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Mage: The Ascension (Alternate Rules)

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An illustrated PDF of this system is at:<br>
[[Alternate_MageAlternate Mage:_The_Ascension_PDFThe Ascension PDF]]
To just see the alternate magic system read:<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 ===
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.
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>
 
* Attributes and Skills
Attribute of ●●● (3 dots) and a Firearms
Skill of ●● (2 dots).
 
Whenever your character performs an action that
of dice rolls.
<br><br>
 
* Modifiers
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
how great those modifiers are.
<br><br>
 
* Dice Rolls
penalties are applied.
<br><br>
 
* Rolling the Dice
of gaining multiple successes.
<br><br>
 
* Snake Eyes
botch.
<br><br>
 
* Second Tries
difficulty modifier.
<br><br>
 
* Fighting
(depending on the type of damage done).
 
There are two types of damage: bashing
(caused by blunt weapons such as fists or
against him.
<br><br>
 
* Actions
Each of these are given a rating from 1 to five:
1) Poor
2) Average
5) World Class
 
That dice pool is then modified by one
The number of successes you have is also
given a rating from one to five:
 
1) Marginal
*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.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Physical: Strength, Dexterity, Stamina
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Social: Charisma, Manipulation, Appearance
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Mental: Perception, Intelligence, Wits
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talents: Alertness, Athletics, Awareness,
Brawl, Dodge, Expression, Intimidation,
Leadership, Streetwise, Subterfuge
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Skills: Crafts, Drive, Etiquette, Firearms,
Meditation, Melee, Performance, Stealth,
Survival, Technology
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Knowledges: Academics, Computer, Cosmology,
Enigmas, Investigation, Law, Linguistics,
Medicine, Occult, Science
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Allies - Friends who help you
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Arcane - You are unnoticed as a Mage
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Avatar - The Strength of the soul
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Contacts - Information sources
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Destiny - A greater purpose
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dream - Visions from the unknown
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Influence - Pull over the mortal world
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Library - Access to metaphysical knowledge
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Node - A place of magical power
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Resources - Extra Money
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wonder - A Magical talisman or device
<br><br>
We will now go over the combat system. It is
very simple.
 
Combat is broken down into three steps,
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; During initiative, both players roll
Dexterity + Wits. Whoever has more successes
gets to go first.
 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Each player declares either to attack or
defend.
 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It is also possible to ambush someone with:
Dexterity + Stealth vs Perception + Alertness
The attacker rolls one of these:
 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Unarmed Combat: Strength + Brawl
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Armed Combat: Strength + Weaponry
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Firearms: Dexterity + Firearms
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Throwing Objects: Dexterity + Athletics  
Then the defender either takes the hit,
or if they chose to defend they roll:
 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Block: Dexterity + Brawl  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dodge: Dexterity + Dodge
Dodge: Dexterity + Dodge &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Parry: Dexterity + Melee  
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
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Roll as many times as your Stamina points to
eliminate a point of bashing damage for each
success.
 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If the fighting continues you roll again for
initiative.
 <br>
Keep track of the damage to your health with
this chart:
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 for at least an hour at a place of power. The maximum Quintessence a Mage can store is their Avatar score. Quintessence can also be stored in things that are carried by a Mage.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; One point of willpower generates 1 success
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can resist mind magic
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can fight Quiet
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can ignore penalties from fear & damage
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Willpower can be regained after role play
* Difficulty
 
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.
# Spirit Travel
<br>
 
* Paradox & Quiet
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, Repetitive Behaviors, or Suicidal Thoughts
 
If they have a Paradox level of 7-10, the Quiet happens as:
Wild Hallucinations, Compulsions, and Anti-Social Behavior
 
If they have a Paradox level of 11+, the Quiet happens in more severe ways:
Complete Madness, Obsession, or Violence
 
Quintessence can be spent to reduce Paradox, but it
released automatically.
<br><br>
 
* Occult
This system of magic can connect to occult
themes, for interesting role playing.
 
There are 12 Spheres in this system. Each
Here are some finishing touches to add to your
character sheet.
<br><br>
* Traditions
<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; There are 12 types of Mages representing different world views. You can pick whichever one you feel resonates with your character:<br>
* Worker
<br><br>
 
* Nature and Demeanor
<br><br>
<br>
===Credits===
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