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 89,964 of 90,437    |
|    Corey White to All    |
|    Mage: The Ascension [Update 2] (2/4)    |
|    25 Nov 24 01:25:24    |
      [continued from previous message]              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 (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                     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              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 +4. 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                     You can only cast magic up to the level       of your sphere. Arete is 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.                     Quintessence                     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 can resist mind magic              Willpower can fight Quiet              Willpower can ignore penalties from       fear & damage              Willpower can be regained after role       play                     Difficulty                     The difficulty is the level of the       sphere you are using. Add +1 for Vulgar       magic, if there are no witnesses. Add       another +1 if a Sleeper witnesses it.                     Successes                     Simple magic requires only one success,       two successes are required for more       powerful magic, and larger effects can       take even more. A mage can use a ritual       to cast magic over time.                     Botches                     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              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.                     1) Elevated Mental Attributes              2) Predicting Outcomes              3) Seeing the Past              4) Seeing the Future              5) Stopping Time                     Feeling              Power: Empathy / Telepathy              Knowledge: Association - Recognizing       the interconnectedness of all things.              Description: The Power of Feeling       enables one to empathize and understand       others deeply, perceiving their       thoughts and emotions without the need       for words. It stems from the profound       insight into Association, the intrinsic       link that binds all living beings       together.                     1) Reading Mindstates              2) Bonus to Social Attributes              3) Mental Shield              4) Reading Thoughts                     [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