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|    Message 90,048 of 90,437    |
|    Street to All    |
|    Mage: The Ascension (Full Text File) (2/    |
|    15 Feb 25 01:24:15    |
      [continued from previous message]              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       adds a bonus to your Arete roll for a spell Meditation is required to       regain Quintessence. 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 determined by the Storyteller. 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.       Successes are added to your Arete roll up to a +3. If there isn't time       for a full ritual, magical tools can add a +1 bonus.                     Successes                     Simple magic requires only one success, two successes are required for       more powerful magic, and larger effects can take even more.                     Botches                     If a Mage rolls a failure when casting a spell & they also roll snake              [continued in next message]              --- SoupGate-DOS v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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