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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
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. There are also some other very important traits:
Occult - Knowledge Of Magic Practices
Science - Engineering, Chemistry, & Physics
There are also some other very important traits: === Getting Started === Avatar - Your ability to store quintessence Arete - Your mastery of magick Willpower - Can be used to force success Quintessence - The raw power of magic <br>
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
Willpower can resist mind magic
WIllpower can fight Quiet One point of willpower generates 1 success
Difficulty Willpower can be regained after role play
Add +4 difficulty for coincidental magic, and +5 for Vulgar magic, if there are no witnesses. +1 if a Sleeper witnesses it.
Successes
Simple The difficulty for casting magic requires only one success, twosuccesses are required is determined by the Storyteller. Add +1 for more powerful Vulgar magic,and larger effects can take even moreif there are no witnesses. If your levelof Arete is at least one point higher than the level of the Sphereyou are using, you can succeed without Add another +1 if a dice rollSleeper witnesses it.
Botches* Bonuses
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* Successes
Power: Wisdom / ESP
Knowledge: Realization - Unveiling the innerSimple magic requires only one success, twoknowledge withinsuccesses are required for more powerful magic,and larger effects can take even more.
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* Botches
2) Predicting Outcomes
3) Seeing the PastIf 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>
4) Seeing the Future=== Spheres ===<br>
5) Stopping TimeSpheres in Mage: The Ascension are theway Mages effect reality. Theyrepresent different kinds of magic,which Mages use to perceive andreshape the world.
Feeling* 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>
Power: Empathy / Telepathy# Elevated Mental Attributes# Predicting Outcomes# Seeing the Past# Seeing the Future# Stopping Time
Knowledge: Association - Recognizing the
interconnectedness of all things.
1) # Reading Mindstates# Bonus to Social Attributes# Mental Shield# Reading Thoughts# Mental Link
2) Bonus to Social Attributes
3) Mental Shield* 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>
4) Reading Thoughts# Sensing Opportunity# Arranging situations# Attracting Wealth# Produce Small Objects# Win Lotteries & Elections
5) Mental Link
Production# Sensing Willpower# Social Influence# Hypnotic Suggestion# Mind Control# Altering Identities
Power: Attraction / Creation
Description: The Power of Production empowers a# Find Exitswizard to draw situations and desires into their# Open Locksreality. This ability stems from a profound# Escape From Restraintsunderstanding of Synchronicity, the cosmic# Escape From Prisonsprinciple that everything is interconnected andinfluences each other. It acknowledges that thepower to attract lies within, awaiting manifestation.# Becoming Intangible
1) Sensing Opportunity
2) Arranging situations* 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>
3) Attracting Wealth# Quick Reactions# Bonus to Physical Abilities# Influencing Physical Outcomes# Moving Objects# Controlling Natural Forces
4) Produce Small Objects
5) Win Lotteries & Elections* Restoration<br><br>** Power: Renewal / Healing** Knowledge: Forgiveness - Liberating from suffering caused by transgressions.** Description: The Power of Restoration holds the gift of healing. It grants the ability to alleviate pain, cure diseases, and bring renewal to the afflicted. This power emerges from the understanding of Forgiveness, recognizing that suffering often stems from transgressions. By embracing forgiveness, a wizard becomes a conduit for healing and restoration.<br>
Influence
Knowledge: Possession - Will shaping the realm of# Detect Liesthe mind.# See in The Dark# Stealth# Disguise# Invisibility
Description: The Power of Influence grants a
wizard the power to captivate others. Known as
Possession, it allows one to enchant and charm,
eliciting positive perceptions or even gaining
control over anothers thoughts and actions. The
essence of this mastery lies in the understanding
that ones will can wield dominion over the minds
of others.
1) Sensing Willpower* 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>
2) Social Influence# Locate Lost Objects# Find Directions# See at a Distance# Teleport Objects# Make a Portal
3) Hypnotic Suggestion
4) Mind Control* Transformation<br><br>** Power: Developing / Shapeshifting** Knowledge: Personification - Authoring ones own identity.** Description: The Power of Transformation allows a wizard to assume the form and essence of another being, whether it be an abstract concept, an animal, or even a deity. The essence of this mastery lies in the understanding that one has the power to create and define their own identity, refusing to be shaped by external forces. The power of transformation can also be used to improve who you already are.<br>
5) Altering Identities# Sense Others Attributes# Bonus to Attributes# Developing Attributes# Shapeshifting# Transmutation
Penetration* 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>
Power: Escape / Intangibility# Sense Black Magic# Protection from Curses# Curse Enemies# Cause Physical Damage# Kill & Destroy
Knowledge: Spiritualism - Perceiving the world as a
realm of spirit.
1) Find Exits# Sense Spirits# Speak with Spirits# Banish Spirits# Summon Spirits# Spirit Travel<br>
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) Safeguard Secrets 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<br>
If they have a Paradox level of 4-6, the Quiet
happens in three more ways:
If they have a Paradox level of 11+, the Quiet
happens in more severe ways:
Traditions There are 12 types of Mages representing different world views. You can pick whichever one you feel resonates with your character:<br>
There are 9 Traditions representing the different * Akashic Brotherhood Buddhist Warriors kinds of Mages and their world views. You can * Celestial Chorus Gnostic Priests pick whichever one you feel resonates with your character: * Cult of EcstasyAkashic Brotherhood - Buddhist Warriors Hippies and New Agers
Celestial Chorus - Gnostic Priests
Cult of Ecstasy - Hippies and New Agers * Dreamspeakers Shamans
Dreamspeakers - Shamans
Order of Hermes - Ceremonial Magicians
Sons * Order of Ether - Rebel Scientists Hermes Ceremonial Magicians
Verbena - Wiccans
Hollow Ones - Goths
Drifter * Entertainer
Entertainer * Intellectual
Intellectual * Investigator
Investigator * Kid
Kid * Night-lifer
Night-lifer * Outsider
Outsider * Politician
Politician * Professional
Professional * Reporter
Reporter * Socialite
Socialite * Soldier
Soldier * Worker<br><br>
Worker * Nature and Demeanor<br>
Autocrat * Bon Vivant - Leadership Love of Life / Dictatorship Hedonism You want controlto live Life.
Bon Vivant * Bravo - Love of Life Strength / Hedonism Anger You want to live Lifepower.
Bravo * Caregiver - Strength Compassion / Anger Smothering You want powerlook out for others.
Caregiver * Celebrant - Compassion Passion / Smothering Intemperance You look out for others. have a calling
Celebrant * Child - Passion Innocence / Intemperance Immaturity You have a calling never grew up.
Child * Competitor - Innocence Striving / Immaturity Competitiveness You never grew up Life is a challenge to be won.
Competitor * Conformist - Striving Cooperation / Competitiveness Low-Self Esteem Life is You are a challenge to be wonfollower.
Conformist * Conniver - Cooperation Clever / Low-Self Esteem Envy You are a follower. manipulator
Conniver * Curmudgeon - Clever Critical Eye / Envy Lack of Imagination You are a manipulator find the faults in others.
Curmudgeon * Deviant - Critical Eye Shatter Boundaries / Lack of Imagination Perversion You find the faults in othersare an outcast.
Deviant * Director - Shatter Boundaries Organization / Perversion Lack of Tolerance You are an outcastwant things under control.
Director * Fanatic - Organization Dedication / Lack of Tolerance Stubbornness You want things under controllive for a cause.
Fanatic * Gallant - Dedication Artistry / Stubbornness Flamboyance You live for a causewant to be the center of attention.
Gallant * Judge - Artistry Justice / Flamboyance Lack of Vision You want to be the center of attentionresolve problems.
Judge * Loner - Justice Self-Reliance / Lack of Vision Empathy You want to resolve problemswork best by yourself.
Loner * Martyr - Sacrifice / Self-Reliance / Lack of Empathy Deprecation You work best by devote yourselfto helping others.
Martyr * Masochist - Sacrifice Devotion / Self-Deprecation Destructiveness You devote yourself want to helping otherssuffer.
Masochist * Monster - Devotion Mirror of Villainy / Self-Destructiveness Depravity You want to sufferare an evil person.
Monster * Pedagogue - Mirror of Villainy Knowledge / Depravity Logorrhea You are an evil persona teacher.
Pedagogue * Penitent - Knowledge Responsibility / Logorrhea Contrition You are a teacherconsumed with guilt.
Penitent * Perfectionist - Responsibility Exactitude / Contrition Incompleteness You are consumed with guiltneed to be the best.
Perfectionist * Rebel - Exactitude Individuality / Incompleteness Lack of Direction You need like to be break the bestrules.
Rebel * Rogue - Individuality Valor / Lack of Direction Selfishness You like to break the ruleslook out for yourself.
Rogue * Survivor - Valor Perseverance / Selfishness Lack of Trust You look out for yourselfkeep going no matter what.
Survivor * Thrill- Perseverance Seeker - Daring / Lack of Trust Recklessness You keep going no matter whatlive on the edge.
Thrill* Traditionalist -Seeker - Daring Consistency / Recklessness Complacency You live on support the edgestatus quo.
Traditionalist * Trickster - Consistency Empathy / Complacency Hypocrisy You support the status quo Your life is a comedy.
Trickster * Visionary - Empathy Imagination / Hypocrisy Pride You want to remake the future.<br><br>
Your life is a comedy.
Visionary - Imagination / Pride * Essence You want to remake the future. <br>
Pattern * Primordial - Improvement Stability
Primordial * Questing - Stability Purpose<br><br>
Questing - Purpose * Resonance <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 ** Appearance - 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
* 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>
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
* 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 ignore penalties from fear & damageresist mind magic
Willpower can be regained after role playfight Quiet
Willpower can ignore penalties from fear & damage
* Difficulty
If 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.
* Feeling<br><br>** Power: Empathy / Telepathy** Knowledge: Association - Recognizing the interconnectedness 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.<br>
* Influence<br><br>
** Power: Charisma / Hypnotism
** Knowledge: Possession - Will shaping the realm of the mind.
** Description: The Power of Influence grants a wizard the power to captivate others. Known as Possession, it allows one to enchant and charm, eliciting positive perceptions or even gaining control over anothers thoughts and actions. The essence of this mastery lies in the understanding that ones will can wield dominion over the minds of others.
<br>
* Penetration<br><br>** Power: Escape / Intangibility** Knowledge: Synchronicity Spiritualism - Uniting Perceiving the threads world as a realm ofspirit.existence** 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>
# Sense illness
# Relieve Pain
# Protection from Disease
# Heal Sickness / Damage
# Resurrection
* Vanishing<br><br>** Power: Charisma Stealth / HypnotismInvisibility** 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>
* Revelation<br><br>** Power: Visions / Rapture** Knowledge: Above as Below - The symbiotic connection between gods, angels, and humanity.** Description: The Power of Penetration delves intoRevelation unveils profound visions and grants enlightenment to the realm of Spiritualismpractitioner. It unveils is rooted in the truth thatunderstanding of the world is fundamentally composed of spiritsymbiotic connection between gods, angels, and humanity. By tapping into this power,allowing a wizard gains access to transcend physical boundariescelestial knowledge, perceiving the intricate tapestry that binds all realms and become intangibleentities together. Chains and locks lose theirhold, dissolving effortlessly under the wizardstouch.<br>
The official rules say Paradox is caused by Vulgar
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
Hallucinations, Fixations, or Depression
If they have a Paradox level of 4-6, the Quiet happens in three more ways: Delusions & Mood Swings, Reoccurring BehaviorPatternsRepetitive Behaviors, or Anti-Social BehaviorSuicidal Thoughts
If they have a Paradox level of 7-10, the Quiethappens as:
Wild Hallucinations, ObsessionCompulsions, or Self Harmand Anti-Social Behavior
If they have a Paradox level of 11+, the Quiet happens in more severe ways: Complete Madness, Living Repetitive LoopsObsession, orViolenceBecoming a Serial Killer
Quintessence can be spent to reduce Paradox, but it
If Paradox reaches a level greater than 10 it is
released automatically.
<br><br>
* Occult <br>
This system of magic can connect to occult
themes, for interesting role playing.
There are 12 Spheres in this system. Each
of the Tarot.
* Control: <br><br> ** Energy / Telekinesis ** (Aries/Emperor) + (Mars/Tower)
* Transformation: <br><br> ** Developing / Shapeshifting ** (Taurus/Hierophant) + (Venus/Empress)
* Understanding: <br><br> ** Wisdom / ESP ** (Libra/Justice) + (Venus/Empress)
* Revelation: <br><br> ** Visions / Rapture ** (Pisces/High Priestess) + (Neptune/Hanged Man)
* Feeling: <br><br> ** Empathy / Telepathy ** (Virgo/Hermit) + (Mercury/Magician)
* Influence: <br><br> ** Charisma / Hypnotism ** (Leo/Strength) + (Sun/Sun)
* Penetration: <br><br> ** Escape / Intangibility ** (Gemini/Lovers) + (Mercury/Magician)
* Travel: <br><br> ** Direction / Teleportation ** (Sagittarius/Temperance) + (Jupiter/Wheel of Fortune)
* Production: <br><br> ** Attraction / Creation ** (Capricorn/Devil) + (Saturn/World)
* Restoration: <br><br> ** Renewal / Healing ** (Aquarius/Star) + (Uranus/Fool)
* Vanishing: <br><br> ** Stealth / Invisibility ** (Cancer/Chariot) + (Moon/Moon)
* Destruction: <br><br> ** Curses / Annihilation ** (Scorpio/Death) + (Pluto/Judgement) <br><br>
=== Finishing Touches === <br>
Here are some finishing touches to add to your
character sheet. * Traditions<br>
* Euthanatos - Terrorists and Activists
* Sons of Ether Rebel Scientists * Verbena Wiccans * Virtual Adepts - Reality Hackers * Hollow Ones Goths * Marauders Permanently Insane * Nephandi Made Demonic Pacts * Technocracy Agents of Reason
If you have your own Coven you can also list
it as your Cabal. <br><br> * Concepts<br>
All characters need to have a concept which
here are some example concepts that you might
like to use:
* Criminal * Drifter
There are two more important categories at the
* Architect - Purpose / Obsession You desire to leave a mark on the world.
* Autocrat - Leadership / Dictatorship You desire to leave a mark on the worldwant control.
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
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]]