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1) Poor That dice pool is then modified by oneof these levels:
2) Average 3+1) Good 4) Exceptional 5) World Class Easy That dice pool is then subtracted by a difficulty level from 0 to 6. +0) Easy Routine -1) Routine Moderate -2) Moderate Difficult -3) Difficult Challenging -4) Challenging Hard -5) Hard Exceptional 6) Exceptional
Dexterity - Athleticism
Stamina - Toughness
Manipulation - Persuasion
Appearance - Attractiveness
Mental:
Perception - Insight To Surroundings
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 There are also some other very important traits:
Linguistics - Specializing In Other Languages
Medicine - First Aid, & Surgery Etc.
Occult - Knowledge Of Magic Practices
Science - Engineering, Chemistry, & Physics
There are also some other very important traits: * Avatar - Your ability to store quintessence * Arete - Your mastery of magick * Willpower - Can be used to force success * Quintessence - The raw power of magic * Paradox - The backlash from magic into insanity * Health - The amount of damage you can take<br><br>
Arete - Your mastery of magick === Getting Started === Willpower - Can be used to force success <br>
Quintessence - The raw power of magic
Paradox - The backlash from magic into insanity
Health - The amount of damage you can take
Getting Started
Knowledges: Academics, Computer, Cosmology , Enigmas, Investigation, Law, Linguistics ,
Allies - Friends who help you
Dodge: Dexterity + Dodge Parry: Dexterity + Melee
<br>
2) Hurt -1
3) Injured -2
4) Wounded -3
5) Mauled -4
6) Crippled -5
7) Unconscious
1) # Awareness 2) # Sympathetic 3) # Coincidental 4) # Manipulative 5) # Miraculous
-
1) Awareness
2) * Sympathetic
3) * Coincidental
4) * Manipulative
5) * Miraculous
Mechanics Casting Magic You can only cast magic up to the level of your sphere. Arete is added to the Sphere you are using to get the number of dice to roll when casting a spell. No Sphere can be higher than your level of Arete. You can also only spend up to your level of Arete in quintessence on a single spell. A mage can optionally roll fewer dice to avoid a potential potential botch.
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 magicWIllpower can fight QuietWillpower can ignore penalties from fear & damageWillpower can be regained after role play
Difficulty One point of willpower generates 1 success
The difficulty of a spell is the level of the Sphereyou are using. You then add +3 difficulty forcoincidental Willpower can resist mind magic, and +4 for Vulgar magic if thereare no witnesses. Add +5 for Vulgar magic witnessed bySleepers.
Successes Willpower can ignore penalties from fear & damage
Simple magic requires only one success, twosuccesses are required for more powerful magic,and larger effects Willpower 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.be regained after role play
Botches* Difficulty
If a Mage rolls a failure when casting a spell & they
also roll snake eyes on any of their dice then they botch.
This is a dangerous situation.
Spheres
Understanding* Bonuses
Power: Wisdom / ESP
Knowledge: Realization - Unveiling the innerknowledge withinIf you have time to do a ritual, Intelligence + Occult can be rolled. Successes are added to your Arete roll up to a +3. If there isn't time for a full ritual, magical tools can add a +1 bonus.
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* Successes
2) Predicting Outcomes
3) Seeing the PastSimple magic requires only one success, twosuccesses are required for more powerful magic,and larger effects can take even more.
4) Seeing the Future
5) Stopping Time* Botches
FeelingIf 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.<br><br>
Power: Empathy / Telepathy=== Spheres ===<br>
KnowledgeSpheres in Mage: Association - Recognizing The Ascension are theinterconnectedness way Mages effect reality. Theyrepresent different kinds of all thingsmagic,which Mages use to perceive andreshape the world.
Description: The Power of Feeling enables one to
empathize and understand others deeply, perceiving
their thoughts and emotions without the need for
words. It stems from the profound insight into
Association, the intrinsic link that binds all living
beings together.
1) Reading Mindstates* 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>
2) Bonus to Social # Elevated Mental Attributes# Predicting Outcomes# Seeing the Past# Seeing the Future# Stopping Time
3) Mental Shield
4) Reading Thoughts* 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>
5) # Reading Mindstates# Bonus to Social Attributes# Mental Shield# Reading Thoughts# Mental Link
Power: Attraction / Creation# Sensing Opportunity# Arranging situations# Attracting Wealth# Produce Small Objects# Win Lotteries & Elections
Knowledge: Synchronicity - Uniting the threads of
existence.
1) # Sensing OpportunityWillpower# Social Influence# Hypnotic Suggestion# Mind Control# Altering Identities
2) Arranging situations
3) Attracting Wealth* Penetration<br><br>** Power: Escape / Intangibility** Knowledge: Spiritualism - Perceiving the world as a realm of spirit.** Description: The Power of Penetration delves into the realm of Spiritualism. It unveils the truth that the world is fundamentally composed of spirit, allowing a wizard to transcend physical boundaries and become intangible. Chains and locks lose their hold, dissolving effortlessly under the wizards touch.<br>
4) Produce Small Objects# Find Exits# Open Locks# Escape From Restraints# Escape From Prisons# Becoming Intangible
5) Win Lotteries & Elections
Influence# Quick Reactions# Bonus to Physical Abilities# Influencing Physical Outcomes# Moving Objects# Controlling Natural Forces
Power: Charisma / Hypnotism
Description: The Power of Influence grants a# Sense illnesswizard the power to captivate others. Known as# Relieve PainPossession, it allows one to enchant and charm,# Protection from Diseaseeliciting positive perceptions or even gaining# Heal Sickness / Damagecontrol over anothers thoughts and actions. Theessence of this mastery lies in the understandingthat ones will can wield dominion over the mindsof others.# Resurrection
1) Sensing Willpower
2) Social Influence* Vanishing<br><br>** Power: Stealth / Invisibility** Knowledge: Misdirection - Manipulating attention and perception.** Description: The Power of Vanishing encompasses the art of Misdirection. It allows a wizard to control focus and attention, rendering themselves unseen and secrets concealed. Meticulous study and practice grant the ability to achieve complete invisibility as the wizard manipulates perception and directs attention elsewhere.<br>
3) Hypnotic Suggestion# Detect Lies# See in The Dark# Stealth# Disguise# Invisibility
4) Mind Control
5) Altering Identities* 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>
Penetration
Knowledge: Spiritualism - Perceiving the world as a# Sense Others Attributesrealm of spirit.# Bonus to Attributes# Developing Attributes# Shapeshifting# Transmutation
Description: The Power of Penetration delves into
the realm of Spiritualism. It unveils the truth that
the world is fundamentally composed of spirit,
allowing a wizard to transcend physical boundaries
and become intangible. Chains and locks lose their
hold, dissolving effortlessly under the wizards
touch.
1) Find Exits* Destruction<br><br>** Power: Curses / Annihilation** Knowledge: Pragmatism - Dissolving the constructs of right and wrong.** Description: The Power of Destruction holds immense power that should be wielded with caution. It encompasses the ability to curse, annihilate, and disrupt the natural order. However, the utilization of this power draws one away from their true path and blurs the distinction between right and wrong.<br>
2) Open Locks# Sense Black Magic# Protection from Curses# Curse Enemies# Cause Physical Damage# Kill & Destroy
3) Escape From Restraints
4) Escape From Prisons* 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>
5) Becoming Intangible# Sense Spirits# Speak with Spirits# Banish Spirits# Summon Spirits# Spirit Travel<br>
Control* Paradox & Quiet<br>
Power: Energy / TelekinesisThe 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).
Knowledge: Evocation - Harnessing the forces of
the spiritual realm.
Description: The Power If a Mage has a Paradox level of Control enables a wizardto command powerful forces. Through evocation1-3,the practitioner can manipulate energy and bend itto their will. This understanding arises fromQuietrecognizing that spiritual entities are themselvesembodiments happens in one of force and possess the capacity toshape and impact the physical world.three ways:
1) Quick ReactionsHallucinations, Fixations, or Depression
2) Bonus to Physical Abilities
3) Influencing Physical OutcomesIf they have a Paradox level of 4-6, the Quiet happens in three more ways:
4) Moving ObjectsDelusions & Mood Swings, Repetitive Behaviors, or Suicidal Thoughts
5) Controlling Natural Forces
RestorationWild Hallucinations, Compulsions, and Anti-Social Behavior
Power: Renewal / Healing
KnowledgeIf they have a Paradox level of 11+, the Quiet happens in more severe ways: Forgiveness - Liberating from sufferingcaused by transgressions.
Description: The Power of Restoration holds thegift of healing. It grants the ability to alleviate painComplete Madness,cure diseasesObsession, 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.or Violence
1) Sense illness
2) Relieve PainQuintessence can be spent to reduce Paradox, but ithas to be done before the Insanity of Quiet occurs.If Paradox reaches a level greater than 10 it isreleased automatically.<br><br>
3) Protection from Disease
4) Heal Sickness / Damage* Occult <br> This system of magic can connect to occult themes, for interesting role playing.
5) Resurrection There are 12 Spheres in this system. Each Sphere connects to one of the 12 signs of the Zodiac. And each Zodiac sign connects to one of 10 planets in Astrology. The 10 planets and 12 signs connect with the 22 Major Arcana of the Tarot.
Vanishing* Transformation:<br><br> ** Developing / Shapeshifting ** (Taurus / Hierophant) + (Venus / Empress)
Power* Understanding: Stealth <br><br> ** Wisdom / InvisibilityESP ** (Libra / Justice) + (Venus / Empress)
Knowledge* Revelation: Misdirection - Manipulating attention<br><br> and perception.** Visions / Rapture ** (Pisces / High Priestess) + (Neptune / Hanged Man)
Description* Feeling: The Power of Vanishing encompasses<br><br> the art of Misdirection. It allows a wizard to control** Empathy / Telepathy focus and attention, rendering themselves unseen** (Virgo / Hermit) + (Mercury / Magician) and secrets concealed. Meticulous study andpractice grant the ability to achieve completeinvisibility as the wizard manipulates perceptionand directs attention elsewhere.
1* Influence:<br><br> ** Charisma / Hypnotism ** (Leo / Strength) Safeguard Secrets+ (Sun / Sun)
2* Penetration:<br><br> ** Escape / Intangibility ** (Gemini / Lovers) See in The Dark+ (Mercury / Magician)
3* Travel:<br><br> ** Direction / Teleportation ** (Sagittarius / Temperance) Stealth+ (Jupiter / Wheel of Fortune)
4* Production:<br><br> ** Attraction / Creation ** (Capricorn / Devil) Disguise+ (Saturn / World)
5* Restoration:<br><br> ** Renewal / Healing ** (Aquarius / Star) Invisibility+ (Uranus / Fool)
Travel* Destruction:<br><br> ** Curses / Annihilation ** (Scorpio / Death) + (Pluto / Judgement)<br><br>
Power: Direction / Teleportation=== Finishing Touches === <br>Here are some finishing touches to add to your character sheet.
Knowledge: Unity - Dissolving the illusion of
separation.
Description: The Power of Travel operates on the* Traditionsunderstanding that all separation is illusory. By<br>harnessing this power, a wizard can navigate without traditional directions and locate objects orplaces that There are lost or hidden12 types of Mages representing different world views. A skilled practitionerYou can transcend distance, stepping from pick whichever one locationyou feel resonates with your character:to any desired destination.<br>
1) Locate Lost Objects * Akashic Brotherhood Buddhist Warriors
2) Find Directions
3) See at a Distance* Celestial Chorus Gnostic Priests
4) Teleport Objects
5) Make a Portal* Cult of Ecstasy Hippies and New Agers
Transformation* Dreamspeakers Shamans
Power: Developing / Shapeshifting * Euthanatos Terrorists and Activists
Knowledge: Personification - Authoring ones own
identity.
Description: The Power * Order of Transformation allows aHermeswizard 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. Ceremonial Magicians
1) Sense Others Attributes
2) Bonus to Attributes* Sons of Ether Rebel Scientists
3) Developing Attributes
4) Shapeshifting* Verbena Wiccans
5) Transmutation
Destruction
Power: Curses / Annihilation* Hollow Ones Goths
Knowledge: Pragmatism - Dissolving the constructs
of right and wrong.
Description: The Power of Destruction holds* Maraudersimmense 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. Permanently Insane
1) Sense Black Magic
2) Protection from Curses* Nephandi Made Demonic Pacts
3) Curse Enemies
4) Cause Physical Damage* Technocracy Agents of Reason
5) Kill & Destroy
Revelation
Power: Visions / Rapture* Concepts 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 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). If a Mage has a Paradox level of 1-3, the Quiethappens in one of three ways: Hallucinations, Fixations, or Depression If they have a Paradox level of 4-6, the Quiethappens in three more ways: Delusions & Mood Swings, Reoccurring BehaviorPatterns, or Anti-Social Behavior If they have a Paradox level of 7-10, the Quiethappens as: Wild Hallucinations, Obsession, or Self Harm If they have a Paradox level of 11+, the Quiethappens in more severe ways: Complete Madness, Living Repetitive Loops, orBecoming a Serial Killer Quintessence can be spent to reduce Paradox, but ithas to be done before the Insanity of Quiet occurs.If Paradox reaches a level greater than 10 it isreleased automatically. Occult This system of magic can connect to occult themes, for interesting role playing. There are 12 Spheres in this system. Each Sphere connects to one of the 12 signs of the Zodiac. And each Zodiac sign connects to one of 10 planets in Astrology. The 10 planets and 12 signs connect with the 22 Major Arcana of the Tarot. Control: Energy / Telekinesis (Aries/Emperor) + (Mars/Tower) Transformation: Developing / Shapeshifting (Taurus/Hierophant) + (Venus/Empress) Understanding: Wisdom / ESP (Libra/Justice) + (Venus/Empress) Revelation: Visions / Rapture (Pisces/High Priestess) + (Neptune/Hanged Man) Feeling: Empathy / Telepathy (Virgo/Hermit) + (Mercury/Magician) Influence: Charisma / Hypnotism (Leo/Strength) + (Sun/Sun) Penetration: Escape / Intangibility (Gemini/Lovers) + (Mercury/Magician) Travel: Direction / Teleportation (Sagittarius/Temperance) + (Jupiter/Wheel of Fortune) Production: Attraction / Creation (Capricorn/Devil) + (Saturn/World) Restoration: Renewal / Healing (Aquarius/Star) + (Uranus/Fool) Vanishing: Stealth / Invisibility (Cancer/Chariot) + (Moon/Moon) Destruction: Curses / Annihilation (Scorpio/Death) + (Pluto/Judgement) Finishing Touches Here are some finishing touches to add to your character sheet. Traditions There are 9 Traditions representing the different kinds of Mages and their world views. You can pick whichever one you feel resonates with your character: Akashic Brotherhood - Buddhist Warriors Celestial Chorus - Gnostic Priests Cult of Ecstasy - Hippies and New Agers Dreamspeakers - Shamans Euthanatos - Terrorists and Activists Order of Hermes - Ceremonial Magicians Sons of Ether - Rebel Scientists Verbena - Wiccans Virtual Adepts - Reality Hackers Hollow Ones - Goths If you have your own Coven you can also list it as your Cabal. <br>
Drifter * Intellectual
Entertainer * Investigator
Intellectual * Kid
Investigator * Night-lifer
Kid * Outsider
Night-lifer * Politician
Outsider * Professional
Politician * Reporter
Professional * Socialite
Reporter * Soldier
Socialite * Worker<br><br>
Soldier
Worker * Nature and Demeanor <br>
Architect - Purpose / Obsession
Bon Vivant * Bravo - Love of Life Strength / Hedonism Anger You want to live Lifepower.
Bravo - Strength / Anger
Caregiver * Celebrant - Compassion Passion / Smothering Intemperance You have a calling
Celebrant * Competitor - Passion Striving / Intemperance Competitiveness Life is a challenge to be won.
Child - Innocence / Immaturity
Competitor - Striving / Competitiveness
Life is a challenge to be won* Curmudgeon - Critical Eye / Lack of Imagination You find the faults in others.
Conformist - Cooperation / Low-Self Esteem
Conniver - Clever / Envy
Curmudgeon - Critical Eye / Lack of Imagination
Deviant - Shatter Boundaries / Perversion
Director - Organization / Lack of Tolerance
Fanatic - Dedication / Stubbornness
You live for a cause.
Gallant - Artistry / Flamboyance
Judge - Justice / Lack of Vision
Loner - Self-Reliance / Lack of Empathy
Martyr - Sacrifice / Self-Deprecation
Masochist - Devotion / Self-Destructiveness
Monster - Mirror of Villainy / Depravity
Pedagogue - Knowledge / Logorrhea
Penitent - Responsibility / Contrition
Perfectionist - Exactitude / Incompleteness
Rebel - Individuality / Lack of Direction
Rogue - Valor / Selfishness
Survivor - Perseverance / Lack of Trust
Thrill-Seeker - Daring / Recklessness
You live on the edge* Trickster - Empathy / Hypocrisy Your life is a comedy.
Traditionalist - Consistency / Complacency
Your life is a comedy.
Visionary - Imagination / Pride
You want to remake the future. * Essence <br>
no edit summary
An illustrated PDF of this system is at:<br>
[[Alternate Mage: The Ascension PDF]]
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]
This page is mirrored at:<br>
https://github.com/alt-magick/Mage-The-Ascension
Buy the physical book at Amazon:<br>
https://www.amazon.com/Mage-Ascension-Alternate-Corey-White/dp/B0DPVFZN3C
<br>
===Mage: The Ascension===<br> Mage: The Ascension is a roleplaying game set in the World of Darkness, a dark, gothic-punk alternative version of our own reality. In this setting, magic is real but hidden from most people's perception. The game revolves around mages - individuals who can reshape reality through the power of will, belief, and understanding. The Technocracy stands as a powerful organization seeking to control reality through science, technology, and rational thought. They view magic as a dangerous threat to human progress and work systematically to suppress and eliminate supernatural elements. The 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. Roleplaying happens inside of scenes. In fact, the entire game exists in scenes. The beauty of roleplaying a scene lies in its uncertainty. Neither the players, or the Storyteller know exactly how the scene will unfold. A scene is a temporary collaborative reality. A shared imaginative space where individual creativity merges into a collective experience. Like most roleplaying role playing games played around a table, This game uses we use dice to determine the
whims of chance. Anytime a character performs
an action under adverse conditions or when the
outcome is unclear, his player rolls dice to
see whether the task succeeds or fails.
You just need two six sided dice to play. I
dice. I did a little math and it just made
since.
For a success in this game, rolling a 7 or 11
with two 6 sided dice has the odds of 2/9
which is 0.2222.
A 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.
So, with a few other modifications the game
mechanics are basically the same. <br><br>Traits * Attributes and Skills<br>
Characters possess a variety of traits,
Attribute of ●●● (3 dots) and a Firearms
Skill of ●● (2 dots).
Whenever your character performs an action that
Skill. When your character shoots a gun, you add
his Dexterity to his Firearms for a total number
of dice rolls. <br><br> * Modifiers <br>
Various conditions and circumstances can
target is hard to hit with a gun, represented
by range penalties.
For example, when shooting a target 30 yards
away with his Glock 17 pistol, your character
suffers a -2 penalty.
The Storyteller determines whether or not any
circumstance imposes dice-roll modifiers and
how great those modifiers are. <br><br> * Dice Rolls <br>
So, we can say that that the number of times
you get to roll the dice is determined like
so: Attribute + Skill + modifiers (if any) In
general, bonuses are always added before
penalties are applied. <br><br> * Rolling the Dice <br>
Now that you know what to roll, lets see how
die rolls you have the better your characters
chances of success, and the greater your odds
of gaining multiple successes. <br><br> * 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> * Second Tries <br>
When a roll fails, you can try again with a +1
difficulty modifier. <br><br> * Fighting<br> Combat Fighting is a series of die rolls, until
someone surrenders or is rendered unable to
fight. The rolls determines determine whether or not your
character hits and how much damage he inflicts
on his target. The number of dice rolls is
(depending on the type of damage done).
There are two types of damage: bashing
(caused by blunt weapons such as fists or
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 successes targeted against him), Roll to hit and apply successes as damage minus any successful defense rolls. Example Lets see how it looks in action. Your character tries to shoot at a thug who just killed his friend. Your characters Dexterity is 3, his <br><br>Firearms 2, and hes using a Glock 9mm pistol. You therefore get to roll the dice five times. The thug is about 30 yards away which is a -1 * Actionspenalty. So, you are reduced to 4 dice rolls. But <br>thats not all. Its raining cats and dogs. The Storyteller decides that theres an additional -1 penalty for poor visibility. That leaves you just 3 dice rolls. If a roll yields a 7 or 11 that is one success. If the thug is hit. He suffers 1 points of lethal damage to his Health for every success. Lets say you make 2 successs. It hurts, but it might not be enough to stop him. and he staggers away. Your character needs to decide whether to give chase and close the distance, or try to fire again.
The number of times you roll for an action is
made up of an attribute added to an abillityability.
Each of these are given a rating from 1 to five:
1) Poor
2) Average
3) Good
4) Exceptional
5) World Class
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> === Traits ===<br>
The attributes your character has are listed
* Physical: <br><br> ** Strength - Physical Power ** Dexterity - Athleticism ** Stamina - Toughness
* Social: <br><br> ** Charisma - Charm ** Manipulation - Persuasion Charisma ** Appearance - Charm Attractiveness
* Mental:<br><br> ** Perception - Insight To Surroundings ** Intelligence - Pure IQ ** Wits - Intuition & Instincts
* Talents: <br><br> ** Alertness - Attention to Your Surroundings ** Athletics - A Talent With Sports ** Awareness - You Can Sense The Presence of Magic ** Brawl - Skill With Unarmed Combat ** Dodge - Avoiding Physical Danger ** Expression - The Art of Communication ** Intimidation - Flexing Your Muscles ** Leadership - You Are Respected ** Streetwise - Youre a Part Of The Underworld ** Subterfuge - You Can Hide Your Motives
* Skills: <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
* 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
Now that you know the basics of the Storytelling
System, you can proceed to create your own
will be when accomplishing tasks with it.
Here is a quick overview of how to begin the
character creation process:
*The 3 categories of attributes are divided into 3 levels of points: 7/5/3 . (But they all start at 1)
*The 3 categories of abilities are also divided into 3 levels of points: 13/9/5
*You get 7 points to go into Backgrounds.
*You also get 6 dots that can go into your Mage's magical knowledge called Spheres. The catch is that none of them can be higher than your level of Arete.
*Arete starts at 1 and can’t begin higher than 3.
*Willpower starts at 5 and can’t begin higher than 7.
You also get 15 Freebie Points:
*To increase an Attribute requires 5 freebie points.
*To increase an Ability requires 2 freebie points.
*To increase a Background requires 1 freebie point.
*To increase Willpower requires 1 freebie point.
*To increase Arete requires 4 freebie points.
*To increase a Sphere requires 7 freebie points.
Prioritize the categories with 3 levels of points.
* Select Attributes (7/5/3)
Physical: Strength, Dexterity, Stamina
Social: Charisma, Manipulation, Appearance
Mental: Perception, Intelligence, Wits
* Select Abilities (13/9/5)
Talents: Alertness, Athletics, Awareness,Brawl, Dodge, Expression, Intimidation ,
Leadership, Streetwise, Subterfuge
Skills: Crafts, Drive, Etiquette, Firearms , Meditation, Melee, Performance, Stealth ,
Survival, Technology
Medicine, Occult, Science
Additionally, characters also have a number
of advantages called Backgrounds.
* Backgrounds(7):
Allies - Friends who help you Arcane - You are unnoticed as a Mage
Avatar - The Strength of the soul
Contacts - Information sources
Destiny - A greater purpose
Dream - Visions from the unknown
Influence - Pull over the mortal world
Library - Access to metaphysical knowledge
Node - A place of magical power
Resources - Extra Money
Wonder - A Magical talisman or device <br><br> === Combat ===<br>
We will now go over the combat system. It is
very simple.
Combat is broken down into three steps,
Initiative, Attack, and Resolution.
* Stage one - Initiative
During initiative, both players roll
Dexterity + Wits. Whoever has more successes
gets to go first.
Each player declares either to attack or
defend.
It is also possible to ambush someone with:
Dexterity + Stealth vs Perception + Alertness
* Stage two - Attack
The attacker rolls one of these:
Unarmed Combat: Strength + Brawl
Armed Combat: Strength + Weaponry
Firearms: Dexterity + Firearms
Throwing Objects: Dexterity + Athletics
Then the defender either takes the hit,
or if they chose to defend they roll:
Block: Dexterity + Brawl Dodge: Dexterity + Dodge
The successes of the attack roll minus the
defense roll equals damage, which is either
Bashing or Lethal.
If a weapon is being used the storyteller can
increase the modifier for an attack by up to +34.
Some guns allow you to shoot multiple times in
a turn.
* Stage three - Resolution
Roll as many times as your Stamina points to
eliminate a point of bashing damage for each
success.
If the fighting continues you roll again for
initiative.
Keep track of the damage to your health with
this chart:
* Health <br># Bruised -0 # Hurt -1 1) Bruised # Injured -2 # Wounded -3 # Mauled -4 # Crippled -0 5 # Unconscious
Each point of damage is marked with a / for
Finally, your character needs to learn magic! <br><br>Overview === Magic ===<br>
There are 12 Spheres in this system that are
advanced magic.
The Twelve Spheres in alphabetical order are:
Control, Destruction, Feeling, Influence,
Penetration, Production, Revelation, Restoration,
Vanishing
These are the degrees of power for the Spheres:
* Awareness
Allows the Mage to sense things with their magic.
The Mage can effect things they’re personally
connected to.
The Mage can work magic as long as it doesn’t
defy physics.
The Mage can manipulate and bend the laws of
physics.
The Mage can now create impossible miracles. <br><br> === Mechanics ===<br> * Casting Magic
* Avatar
A Mage’s Avatar is the maximum Quintessence they can store.
* Quintessence
Quintessence 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.
Willpower can fight Quiet
The difficulty for casting magic is determined by the Storyteller. Add +1 for Vulgar magic, if there are no witnesses. Add another +1 if a Sleeper witnesses it.
* Production<br><br>** Power: Attraction / Creation** Knowledge: Synchronicity - Uniting the threads of existence.** Description: The Power of Production empowers a wizard to draw situations and desires into their reality. This ability stems from a profound understanding of Synchronicity, the cosmic principle that everything is interconnected and influences each other. It acknowledges that the power to attract lies within, awaiting manifestation.<br>
* Influence<br><br>** Power: Charisma / Hypnotism** Knowledge: Possession - Will shaping the realm of the mind.** Description: The Power of Production empowers Influence grants awizard the power to draw situations captivate others. Known as Possession, it allows one to enchant and charm, eliciting positive perceptions or even gaining control over anothers thoughts and desires into theirrealityactions. This ability stems from a profoundunderstanding The essence of Synchronicity, this mastery lies in the cosmicprinciple understanding that everything is interconnected andinfluences each otherones will can wield dominion over the minds of others. It acknowledges that thepower to attract lies within, awaiting manifestation.<br>
* 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>
* Restoration<br><br>** Power: Renewal / Healing** Knowledge: Possession Forgiveness - Will shaping Liberating from suffering caused by transgressions.** Description: The Power of Restoration holds the realm gift ofhealing. It grants the ability to alleviate pain, cure diseases, and bring renewal to the mindafflicted.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>
# Locate Lost Objects
# Find Directions
# See at a Distance
# Teleport Objects
# Make a Portal
* Transformation<br><br>** Power: Escape Developing / IntangibilityShapeshifting** 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>
If they have a Paradox level of 7-10, the Quiet happens as:
* Control:<br><br>
** Energy / Telekinesis
** (Aries / Emperor) + (Mars / Tower)
* Vanishing:<br><br>
** Stealth / Invisibility
** (Cancer / Chariot) + (Moon / Moon)
* Virtual Adepts
Reality Hackers
If you have your own Coven you can also list
it as your Cabal.
<br><br>
All characters need to have a concept which
here are some example concepts that you might
like to use:
* Criminal * Drifter * Entertainer
There are two more important categories at the
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 controlto live Life.
* Caregiver - Compassion / Smothering You want powerlook out for others.
* Child - Innocence / Immaturity You look out for othersnever grew up.
* Conformist - Cooperation / Low-Self Esteem You have are a calling follower.
* Conniver - Clever / Envy You never grew up. are a manipulator
* Deviant - Shatter Boundaries / Perversion You are a followeran outcast.
* Director - Organization / Lack of Tolerance You are a manipulator want things under control.
* Fanatic - Dedication / Stubbornness You find the faults in otherslive for a cause.
* Gallant - Artistry / Flamboyance You are an outcastwant to be the center of attention.
* Judge - Justice / Lack of Vision You want things under controlto resolve problems.
* Loner - Self-Reliance / Lack of Empathy You want to be the center of attentionwork best by yourself.
* Martyr - Sacrifice / Self-Deprecation You want devote yourself to resolve problemshelping others.
* Masochist - Devotion / Self-Destructiveness You work best by yourselfwant to suffer.
* Monster - Mirror of Villainy / Depravity You devote yourself to helping othersare an evil person.
* Pedagogue - Knowledge / Logorrhea You want to sufferare a teacher.
* Penitent - Responsibility / Contrition You are an evil personconsumed with guilt.
* Perfectionist - Exactitude / Incompleteness You are a teacherneed to be the best.
* Rebel - Individuality / Lack of Direction You are consumed with guiltlike to break the rules.
* Rogue - Valor / Selfishness You need to be the bestlook out for yourself.
* Survivor - Perseverance / Lack of Trust You like to break the ruleskeep going no matter what.
* Thrill-Seeker - Daring / Recklessness You look out for yourselflive on the edge.
* Traditionalist - Consistency / Complacency You keep going no matter whatsupport the status quo.
* Visionary - Imagination / Pride You support want to remake the status quofuture. Trickster - Empathy / Hypocrisy <br><br>
Your character's Avatar Essence is also on the
mage has at their core. There are four essences
you can pick from:
* Dynamic - Change
* Pattern - Improvement
* Primordial - Stability
* Questing - Purpose <br><br> * Resonance<br>
All Mages also have a Resonance. As a Mage
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. <br><br> * Purpose<br>
In these alternate rules we also have another
dots anyway you like into these 3 categories:
* Self, Others, and World. Representing your primary motivation.
Representing your primary motivation.
<br><br>
* Foci
<br>
Mages tend to have certain tools for using magic.
When a Mage has access to these tools, The difficulty for casting they receive a +1 bonus to their magic is reducedroll. You can
pick at least one at the start of the game. Here
is a list of suggestions for you to choose from:
Art
Astrology
Blood
Bones
Cauldrons / Chalices Candles Chanting
Circles
Ordeals
Poetry
Pure Water
Wands
Weapons <br><br>
=== Examples ===
<br>
Also, here are some examples of how to attempt
other actions using the abilities and attributes
already mentioned:
Climbing - Dexterity + Athletics
Tracking - Perception + Survival
<br><br>
===Credits===
<br>
[[User:Street|Street]]
<br><br>
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[[Category:Splats]][[Category:Rules]]