connected to.
To increase a Background requires 1 freebie point. * Coincidental
To increase Willpower requires 1 freebie point The Mage can work magic as long as it doesn’t defy physics.
To increase Arete requires 4 freebie points. * Manipulative
To increasae a Sphere requires 7 freebie points The Mage can manipulate and bend the laws of physics.
Prioritize the categories with 3 levels of points * Miraculous Select Attributes (7/5/3) Physical: Strenght, Dexterity, Stamina Social: Charisma, Manipulation, Appearance Mental: Perception, Intelligence, Wits Select Abilities (13/9/5) Talents: Alertness, Athletics, AwarenessBrawl, Dodge, Expression, IntimidationLeadership, Streetwise, Subterfuge Skills: Crafts, Drive, Etiquette, FirearmsMeditation, Melee, Performance, StealthSurvival, Technology Knowledges: Academics, Computer, CosmologyEnigmas, Investigation, Law, LinguisticsMedicine, Occult, Science Additionally characters also have a number ofadvantages called Backgrounds. Backgrounds: Allies - Friends who help you Arcane - You are unnoticed as a The 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 can now go over the combat system. It isvery 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 deffend. 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 deffend they roll: Block: Dexterity + Brawl Dodge: Dexterity + Dodge Parry: Dexterity + Melee The successes of the attack roll minus the defense roll equal damage, which is either Bashing or Lethal. If a weapon is being used the story teller can increasethe modifier for an attack by up to +3. Some guns allowyou to shoot multiple times in a turncreate impossible miracles. Stage three - Resolution Roll as many times as your Stamina points to eliminatea 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:<br><br>
Health * Casting Magic
1) Bruised -0 You can only cast magic up to the level of your sphere. Arete is the number of dice to roll when casting a spell. No Sphere can be higher than your level of Arete. A mage can optionally roll fewer dice to avoid a potential botch.
2) Hurt -1* Avatar
3) Injured -2 A Mage’s Avatar is the maximum Quintessence they can store.
4) Wounded -3* Quintessence
5) Mauled -4
6) Crippled -5Quintessence is the power source for Magic. Spending Quintessence points adds a bonus to your Arete roll for a spell. Meditation is required to regain Quintessence. The maximum Quintessence a Mage can store is their Avatar score. Quintessence can also be stored in things that are carried by a Mage.
7) Unconscious
Each point of damage is marked with a / for bashing damage
and an X for lethal damage. If you aquire 7 bashing damage you
are unconscious, further bashing damage can become lethal damage.
Either way you apply a penalty to everything you roll as the
damage goes up. If you aquire more than 7 in lethal damage you
can die.
Finally your character needs to learn Willpower can resist mind magic!
Overview Willpower can fight Quiet
There are 12 Spheres in this system that are dividedinto coincidental & vulgar magic. The first threelevels of each sphere are limited to coincidentaleffects, and the highest levels of the sphere aredivided into two levels of more advanced magic.nbsp; Willpower can ignore penalties from fear & damage
The Twelve Spheres in alphabetical order are: Willpower can be regained after role play
Control, Destruction, Feeling, Influence,Penetration, Production, Revelation, Restoration,Transformation, Travel, Understanding, andVanishing* Difficulty
These are The difficulty for casting magic is determined by the degrees of power Storyteller. Add +1 for the Spheres:Vulgar magic, if there are no witnesses. Add another +1 if a Sleeper witnesses it.
1) Awareness* Bonuses
2) Sympathetic
4) Manipulative
5) Miraculous* Successes
1) Awareness
Allows the Mage to sense things with their magic.
2) Sympathetic
The Mage can effect things theyre personally
connected to.
3) Coincidental
The Mage can work magic as long as it doesnt 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 the Mages level of enlightenment. In game
terms Arete plus your level in a Sphere is the
number of dice a Mage rolls when casting their
spell. No Sphere can be higher than your level of
Arete. You can also only spend up to your level of
Arete in quintessence on a single spell. A mage
can optionally roll less dice to avoid a potential
botch.
Avatar
A Mages Avatar is the maximum Quintessence they
can store.
Quintessence
Quintessence is the power source for Magic.
Spending Quintessence reduces the difficulty of a
spell, up to a modifier of -3. Meditation is required
to regain Quintessence for at least an hour at a place
of power. Quintessence can also be stored in things
that are carried by a Mage.
Willpower
One point of willpower generates 1 success
Willpower can resist mind magic
WIllpower can fight Quiet
Willpower can ignore penalties from fear & damage
Willpower can be regained after role play
Difficulty
Add +4 difficulty for coincidental magic, and +5
for Vulgar magic, if there are no witnesses. Add
+1 for magic witnessed by Sleepers.
Successes
Botches
Understanding
Knowledge: Realization - Unveiling # Elevated Mental Attributes# Predicting Outcomes# Seeing the Past# Seeing the innerFutureknowledge within.# Stopping Time
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* Feeling<br><br>** 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.<br>
2) Predicting Outcomes# Reading Mindstates# Bonus to Social Attributes# Mental Shield# Reading Thoughts# Mental Link
3) Seeing the Past
4) Seeing * Production<br><br>** Power: Attraction / Creation** Knowledge: Synchronicity - Uniting the Futurethreads 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.<br>
5) Stopping Time# Sensing Opportunity# Arranging situations# Attracting Wealth# Produce Small Objects# Win Lotteries & Elections
Feeling* Influence<br><br>** 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.<br>
Power: Empathy / Telepathy# Sensing Willpower# Social Influence# Hypnotic Suggestion# Mind Control# Altering Identities
Knowledge: Association - Recognizing the
interconnectedness of all things.
1) Reading Mindstates# Find Exits# Open Locks# Escape From Restraints# Escape From Prisons# Becoming Intangible
2) Bonus to Social Attributes
3) Mental Shield* Control<br><br>** 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.<br>
4) Reading Thoughts# Quick Reactions# Bonus to Physical Abilities# Influencing Physical Outcomes# Moving Objects# Controlling Natural Forces
5) Mental Link
Production# Sense illness# Relieve Pain# Protection from Disease# Heal Sickness / Damage# Resurrection
Power: Attraction / Creation
Description: # Detect Lies# See in The Power of Production empowers awizard to draw situations and desires into theirreality. This ability stems from a profoundunderstanding of Synchronicity, the cosmicDarkprinciple that everything is interconnected and# Stealthinfluences each other. It acknowledges that the# Disguisepower to attract lies within, awaiting manifestation.# Invisibility
1) Sensing Opportunity
2) Arranging situations* Travel<br><br>** 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.<br>
3) Attracting Wealth# Locate Lost Objects# Find Directions# See at a Distance# Teleport Objects# Make a Portal
4) Produce Small Objects
5) Win Lotteries & Elections* Transformation<br><br>** 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.<br>
Influence
Knowledge: Possession - Will shaping the realm of# Sense Black Magicthe mind.# Protection from Curses# Curse Enemies# Cause Physical Damage# Kill & Destroy
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* Revelation<br><br>** 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.<br>
2) Social Influence# Sense Spirits# Speak with Spirits# Banish Spirits# Summon Spirits# Spirit Travel<br>
3) Hypnotic Suggestion
4) Mind Control* Paradox & Quiet<br>
5The official rules say Paradox is caused by Vulgarmagic. In these alternative rules Paradox happenswhen a Mage fails at casting their spells.When a Mage fails a magic roll they gain a Paradoxpoint. A botched roll will then releases that Paradoxin the form of a Quiet (Insanity) Altering Identities.
PenetrationIf a Mage has a Paradox level of 1-3, the Quiethappens in one of three ways:
Power: Escape / IntangibilityHallucinations, Fixations, or Depression
Knowledge: Spiritualism - Perceiving the world as a
realm of spirit.
Description: The Power of Penetration delves intothe realm of Spiritualism. It unveils the truth thatthe world is fundamentally composed If they have a Paradox level of spirit4-6,allowing a wizard to transcend physical boundariesand become intangible. Chains and locks lose theirhold, dissolving effortlessly under the wizardstouch.Quiet happens in three more ways:
1) Find ExitsDelusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts
2) Open Locks
3) Escape From RestraintsIf they have a Paradox level of 7-10, the Quiet happens as:
4) Escape From PrisonsWild Hallucinations, Compulsions, and Anti-Social Behavior
5) Becoming Intangible
ControlComplete Madness, Obsession, or Violence
Power: Energy / Telekinesis
Knowledge: Evocation - Harnessing Quintessence can be spent to reduce Paradox, but ithas to be done before the forces Insanity ofQuiet occurs.the spiritual realmIf Paradox reaches a level greater than 10 it isreleased automatically.<br><br>
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* Occult <br> This system of magic can connect to occult themes, for interesting role playing.
2) Bonus There are 12 Spheres in this system. Each Sphere connects to Physical Abilitiesone 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.
3* Control:<br><br> ** Energy / Telekinesis ** (Aries / Emperor) Influencing Physical Outcomes+ (Mars / Tower)
4* Transformation:<br><br> ** Developing / Shapeshifting ** (Taurus / Hierophant) Moving Objects+ (Venus / Empress)
5* Understanding:<br><br> ** Wisdom / ESP ** (Libra / Justice) Controlling Natural Forces+ (Venus / Empress)
Restoration* Revelation:<br><br> ** Visions / Rapture ** (Pisces / High Priestess) + (Neptune / Hanged Man)
Power* Feeling: Renewal <br><br> ** Empathy / HealingTelepathy ** (Virgo / Hermit) + (Mercury / Magician)
Knowledge* Influence: Forgiveness - Liberating from suffering<br><br> caused by transgressions.** Charisma / Hypnotism ** (Leo / Strength) + (Sun / Sun)
Description* Penetration: The Power of Restoration holds the<br><br> gift of healing. It grants the ability to alleviate pain,** Escape / Intangibility cure diseases, and bring renewal to the afflicted.** (Gemini / Lovers) + (Mercury / Magician) This power emerges from the understanding ofForgiveness, recognizing that suffering often stemsfrom transgressions. By embracing forgiveness, awizard becomes a conduit for healing andrestoration.
1* Travel:<br><br> ** Direction / Teleportation ** (Sagittarius / Temperance) Sense illness+ (Jupiter / Wheel of Fortune)
2* Production:<br><br> ** Attraction / Creation ** (Capricorn / Devil) Relieve Pain+ (Saturn / World)
3* Restoration:<br><br> ** Renewal / Healing ** (Aquarius / Star) Protection from Disease+ (Uranus / Fool)
4* Vanishing:<br><br> ** Stealth / Invisibility ** (Cancer / Chariot) Heal Sickness + (Moon / DamageMoon)
5* Destruction:<br><br> ** Curses / Annihilation ** (Scorpio / Death) Resurrection+ (Pluto / Judgement)<br><br>
Vanishing
Power* Traditions<br> There are 12 types of Mages representing different world views. You can pick whichever one you feel resonates with your character: Stealth / Invisibility<br>
Knowledge: Misdirection - Manipulating attention and perception.* Akashic Brotherhood Buddhist Warriors
Description: The Power of Vanishing encompasses
the art of Misdirection. It allows a wizard to control
focus and attention, rendering themselves unseen
and secrets concealed. Meticulous study and
practice grant the ability to achieve complete
invisibility as the wizard manipulates perception
and directs attention elsewhere.
1) Bonus to Subterfuge* Celestial Chorus Gnostic Priests
2) See in The Dark
3) Stealth* Cult of Ecstasy Hippies and New Agers
4) Disguise
5) Invisibility* Dreamspeakers Shamans
Travel
Power: Direction / Teleportation* Order of Hermes Ceremonial Magicians
Knowledge: Unity - Dissolving the illusion of
separation.
Description: The Power * Sons of Travel operates on theEtherunderstanding that all separation is illusory. Byharnessing this power, a wizard can navigatewithout traditional directions and locate objects orplaces that are lost or hidden. A skilled practitionercan transcend distance, stepping from one locationto any desired destination. Rebel Scientists
1) Locate Lost Objects
2) Find Directions* Verbena Wiccans
3) See at a Distance
4) Teleport Objects* Virtual Adepts Reality Hackers
5) Make a Portal
Transformation
Power: Developing / Shapeshifting* Marauders Permanently Insane
Knowledge: Personification - Authoring ones own
identity.
Description: The Power of Transformation allows a* Nephandiwizard to assume the form and essence of anotherbeing, whether it be an abstract concept, an animal,or even a deity. The essence of this mastery lies inthe understanding that one has the power to createand define their own identity, refusing to be shapedby external forces. The power of transformation canalso be used to improve who you already are. Made Demonic Pacts
1) Sense Others Attributes
2) Bonus to Attributes* Technocracy Agents of Reason
3) Developing Attributes
4) ShapeshiftingIf you have your own Coven you can also list it as your Cabal.<br><br>
5) Transmutation
DestructionAll 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:
Power: Curses / Annihilation * Criminal
Knowledge: Pragmatism - Dissolving the constructsof right and wrong.* Drifter
Description: The Power of Destruction holdsimmense power that should be wielded withcaution. It encompasses the ability to curse,annihilate, and disrupt the natural order. However,the utilization of this power draws one away fromtheir true path and blurs the distinction betweenright and wrong.* Entertainer
1) Sense Black Magic* Intellectual
2) Protection from Curses* Investigator
3) Curse Enemies* Kid
4) Cause Physical Damage* Night-lifer
5) Kill & Destroy* Outsider
Revelation* Professional
Power: Visions / Rapture* Reporter
Knowledge: Above as Below - The symbioticconnection between gods, angels, and humanity.* Socialite
Description: The Power of Revelation unveilsprofound visions and grants enlightenment to thepractitioner. It is rooted in the understanding of thesymbiotic connection between gods, angels, andhumanity. By tapping into this power, a wizardgains access to celestial knowledge, perceiving theintricate tapestry that binds all realms and entitiestogether.* Soldier
1) Sense Spirits* Worker<br><br>
2) Speak with Spirits
3) Banish Spirits* Nature and Demeanor<br>
4) Summon SpiritsThere 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:
5) Spirit Travel* Architect - Purpose / Obsession You desire to leave a mark on the world.
Paradox * Bon Vivant - Love of Life / Hedonism& Quietnbsp; You want to live Life.
The official rules say Paradox is caused by Vulgar* Bravo - Strength / Anger magic You want power. 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 * Caregiver - Compassion / Smothering point You look out for others. A botched roll will then releases that Paradox in the form of a Quiet (Insanity).
If a Mage has a Paradox level of 1* Child -3, the Quiet Innocence / Immaturity happens in one of three ways: You never grew up.
Hallucinations, Fixations, or Depression* Competitor - Striving / Competitiveness Life is a challenge to be won.
If they have * Conniver - Clever / Envy You are a Paradox level of 4-6, the Quiet manipulator happens in three more ways:
Delusions * Curmudgeon - Critical Eye / Lack of Imagination & Mood Swings, Repetitive Behaviors, or nbsp; You find the faults in others. Suicidal Thoughts
If they have a Paradox level * Director - Organization / Lack of 7-10, the Quiet Tolerance You want things under control. happens as:
Wild Hallucinations, Compulsions, and Anti* Fanatic -Social Dedication / Stubbornness Behavior You live for a cause.
If they have a Paradox level * Judge - Justice / Lack of 11+, the Quiet Vision happens in more severe ways: You want to resolve problems.
Complete Madness, Obsession, or Violence* Loner - Self-Reliance / Lack of Empathy You work best by yourself.
Quintessence can be spent to reduce Paradox, but it has * Masochist - Devotion / Self-Destructiveness You want to be done before the Insanity of Quiet occurssuffer. If Paradox reaches a level greater than 10 it is released automatically.
Occult* Pedagogue - Knowledge / Logorrhea You are a teacher.
This system of magic can connect to occult themes,* Penitent - Responsibility / Contrition for interesting role playing You are consumed with guilt.
There are 12 Spheres in this system. Each Sphere* Perfectionist - Exactitude / Incompleteness connects You need to one of be the 12 signs of the Zodiacbest. And each Zodiac sign connects to one of 10 planets inAstrology. The 10 planets and 12 signs connect withthe 22 Major Arcana of the Tarot.
Control:* Rogue - Valor / Selfishness You look out for yourself.
Energy * Survivor - Perseverance / TelekinesisLack of Trust You keep going no matter what.
(Aries * Thrill-Seeker - Daring / Emperor) + (Mars / Tower)Recklessness You live on the edge.
Transformation:* Traditionalist - Consistency / Complacency You support the status quo.
Developing * Trickster - Empathy / ShapeshiftingHypocrisy Your life is a comedy.
(Taurus * Visionary - Imagination / Hierophant) + (Venus / Empress)Pride You want to remake the future.<br><br>
Understanding:* Essence<br>
Wisdom / ESPYour 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:
(Libra / Justice) + (Venus / Empress) * Dynamic - Change
Revelation:* Pattern - Improvement
Visions / Rapture* Primordial - Stability
(Pisces / High Priestess) + (Neptune /* Questing - PurposeHanged Man)<br><br>
Feeling: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.
Empathy / Telepathy There are three types of Resonance: Dynamic, Entropic, and Static
(Virgo / Hermit) + (Mercury / Magician)* Dynamic represents change.
Influence:* Entropic represents destruction.
Charisma / Hypnotism* And Static represents protection.<br><br>
(Leo / Strength) + (Sun / Sun)* Purpose<br>
Penetration:* Self, Others, and World.
Escape / Intangibility Representing your primary motivation.<br><br>
(Gemini / Lovers) + (Mercury / Magician)
TravelMages tend to have certain tools for using magic. When a Mage has access to these tools, they receive a +1 bonus to their magic roll. You can pick at least one at the start of the game. Here is a list of suggestions for you to choose from:
Direction / Teleportation Art
(Sagittarius / Temperance) + (Jupiter /Wheel of Fortune)Astrology
Production:Books
Attraction / CreationBones
(Capricorn / Devil) + (Saturn / World)Cauldrons
Restoration:Candles
Renewal / HealingChanting
(Aquarius / Star) + (Uranus / Fool)Circles
Vanishing:Crystals
Stealth / InvisibilityDancing
(Cancer / Chariot) + (Moon / Moon)Devices
Destruction:Drugs
Curses / AnnihilationElements
(Scorpio / Death) + (Pluto / Judgement)Feathers
Also, here are some examples of how to attemptother actions using the abillities and attributesalready mentioned:Formulas
Climbing - Dexterity + AthleticsHerbs
Driving - Dexterity + DriveHoly Symbols
Encumbrance - StrengthIncense
Intrusion - Dexterity or Intelligence + TechnologyLanguage
Jumping - Strength or Strength + AthleticsMusic
Lifting / Breaking - Strength or WillpowerInternet
Pursuit - Dexterity + Athletics / DriveOrdeals
Shadowing - Dexterity + StealthPoetry
Sleight of Hand - Dexterity + StealthPure Water
Sneaking - Dexterity + StealthPurification
Stealing - Dexterity + Stealth, Perception + StreetwiseRitual Sacrifice
Swimming - Stamina + AthleticsRunes
Throwing - Dexterity + AthleticsScience
Fast Talk - Manipulation + SubterfugeSex
Fitting In - Charisma + ExpressionSongs
Impersonation - Charisma + Expression or Manipulation + SubterfugeTarot Cards
Interrogation - Manipulation + Intimidation or Charisma + IntimidationOuija boards
Oration - Charisma + LeadershipTattoos
Performance - Charisma + PerformancePiercings
Academic Knowledge - Intelligence + AcademicsToys
Building Devices - Intelligence + TechnologyWands
Cryptography - Intelligence + Linguistics or Intelligence + ComputerWeapons<br><br>
Detecting The Supernatural - Perception + Awareness=== Examples ===<br> Also, here are some examples of how to attempt other actions using the abilities and attributes already mentioned:
Fortune Telling - Perception + Awareness===Credits=== <br>[[User:Street|Street]]<br><br>
Hacking - Intelligence / Wits + Computer__NOTOC____NOEDITSECTION__
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[[Category:Splats]][[Category:Rules]]
no edit summary
To just see the alternate magic system read:<br>
[[Alternate Sphere Magic]]
A character sheet for this system is at: <br>
[https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]
The number of times you Storyteller determines whether or not any circumstance imposes dice-roll for an action is made upmodifiers and of an attribute added to an abillityhow great those modifiers are. Each of theseare given a rating from 1 to five:<br><br>
1) Poor 2) Average 3) Good 4) Exceptional 5) World Class
That dice pool is then modified by oneof these levels: +1) Easy +0) Routine -1) Moderate -2) Difficult -3) Challenging -4) Hard -5) PhenomenalExceptional
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
<br><br>
The attributes your character has are listed
here, they are divided into 3 categories:
* Physical:<br><br>
** Strength - Physical Power
** Dexterity - Athleticism
** Stamina - Toughness
* Skills:<br><br>
** 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
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.
*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.
*Willpower starts at 5 and can’t begin higher than 7.
Talents: Alertness, Athletics, Awareness,
Brawl, Dodge, Expression, Intimidation,
Leadership, Streetwise, Subterfuge
Skills: Crafts, Drive, Etiquette, Firearms,
Meditation, Melee, Performance, Stealth,
Survival, Technology
=== Combat ===
<br>
Block: Dexterity + Brawl
The successes of the attack roll minus the
defense roll equals damage, which is either
Bashing or Lethal.
* Health
<br>
# Bruised -0
# Hurt -1
# Injured -2
# Wounded -3
# Mauled -4
# Crippled -5
# Unconscious
The 3 categories of attributes Twelve Spheres in alphabetical order are devided into 3 levels: of points: 7/5/3
=== Mechanics ===
<br>
* Willpower
One point of willpower generates 1 success
If you have time to do a ritual, Intelligence + Occult can be rolled. Successes are added to your Arete roll up to a +3) Coincidental. If there isn't time for a full ritual, magical tools can add a +1 bonus.
Simple magic requires only one success, two
successes are required for more powerful magic,
and larger effects can take even more. If your levelof Arete is at least one point higher than the Sphereyou 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.
<br><br>
=== Spheres ===
<br>
Spheresin Mage: The Ascension are theway Mages effect reality. Theyrepresent different kinds of magic,which Mages use to perceive andreshape the world.
* Understanding<br><br>** 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.<br>
* Penetration<br><br>** Power: Escape / Intangibility** Knowledge: Spiritualism - Perceiving the world as a realm of spirit.** Description: The Power of Feeling enables one toempathize and understand others deeply, perceivingtheir thoughts and emotions without Penetration delves into the need forwordsrealm of Spiritualism. It stems from unveils the truth that the profound insight intoAssociationworld 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 intrinsic link that binds all livingwizards touch.beings together.<br>
* Restoration<br><br>
** 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.
<br>
* Vanishing<br><br>** Power: Stealth / Invisibility** Knowledge: Synchronicity Misdirection - Uniting Manipulating attention and perception.** Description: The Power of Vanishing encompasses the threads art ofMisdirection. 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.existence.<br>
# Sense Others Attributes
# Bonus to Attributes
# Developing Attributes
# Shapeshifting
# Transmutation
* Destruction<br><br>** Power: Charisma Curses / HypnotismAnnihilation** 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.<br>
If they have a Paradox level of 11+, the Quiet happens in more severe ways:
=== Finishing Touches ===
<br>
Here are some finishing touches to add to your
character sheet.
* Euthanatos
Terrorists and Activists
* Hollow Ones
Goths
* Concepts
<br>
* Politician
* Autocrat - Leadership / Dictatorship
You want control.
* Celebrant - Passion / Intemperance
You have a calling
* Conformist - Cooperation / Low-Self Esteem
You are a follower.
* Deviant - Shatter Boundaries / Perversion
You are an outcast.
* Gallant - Artistry / Flamboyance
You want to be the center of attention.
* Martyr - Sacrifice / Self-Deprecation
You devote yourself to helping others.
* Monster - Mirror of Villainy / Depravity
You are an evil person.
* Rebel - Individuality / Lack of Direction
You like to break the rules.
* Resonance
<br>
In these alternate rules we also have another
trait called Purpose. You can fill in the
dots anyway you like into these 3 categories:
* Foci
<br>
Blood
Chalices
Computers
Martial Arts
Fire
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<br><br>