Forums before death by AOL, social media and spammers... "We can't have nice things"
|    alt.magick    |    Meh.. another magic/spellcasting forum    |    90,439 messages    |
[   << oldest   |   < older   |   list   |   newer >   |   newest >>   ]
|    Message 90,047 of 90,439    |
|    Street to All    |
|    Mage: The Ascension (Full Text File) (1/    |
|    15 Feb 25 01:24:15    |
      XPost: alt.magick.chaos              From: https://github.com/alt-magick/Mage-The-Ascension                            Mage: The Ascension                     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              Subterfuge - You Can Hide Your Motives                     Skills:                     Crafts - Working With Your Hands              Drive - Handling The Road              Etiquette - Managing Social Situations              Firearms - Firing Guns                     [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