Changes

Jump to navigation Jump to search

Mage: The Ascension (Alternate Rules)

1,488 bytes removed, 06:06, 22 November 2024
no edit summary
To just see the alternate magic system read:<br><br>[[Alternate Sphere Magic]]<br><br>A character sheet for this system is at:<br><br>[https://www.v5homebrew.com/mw/images/2/23/Alternate-character-sheet.pdf Alternate Character Sheet]<br><br>Like most roleplaying games played around a table,<br>This game uses dice to determine the whims of<br>chance. Anytime a character performs an action<br>under adverse conditions or when the outcome is<br>unclear, his player rolls dice to see whether the task<br>succeeds or fails.<br><br>You just need two six sided dice to play. I have<br>changed this from the original game, Mage: The<br> Ascension from rolling a ten sided dice. I did a<br> little math and it just made since.<br><br>For a success in this game, rolling a 7 or 11 with two <br>6 sided dice has the odds of 2/9 which is 0.2222.<br><br>A success in Mage is made by rolling a 8, 9, or 10 on <br>one 10 sided die, which has the odds of 3/10 which is 0.3.<br><br>So, with a few other modifications the game mechanics<br>are basically the same.<br><br>Traits<br><br>Characters possess a variety of traits, describing<br>their innate capabilities, trained skills, and even<br>how many wounds they can suffer before dying.<br>Two types of trait are especially important:<br>Attributes and Skills. Each of these traits is rated in<br>dots (●), ranging from 1 to 5, much like the five-<br>star system many critics use to rate movies. For<br>example, a character might have a Dexterity<br>Attribute of ●●● (3 dots) and a Firearms Skill of<br>●● (2 dots).<br><br>Whenever your character performs an action that<br>calls for dice rolls, you most often add the most <br>appropriate Attribute to the most appropriate Skill. <br>When your character shoots a gun, you add his Dexterity<br>to his Firearms for a total number of dice rolls.<br><br>Modifiers<br><br>Various conditions and circumstances can greatly<br>improve or hinder your characters tasks,<br>represented by bonuses and/or penalties to your dice<br>rolls. On one hand, quality tools might give him a<br>bonus to repair a car. On the other hand, a <br>thunderstorm might cause hazardous driving conditions, <br>levying a penalty on any driving rolls, and a distant <br>target is hard to hit with a gun, represented by <br>range penalties.<br><br>For example, when shooting a target 30 yards away<br>with his Glock 17 pistol, your character suffers a <br>-2 penalty.<br><br>The Storyteller determines whether or not any<br>circumstance imposes dice-roll modifiers and how<br>great those modifiers are.<br><br>Dice Rolls<br><br>So, we can say that that the number of times you<br>get to roll the dice is determined like so: <br>Attribute + Skill + modifiers (if any) In general, <br>bonuses are always added before penalties are applied. <br><br>Rolling the Dice<br><br>Now that you know what to roll, lets see how to<br>read the results. Each roll uses two dice, and a <br>result of 7, or 11 is considered a success. You might <br>have more than one of these, in which case you have <br>multiple successes. The dice don't just tell you<br>whether your character succeeds or fails it shows you<br>how well he does. If none of your die rolls succeed,<br>your roll fails. Obviously, the more die rolls you have<br>the better your characters chances of success, and the <br>greater your odds of gaining multiple successes.<br><br>Snake Eyes<br><br>If one of your rolls turn up snake eyes, it cancel out <br>one success. If you roll snake eyes, and none of you other<br>rolls succeed it is a botch.<br><br>Second Tries<br><br>When a roll fails, you can try again with a +1 difficulty<br>modifier.<br><br>Combat Fighting is a series of die rolls, until someone<br>surrenders or is rendered unable to fight. The rolls<br>determines whether or not your character hits and<br>how much damage he inflicts on his target. The number<br>of dice rolls is determined as above, but a knife is<br>more deadly than a fist, and a gun is more deadly<br>than all. Each success gained on your attack roll<br>represents a point of damage inflicted against the<br>targets Health trait. If the target has no more<br>Health left, he is unconscious or dead (depending<br>on the type of damage done).<br><br>There are two types of damage: bashing (caused<br>by blunt weapons such as fists or clubs; these<br>wounds heal quickly), lethal (caused by sharp<br>weapons such as knives and bullets; these wounds<br>heal slowly). There are a number of complications<br>involved in combat, such as a targets Defense Rolls.<br>(which are subtracted from any attack successs<br>targeted against him), Roll to hit and apply<br>successes as damage minus any successful deffense<br>rolls.<br><br>Example<br><br>Lets see how it looks in action. Your character tries<br>to shoot at a thug who just killed his friend. Your<br>characters Dexterity is 3, his Firearms 2, and hes<br>using a Glock 9mm pistol. You therefore get to roll the<br>dice five times. The thug is about 30 yards away which<br>is a -1 penalty. So, you are reduced to 4 dice rolls. <br>But thats not all. Its raining cats and dogs. The <br>Storyteller decides that theres an additional -1 penalty <br>for poor visibility. That leaves you just 3 dice rolls. <br>If a roll yields a 7 or 11 that is one success. If the <br>thug is hit. He suffers 1 points of lethal damage to his <br>Health for every success. Lets say you make 2 successs. <br>It hurts, but it might not be enough to stop him. and he <br>staggers away. Your character needs to decide whether to <br>give chase and close the distance, or try to fire again.<br><br>The number of times you roll for an action is made up<br>of an attribute added to an abillity. Each of these<br>are given a rating from 1 to five:<br><br>1) Poor<br><br>2) Average<br><br>3) Good<br><br>4) Exceptional<br><br>5) World Class<br><br>That dice pool is then subtracted by a difficulty level<br>from 0 to 6.<br><br>0) Easy<br><br>1) Routine<br><br>2) Moderate<br><br>3) Difficult<br><br>4) Challenging<br><br>5) Hard<br><br>6) Exceptional<br><br>The number of successes you have is also given a<br>rating from one to five:<br><br>1) Marginal<br><br>2) Moderate<br><br>3) Good<br><br>4) Excellent<br><br>5) Phenomenal<br><br>The attributes your character has are listed here,<br>they are devided into 3 categories:<br>
[[Alternate Sphere Magic]]
A character sheet for this system is atPhysical: <br>
[https://www.v5homebrew.com/mw/images/2/23/AlternateStrength -characterPhysical Power <br>Dexterity -sheet.pdf Alternate Character Sheet]Athleticism <br>Stamina - Toughness <br>
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 isunclear, his player rolls dice to see whether the tasksucceeds or fails.Social: <br>
You just need two six sided dice to play. I haveCharisma - Charm <br>changed this from the original game, Mage: The AscensionManipulation - Persuasion <br>from rolling a ten sided dice. I did a little math and it just made since.Appearance - Attractiveness <br>
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.Mental: <br>
A success in Mage is made by rolling a 8, 9, or 10 on Perception - Insight To Surroundings <br>one 10 sided die, which has the odds of 3/10 which is 0.3.Intelligence - Pure IQ <br>Wits - Intuition & Instincts <br>
So, with a few other modifications the game mechanicsAbilities are basically the same.also divided into 3 categories: <br>
TraitsTalents: <br>
Characters possess a variety Alertness - Attention to Your Surroundings <br>Athletics - A Talent With Sports <br>Awareness - You Can Sense The Presence of traits, describingMagic <br>their innate capabilities, trained skills, and evenBrawl - Skill With Unarmed Combat <br>how many wounds they can suffer before dying.Dodge - Avoiding Physical Danger <br>Two types Expression - The Art of trait are especially important:Communication <br>Attributes and Skills. Each of these traits is rated inIntimidation - Flexing Your Muscles <br>dots (●), ranging from 1 to 5, much like the fiveLeadership -You Are Respected <br>star system many critics use to rate movies. Forexample, a character might have Streetwise - Youre a DexterityPart Of The Underworld <br>Attribute of ●●● (3 dots) and a Firearms Skill of●● (2 dots).Subterfuge - You Can Hide Your Motives <br>
Whenever your character performs an action thatcalls 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 Dexterityto his Firearms for a total number of dice rolls.Skills: <br>
ModifiersCrafts - Working With Your Hands <br>Drive - Handling The Road <br>Etiquette - Managing Social Situations <br>Firearms - Firing Guns <br>Meditation - Regenerates Magic <br>Melee - Hand To Hand Weapons <br>Performance - Specialized as music etc. <br>Stealth - Hiding From Sight <br>Survival - Living In Difficult Environments <br>Technology - Repairing And Working With Machines <br>
Various conditions and circumstances can greatlyimprove or hinder your characters tasks,represented by bonuses and/or penalties to your dicerolls. On one hand, quality tools might give him abonus 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.Knowledges: <br>
For exampleAcademics - Higher Education In A Field <br>Computer - From Typing To Hacking <br>Cosmology - Knowledge Of The Spirit World <br>Enigmas - Solving Puzzles Or Riddles <br>Investigation - Forensics Detective Work <br>Law - Professional Practice In Law <br>Linguistics - Specializing In Other Languages <br>Medicine - First Aid, when shooting a target 30 yards away& Surgery Etc. <br>with his Glock 17 pistol, your character suffers a Occult - Knowledge Of Magic Practices <br>Science -2 penalty.Engineering, Chemistry, & Physics <br>
The Storyteller determines whether or not anycircumstance imposes dice-roll modifiers and howgreat those modifiers There are.also some other very important traits: <br>
Dice RollsAvatar - Represents your ability to store quintessence <br>Arete - Your mastery of magick <br>Willpower - Can be used to force success <br>Quintessence - The raw power of magic <br>Paradox - The backlash from magic into insanity <br>Health - The amount of damage you can take <br>
So, we can say that that the number of times youget to roll the dice is determined like so: Attribute + Skill + modifiers (if any) In general, bonuses are always added before penalties are applied. Getting Started <br>
Rolling Now that you know the Dicebasics of the Storytelling System, you can proceed to create your own characters. You’ll be able to judge what sort of traits you’ll need based on their titles (they’re mostly self-explanatory), and know that the more dots you have in a trait the better your character will be when accomplishing tasks with it. <br>
Now that you know what to roll, lets see how toread the results. Each roll uses two dice, and a result of 7, or 11 Here is considered a success. You might have more than one quick overview of these, in which case you have multiple successes. The dice don't just tell youwhether your character succeeds or fails it shows youhow well he does. If none of your die rolls succeed,your roll fails. Obviously, to begin the more die rolls you havethe better your characters chances of success, and the greater your odds of gaining multiple successes.character creation process: <br>
Snake EyesThe 3 categories of attributes are divided into 3 levels of points: 7/5/3 <br>
If one The 3 categories of your rolls turn up snake eyes, it cancel out one success. If you roll snake eyes, and none abilities are also divided into 3 levels of you otherrolls succeed it is a botch.points: 13/9/5 <br>
Second TriesYou get 7 points to go into Backgrounds. <br>
When a roll fails, you You also get 6 dots that can try again with a +1 difficultymodifiergo into your Mage's magical knowledge called Spheres.The catch is that none of them can be higher than your level of Arete. <br>
Combat Fighting is a series of die rolls, until someonesurrenders or is rendered unable to fight. The rollsdetermines whether or not your character hits andhow much damage he inflicts on his target. The numberof dice rolls is determined as above, but a knife ismore deadly than a fist, Arete starts at 1 and a gun is more deadlycan’t begin higher than 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)3.<br>
There are two types of damage: bashing (causedby blunt weapons such as fists or clubs; thesewounds heal quickly), lethal (caused by sharpweapons such as knives Willpower starts at 5 and bullets; these woundsheal slowly). There are a number of complicationsinvolved in combat, such as a targets Defense Rolls.(which are subtracted from any attack successstargeted against him), Roll to hit and applysuccesses as damage minus any successful deffenserollscan’t begin higher than 7.<br>
ExampleYou also get 15 Freebie Points: <br>
Lets see how it looks in action. Your character triesto shoot at a thug who just killed his friend. Yourcharacters Dexterity is 3, his Firearms 2, and hesusing a Glock 9mm pistol. You therefore get to roll thedice five times. The thug is about 30 yards away whichis 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 To increase 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 Attribute requires 5 freebie 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.<br>
The number of times you roll for To increase an action is made upof an attribute added to an abillityAbility requires 2 freebie points. Each of theseare given a rating from 1 to five:<br>
To increase a Background requires 1) Poorfreebie point. <br>
2) AverageTo increase Willpower requires 1 freebie point. <br>
3) GoodTo increase Arete requires 4 freebie points. <br>
4) ExceptionalTo increase a Sphere requires 7 freebie points. <br>
5) World ClassPrioritize the categories with 3 levels of points. <br>
That dice pool is then subtracted by a difficulty levelfrom 0 to 6.Select Attributes (7/5/3) <br>
0) EasyPhysical: Strength, Dexterity, Stamina <br>
1) RoutineSocial: Charisma, Manipulation, Appearance <br>
2) ModerateMental: Perception, Intelligence, Wits <br>
3Select Abilities (13/9/5) Difficult<br>
4) ChallengingTalents: Alertness, Athletics, Awareness <br>Brawl, Dodge, Expression, Intimidation <br>Leadership, Streetwise, Subterfuge <br>
5) HardSkills: Crafts, Drive, Etiquette, Firearms <br>Meditation, Melee, Performance, Stealth <br>Survival, Technology <br>
6) ExceptionalKnowledges: Academics, Computer, Cosmology <br>Enigmas, Investigation, Law, Linguistics <br>Medicine, Occult, Science <br>
The Additionally, characters also have a number of successes you have is also given arating from one to five:advantages called Backgrounds. <br>
1) MarginalBackgrounds: <br>
2) ModerateAllies - Friends who help you <br>Arcane - You are unnoticed as a Mage <br>Avatar - The Strength of the soul <br>Contacts - Information sources <br>Destiny - A greater purpose <br>Dream - Visions from the unknown <br>Influence - Pull over the mortal world <br>Library - Access to metaphysical knowledge <br>Node - A place of magical power <br>Resources - Extra Money <br>Wonder - A Magical talisman or device <br>
3) GoodWe will now go over the combat system. It is very simple. <br>
4) ExcellentCombat is broken down into three steps, Initiative, Attack, and Resolution. <br>
5) PhenomenalDuring initiative, both players roll Dexterity + Wits. Whoever has more successes gets to go first. <br>
Each player declares either to attack or defend. <br>
The attributes your character has are listed here,It is also possible to ambush someone with: <br>they are devided into 3 categories:Dexterity + Stealth vs Perception + Alertness <br>
Stage two - Attack <br>
PhysicalThe attacker rolls one of these: <br>
Strenght - Physical PowerUnarmed Combat: Strength + Brawl <br>
Dexterity - AthleticismArmed Combat: Strength + Weaponry <br>
Stamina - ToughnessFirearms: Dexterity + Firearms <br>
Throwing Objects: Dexterity + Athletics <br>
SocialThen the defender either takes the hit,<br> or if they chose to defend they roll:<br>
Charisma - CharmBlock: Dexterity + Brawl <br>
Manipulation - Persuasion Dodge: Dexterity + Dodge <br>
Appearance - AttractivenessParry: Dexterity + Melee <br>
The successes of the attack roll minus the defense roll<br>
equal damage, which is either Bashing or Lethal. <br>
Mental: If a weapon is being used the storyteller can increase the<br> modifier for an attack by up to +3. Some guns allow you to<br> shoot multiple times in a turn. <br>
Perception Stage three - Insight To SurroundingsResolution <br>
Intelligence - Pure IQRoll as many times as your Stamina points to eliminate a point<br> of bashing damage for each success. <br>
Wits - Intuition & InstinctsIf the fighting continues you roll again for initiative. <br>
Keep track of the damage to your health with this chart: <br>
Abilities are also devided into 3 categories:Health <br>
1) Bruised -0 <br>
2) Hurt -1 <br>
3) Injured -2 <br>
4) Wounded -3 <br>
5) Mauled -4 <br>
6) Crippled -5 <br>
7) Unconscious <br>
Talents: Each point of damage is marked with a / for bashing damage<br> and an X for lethal damage. If you acquire 7 bashing damage<br> you are unconscious, further bashing damage can become<br> lethal damage. Either way, you apply a penalty to everything<br> you roll as the damage goes up. If you acquire more than 7 in<br> lethal damage, you can die. <br>
Alertness - Attention Finally, your character needs to Your Surroundingslearn magic! <br>
Athletics - A Talent With SportsOverview <br>
Awareness - You Can Sense There are 12 Spheres in this system that are divided into<br> coincidental & vulgar magic. The Presence first three levels of Magiceach<br>sphere are limited to coincidental effects, and the highest<br> levels of the sphere are divided into two levels of more<br> advanced magic. <br>
Brawl - Skill With Unarmed CombatThe Twelve Spheres in alphabetical order are: <br>
Dodge - Avoiding Physical DangerControl, Destruction, Feeling, Influence, <br>Penetration, Production, Revelation, Restoration, <br>Transformation, Travel, Understanding, and Vanishing <br>
Expression - The Art These are the degrees of Communicationpower for the Spheres: <br>
Intimidation - Flexing Your Muscles1) Awareness <br>
Leadership - You Are Respected 2) Sympathetic <br>
Streetwise - Youre a Part Of The Underworld3) Coincidental <br>
Subterfuge - You Can Hide Your Motives4) Manipulative <br>
5) Miraculous <br>
Skills: 1) Awareness <br>
Crafts - Working With Your HandsAllows the Mage to sense things with their magic. <br>
Drive - Handling The Road2) Sympathetic <br>
Etiquette - Managing Social SituationsThe Mage can effect things they’re personally connected to. <br>
Firearms - Firing Guns3) Coincidental <br>
Meditation - Regenerates Magic The Mage can work magic as long as it doesn’t defy physics. <br>
Melee - Hand To Hand Weapons4) Manipulative <br>
Performance - Specialized as music etcThe Mage can manipulate and bend the laws of physics.<br>
Stealth - Hiding From Sight5) Miraculous <br>
Survival - Living In Difficult EnvironmentsThe Mage can now create impossible miracles. <br>
Technology - Reparing And Working WIth MachinesMechanics <br>
Casting Magic <br>
Knowledges: Arete is added to the Sphere you are using to get the<br> number of dice to roll when casting a spell. No Sphere<br> can be higher than your level of Arete. You can also only<br> spend up to your level of Arete in quintessence on a single<br>spell. A mage can optionally roll fewer dice to avoid a<br> potential botch. <br>
Academics - Higher Education In A FieldAvatar <br>
Computer - From Typing To HackingA Mage’s Avatar is the maximum Quintessence they can store. <br>
Cosmology - Knowledge Of The Spirit WorldOccult <br>
Enigmas - Solving Puzzles Or RiddlesThis system of magic can connect to occult themes, <br>for interesting role playing. <br>
Investigation - Forensics Detective WorkThere are 12 Spheres in this system. Each Sphere <br>connects to one of the 12 signs of the Zodiac. And <br>each Zodiac sign connects to one of 10 planets in <br>Astrology. The 10 planets and 12 signs connect with <br>the 22 Major Arcana of the Tarot. <br>
Law - Professional Practice In LawControl: <br>
Linguistics - Specializing In Other LanguagesEnergy / Telekinesis <br>
Medicine - First Aid, & Surgery Etc.(Aries / Emperor) + (Mars / Tower) <br>
Occult - Knowledge Of Magic PracticesTransformation: <br>
Science - Engineering, Chemistry, & PhysicsDeveloping / Shapeshifting <br>
(Taurus / Hierophant) + (Venus / Empress) <br>
There are also some other very important traitsUnderstanding:<br>
Wisdom / ESP <br>
Avatar - Represents your abillity to store quintessence(Libra / Justice) + (Venus / Empress) <br>
Arete - Your mastery of magickRevelation: <br>
Willpower - Can be used to force successVisions / Rapture <br>
Quintessence - The raw power of magic(Pisces / High Priestess) + (Neptune / Hanged Man) <br>
Paradox - The backlash from magic into insanityFeeling: <br>
Health - The ammount of damage you can takeEmpathy / Telepathy <br>
(Virgo / Hermit) + (Mercury / Magician) <br>
Getting StartedInfluence: <br>
Now that you know the basics of the StorytellingSystem, you can proceed to create your owncharacters. Youll be able 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 whenaccomplishing tasks with it.Charisma / Hypnotism <br>
Here is a quick overview of how to begin the charactercreation process:(Leo / Strength) + (Sun / Sun) <br>
The 3 categories of attributes are devided into 3 levelsof pointsPenetration: 7/5/3<br>
The 3 categories of abillities are also devided in 3 levelsof points: 13Escape /9/5Intangibility <br>
You get 7 points to go into Backgrounds.(Gemini / Lovers) + (Mercury / Magician) <br>
You also get 6 dots that can go into your Mages magicalknowledge called Spheres. The catch is that none of themcan be higher than your level of Arete.Travel: <br>
Arete starts at 1 and cant begin higher than 3Direction / Teleportation <br>
Willpower starts at 5 and cant begin higher than 7(Sagittarius / Temperance) + (Jupiter / Wheel of Fortune) <br>
You also get 15 Freebie PointsProduction:<br>
To increase an Attribute requires 5 freebie points.Attraction / Creation <br>
To increase an Ability requires 2 freebie points.(Capricorn / Devil) + (Saturn / World) <br>
To increase a Background requires 1 freebie point.Restoration: <br>
To increase Willpower requires 1 freebie point. Renewal / Healing <br>
To increase Arete requires 4 freebie points.(Aquarius / Star) + (Uranus / Fool) <br>
To increasae a Sphere requires 7 freebie points.Vanishing: <br>
Prioritize the categories with 3 levels of pointsStealth / Invisibility <br>
(Cancer / Chariot) + (Moon / Moon) <br>
Select Attributes (7/5/3)Destruction: <br>
Physical: Strenght, Dexterity, StaminaCurses / Annihilation <br>
Social: Charisma, Manipulation, Appearance(Scorpio / Death) + (Pluto / Judgement) <br>
Mental: Perception, Intelligence, WitsFinishing Touches <br>
Here are some finishing touches to add to your character <br>
sheet. <br>
Select Abilities (13/9/5)Traditions <br>
Talents: Alertness, Athletics, AwarenessThere are 9 Traditions representing the different kinds <br>Brawl, Dodge, Expression, Intimidationof Mages and their world views. You can pick whichever <br>Leadership, Streetwise, Subterfugeone you feel resonates with your character: <br>
Skills: Crafts, Drive, Etiquette, FirearmsAkashic Brotherhood - Buddhist Warriors <br>Meditation, Melee, Performance, StealthCelestial Chorus - Gnostic Priests <br>Survival, TechnologyCult of Ecstasy - Hippies and New Agers <br>Dreamspeakers - Shamans <br>Euthanatos - Terrorists and Activists <br>Order of Hermes - Ceremonial Magicians <br>Sons of Ether - Rebel Scientists <br>Verbena - Wiccans <br>Virtual Adepts - Reality Hackers <br>Hollow Ones - Goths <br>
Knowledges: Academics, Computer, CosmologyIf you have your own Coven you can also list it as your <br>Enigmas, Investigation, Law, LinguisticsMedicine, Occult, ScienceCabal. <br>
All characters need to have a concept which can be anything <br>
you want to make up. However here are some example concepts <br>
that you might like to use: <br>
Additionally characters also have a number ofCriminal <br>advantages called Backgrounds.Drifter <br>Entertainer <br>Intellectual <br>Investigator <br>Kid <br>Night-lifer <br>Outsider <br>Politician <br>Professional <br>Reporter <br>Socialite <br>Soldier <br>Worker <br>
There are two more important categories at the top of the <br>
character sheet, called Nature & Demeanor. Nature is your <br>
inner character. and Demeanor is what you project into the <br>
outside world. Below you can pick one of these for each: <br>
Backgrounds:Architect - Purpose / Obsession <br>You desire to leave a mark on the world. <br>
Allies Autocrat - Friends who help youLeadership / Dictatorship <br>You want control. <br>
Arcane Bon Vivant - Love of Life / Hedonism <br>You are unnoticed as a Magewant to live Life. <br>
Avatar Bravo - The Strength of the soul/ Anger <br>You want power. <br>
Contacts Caregiver - Information sourcesCompassion / Smothering <br>You look out for others. <br>
Destiny Celebrant - A greater purposePassion / Intemperance <br>You have a calling <br>
Dream Child - Visions from the unknownInnocence / Immaturity <br>You never grew up. <br>
Influence Competitor - Pull over the mortal worldStriving / Competitiveness <br>Life is a challenge to be won. <br>
Library Conformist - Access to metaphysical knowledgeCooperation / Low-Self Esteem <br>You are a follower. <br>
Node Conniver - A place of magical powerClever / Envy <br>You are a manipulator <br>
Resources Curmudgeon - Extra MoneyCritical Eye / Lack of Imagination <br>You find the faults in others. <br>
Wonder Deviant - A Magical talisman or deviceShatter Boundaries / Perversion <br>You are an outcast. <br>
Director - Organization / Lack of Tolerance <br>
You want things under control. <br>
We will now go over the combat system. It isFanatic - Dedication / Stubbornness <br>very simpleYou live for a cause.<br>
Combat is broken down into three steps,Gallant - Artistry / Flamboyance <br>Initiative, Attack, and ResolutionYou want to be the center of attention.<br>
During initiative both players roll Dexterity + Judge - Justice / Lack of Vision <br>Wits. Whoever has more successes gets You want to go firstresolve problems.<br>
Each player declares either to attack or deffendLoner - Self-Reliance / Lack of Empathy <br>You work best by yourself.<br>
It is also possible Martyr - Sacrifice / Self-Deprecation <br>You devote yourself to ambush someone with:Dexterity + Stealth vs Perception + Alertnesshelping others. <br>
Masochist - Devotion / Self-Destructiveness <br>
You want to suffer. <br>
Stage two Monster - AttackMirror of Villainy / Depravity <br>You are an evil person. <br>
The attacker rolls one of these:Pedagogue - Knowledge / Logorrhea <br>You are a teacher. <br>
Unarmed Combat: Strength + BrawlPenitent - Responsibility / Contrition <br>You are consumed with guilt. <br>
Armed Combat: Strength + WeaponryPerfectionist - Exactitude / Incompleteness <br>You need to be the best. <br>
Firearms: Dexterity + FirearmsRebel - Individuality / Lack of Direction <br>You like to break the rules. <br>
Throwing Objects: Dexterity + Athletics Rogue - Valor / Selfishness <br>You look out for yourself. <br>
Then the defender either takes the hit,Survivor - Perseverance / Lack of Trust <br>or if they chose to deffend they roll:You keep going no matter what. <br>
Block: Dexterity + BrawlThrill-Seeker - Daring / Recklessness <br>You live on the edge. <br>
Dodge: Dexterity + DodgeTraditionalist - Consistency / Complacency <br>You support the status quo. <br>
Parry: Dexterity + MeleeTrickster - Empathy / Hypocrisy <br>Your life is a comedy. <br>
The successes of Visionary - Imagination / Pride <br>You want to remake the attack roll minus the defense roll equal damage, which is either Bashing or Lethalfuture. <br>
If Your character's Avatar Essence is also on the character <br>sheet. An Avatar represents a weapon is being used Mage's soul, and the story teller can increase<br>essence represents the modifier for an attack by up to +3drive a mage has at their core. Some guns allow<br>There are four essences you to shoot multiple times in a turn.can pick from: <br>
Dynamic - Change <br>
Pattern - Improvement <br>
Primordial - Stability <br>
Questing - Purpose <br>
Stage three - ResolutionAll Mages also have a Resonance. As a Mage uses magic <br>their Resonance changes. Other Awakened can read a Mage's <br>Resonance as well. You start with one dot in one Resonance <br>trait, and add dots as you continue working magic. <br>
Roll as many times as your Stamina points to eliminateThere are three types of Resonance: <br>a point of bashing damage for each success.Dynamic, Entropic, and Static <br>
If the fighting continues you roll again for initiativeDynamic represents change.Entropic represents destruction. <br>And Static represents protection. <br>
Keep track of In these alternate rules we also have another trait called <br>Purpose. You can fill in the damage to your health with this chartdots anyway you like into <br>these 3 categories:<br>
Self, Others, and World. <br>
Health Representing your primary motivation. <br>
1) Bruised -0Mages tend to have certain tools for using magic. When a <br>Mage has access to these tools, The difficulty for casting <br>magic is reduced. You can pick at least one at the start of <br>the game. Here is a list of suggestions for you to choose <br>from: <br>
2) Hurt -1Art <br>Blood <br>Books <br>Bones <br>Cauldrons / Chalices <br>Circles <br>Computers <br>Crystals <br>Dancing <br>Devices <br>Martial Arts <br>Drugs <br>Elements <br>Feathers <br>Fire <br>Formulas <br>Herbs <br>Holy Symbols <br>Incense <br>Language <br>Music <br>Internet <br>Ordeals <br>Pure Water <br>Purification <br>Ritual Sacrifice <br>Runes <br>Science <br>Sex <br>Songs <br>Tarot Cards <br>Ouija boards <br>Tattoos <br>Piercings <br>Toys <br>Wands <br>Weapons <br>
3) Injured -2Also, here are some examples of how to attempt <br>other actions using the abilities and attributes <br>already mentioned: <br>
4) Wounded Climbing -3Dexterity + Athletics <br>
5) Mauled Driving -4Dexterity + Drive <br>
6) Crippled Encumbrance -5Strength <br>
7) Unconscious Intrusion - Dexterity or Intelligence + Technology <br>
Jumping - Strength or Strength + Athletics <br>
Each point of damage is marked with a Lifting / for bashing damageand an X for lethal damage. If you aquire 7 bashing damage youare 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.Breaking - Strength or Willpower <br>
Pursuit - Dexterity + Athletics / Drive <br>
Finally your character needs to learn magic!Shadowing - Dexterity + Stealth <br>
OverviewSleight of Hand - Dexterity + Stealth <br>
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.Sneaking - Dexterity + Stealth <br>
Stealing - Dexterity + Stealth, Perception + Streetwise <br>
The Twelve Spheres in alphabetical order are:Swimming - Stamina + Athletics <br>
Throwing - Dexterity + Athletics <br>
Control, Destruction, Feeling, Influence,Penetration, Production, Revelation, Restoration,Transformation, Travel, Understanding, andVanishingFast Talk - Manipulation + Subterfuge <br>
Fitting In - Charisma + Expression <br>
These are the degrees of power for the Spheres:Impersonation - Charisma + Expression or Manipulation + Subterfuge <br>
Interrogation - Manipulation + Intimidation or Charisma + Intimidation <br>
1) AwarenessOration - Charisma + Leadership <br>
2) SympatheticPerformance - Charisma + Performance <br>
3) CoincidentalAcademic Knowledge - Intelligence + Academics <br>
4) ManipulativeBuilding Devices - Intelligence + Technology <br>
5) MiraculousCryptography - Intelligence + Linguistics or Intelligence + Computer <br>
Detecting The Supernatural - Perception + Awareness <br>
1) AwarenessForaging - Intelligence + Survival <br>
Allows the Mage to sense things with their magic.Fortune Telling - Perception + Awareness <br>
Hacking - Intelligence / Wits + Computer <br>
2) SympatheticInventing - Intelligence + Science <br>
The Mage can effect things theyre personallyconnected to.Investigation - Perception + Investigation <br>
Meditation - Stamina / Intelligence + Meditation <br>
3) CoincidentalRepair - Dexterity + Technology <br>
The Mage can work magic as long as it doesnt defyphysics.Research - Intelligence + Investigation / Computer <br>
Surveillance - Perception + Alertness, Dexterity + Stealth <br>
4) Manipulative The Mage can manipulate and bend the laws ofphysics.  5) Miraculous The Mage can now create impossible miracles.  Mechanics Casting Magic Arete is added to the Sphere you are using to get the number of dice to roll when casting a spell. No Sphere can be higher than your level of Arete. You can also only spend up to your level of Arete in quintessence on a single spell. A mage can optionally roll less dice to avoid a potential botch.  Avatar A Mages Avatar is the maximum Quintessence theycan store.  Quintessence Quintessence is the power source for Magic.Spending Quintessence reduces the difficulty of aspell, up to a modifier of -3. Meditation is requiredto regain Quintessence for at least an hour at a placeof power. Quintessence can also be stored in thingsthat are carried by a Mage.  Willpower One point of willpower generates 1 success  Willpower can resist mind magic WIllpower can fight Quiet Willpower can ignore penalties from fear & damage Willpower can be regained after role play  Difficulty Add +4 difficulty for coincidental magic, and +5 for Vulgar magic, if there are no witnesses. Add +1 for magic witnessed by Sleepers.  Successes Simple magic requires only one success, twosuccesses 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 & theyalso 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 innerknowledge within. Description: The Power of Understanding manifestsas inspiration and insight, granting effortless accessto answers and discoveries beyond conventionalunderstanding. It endows the practitioner with thegift of foreknowledge. The key to unlocking thispower lies in the realization that all knowledgealready 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 theinterconnectedness of all things. Description: The Power of Feeling enables one toempathize and understand others deeply, perceivingtheir thoughts and emotions without the need forwords. It stems from the profound insight intoAssociation, the intrinsic link that binds all livingbeings 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 ofexistence. Description: The Power of Production empowers awizard to draw situations and desires into theirreality. This ability stems from a profoundunderstanding of Synchronicity, the cosmicprinciple that everything is interconnected andinfluences each other. It acknowledges that thepower 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 ofthe mind. Description: The Power of Influence grants awizard the power to captivate others. Known asPossession, it allows one to enchant and charm,eliciting positive perceptions or even gainingcontrol over anothers thoughts and actions. Theessence of this mastery lies in the understandingthat ones will can wield dominion over the mindsof 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 arealm of spirit. Description: The Power of Penetration delves intothe realm of Spiritualism. It unveils the truth thatthe world is fundamentally composed of spirit,allowing a wizard to transcend physical boundariesand become intangible. Chains and locks lose theirhold, dissolving effortlessly under the wizardstouch. 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 ofthe spiritual realm. Description: The Power of Control enables a wizardto command powerful forces. Through evocation,the practitioner can manipulate energy and bend itto their will. This understanding arises fromrecognizing that spiritual entities are themselvesembodiments of force and possess the capacity toshape 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 sufferingcaused by transgressions. Description: The Power of Restoration holds thegift of healing. It grants the ability to alleviate pain,cure diseases, and bring renewal to the afflicted.This power emerges from the understanding ofForgiveness, recognizing that suffering often stemsfrom transgressions. By embracing forgiveness, awizard becomes a conduit for healing andrestoration. 1) Sense illness 2) Relieve Pain 3) Protection from Disease 4) Heal Sickness / Damage 5) Resurrection  Vanishing Power: Stealth / Invisibility Knowledge: Misdirection - Manipulating attentionand perception. Description: The Power of Vanishing encompassesthe art of Misdirection. It allows a wizard to controlfocus and attention, rendering themselves unseenand secrets concealed. Meticulous study andpractice grant the ability to achieve completeinvisibility as the wizard manipulates perceptionand directs attention elsewhere. 1) Bonus to Subterfuge 2) See in The Dark 3) Stealth 4) Disguise 5) Invisibility  Travel Power: Direction / Teleportation Knowledge: Unity - Dissolving the illusion ofseparation. Description: The Power of Travel operates on theunderstanding 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. 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 ownidentity. Description: The Power of Transformation allows awizard 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. 1) Sense Others Attributes 2) Bonus to Attributes 3) Developing Attributes 4) Shapeshifting 5) Transmutation  Destruction Power: Curses / Annihilation Knowledge: Pragmatism - Dissolving the constructsof right and wrong. 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. 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 symbioticconnection between gods, angels, and humanity. 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. 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 Vulgarmagic. In these alternative rules Paradox happens when a Mage fails at casting their spells. When a Mage fails a magic roll they gain a Paradox point. A botched roll will then releases that Paradox in the form of a Quiet (Insanity).  If a Mage has a Paradox level of 1-3, the Quiet happens in one of three ways: Hallucinations, Fixations, or Depression  If they have a Paradox level of 4-6, the Quiet happens in three more ways: Delusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts  If they have a Paradox level of 7-10, the Quiet happens as: Wild Hallucinations, Compulsions, and Anti-Social Behavior  If they have a Paradox level of 11+, the Quiet happens in more severe ways: Complete Madness, Obsession, or Violence  Quintessence can be spent to reduce Paradox, but it has to be done before the Insanity of Quiet occurs. If Paradox reaches a level greater than 10 it is released automatically.  Occult This system of magic can connect to occult themes,for interesting role playing. There are 12 Spheres in this system. Each Sphereconnects to one of the 12 signs of the Zodiac. Andeach Zodiac sign connects to one of 10 planets inAstrology. The 10 planets and 12 signs connect withthe 22 Major Arcana of the Tarot.  Control: Energy / Telekinesis (Aries / Emperor) + (Mars / Tower)  Transformation: Developing / Shapeshifting (Taurus / Hierophant) + (Venus / Empress)  Understanding: Wisdom / ESP (Libra / Justice) + (Venus / Empress)  Revelation: Visions / Rapture (Pisces / High Priestess) + (Neptune /Hanged Man)  Feeling: Empathy / Telepathy (Virgo / Hermit) + (Mercury / Magician)  Influence: Charisma / Hypnotism (Leo / Strength) + (Sun / Sun)  Penetration: Escape / Intangibility (Gemini / Lovers) + (Mercury / Magician)  Travel: Direction / Teleportation (Sagittarius / Temperance) + (Jupiter /Wheel of Fortune)  Production: Attraction / Creation (Capricorn / Devil) + (Saturn / World)  Restoration: Renewal / Healing (Aquarius / Star) + (Uranus / Fool)  Vanishing: Stealth / Invisibility (Cancer / Chariot) + (Moon / Moon)  Destruction: Curses / Annihilation (Scorpio / Death) + (Pluto / Judgement)  Also, here are some examples of how to attemptother actions using the abillities and attributesalready 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<br>
366
edits

Navigation menu