Forums before death by AOL, social media and spammers... "We can't have nice things"
|    alt.magick    |    Meh.. another magic/spellcasting forum    |    90,437 messages    |
[   << oldest   |   < older   |   list   |   newer >   |   newest >>   ]
|    Message 89,953 of 90,437    |
|    Corey White to All    |
|    Mage: The Ascension (2/3)    |
|    22 Nov 24 02:09:24    |
      [continued from previous message]              Performance - Specialized as music etc.       Stealth - Hiding From Sight       Survival - Living In Difficult Environments       Technology - Repairing And Working With Machines              Knowledges:              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              There are also some other very important traits:              Avatar - Represents 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              Getting Started              Now that you know the basics of the Storytelling System,       you can proceed to create your own characters. You’ll be       able to judge what sort of traits you’ll need based on       their titles (they’re mostly self-explanatory), and know       that the more dots you have in a trait the better your       character 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              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              Knowledges: Academics, Computer, Cosmology       Enigmas, Investigation, Law, Linguistics       Medicine, Occult, Science              Additionally, characters also have a number of advantages       called Backgrounds.              Backgrounds:              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              We will now go over the combat system. It is very simple.              Combat is broken down into three steps, Initiative, Attack,       and Resolution.              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              Parry: Dexterity + Melee              The successes of the attack roll minus the defense roll       equal 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 +3. 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              1) Bruised -0       2) Hurt -1       3) Injured -2       4) Wounded -3       5) Mauled -4       6) Crippled -5       7) Unconscious              Each point of damage is marked with a / for bashing damage       and an X for lethal damage. If you acquire 7 bashing damage       you are unconscious, further bashing damage can become       lethal damage. Either way, you apply a penalty to       everything you roll as the damage goes up. If you acquire       more than 7 in lethal damage, you can die.              Finally, your character needs to learn magic!              Overview              There are 12 Spheres in this system that are divided into       coincidental & vulgar magic. The first three levels of each       sphere are limited to coincidental effects, and the highest       levels of the sphere are divided into two levels of more       advanced magic.              The Twelve Spheres in alphabetical order are:              Control, Destruction, Feeling, Influence,       Penetration, Production, Revelation, Restoration,       Transformation, Travel, Understanding, and Vanishing              These are the degrees of power for the Spheres:              1) Awareness              2) Sympathetic              3) Coincidental              4) Manipulative              5) Miraculous              1) Awareness              Allows the Mage to sense things with their magic.              2) Sympathetic              The Mage can effect things they’re personally connected to.              3) Coincidental              The Mage can work magic as long as it doesn’t defy physics.              4) Manipulative              The Mage can manipulate and bend the laws of physics.              5) Miraculous              The Mage can now create impossible miracles.              Mechanics              Casting Magic              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 botch.              Avatar              A Mage’s Avatar is the maximum Quintessence they can store.              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)                     [continued in next message]              --- SoupGate-DOS v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
[   << oldest   |   < older   |   list   |   newer >   |   newest >>   ]
(c) 1994, bbs@darkrealms.ca