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 89,978 of 90,437    |
|    Corey White to All    |
|    Mage: The Ascension (Update 5) (1/5)    |
|    27 Nov 24 03:15:57    |
      XPost: alt.magick.chaos              From: https://github.com/alt-magick/Mage-The-Ascension              Alternate Mage: The Ascension Rules                     Mage: The Ascension is a roleplaying       game set in the World of Darkness, a       dark, gothic-punk alternative version       of our own reality. In this setting,       magic is real but hidden from most       people's perception. The game revolves       around mages - individuals who can       reshape reality through the power of       will, belief, and understanding.              The Technocracy stands as a powerful       organization seeking to control reality       through science, technology, and       rational thought. They view magic as a       dangerous threat to human progress and       work systematically to suppress and       eliminate supernatural elements.              The central conflict in Mage: The       Ascension is the struggle over the       nature of reality itself. Mages       fundamentally believe that reality is       malleable and can be shaped by human       will and belief.              Roleplaying happens inside of scenes.       In fact, the entire game exists in       scenes. The beauty of roleplaying a       scene lies in its uncertainty. Neither       the players, or the Storyteller know       exactly how the scene will unfold.              A scene is a temporary collaborative       reality. A shared imaginative space       where individual creativity merges into       a collective experience.              Like most role playing games played       around a table, we use dice to       determine the whims of chance. Anytime       a character performs an action under       adverse conditions or when the outcome       is unclear, his player rolls dice to       see whether the task succeeds or       fails.              You just need two six sided dice to       play. I have changed this from the       original game, Mage: The Ascension from       rolling a ten sided dice. I did a       little math and it just made since.              For a success in this game, rolling a 7       or 11 with two 6 sided dice has the       odds of 2/9 which is 0.2222.              A typical success in Mage is made by       rolling a 8, 9, or 10 on one 10 sided       die, which has the odds of 3/10 which       is 0.3.              So, with a few other modifications the       game mechanics are basically the same.                     Attributes and Skills                     Characters possess a variety of traits,       describing their innate capabilities,       trained skills, and even how many       wounds they can suffer before dying.       Two types of trait are especially       important: Attributes and Skills. Each       of these traits is rated in dots (●),       ranging from 1 to 5, much like the       five-star system many critics use to       rate movies. For example, a character       might have a Dexterity Attribute of ●●●       (3 dots) and a Firearms Skill of ●● (2       dots).              Whenever your character performs an       action that calls for dice rolls, you       most often add the most appropriate       Attribute to the most appropriate       Skill. When your character shoots a       gun, you add his Dexterity to his       Firearms for a total number of dice       rolls.                     Modifiers                     Various conditions and circumstances       can greatly improve or hinder your       characters tasks, represented by       bonuses and/or penalties to your dice       rolls. On one hand, quality tools might       give him a bonus to repair a car. On       the other hand, a thunderstorm might       cause hazardous driving conditions,       levying a penalty on any driving rolls,       and a distant target is hard to hit       with a gun, represented by range       penalties.              For example, when shooting a target 30       yards away with his Glock 17 pistol,       your character suffers a -2 penalty.              The Storyteller determines whether or       not any circumstance imposes dice-roll       modifiers and how great those modifiers       are.                     Dice Rolls                     So, we can say that that the number of       times you get to roll the dice is       determined like so: Attribute + Skill +       modifiers (if any) In general, bonuses       are always added before penalties are       applied.                     Rolling the Dice                     Now that you know what to roll, lets       see how to read the results. Each roll       uses two dice, and a result of 7, or 11       is considered a success. You might have       more than one of these, in which case       you have multiple successes. The dice       don't just tell you whether your       character succeeds or fails it shows       you how well he does. If none of your       die rolls succeed, your roll fails.       Obviously, the more die rolls you have       the better your characters chances of       success, and the greater your odds of       gaining multiple successes.                     Snake Eyes                     If one of your rolls turn up snake       eyes, it cancels out one success. If       you roll snake eyes, and none of you       other rolls succeed it is a botch.              Second Tries              When a roll fails, you can try again       with a +1 difficulty modifier.                     Fighting                     Combat is a series of die rolls, until       someone surrenders or is rendered       unable to fight. The rolls determine       whether or not your character hits and       how much damage he inflicts on his       target. The number of dice rolls is       determined as above, but a knife is       more deadly than a fist, and a gun is       more deadly than all. Each success       gained on your attack roll represents a       point of damage inflicted against the       targets Health trait. If the target has       no more Health left, he is unconscious       or dead (depending on the type of       damage done).              There are two types of damage: bashing       (caused by blunt weapons such as fists       or clubs; these wounds heal quickly),       lethal (caused by sharp weapons such as       knives and bullets; these wounds heal       slowly). There are a number of       complications involved in combat, such       as a targets Defense Rolls, which are       subtracted from any attack successes       targeted against him.                     Actions                     The number of times you roll for an       action is made up of an attribute added       to an ability. Each of these are given       a rating from 1 to five:                     1) Poor              2) Average              3) Good              4) Exceptional              5) World Class                     That dice pool is then modified by one       of these levels:                     +1) Easy              +0) Routine              -1) Moderate              -2) Difficult              -3) Challenging              -4) Hard              -5) Exceptional                     The number of successes you have is       also given a rating from one to five:                     1) Marginal              2) Moderate              3) Good              4) Excellent              5) Phenomenal                     Traits                     The attributes your character has are       listed here, they are divided into 3       categories:                     Physical:                     Strength - Physical Power              Dexterity - Athleticism              Stamina - Toughness                     Social:                     Charisma - Charm              Manipulation - Persuasion              Appearance - Attractiveness                     Mental:                     Perception - Insight To Surroundings              Intelligence - Pure IQ              Wits - Intuition & Instincts                     Abilities are also divided into 3       categories:                     Talents:                     Alertness - Attention to Your       Surroundings              Athletics - A Talent With Sports              Awareness - You Can Sense The Presence       of Magic              Brawl - Skill With Unarmed Combat              Dodge - Avoiding Physical Danger              Expression - The Art of Communication              Intimidation - Flexing Your Muscles              Leadership - You Are Respected              Streetwise - Youre a Part Of The       Underworld                     [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