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   Message 89,984 of 90,439   
   Corey White to All   
   Mage: The Ascension (Thanksgiving Update   
   28 Nov 24 06:07:57   
   
   [continued from previous message]   
      
   Intimidation - Flexing Your Muscles   
      
   Leadership - You Are Respected   
      
   Streetwise - Youre a Part Of The   
   Underworld   
      
   Subterfuge - You Can Hide Your   
   Motives   
      
      
   Skills:   
      
      
   Crafts - Working With Your Hands   
      
   Drive - Handling The Road   
      
   Etiquette - Managing Social Situations   
      
   Firearms - Firing Guns   
      
   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 (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   
      
      
   Combat   
      
      
   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!   
      
      
   Magic   
      
      
   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. 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 points   
   reduces the difficulty of a spell, up   
   to your level of Arete. Meditation is   
   required to regain Quintessence for at   
   least an hour at a place of power. The   
   maximum Quintessence a Mage can store   
   is their Avatar score. 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 for casting magic 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.   
      
      
   Bonuses   
      
      
   If you have time to do a ritual,   
   Intelligence + Occult can be rolled.   
      
   [continued in next message]   
      
   --- SoupGate-DOS v1.05   
    * Origin: you cannot sedate... all the things you hate (1:229/2)   

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