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|    Message 89,974 of 90,437    |
|    Corey White to All    |
|    Mage: The Ascension (Update 4) (4/5)    |
|    26 Nov 24 02:50:49    |
      [continued from previous message]              If a Mage has a Paradox level of 1-3,       the Quiet happens in one of three       ways:              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 has to be done before       the Insanity of Quiet occurs. If       Paradox reaches a level greater than 10       it is released automatically.                     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)                     Finishing Touches              Here are some finishing touches to add       to your character sheet.                     Traditions                     There are 9 Traditions representing the       different kinds of Mages and their       world views. You can pick whichever one       you feel resonates with your       character:                     Akashic Brotherhood - Buddhist       Warriors              Celestial Chorus - Gnostic Priests              Cult of Ecstasy - Hippies and New       Agers              Dreamspeakers - Shamans              Euthanatos - Terrorists and Activists              Order of Hermes - Ceremonial Magicians              Sons of Ether - Rebel Scientists              Verbena - Wiccans              Virtual Adepts - Reality Hackers              Hollow Ones - Goths                     If you have your own Coven you can also       list it as your Cabal.                     Concept                     All characters need to have a concept       which can be anything you want to make       up. However here are some example       concepts that you might like to use:                     Criminal              Drifter              Entertainer              Intellectual              Investigator              Kid              Night-lifer              Outsider              Politician              Professional              Reporter              Socialite              Soldier              Worker                     Nature and Demeanor                     There are two more important categories       at the top of the character sheet,       called Nature & Demeanor. Nature is       your inner character. and Demeanor is       what you project into the outside       world. Below you can pick one of these       for each:                     Architect - Purpose / Obsession              You desire to leave a mark on the       world.                     Autocrat - Leadership / Dictatorship              You want control.                     Bon Vivant - Love of Life / Hedonism              You want to live Life.                     Bravo - Strength / Anger              You want power.                     Caregiver - Compassion / Smothering              You look out for others.                     Celebrant - Passion / Intemperance              You have a calling                     Child - Innocence / Immaturity              You never grew up.                     Competitor - Striving /       Competitiveness              Life is a challenge to be won.                     Conformist - Cooperation / Low-Self       Esteem              You are a follower.                     Conniver - Clever / Envy              You are a manipulator                     Curmudgeon - Critical Eye / Lack of       Imagination              You find the faults in others.                     Deviant - Shatter Boundaries /       Perversion              You are an outcast.                     Director - Organization / Lack of       Tolerance              You want things under control.                     Fanatic - Dedication / Stubbornness              You live for a cause.                     Gallant - Artistry / Flamboyance              You want to be the center of       attention.                     Judge - Justice / Lack of Vision              You want to resolve problems.                     Loner - Self-Reliance / Lack of       Empathy              You work best by yourself.                     Martyr - Sacrifice / Self-Deprecation              You devote yourself to helping       others.                     Masochist - Devotion /       Self-Destructiveness              You want to suffer.                     Monster - Mirror of Villainy /       Depravity              You are an evil person.                     Pedagogue - Knowledge / Logorrhea              You are a teacher.                     Penitent - Responsibility / Contrition              You are consumed with guilt.                     Perfectionist - Exactitude /       Incompleteness              You need to be the best.                     Rebel - Individuality / Lack of       Direction              You like to break the rules.                     Rogue - Valor / Selfishness              You look out for yourself.                     Survivor - Perseverance / Lack of       Trust              You keep going no matter what.                     Thrill-Seeker - Daring / Recklessness              You live on the edge.                     Traditionalist - Consistency /       Complacency              You support the status quo.                     Trickster - Empathy / Hypocrisy              Your life is a comedy.                     Visionary - Imagination / Pride              You want to remake the future.                     Essence                     Your character's Avatar Essence is also       on the character sheet. An Avatar       represents a Mage's soul, and the       essence represents the drive a mage has       at their core. There are four essences       you can pick from:                     Dynamic - Change              Pattern - Improvement              Primordial - Stability              Questing - Purpose                     Resonance                     All Mages also have a Resonance. As a       Mage uses magic their Resonance       changes. Other Awakened can read a       Mage's Resonance as well. You start       with one dot in one Resonance trait,       and add dots as you continue working       magic.              There are three types of Resonance:       Dynamic, Entropic, and Static              Dynamic represents change.              Entropic represents destruction.              And Static represents protection.                     Purpose                     In these alternate rules we also have       another trait called Purpose. You can       fill in the dots anyway you like into       these 3 categories:              Self, Others, and World.              Representing your primary motivation.                     Foci                     Mages tend to have certain tools for       using magic. When a Mage has access to       these tools, they receive a +1 bonus to       their magic roll. You can pick at least       one at the start of the game. Here is a       list of suggestions for you to choose       from:                     Art              Blood              Books              Bones              Cauldrons              Chalices              Chanting              Circles              Computers              Crystals              Dancing              Devices              Martial Arts              Drugs              Elements              Feathers              Fire              Formulas              Herbs              Holy Symbols              Incense              Language              Music              Internet              Ordeals              Pure Water              Purification              Ritual Sacrifice              Runes              Science              Sex              Songs              Tarot Cards              Ouija boards              Tattoos              Piercings              Toys              Wands              Weapons                     Examples                     Also, here are some examples of how to       attempt other actions using the       abilities and attributes already       mentioned:                     Climbing - Dexterity + Athletics              Driving - Dexterity + Drive              Encumbrance - Strength              Intrusion - Dexterity or Intelligence +       Technology              Jumping - Strength or Strength +       Athletics              Lifting / Breaking - Strength or       Willpower              Pursuit - Dexterity + Athletics /       Drive              Shadowing - Dexterity + Stealth              Sleight of Hand - Dexterity + Stealth              Sneaking - Dexterity + Stealth              Stealing - Dexterity + Stealth,       Perception + Streetwise              Swimming - Stamina + Athletics              Throwing - Dexterity + Athletics              Fast Talk - Manipulation + Subterfuge              Fitting In - Charisma + Expression              Impersonation - Charisma + Expression              [continued in next message]              --- SoupGate-DOS v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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