Changes

Jump to navigation Jump to search

Mage: The Ascension (Alternate Rules)

6,335 bytes added, 22:14, 23 November 2024
Mage: The Ascension
==Mage: The Ascension==
<br> Like most roleplaying games played around a <br> table, This game uses dice to determine the <br> whims of chance. Anytime a character performs <br> an action under adverse conditions or when the <br> outcome is unclear, his player rolls dice to <br> see whether the task succeeds or fails.<br><br> You just need two six sided dice to play. I <br> have changed this from the original game, <br> Mage: The Ascension from rolling a ten sided <br> dice. I did a little math and it just made <br> since.<br><br> For a success in this game, rolling a 7 or 11 <br> with two 6 sided dice has the odds of 2/9 <br> which is 0.2222.<br><br> A success in Mage is made by rolling a 8, 9, <br> or 10 on one 10 sided die, which has the odds <br> of 3/10 which is 0.3.<br><br> So, with a few other modifications the game <br> mechanics are basically the same.<br><br> Traits<br><br> Characters possess a variety of traits, <br> describing their innate capabilities, trained <br> skills, and even how many wounds they can<br> suffer before dying. Two types of trait are<br> especially important: Attributes and Skills.<br> Each of these traits is rated in dots (●),<br> ranging from 1 to 5, much like the five-star<br> system many critics use to rate movies. For<br> example, a character might have a Dexterity<br> Attribute of ●●● (3 dots) and a Firearms<br> Skill of ●● (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 <br> Skill. When your character shoots a gun, you add <br> his Dexterity to his Firearms for a total number <br> of dice rolls.<br><br> Modifiers<br><br> Various conditions and circumstances can<br> greatly improve or hinder your characters<br> tasks, represented by bonuses and/or penalties<br> to your dice rolls. On one hand, quality tools<br> might give him a bonus to repair a car. On the<br> other hand, a thunderstorm might cause <br> hazardous driving conditions, levying a <br> penalty on any driving rolls, and a distant <br> target is hard to hit with a gun, represented <br> by range penalties.<br><br> For example, when shooting a target 30 yards<br> away with his Glock 17 pistol, your character <br> suffers a -2 penalty.<br><br> The Storyteller determines whether or not any<br>circumstance imposes dice-roll modifiers and <br> how great those modifiers are.<br><br> Dice Rolls<br><br> So, we can say that that the number of times <br> you get to roll the dice is determined like <br> so: Attribute + Skill + modifiers (if any) In <br> general, bonuses are always added before <br> penalties are applied. <br> <br> Rolling the Dice<br><br> Now that you know what to roll, lets see how <br> to read the results. Each roll uses two dice, <br> and a result of 7, or 11 is considered a <br> success. You might have more than one of <br> these, in which case you have multiple <br> successes. The dice don't just tell you whether <br> your character succeeds or fails it shows you<br> how well he does. If none of your die rolls <br> succeed, your roll fails. Obviously, the more <br> die rolls you have the better your characters <br> chances of success, and the greater your odds <br> of gaining multiple successes.<br><br> Snake Eyes<br><br> If one of your rolls turn up snake eyes, it <br> cancels out one success. If you roll snake eyes, <br> and none of you other rolls succeed it is a <br> botch.<br><br> Second Tries<br><br> When a roll fails, you can try again with a +1 <br> difficulty modifier.<br><br> Combat Fighting is a series of die rolls, until <br> someone surrenders or is rendered unable to <br> fight. The rolls determines whether or not your <br> character hits and how much damage he inflicts <br> on his target. The number of dice rolls is <br> determined as above, but a knife is more deadly <br> than a fist, and a gun is more deadly than all. <br> Each success gained on your attack roll <br> represents a point of damage inflicted against <br> the targets Health trait. If the target has no <br> more Health left, he is unconscious or dead <br> (depending on the type of damage done).<br><br> There are two types of damage: bashing <br> (caused by blunt weapons such as fists or <br> clubs; these wounds heal quickly), lethal <br> (caused by sharp weapons such as knives and <br> bullets; these wounds heal slowly). There are <br> a number of complications involved in combat, <br> such as a targets Defense Rolls. (which are <br> subtracted from any attack successs targeted <br> against him), Roll to hit and apply successes <br> as damage minus any successful defense rolls.<br><br> Example<br><br> Lets see how it looks in action. Your character <br> tries to shoot at a thug who just killed his <br> friend. Your characters Dexterity is 3, his <br> Firearms 2, and hes using a Glock 9mm pistol. <br> You therefore get to roll the dice five times. <br> The thug is about 30 yards away which is a -1 <br> penalty. So, you are reduced to 4 dice rolls. But <br> thats not all. Its raining cats and dogs. The <br> Storyteller decides that theres an additional -1 <br> penalty for poor visibility. That leaves you <br> just 3 dice rolls. If a roll yields a 7 or 11 <br> that is one success. If the thug is hit. He <br> suffers 1 points of lethal damage to his Health <br> for every success. Lets say you make 2 <br> successs. It hurts, but it might not be enough <br> to stop him. and he staggers away. Your <br> character needs to decide whether to give <br> chase and close the distance, or try to fire <br> again.<br><br> The number of times you roll for an action is <br> made up of an attribute added to an abillity. <br> Each of these 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 <br> level 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 <br> given a 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 <br> here, they are divided into 3 categories:<br><br> <br> Physical: <br> <br> Strength - Physical Power <br>  Dexterity - Athleticism <br>  Stamina - Toughness <br> <br> Social: <br> <br> Charisma - Charm <br>  Manipulation - Persuasion <br>  Appearance - Attractiveness <br> <br> Mental: <br> <br> Perception - Insight To Surroundings <br> Intelligence - Pure IQ <br>  Wits - Intuition & Instincts <br> <br> Abilities are also divided into 3 categories: <br> <br> Talents: <br> <br> Alertness - Attention to Your Surroundings <br>  Athletics - A Talent With Sports <br>  Awareness - You Can Sense The Presence of Magic <br>  Brawl - Skill With Unarmed Combat <br>  Dodge - Avoiding Physical Danger <br>  Expression - The Art of Communication <br>  Intimidation - Flexing Your Muscles <br>  Leadership - You Are Respected <br>  Streetwise - Youre a Part Of The Underworld <br>  Subterfuge - You Can Hide Your Motives <br> <br> Skills: <br> <br> Crafts - Working With Your Hands <br>  Drive - Handling The Road <br>  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> <br> Knowledges: <br> <br> Academics - 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, & Surgery Etc. <br>  Occult - Knowledge Of Magic Practices <br>  Science - Engineering, Chemistry, & Physics <br> <br> There are also some other very important traits: <br> <br> Avatar - 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> <br> Getting Started <br> <br> Now that you know the basics of the Storytelling <br> System, you can proceed to create your own <br> characters. You’ll be able to judge what sort of <br> traits you’ll need based on their titles (they’re <br> mostly self-explanatory), and know that the more <br> dots you have in a trait the better your character <br> will be when accomplishing tasks with it. <br> <br> Here is a quick overview of how to begin the <br> character creation process: <br> <br> The 3 categories of attributes are divided into <br> 3 levels of points: 7/5/3 <br> <br> The 3 categories of abilities are also divided <br> into 3 levels of points: 13/9/5 <br> <br> You get 7 points to go into Backgrounds. <br> <br> You also get 6 dots that can go into your Mage's <br> magical knowledge called Spheres. The catch is <br> that none of them can be higher than your level <br> of Arete. <br> <br> Arete starts at 1 and can’t begin higher than 3. <br> <br> Willpower starts at 5 and can’t begin higher <br> than 7. <br> <br> You also get 15 Freebie Points: <br> <br> To increase an Attribute requires 5 freebie <br> points. <br> <br> To increase an Ability requires 2 freebie <br> points. <br> <br> To increase a Background requires 1 freebie <br> point. <br> <br> To increase Willpower requires 1 freebie <br> point. <br> <br> To increase Arete requires 4 freebie <br> points. <br> <br> To increase a Sphere requires 7 freebie <br> points. <br> <br> Prioritize the categories with 3 levels of <br> points. <br> <br> Select Attributes (7/5/3) <br> <br> Physical: Strength, Dexterity, Stamina <br> <br> Social: Charisma, Manipulation, Appearance <br> <br> Mental: Perception, Intelligence, Wits <br> <br> Select Abilities (13/9/5) <br> <br> Talents: Alertness, Athletics, Awareness <br>,Brawl, Dodge, Expression, Intimidation <br> Leadership, Streetwise, Subterfuge <br> <br> Skills: Crafts, Drive, Etiquette, Firearms <br> Meditation, Melee, Performance, Stealth <br> Survival, Technology <br> <br> Knowledges: Academics, Computer, Cosmology <br> Enigmas, Investigation, Law, Linguistics <br> Medicine, Occult, Science <br> <br> Additionally, characters also have a number <br> of advantages called Backgrounds. <br> <br> Backgrounds: <br> <br> Allies - 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> <br> We will now go over the combat system. It is <br> very simple. <br> <br> Combat is broken down into three steps, <br> Initiative, Attack, and Resolution. <br> <br> During initiative, both players roll <br> Dexterity + Wits. Whoever has more successes <br> gets to go first. <br> <br> Each player declares either to attack or <br> defend. <br> <br> It is also possible to ambush someone with: <br> Dexterity + Stealth vs Perception + Alertness <br> <br> Stage two - Attack <br> <br> The attacker rolls one of these: <br> <br> Unarmed Combat: Strength + Brawl <br> <br> Armed Combat: Strength + Weaponry <br> <br> Firearms: Dexterity + Firearms <br> <br> Throwing Objects: Dexterity + Athletics <br> <br> Then the defender either takes the hit, <br> or if they chose to defend they roll: <br> <br> Block: Dexterity + Brawl <br> <br> Dodge: Dexterity + Dodge <br> <br> Parry: Dexterity + Melee <br> <br> The successes of the attack roll minus the <br> defense roll equals damage, which is either <br> Bashing or Lethal. <br> <br> If a weapon is being used the storyteller can <br> increase the modifier for an attack by up to +3. <br> Some guns allow you to shoot multiple times in <br> a turn. <br> <br> Stage three - Resolution <br> <br> Roll as many times as your Stamina points to <br> eliminate a point of bashing damage for each <br> success. <br> <br> If the fighting continues you roll again for <br> initiative. <br> <br> Keep track of the damage to your health with <br> this chart: <br> <br> Health <br> <br> 1) Bruised -0 <br>  2) Hurt -1 <br>  3) Injured -2 <br>  4) Wounded -3 <br>  5) Mauled -4 <br>  6) Crippled -5 <br>  7) Unconscious <br> <br> Each point of damage is marked with a / for <br> bashing damage and an X for lethal damage. <br> If you acquire 7 bashing damage you are <br> unconscious, further bashing damage can <br> become lethal damage. Either way, you apply <br> a penalty to everything you roll as the damage <br> goes up.If you acquire more than 7 in lethal <br> damage, you can die. <br> <br> Finally, your character needs to learn magic! <br> <br> Overview <br> <br> There are 12 Spheres in this system that are <br> divided into coincidental & vulgar magic. The <br> first three levels of each sphere are limited <br> to coincidental effects, and the highest levels <br> of the sphere are divided into two levels of more <br> advanced magic. <br> <br> The Twelve Spheres in alphabetical order are: <br> <br> Control, Destruction, Feeling, Influence, <br> Penetration, Production, Revelation, Restoration, <br> Transformation, Travel, Understanding, and <br> Vanishing <br> <br> These are the degrees of power for the Spheres: <br> <br> 1) Awareness <br> <br> 2) Sympathetic <br> <br> 3) Coincidental <br> <br> 4) Manipulative <br> <br> 5) Miraculous <br>  -<br><br>  1) Awareness <br> <br> Allows the Mage to sense things with their magic. <br> <br> 2) Sympathetic <br> <br> The Mage can effect things they’re personally <br> connected to. <br> <br> 3) Coincidental <br> <br> The Mage can work magic as long as it doesn’t <br> defy physics. <br> <br> 4) Manipulative <br> <br> The Mage can manipulate and bend the laws of <br> physics. <br> <br> 5) Miraculous <br> <br> The Mage can now create impossible miracles. <br> <br> Mechanics <br> <br> Casting Magic <br> <br> Arete is added to the Sphere you are using to <br> get the number of dice to roll when casting a <br> spell. No Sphere can be higher than your level <br> of Arete. You can also only spend up to your <br> level of Arete in quintessence on a single spell. <br> A mage can optionally roll fewer dice to avoid a <br> potential botch. <br> <br> Avatar <br> <br> A Mage’s Avatar is the maximum Quintessence they can store. <br> <br> Occult <br><br>QuintessenceThis system of magic can connect to occult <br>themes, Quintessence is the power source for interesting role playingMagic. <br><br>Spending Quintessence reduces the difficulty of aThere are 12 Spheres in this system. Each <br>Sphere connects spell, up to one a modifier of the 12 signs of <br>-3. Meditation is requiredthe Zodiac. And each Zodiac sign connects to <br>regain Quintessence for at least an hour at a placeone of 10 planets in Astrologypower. The 10 planets <br>Quintessence can also be stored in thingsand 12 signs connect with the 22 Major Arcana <br>that are carried by a Mage.of the Tarot. <br><br>WillpowerControl: <br><br>One point of willpower generates 1 successEnergy / Telekinesis <br>Willpower can resist mind magic<br>WIllpower can fight Quiet(Aries/Emperor) + (Mars/Tower) <br>Willpower can ignore penalties from fear & damage<br>Willpower can be regained after role playTransformation: <br><br>DifficultyDeveloping / Shapeshifting <br><br>The difficulty of a spell is the level of the Sphere(Taurus/Hierophant) you are using. You then add + (Venus/Empress) <br>3 difficulty for<br>coincidental magic, and +4 for Vulgar magic if thereUnderstanding: <br>are no witnesses. Add +5 for Vulgar magic witnessed by<br>Sleepers.Wisdom / ESP <br><br>Successes(Libra/Justice) + (Venus/Empress) <br><br>Revelation: <br><br>Simple magic requires only one success, twoVisions / Rapture <br>successes are required for more powerful magic,<br>and larger effects can take even more. If your level(Pisces/High Priestess) + (Neptune/Hanged Man) <br>of Arete is at least one point higher than the Sphere<br>Feeling: <br><br>you are using, you can succeed without a dice roll.Empathy / Telepathy <br><br>Botches(Virgo/Hermit) + (Mercury/Magician) <br><br>If a Mage rolls a failure when casting a spell & theyInfluence: <br>also roll snake eyes on any of their dice then they botch.<br>Charisma / Hypnotism <br>This is a dangerous situation.<br>(Leo/Strength) + (Sun/Sun) <br>Spheres<br>Penetration: <br>Understanding<br>Escape Power: Wisdom / Intangibility <br>ESP <br>Knowledge: Realization - Unveiling the inner(Gemini/Lovers) + (Mercury/Magician) <br>knowledge within.<br>TravelDescription: <br><br>Direction / Teleportation <br>The Power of Understanding manifests<br>as inspiration and insight, granting effortless access(Sagittarius/Temperance) + (Jupiter/Wheel of Fortune) <br>to answers and discoveries beyond conventional<br>understanding. It endows the practitioner with theProduction: <br>gift of foreknowledge. The key to unlocking this<br>power lies in the realization that all knowledgeAttraction / Creation <br>already resides within oneself.<br>(Capricorn/Devil1) + (Saturn/WorldElevated Mental Attributes 2) <br>Predicting Outcomes<br>Restoration: <br>3) Seeing the Past<br>Renewal / Healing <br>4) Seeing the Future<br>(Aquarius/Star) + (Uranus/Fool5) <br>Stopping Time<br>Vanishing: <br>Feeling<br>Stealth Power: Empathy / Invisibility <br>Telepathy<br>(Cancer/Chariot) + (Moon/Moon) <br>Knowledge: Association - Recognizing theinterconnectedness of all things.<br>DestructionDescription: <br>The Power of Feeling enables one to<br>empathize and understand others deeply, perceivingtheir thoughts and emotions without the need forCurses / Annihilation <br>words. It stems from the profound insight into<br>Association, the intrinsic link that binds all living(Scorpio/Deathbeings together. 1) + (Pluto/JudgementReading Mindstates 2) <br>Bonus to Social Attributes<br>Finishing Touches <br>3) Mental Shield<br>Here are some finishing touches to add to your <br>4) Reading Thoughtscharacter sheet. <br><br>5) Mental LinkTraditions <br><br>ProductionThere are 9 Traditions representing the different <br>kinds Power: Attraction / Creation Knowledge: Synchronicity - Uniting the threads of Mages and their world viewsexistence. You can <br>pick whichever one you feel resonates with your <br>characterDescription: <br>The Power of Production empowers a<br>wizard to draw situations and desires into theirAkashic Brotherhood - Buddhist Warriors <br>reality. This ability stems from a profoundCelestial Chorus - Gnostic Priests <br>understanding of Synchronicity, the cosmicCult of Ecstasy - Hippies principle that everything is interconnected and New Agers <br>Dreamspeakers - Shamans <br>influences each other. It acknowledges that theEuthanatos - Terrorists and Activists <br>power to attract lies within, awaiting manifestation.Order of Hermes - Ceremonial Magicians <br>Sons of Ether - Rebel Scientists <br>1) Sensing OpportunityVerbena - Wiccans <br>Virtual Adepts - Reality Hackers <br>2) Arranging situations 3) Attracting Wealth Hollow Ones - Goths <br>4) Produce Small Objects<br>If you have your own Coven you can also list <br>5) Win Lotteries & Electionsit as your Cabal. <br><br>InfluenceAll characters need to have a concept which <br>can be anything you want to make up. However <br>Power: Charisma / Hypnotismhere are some example concepts that you might <br>like to useKnowledge: <br>Possession - Will shaping the realm of<br>the mind.Criminal <br>Drifter <br>Description: The Power of Influence grants aEntertainer <br>wizard the power to captivate others. Known asIntellectual <br>Investigator <br>Possession, it allows one to enchant and charm,Kid <br>eliciting positive perceptions or even gainingNight-lifer <br>control over anothers thoughts and actions. TheOutsider <br>essence of this mastery lies in the understandingPolitician <br>that ones will can wield dominion over the mindsProfessional <br>of others.Reporter <br>Socialite <br>1) Sensing WillpowerSoldier <br>Worker <br>2) Social Influence<br>There are two more important categories at the <br>3) Hypnotic Suggestiontop of the character sheet, called Nature & <br>Demeanor. Nature is your inner character. and <br>4) Mind ControlDemeanor is what you project into the outside <br>world. Below you can pick one of these for each: <br>5) Altering Identities<br>Architect - Purpose Penetration Power: Escape / Obsession <br>Intangibility You desire to leave a mark on Knowledge: Spiritualism - Perceiving the worldas arealm of spirit. <br><br>Autocrat - Leadership / Dictatorship <br>Description: The Power of Penetration delves intoYou want controlthe realm of Spiritualism. <br>It unveils the truth that<br>Bon Vivant - Love the world is fundamentally composed of Life / Hedonism <br>spirit,You want allowing a wizard to live Lifetranscend physical boundariesand become intangible. <br>Chains and locks lose their<br>hold, dissolving effortlessly under the wizardsBravo - Strength / Anger <br>touch.You want power. <br><br>1) Find ExitsCaregiver - Compassion / Smothering <br>You look out for others. <br>2) Open Locks<br>Celebrant - Passion / Intemperance <br>3) Escape From Restraints 4) Escape From PrisonsYou have a calling <br><br>5) Becoming IntangibleChild - Innocence / Immaturity <br>You never grew up. <br>Control<br>Competitor - Striving Power: Energy / Competitiveness <br>Life is a challenge to be won. <br>Telekinesis<br>Conformist Knowledge: Evocation - Cooperation / Low-Self Esteem <br>Harnessing the forces ofYou are a followerthe spiritual realm. <br><br>Conniver - Clever / Envy <br>You are Description: The Power of Control enables a manipulator <br>wizard<br>to command powerful forces. Through evocation,Curmudgeon - Critical Eye / Lack of Imagination <br>the practitioner can manipulate energy and bend itYou find the faults in othersto their will. <br>This understanding arises from<br>Deviant - Shatter Boundaries / Perversion <br>You recognizing that spiritual entities are an outcast. <br><br>themselvesDirector - Organization / Lack embodiments of Tolerance <br>force and possess the capacity toYou want things under controlshape and impact the physical world. <br><br>Fanatic - Dedication / Stubbornness <br>1) Quick Reactions You live for a cause. <br>2) Bonus to Physical Abilities 3) Influencing Physical Outcomes<br>Gallant - Artistry / Flamboyance <br>4) Moving ObjectsYou want to be the center of attention. <br><br>5) Controlling Natural ForcesJudge - Justice / Lack of Vision <br>You want to resolve problems. <br>Restoration<br>Loner - SelfPower: Renewal / Healing Knowledge: Forgiveness -Reliance / Lack of Empathy <br>Liberating from sufferingYou work best caused by yourselftransgressions. <br><br>Martyr - Sacrifice / Self-Deprecation <br>Description: The Power of Restoration holds theYou devote yourself gift of healing. It grants the ability to helping others. <br><br>alleviate pain,Masochist - Devotion / Self-Destructiveness <br>You want cure diseases, and bring renewal to sufferthe afflicted. <br><br>This power emerges from the understanding ofMonster - Mirror of Villainy / Depravity <br>Forgiveness, recognizing that suffering often stemsYou are an evil personfrom transgressions. <br>By embracing forgiveness, a<br>Pedagogue - Knowledge / Logorrhea <br>wizard becomes a conduit for healing andYou are a teacherrestoration. <br><br>Penitent - Responsibility / Contrition <br>1) Sense illnessYou are consumed with guilt. <br><br>2) Relieve PainPerfectionist - Exactitude / Incompleteness <br>You need to be the best. <br>3) Protection from Disease<br>Rebel - Individuality 4) Heal Sickness / Lack of Direction <br>Damage You like to break the rules. <br>5) Resurrection<br>Rogue - Valor Vanishing Power: Stealth / Selfishness <br>InvisibilityYou look out for yourself. <br><br>Survivor Knowledge: Misdirection - Perseverance / Lack of Trust <br>Manipulating attentionYou keep going no matter whatand perception. <br><br>Thrill-Seeker - Daring / Recklessness <br>Description: The Power of Vanishing encompassesYou live on the edgeart of Misdirection. <br>It allows a wizard to control<br>focus and attention, rendering themselves unseenand secrets concealed. Meticulous study andTraditionalist - Consistency / Complacency <br>practice grant the ability to achieve completeYou support invisibility as the status quowizard manipulates perceptionand directs attention elsewhere. <br><br>Trickster - Empathy / Hypocrisy <br>1) Safeguard SecretsYour life is a comedy. <br><br>2) See in The Dark 3) Stealth 4) Disguise 5) Invisibility Travel Power: Direction / TeleportationVisionary - Imagination / Pride <br>You want to remake Knowledge: Unity - Dissolving the futureillusion ofseparation. <br><br>Your character's Avatar Essence is also Description: The Power of Travel operates on the <br>character sheetunderstanding that all separation is illusory. An Avatar represents Byharnessing this power, a Mage's <br>wizard can navigatesoul, without traditional directions and the essence represents the drive a <br>locate objects ormage has at their coreplaces that are lost or hidden. There are four essences <br>A skilled practitioneryou can pick transcend distance, stepping from: <br>one location<br>to any desired destination.Dynamic - Change <br>Pattern - Improvement <br>1) Locate Lost ObjectsPrimordial - Stability <br>Questing - Purpose <br>2) Find Directions<br>All Mages also have 3) See at a Resonance. As Distance 4) Teleport Objects 5) Make a Mage <br>Portal uses magic their Resonance changes. Other <br>TransformationAwakened can read a Mage's Resonance as well. <br>You start with one dot in one Resonance <br>Power: Developing / Shapeshifting trait, and add dots as you continue working <br>Knowledge: Personification - Authoring ones ownmagicidentity. <br><br>There are three types Description: The Power of Resonance: <br>Transformation allows aDynamic, Entropicwizard to assume the form and essence of anotherbeing, whether it be an abstract concept, an animal, and Static <br><br>Dynamic represents changeor even a deity. Entropic represents <br>The essence of this mastery lies indestruction. And Static represents protection. <br>the understanding that one has the power to create<br>In these alternate rules we also have another <br>and define their own identity, refusing to be shapedtrait called Purposeby external forces. You The power of transformation can fill in the <br> dots anyway also be used to improve who you like into these 3 categories: <br>already are.<br>Self, 1) Sense Others, and World. <br>Attributes<br>Representing your primary motivation. <br>2) Bonus to Attributes<br>Mages tend to have certain tools for using magic. <br>3) Developing Attributes When a Mage has access to these tools, The <br>4) Shapeshiftingdifficulty for casting magic is reduced. You can <br>pick at least one at the start of the game. Here <br>5) Transmutationis a list of suggestions for you to choose from: <br><br>DestructionArt <br>Blood <br>Books <br>Bones <br>Cauldrons Power: Curses / Chalices <br>AnnihilationCircles <br>Computers <br>Knowledge: Pragmatism - Dissolving the constructsCrystals <br>of right and wrong.Dancing <br>Devices <br>Description: The Power of Destruction holdsMartial Arts <br>immense power that should be wielded withDrugs <br>caution. It encompasses the ability to curse,Elements <br>annihilate, and disrupt the natural order. However,Feathers <br>the utilization of this power draws one away fromFire <br>their true path and blurs the distinction betweenFormulas <br>right and wrong.Herbs <br>Holy Symbols <br>1) Sense Black MagicIncense <br>Language <br>2) Protection from CursesMusic <br>Internet <br>3) Curse EnemiesOrdeals <br>Pure Water <br>4) Cause Physical DamagePurification <br>Ritual Sacrifice <br>5) Kill & DestroyRunes <br>Science <br>RevelationSex <br>Songs <br>Power: Visions / RaptureTarot Cards <br>Ouija boards <br>Knowledge: Above as Below - The symbioticTattoos <br>connection between gods, angels, and humanity.Piercings <br>Toys <br>Description: The Power of Revelation unveilsWands <br>profound visions and grants enlightenment to theWeapons <br>practitioner. It is rooted in the understanding of the<br>symbiotic connection between gods, angels, andAlsohumanity. By tapping into this power, here are some examples of how a wizardgains access to attempt <br>celestial knowledge, perceiving theother actions using the abilities intricate tapestry that binds all realms and attributes <br>entitiesalready mentioned: <br>together.<br>Climbing - Dexterity + Athletics <br>1) Sense Spirits 2) Speak with Spirits<br>Driving - Dexterity + Drive <br>3) Banish Spirits<br>Encumbrance - Strength <br>4) Summon Spirits<br>Intrusion - Dexterity or Intelligence + Technology <br>5) Spirit Travel<br>Jumping - Strength or Strength + Athletics <br>Paradox & Quiet<br>Lifting / Breaking - Strength or Willpower <br>The official rules say Paradox is caused by Vulgar<br>magic. In these alternative rules Paradox happensPursuit - Dexterity + Athletics / Drive <br>when a Mage fails at casting their spells.<br>When a Mage fails a magic roll they gain a ParadoxShadowing - Dexterity + Stealth <br>point. A botched roll will then releases that Paradoxin the form of a Quiet (Insanity).<br>Sleight If a Mage has a Paradox level of Hand 1- Dexterity + Stealth <br>3, the Quiethappens in one of three ways:<br>Sneaking - Dexterity + Stealth <br>Hallucinations, Fixations, or Depression<br>Stealing - Dexterity + Stealth, Perception + Streetwise <br>If they have a Paradox level of 4-6, the Quiet<br>happens in three more ways:Swimming - Stamina + Athletics <br><br>Delusions & Mood Swings, Reoccurring BehaviorThrowing Patterns, or Anti- Dexterity + Athletics <br>Social Behavior<br>Fast Talk If they have a Paradox level of 7- Manipulation + Subterfuge <br>10, the Quiet<br>happens as:Fitting In - Charisma + Expression <br><br>Impersonation - Charisma + Expression Wild Hallucinations, Obsession, or Manipulation + Subterfuge <br>Self Harm<br>Interrogation - Manipulation If they have a Paradox level of 11+ Intimidation or Charisma + Intimidation <br>, the Quiet<br>happens in more severe ways:Oration - Charisma + Leadership <br><br>Complete Madness, Living Repetitive Loops, orPerformance - Charisma + Performance <br>Becoming a Serial Killer<br>Academic Knowledge - Intelligence + Academics <br>Quintessence can be spent to reduce Paradox, but ithas to be done before the Insanity of Quiet occurs.<br>If Paradox reaches a level greater than 10 it isBuilding Devices - Intelligence + Technology <br>released automatically.<br>Cryptography - Intelligence + Linguistics or Intelligence + Computer <br>Occult <br> Detecting The Supernatural - Perception + Awareness <br>This system of magic can connect to occult <br>themes, for interesting role playing. Foraging - Intelligence + Survival <br> <br>Fortune Telling - Perception + Awareness <br>There are 12 Spheres in this system. Each <br>Sphere connects to one of the 12 signs of Hacking - Intelligence / Wits + Computer <br>the Zodiac. And each Zodiac sign connects to <br>one of 10 planets in Astrology. The 10 planets and 12 signs connect with the 22 Major Arcana of the Tarot. Control: Energy / Telekinesis (Aries/Emperor) + (Mars/Tower) Transformation: Developing / Shapeshifting (Taurus/Hierophant) + (Venus/Empress) Understanding: Wisdom / ESP (Libra/Justice) + (Venus/Empress) Revelation: Visions / Rapture (Pisces/High Priestess) + (Neptune/Hanged Man) Feeling: Empathy / Telepathy (Virgo/Hermit) + (Mercury/Magician) Influence: Charisma / Hypnotism (Leo/Strength) + (Sun/Sun) Penetration: Escape / Intangibility (Gemini/Lovers) + (Mercury/Magician) Travel: Direction / Teleportation (Sagittarius/Temperance) + (Jupiter/Wheel of Fortune) Production: Attraction / Creation (Capricorn/Devil) + (Saturn/World) Restoration: Renewal / Healing (Aquarius/Star) + (Uranus/Fool) Vanishing: Stealth / Invisibility (Cancer/Chariot) + (Moon/Moon) Destruction: Curses / Annihilation (Scorpio/Death) + (Pluto/Judgement) Finishing Touches Here are some finishing touches to add to your character sheet. Traditions There are 9 Traditions representing the different kinds of Mages and their world views. You can pick whichever one you feel resonates with your character: Akashic Brotherhood - Buddhist Warriors  Celestial Chorus - Gnostic Priests  Cult of Ecstasy - Hippies and New Agers  Dreamspeakers - Shamans Euthanatos - Terrorists and Activists  Order of Hermes - Ceremonial Magicians  Sons of Ether - Rebel Scientists  Verbena - Wiccans  Virtual Adepts - Reality Hackers  Hollow Ones - Goths If you have your own Coven you can also list it as your Cabal. All characters need to have a concept which can be anything you want to make up. However here are some example concepts that you might like to use: Criminal  Drifter  Entertainer  Intellectual  Investigator  Kid  Night-lifer  Outsider  Politician  Professional  Reporter  Socialite  Soldier  Worker There are two more important categories at the top of the character sheet, called Nature & Demeanor. Nature is your inner character. and Demeanor is what you project into the outside world. Below you can pick one of these for each: Architect - Purpose / Obsession  You desire to leave a mark on the world. Autocrat - Leadership / Dictatorship You want control. Bon Vivant - Love of Life / Hedonism You want to live Life. Bravo - Strength / Anger  You want power. Caregiver - Compassion / Smothering You look out for others. Celebrant - Passion / Intemperance You have a calling Child - Innocence / Immaturity  You never grew up. Competitor - Striving / Competitiveness  Life is a challenge to be won. Conformist - Cooperation / Low-Self Esteem  You are a follower. Conniver - Clever / Envy  You are a manipulator Curmudgeon - Critical Eye / Lack of Imagination  You find the faults in others. Deviant - Shatter Boundaries / Perversion  You are an outcast. Director - Organization / Lack of Tolerance  You want things under control. Fanatic - Dedication / Stubbornness You live for a cause. Gallant - Artistry / Flamboyance  You want to be the center of attention. Judge - Justice / Lack of Vision  You want to resolve problems. Loner - Self-Reliance / Lack of Empathy  You work best by yourself. Martyr - Sacrifice / Self-Deprecation  You devote yourself to helping others. Masochist - Devotion / Self-Destructiveness  You want to suffer. Monster - Mirror of Villainy / Depravity  You are an evil person. Pedagogue - Knowledge / Logorrhea  You are a teacher. Penitent - Responsibility / Contrition  You are consumed with guilt. Perfectionist - Exactitude / Incompleteness  You need to be the best. Rebel - Individuality / Lack of Direction  You like to break the rules. Rogue - Valor / Selfishness  You look out for yourself. Survivor - Perseverance / Lack of Trust  You keep going no matter what. Thrill-Seeker - Daring / Recklessness  You live on the edge. Traditionalist - Consistency / Complacency  You support the status quo. Trickster - Empathy / Hypocrisy  Your life is a comedy. Visionary - Imagination / Pride  You want to remake the future. Your character's Avatar Essence is also on the character sheet. An Avatar represents a Mage's soul, and the essence represents the drive a mage has at their core. There are four essences you can pick from: Dynamic - Change  Pattern - Improvement  Primordial - Stability  Questing - Purpose All Mages also have a Resonance. As a Mage uses magic their Resonance changes. Other Awakened can read a Mage's Resonance as well. You start with one dot in one Resonance trait, and add dots as you continue working magic. There are three types of Resonance: Dynamic, Entropic, and Static Dynamic represents change. Entropic represents destruction. And Static represents protection. In these alternate rules we also have another trait called Purpose. You can fill in the dots anyway you like into these 3 categories: Self, Others, and World. Representing your primary motivation. Mages tend to have certain tools for using magic. When a Mage has access to these tools, The difficulty for casting magic is reduced. You can pick at least one at the start of the game. Here is a list of suggestions for you to choose from: Art  Blood  Books  Bones  Cauldrons / Chalices  Circles  Computers  Crystals  Dancing  Devices  Martial Arts  Drugs  Elements  Feathers  Fire  Formulas  Herbs  Holy Symbols  Incense  Language  Music  Internet  Ordeals  Pure Water  Purification  Ritual Sacrifice  Runes  Science  Sex  Songs  Tarot Cards  Ouija boards  Tattoos  Piercings  Toys  Wands  Weapons Also, here are some examples of how to attempt other actions using the abilities and attributes already mentioned: Climbing - Dexterity + Athletics Driving - Dexterity + Drive Encumbrance - Strength Intrusion - Dexterity or Intelligence + Technology Jumping - Strength or Strength + Athletics Lifting / Breaking - Strength or Willpower Pursuit - Dexterity + Athletics / Drive Shadowing - Dexterity + Stealth Sleight of Hand - Dexterity + Stealth Sneaking - Dexterity + Stealth Stealing - Dexterity + Stealth, Perception + Streetwise Swimming - Stamina + Athletics Throwing - Dexterity + Athletics Fast Talk - Manipulation + Subterfuge Fitting In - Charisma + Expression Impersonation - Charisma + Expression or Manipulation + Subterfuge Interrogation - Manipulation + Intimidation or Charisma + Intimidation Oration - Charisma + Leadership Performance - Charisma + Performance Academic Knowledge - Intelligence + Academics Building Devices - Intelligence + Technology Cryptography - Intelligence + Linguistics or Intelligence + Computer Detecting The Supernatural - Perception + Awareness Foraging - Intelligence + Survival Fortune Telling - Perception + Awareness Hacking - Intelligence / Wits + Computer Inventing - Intelligence + Science <br><br>Investigation - Perception + Investigation <br><br>Meditation - Stamina / Intelligence + Meditation <br><br>Repair - Dexterity + Technology <br><br>Research - Intelligence + Investigation / Computer <br><br>Surveillance - Perception + Alertness, Dexterity + Stealth <br><br>- 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>
366
edits

Navigation menu