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[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 ===
mechanics are basically the same.
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* Attributes and Skills
of dice rolls.
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* Modifiers
how great those modifiers are.
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* Dice Rolls
penalties are applied.
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* Rolling the Dice
of gaining multiple successes.
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* Snake Eyes
botch.
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* Second Tries
difficulty modifier.
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* Fighting
against him.
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* 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.
*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.
Physical: Strength, Dexterity, Stamina
Social: Charisma, Manipulation, Appearance
Mental: Perception, Intelligence, Wits
Talents: Alertness, Athletics, Awareness,
Brawl, Dodge, Expression, Intimidation,
Leadership, Streetwise, Subterfuge
Skills: Crafts, Drive, Etiquette, Firearms,
Meditation, Melee, Performance, Stealth,
Survival, Technology
Knowledges: Academics, Computer, Cosmology,
Enigmas, Investigation, Law, Linguistics,
Medicine, Occult, Science
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
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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
Unarmed Combat: Strength + Brawl
Armed Combat: Strength + Weaponry
Firearms: Dexterity + Firearms
Throwing Objects: Dexterity + Athletics
Block: Dexterity + Brawl
Dodge: Dexterity + Dodge
Parry: Dexterity + Melee
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:
One point of willpower generates 1 success
Willpower can resist mind magic
Willpower can fight Quiet
Willpower can ignore penalties from fear & damage
Willpower can be regained after role play
# Spirit Travel
<br>
* Paradox & Quiet
released automatically.
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* Occult
Here are some finishing touches to add to your
character sheet.
* Traditions
<br>
There are 12 types of Mages representing different world views. You can pick whichever one you feel resonates with your character:<br>
* Worker
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* Nature and Demeanor
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===Credits===
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