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|    Message 89,955 of 90,437    |
|    Corey White to All    |
|    Mage: The Ascension (For Phones) (2/3)    |
|    22 Nov 24 14:57:19    |
      [continued from previous message]              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:              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 - 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 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 +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)    |
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