nMage

william

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Apr 1, 2004
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Archived from groups: alt.games.whitewolf (More info?)

After a long (8 months!) stretch of RPGless life, I've come down with
the desire to GM again and three players willing to go along.

I already know exactly the campaign I want to play, inspired by a recent
thread on RPG.net. I know the setting I want to play it in: Mage.

But I'm really tired of Mage's messy and contradictory rule set. I like
the nWoD rules. I'm not willing to wait until whenever for a system I'm
not even sure I'll like.

So I'm rewriting Mage for the nWoD rules to match what I think should be
done. A lot remains the same. A lot changes. Please, read and tell me
what you think. Help me expand them. Point out flaws and
inconsistencies. With luck, I should be running an actual game based on
these rules before the end of the month.

Unless noted otherwise, assume all rules from MageRev are in effect.

The Eight Spheres:
Forces
Fortune
Life
Matter
Mind
Prime
Space
Spirit

Each sphere has five levels.

1: Percieve
2: Influence
3: Transform
4: Control
5: Create/Destroy.

In addition, a character may have specialties. Each costs as much as a
sphere of equal level and effectively increases Arete and Sphere by its
level when dealing with that specialty (examples: Fire, Travel).


Making Rolls:

The dice a mage rolls depends on the time taken to cast the spell:
1 turn = Arete + Sphere
1 minute = (2* Arete) + Sphere
1 hour = (3 * Arete) + Sphere
6 hours = (4* Arete) + Sphere
Day or Night = (5* Arete) + Sphere
Week = (6* Arete) + Sphere
Season = (7* Arete) + Sphere

Beyond this time point, it is up to the GM.

All rolls are made as standard for nWoD - 8+ is a success, one success
means the effect succeeded.
All difficulty penalties/bonused from MRev translate to dice lost/gained
on 1 to 1 basis.
All additional successes needed from MRev translate into dice lost on a
1 to 1 basis.


The Consensus:

The Consensus is the unconscious willworking of sleepers keeping the
world the way they believe it is. All sleepers are subconsiously aware
of all existence through their avatars, but care less about it the less
closely related it is to them. For this reason, the consensus varies
across space and time (the "Here be Dragons" effect).

The Consensus

Unexpected: Would a sleeper, being told of the event by an watcher with
the normal senses, go "Of course." or "Bullshit."? Unexpected magic has
a penalty of 2 die. Heavily dependent on circumstances and the
reputation of the caster or focus used for the magic.

Witnesses:
An additional penalty is accessed for every person present and actively
disbelieving the magic. The person must be firmly certain what he is
seeing is impossible. Other mages could count, though their conception
of the possible is usually broad enough that this is irrelevant. Beware
casting in front of Mages in Quiet, however.
The penalty is:
1 die for 1 sleeper.
2 dice for 2-10 sleepers
3 dice for 11-100 sleepers
ect.

Both of the penalties above can and should be considered in reverse. A
Priest may get a bonus if a true believer is watching him, knowing he
will succeed, a Doctor performing surgery in a world-renowned hospital
gets a 2 dice bonus because success is Expected.

Paradox:
Paradox is an unconsious willworking of sleeper's avatars to punish
those who are violating their beliefs about reality. Paradox accrued is
equal to the penalty dice from the Unexpectedness and Witnesses.

Roll the paradox gained for an effect (not total pool) after each
effect. If the roll is a success, the entire pool backlashes. Otherwise
the paradox is added to the character's pool.

Example Sphere Effects:

Fortune:
Level 1: Percieve Fate, Know Fortune, Premonitions
The Mage can see if a person, place, or endevor is being influenced by
fate (ie, Dark Fate, cursed, blessed, ect). He can forsee what moves
will be lucky for him or another, adding his successes on the roll in
dice to an activity where his advice is heeded (or in straight successes
in games of pure chance). The mage can also get limited information on
future and past events of significance of person, place, thing or
concept. Without further levels of Fortune, the future forseen can not
be changed.
A mage may cast a spell that will wait (duration must be bought) until
a forseen or fated event occurs being taking effect. This spell,
however, can not divert or alter the fate itself.

Level 2: Influence Destiny, Internal Fortune
The mage can delay, hasten, or make minor alterations to a forseen
future or predestined fate. The mage can change the results of systems
involving a lot of chance (ie, win at cards.)

Level 3: Transform Fate
The mage may attempt to change significant details of a fate, but may
not control how these changes come about.

Level 4: Control Fate, External Fortune
The mage may transfer, merge or split destinies and fated futures. Fate
must still be conserved - if the President of the US was fated to die,
someone or something else of equal importance must die in its place. The
exact details and circumstanes by which fates occur is now yours to
alter as you wish. The mage may also cause complex manipulation of
random chance to give a desired result due to outside influences(ie, win
at chess due to someone your opponent knows passing by and distracting
him for a crucial move).

Level 5: Create/Destroy Fate
Fashion new fates from whole cloth and turn certainties into mere
possibilities.


Forces:

Note: to affect a force in a way directly distructive to the object
carrying that force (ie, making it rip itself in two, removing all heat
ect) you need Matter of Life as appropriate.

1. Percieve Forces
As forces 1 in MRev.

2. Influence Forces
Alter the direction of a force, but not its nature or magnitude. Ex,
you deflecting bullets, invisibility, focus light, control who hears a
sound, but you can't alter the color of light or how bright it is
(except by concentrating it).
There are many tricks that can be used at this level to simulate the
effects of higher levels with disproportionate effort.

3. Transform Forces
Alter the nature of a force, but not its magnitude. This, of course,
is highly subjective when tranforming between different forces, but in
general a sound loud enough to cause pain is equal to a light bright
enough to cause pain, ect.

4. Control Forces
Use forces in wholy unnatural ways beyond simply directing and
transforming them. Force fields which allow things to pass in only one
direction are an example of Forces 4, as is solid darkness.

5. Create/Destroy Force
You may alter the fundamental rules under which forces work and deny
their very existance or invent entirely new ones.


Life:

1. Perceive Life
You can see sickness and health, growth and death. You may add any
successes in a percieve life roll as successes on medicine rolls or dice
in athletics rolls for yourself or others who listen to your advice.

2. Influence Life
You can cause others or yourself to heal faster, grow stronger, feel
better, or succumb to otherwise minor illnesses.

3. Transform Life
You can cause dramatic changes in yourself and other living things.
This includes incredible growth/shrinking, aging or rejuvenation, and
transformations between species. However, the end point must be a real,
viable lifeform. You can, however, introduce flaws into another that
will cause quick and certain death shortly afterwards.

4. Control Life
You can instantly heal sicknesses and dying wounds, cause deaths with
no cause, and transform yourself and others into chimera.

5. Create/Destroy
You may create life without source, and create or transform into beings
whose like and abilities have never been seen before.



My hands are tired. This should be enough to give you a good idea of
where I am going with this.

William
 
Archived from groups: alt.games.whitewolf (More info?)

"William" <wilit0613@postoffice.uri.edu> wrote in message
news:2vidjdF2mf2grU1@uni-berlin.de...
> After a long (8 months!) stretch of RPGless life, I've come down with the
> desire to GM again and three players willing to go along.
>
> I already know exactly the campaign I want to play, inspired by a recent
> thread on RPG.net. I know the setting I want to play it in: Mage.
>
> But I'm really tired of Mage's messy and contradictory rule set. I like
> the nWoD rules. I'm not willing to wait until whenever for a system I'm
> not even sure I'll like.
>
> So I'm rewriting Mage for the nWoD rules to match what I think should be
> done. A lot remains the same. A lot changes. Please, read and tell me
> what you think. Help me expand them. Point out flaws and inconsistencies.
> With luck, I should be running an actual game based on these rules before
> the end of the month.
>
<snip>

Interesting rules. I've been considering my own revision of the mage
mechanics for the past few months. Unfortunately, I'll be too busy to post
them for the next few days. I'll try to write something up on Sunday or
Monday.

-Essex
 
Archived from groups: alt.games.whitewolf (More info?)

William wrote:

> Each sphere has five levels.

> 1: Percieve
> 2: Influence
> 3: Transform
> 4: Control
> 5: Create/Destroy.

So this is the thing where if you see someone lighting their cigarette
with magic, you should run away because it means they're a Master of
Forces and incredibly dangerous?

Man, they had that in Mage 1e, and they got rid of it for a reason.

No, no particularly constuctive comments right now.
--
Stephenls
Geek
"I'm as impure as the driven yellow snow." -Spike
 
Archived from groups: alt.games.whitewolf (More info?)

Stephenls wrote:
> William wrote:
>
>> Each sphere has five levels.
>
>
>> 1: Percieve
>> 2: Influence
>> 3: Transform
>> 4: Control
>> 5: Create/Destroy.
>
>
> So this is the thing where if you see someone lighting their cigarette
> with magic, you should run away because it means they're a Master of
> Forces and incredibly dangerous?
>
> Man, they had that in Mage 1e, and they got rid of it for a reason.
>
> No, no particularly constuctive comments right now.

Had you actually read the example powers of the spheres, you would have
seen that to "focus" energy is forces two.

William
 
Archived from groups: alt.games.whitewolf (More info?)

A bit of rules I forgot in my last post:

Conflicts:

Damaging others by changing their environment is handled exactly like a
firearms attack.

Directly damaging/controlling effects are contested by the appropriate
Resistance stat (GMs choice, see WoD p 202)

Yes, every die penalty taken to the roll translates into 2 levels
damage. This may only be done for directly damaging attacks.

Defense may be boosted on a 1 for 1 one basis with die penalties to the
roll. Usually this will only apply against certain types of attacks.

Basic countermagic against another's spell applies your Arete as a
penalty to their dice pool. This is a reflexive action that consumes 1
quintessence.

Altering, deflecting, blunting, or taking control of the effects of an
already spell is a contested roll between the caster and counterspeller
based on Arete + Sphere. This is a simple action for the counterspeller,
reflexive for the original caster of the spell.

Undoing an unattended spell is a simple roll with a difficulty equal to
the Arete of the casting mage plus one for every quintessence spent
casting the spell.

Modifying/taking control of an unattended spell is a simple roll with a
difficulty equal to Arete + Sphere of the casting mage plus one for
every quintessence spent casting the spell.

William
 
Archived from groups: alt.games.whitewolf (More info?)

William <wilit0613@postoffice.uri.edu> wrote in message news:<2vkdkrF2mp8dsU1@uni-berlin.de>...
> Stephenls wrote:
> > William wrote:
> >
> >> Each sphere has five levels.
> >
> >
> >> 1: Percieve
> >> 2: Influence
> >> 3: Transform
> >> 4: Control
> >> 5: Create/Destroy.
> >
> >
> > So this is the thing where if you see someone lighting their cigarette
> > with magic, you should run away because it means they're a Master of
> > Forces and incredibly dangerous?
> >
> > Man, they had that in Mage 1e, and they got rid of it for a reason.
> >
> > No, no particularly constuctive comments right now.
>
> Had you actually read the example powers of the spheres, you would have
> seen that to "focus" energy is forces two.
>
> William

I read the example, and I have to disagree that Forces 2 lets me light
my cigarette with magic. Before I use the magic, there is no flame to
focus. Thus I have to create the flame somehow. At best, it's Forces 3
(transforming some other force), but how you wrote it may require
Forces 4 or 5.

rathorne
 
Archived from groups: alt.games.whitewolf (More info?)

Seth Ruskin wrote:

> William <wilit0613@postoffice.uri.edu> wrote in message news:<2vkdkrF2mp8dsU1@uni-berlin.de>...
>
>>Stephenls wrote:
>>
>>>William wrote:
>>>
>>>
>>>>Each sphere has five levels.
>>>
>>>
>>>>1: Percieve
>>>>2: Influence
>>>>3: Transform
>>>>4: Control
>>>>5: Create/Destroy.
>>>
>>>
>>>So this is the thing where if you see someone lighting their cigarette
>>>with magic, you should run away because it means they're a Master of
>>>Forces and incredibly dangerous?
>>>
>>>Man, they had that in Mage 1e, and they got rid of it for a reason.
>>>
>>>No, no particularly constuctive comments right now.
>>
>>Had you actually read the example powers of the spheres, you would have
>>seen that to "focus" energy is forces two.
>>
>>William
>
>
> I read the example, and I have to disagree that Forces 2 lets me light
> my cigarette with magic. Before I use the magic, there is no flame to
> focus. Thus I have to create the flame somehow. At best, it's Forces 3
> (transforming some other force), but how you wrote it may require
> Forces 4 or 5.
>
> rathorne


You focus light, there's a brief flash, and you have a lit cigarette. If
you really feel like doing it without pyrotechnics you focus heat
instead. Sounds like your classic "so casual I'm showing off"
magic-zippo to me.

William
 
Archived from groups: alt.games.whitewolf (More info?)

As promised, here is a rough draft of my new mage rules.
*****************
The SEVEN Spheres of Magic

My first major problem with the old system was that the nine spheres did not
seem to truly "click" together as a whole. The in-game explanation for how
they flowed into each other seemed somewhat forced. Looking the spheres over
I decided that Entropy and Prime were not truly needed and that by
eliminating them the entire system worked better. Entropy's capacity for
prediction can be handled by time (linked to other spheres where necessary)
while it's capacity for encouraging or preventing various forms of decay can
be handled by other spheres entirely (ie. making an object rust is simply a
damaging attack with a special effect applied while preventing an object
from being affected by wear and tear is simply a type of protective ward).
As for Prime, it's entry reads as a hodge-podge of vaguely related effects
which mostly boil down to creating something from nothing, manipulating
quintessential energy and metaphysically empowering things. It's function as
a conjunctive sphere that allows a character to create something from
'nothing' is not necessary. Magic does not need to follow the conservation
of matter/energy principle; if you want to create something from nothing
then, with the proper level in the appropriate sphere, you can do so.
Prime's capacity to manipulate quintessential energy can be dealt with by
eliminating quintessence; certain aspects of quintessence and the act of
metaphysical empowerment can be absorbed by the Spirit sphere.

Having detailed where the old sphere system went wrong, I propose this new
system:

The seven (a metaphysically significant number) spheres of magic form a
triangle (a metaphysically significant shape). One corner of the triangle is
formed by the spheres of Space and Time. These "Framework" spheres define
the universe in which we exist. The second corner is formed by the spheres
of Matter and Energy. These "Pattern" spheres define the physical contents
of the universe. The pinacle of the triangle is formed by the spheres of
Mind and Life. These "Vital" spheres define the inhabitants of the universe
as something greater than mere matter and energy. The center of the triangle
is home to the Spirit sphere, which is tied to the "Soul" of the universe
and all which dwells within it.

The basic properties of the spheres are as follows:

Sphere: Space

Level 1 Sense Localized Space (perceive your local environment and any
spatial disturbances within it)

Level 2 Perceive Distant Space (can be combined with another sphere if you
want to track a specific person/object/etc.)

Level 3 Expand/Contract Space (increase or shorten distances, shrink or
expand things [requires other spheres for most uses])

Level 4 Bend/Twist Space (teleportation)

Level 5 Fold/Spindle & Mutilate Space (things so wierd and esoteric that
they hurt my head to think about)

Sphere: Time

Level 1 Sense Current Time (know what time it is and sense temporal
disturbances [Space is needed to sense distant disturbances])

Level 2 Perceive Past & Future (can be combined with another sphere if you
want to track a specific person/object/etc.)

Level 3 Speed/Slow Time (make things go fast or slow)

Level 4 Bend/Twist Time (time travel)

Level 5 Fold/Spindle & Mutilate Time (things so wierd and esoteric that they
hurt my head to think about)

Sphere: Matter

Level 1 Sense Matter (size, weight, composition, etc.)

Level 2 Shape Matter (may be used to slowly move objects by reshaping them
in the proper manner)

Level 3 Transmute Matter (turn gold into peanut butter)

Level 4 Create/Destroy Matter (make something out of nothing)

Level 5 Create Exotic Matter (things so wierd and esoteric that they hurt my
head to think about)

Sphere: Energy

Level 1 Sense Energy (type, amount, etc.)

Level 2 Transfer Energy (ie. focus a lot of heat onto one location to light
a cigarette)

Level 3 Transform Energy (change one type of energy into another)

Level 4 Create/Destroy Energy (make something out of nothing)

Level 5 Create Exotic Energy (things so wierd and esoteric that they hurt my
head to think about)

Sphere: Mind

Level 1 Sense Mind (are there thinking beings present? Combine with Space to
follow a single person)

Level 2 Tweak Mind (read minds, distract minds, confuse minds)

Level 3 Alter Mind (full out mind control and thought editing)

Level 4 Create/Destroy Mind (make something out of nothing, but still needs
some type of body)

Level 5 Create Alien Mind (things so wierd and esoteric that they hurt my
head to think about)

Sphere: Life

Level 1 Sense Life (type, health, etc.)

Level 2 Tweak Life (inflict/heal bashing damage, induce nausea, etc.)

Level 3 Alter Life (regeneration, gills, shapechanging)

Level 4 Create/Destroy Life (BWA-HA-HA!!! It's Alive!!!)

Level 5 Create Alien Life (things so wierd and esoteric that they hurt my
head to think about)

Sphere: Spirit*

Level 1 Sense Spirit (sense a free floating spirit or combine with other
spheres to sense spirit space, spiritually awakened objects, spiritual
beings, etc.)

Level 2 Injure Spirit (attacking a person or object on a spiritual level
seldom leaves useful forensic evidence)

Level 3 Awaken/Alter Spirit (awaken something on a spiritual level)

Level 4 Create/Destroy/Bend/Twist Spirit (make a spirit from nothing or warp
spiritual reality)

Level 5 Create/Fold/Spindle/Mutilate Exotic Spirit (things so wierd and
esoteric that they hurt my head to think about)

*Note - if you want any other sphere to affect things on a spiritual level
then you must combine that sphere with an equal level of the Spirit sphere
(ie. Spirit/Energy affects electricity elementals, Spirit/Matter affects
spirit objects and Spirit//life affects spirit animals). As a result of it
being at the center of the triangle of creation, almost every use of the
Spirit sphere will be conjunctional (So having more dots in Spirit than in
any other sphere is mostly a waste of time).

Want to travel to the spirit world? There are several standard ways. Space
3/Spirit 3 lets you exploit tiny weaknesses between the layers of reality to
slip through a hole into the spirit realm (level 4 in both spheres lets you
outright teleport to the spiritual realms). Mind 3/Spirit 3 lets you
spiritually awaken a mind and astrally project it. Life 3/Spirit 3 lets you
transubstantiate flesh into disembodied spirit matter.

*****************

Using Magic:

When casting a spell a mage may roll a number of times equal to 3 + his
level of the Avatar merit (see below).

Roll a number of dice equal to Arete + highest sphere - 1/conjunctional
sphere -1/two continuing effects - injury penalty + or - casting speed -
blatancy + specialty focus (optional) + unique focus (optional) + rote
(optional) + willpower (optional) + assistant bonus (optional)

Arete ranges from 1 to 10

Spheres range from 1 to 5

Each sphere used beyond the first gives -1 die to the dice pool

Every two continuing effects give -1 die to the dice pool

Injury penalties DO interfere with spellcasting

Casting Speed

(Full Ritual) 1 hour/roll = +5 dice

(Fast Ritual) 1 minute/roll = +2 dice

(Combat Casting) 1 combat round/roll = no bonus or penalty

(Fast Casting) casting during or as part of another action = -2 dice (ie.
using a punch as a focus or muttering a prayer for accuracy while shooting)

Blatancy - as no two people ever seemed to agree on the entire
vulgar/coincidental system and the system itself was full of contradictions
(why is using matter 1 to see through a wall coincidental instead of vulgar
without witnesses?), I have scrapped the system and replaced it with the
Subtle/Blatant system. This system is based both upon how strange the
observable results of your magic would seem to a joe-average bystander (a
test which will undoubtably bring a new round of arguments) and how many
such bystanders view the effect.

Blatancy Factor & Example

0 (Subtle) Creating a pair of jeans that fit you perfectly in a pile of
similar clothes in an appropriate clothing store.

1 (Odd) Creating a pair of jeans that fit you perfectly in a pile of
dissimilar clothes in an inappropriate clothing store (ie. petite woman & a
big and tall men's shop).

2 (Strange) Creating a pair of jeans that fit you perfectly in a pile of
unrelated items at a hardware store.

3 (Freakish) Creating a pair of jeans that fit you perfectly in a pile of
elephant manure at the zoo.

4 (Blatant) Creating a pair of jeans that fit you perfectly in a pile of
football players on the 30 yard line during an ongoing football game.

0 witnesses = -1/2 die x blatancy factor (round down)

1-2 wintesses = -1 die x blatancy factor

small group of witnesses (up to a dozen) = -2 dice x blatancy factor

medium group of witnesses (a few dozen) = -4 dice x blatancy factor

large group of witnesses (hundreds) = -7 dice x blatancy factor

huge group of witnesses (thousands) = -11 dice x blatancy factor

massive group of witnesses (live national TV) = -16 dice x blatancy factor

A Specialty focus grants +1 dice

A Unique focus grants +2 dice (as a unique focus is almost certain to be a
specialty focus this grants a total of +3)

A rote is an especially well practiced and narrowly defined spell. Players
start with 1 rote/sphere and can buy additional rotes at 1 experience
point/level + 1/conjunctional sphere. A rote grants +2 dice and may be
purchased three times for an additional +2 dice each time. (ie. Bob loves
making things burn. He creates a spontaneous human combustion rote and buys
it three times. He gains a +6 to all attempts to make humans spontaneously
combust).

Spending Willpower grants the standard bonus to rolls

A trained assistant with the capacity to cast the same spell that you are
casting adds half of his successes to your roll. A trained assistant who has
access to all of the necessary spheres at insufficient levels to cast the
spell himself grants +3 dice to your roll. A trained assistant who has
access to sphere magic but who lacks skill in any or all of the necessary
spheres grants +2 dice to your roll. A trained assistant without access to
sphere magic adds +1 die to your roll. All others grant no benefit (but may
wind up counting against Blatancy).

Successes are used as follows (use any that apply):

RANGE:

Self/Touch = 0

Close (a few feet) = 1

Line of Sight = 2 (anything beyond this distance requires use of Space 2)

A City = 4

A Mid-Sized State = 7

The United States = 11

Earth = 16

Lunar Orbit = 22

Inner Solar System = 29

Outer Solar System = 37

Beyond the Solar System = 46

DURATION:

1 Instant = 0

1 Minute = 1

1 Scene = 2 (anything beyond this duration requires use of Time 2)

1 Hour = 4

1 Day = 7

1 Week = 11

1 Month = 16

1 Year = 22

1 Decade = 29

1 Century = 37

1 Millennia = 46

TARGETING:

Self = 0

1 Target = 1

Multiple Targets = 2/Target

Area Effect = 1/Five feet of diameter

WEIGHT AFFECTED: (making/altering objects only)

Trivial (paper clip) = 0

Small (a few ounces) = 1

Medium (a few pounds) = 2

Large (dozens of pounds) = 4

Massive (hundreds of pounds) = 7

Huge (thousands of pounds) = 11

Enormous (tens of thousands of pounds) = 16

Colossal (battle ship sized) = 22

Even Bigger (skyscraper sized) = 29

Even Bigger (city sized) = 37

Even Bigger (absurdly big) = 46

ENERGY AFFECTED: (making/altering energy only)

Trivial (spark) = 0

Small (candle) = 1

Medium (torch) = 2

Large (fireplace) = 4

Massive (bonfire) = 7

Huge (power a house) = 11

Enormous (power an office building) = 16

Colossal (power a suburban block) = 22

Even Bigger (power a skyscraper) = 29

Even Bigger (power a city) = 37

Even Bigger (power a nation) = 46

DAMAGE INFLICTED:

2 Bashing* = 1

1 Lethal** = 1

1 Aggravated*** = 2

1 Temporary Willpower**** = 1

* Requires Space 3, Time 3, Matter 2, Energy 2, Life 2 or Spirit 2

** Requires Space 4, Time 4, Matter 2, Energy 2, Life 3 or Spirit 3

*** Requires Space 5, Time 5, Matter 4, Energy 3, Life 3 or Spirit 4

****Requires Mind 2

DAMAGE HEALED/REPAIRED:

1 Bashing* = 1

1 Lethal** = 2

1 Aggravated*** = 3

*Requires Matter 2, Life 2

**Requires Matter 3, Life 3

***Requires Matter 4, Life 3

*****************

Paradox:

A failed spell garners a number of points of paradox equal to the blatancy
factor of the effect.

A successful spell garners a number of points of paradox equal to the
blatancy penalty that the mage took while casting the spell (yes, this means
that a mage can get 64 points of paradox at once).

Whenever a mage gains paradox he immediately rolls his accumulated paradox
as a dice pool. Every success subtracts a point from the pool and inflicts a
point of bashing damage.

So long as a mage has any points in his paradox pool, every time he makes a
roll for anything other than magic, he must roll his paradox pool first.
Successes are subtracted from both the paradox pool and from whatever dice
pool he was rolling at the time. The universe does not like it when people
push it around, and it will continue to push back until the karmic scales
are balanced. (Note that the player should not be allowed to burn off the
paradox by making frequent meaningless rolls. The Storyteller should limit
rolls to significant undertakings).

Should a mage, through his actions, manage to increase the blatancy of an
ongoing effect (ie. using sensory magic [normally blatancy 0] to
successfully perform a klein psychic potential test [blatancy 2]), the
increase is immediately added to the paradox pool and triggers a paradox
backlash as noted above (smart mages will either keep their effects short or
downplay the strangeness of their ongoing effects).

Paradox fades naturally at the rate of 1 point each day that no paradox is
garnered.

*****************

Making Magic Items:

1 shot items:

Requires 1 hour/roll (same limit as normal spellcasting) but gains no bonus
to spellcasting because of the casting speed. Divide successes by 2. The
item's user gains any paradox for using it.

Requires 40 hours of effort/roll (does not need to be made all at once) and
a point of Permanent Willpower but gains no bonus to spellcasting because of
the casting speed. Divide successes by 3. The item's user gains any paradox
for using it AND the item stores up accumulated paradox until it exceeds the
total number of magical successes stored in the item, at which point the
item breaks. Paradox bleeds off of an item at the same rate as it dissipates
for a mage. (Note that although a mage could turn himself into a magic item
this would not be wise as a sufficient amount of paradox would instantly
kill him).

*****************

Creating Characters:

Mages start with 1 dot of Arete and can purchase up to two additional dots
with the High Arete merit (two dots or four dots). Arete does not limit
sphere level (this is important because of the sorcerer rules below) but
spheres may not start at higher than 3rd level.

Starting mages receive 5 dots spread among the spheres and receive a free
rote for every sphere. Each time a mage gains access to a new level of a
sphere he gains a free rote for that sphere level.

The Node merit (1 to 5 dots) grants +1 die/level of the merit (max. +5) to
spells cast at the node. The Avatar merit (1 to 5 dots) allows the mage
additional rolls for extended spellcasting equal to the level of the merit
(without the merit you can only roll three times for an effect).

*****************

Creating Sorcerers:

Sorcerers are mages with an Arete of 0. They receive 3 dots spread among the
spheres and receive two rotes per sphere. They may purchase additional rotes
and spheres at double the cost of a mage. Sorcerers may only cast rotes and
may never learn any sphere (and therefore cast any rote) at higher than 3rd
level. In compensation, because their magic is less invasive than that of a
fully awakened mage, a sorcerer suffers only half of the normal casting
penalty and accrued paradox for Blatancy.

Should a sorcerer ever achieve an Arete of 1 he instantly becomes a fully
awakened mage. He keeps his current spheres and rotes. He learnes new
spheres and rotes as a mage and suffers blatancy as a mage.
 
Archived from groups: alt.games.whitewolf (More info?)

>
> Roll a number of dice equal to Arete + highest sphere - 1/conjunctional
> sphere -1/two continuing effects - injury penalty + or - casting speed -
> blatancy + specialty focus (optional) + unique focus (optional) + rote
> (optional) + willpower (optional) + assistant bonus (optional)
>

Oops. I just realized that this formula makes Sphere 5 effects easier to
cast than Sphere 1 effects. Change "+ highest sphere" to "+ (6 - highest
sphere)"

-Essex
 
Archived from groups: alt.games.whitewolf (More info?)

In general I like your ideas, except for eliminating quintessance as a
concept. I can see the point, but am too fond of some of the interesting
complications Prime manipulations allow. However, as devils advocate,
with the elimination of both Prime and Entropy I see some significant
effects that need to be handled somehow:

A blessing of a charmed life (avert all minor harms for a given time). A
common charm/blessing in stories.

Insure that the next card drawn is an Ace.

Change the metaphysical importance of a place.

Bind two people so that their fates will always be intertwined.

Enchant an object.


William
 
Archived from groups: alt.games.whitewolf (More info?)

William wrote:

> In general I like your ideas, except for eliminating quintessance as a
> concept. I can see the point, but am too fond of some of the interesting
> complications Prime manipulations allow. However, as devils advocate,
> with the elimination of both Prime and Entropy I see some significant
> effects that need to be handled somehow:
>
> A blessing of a charmed life (avert all minor harms for a given time). A
> common charm/blessing in stories.
>
> Insure that the next card drawn is an Ace.
>
> Change the metaphysical importance of a place.
>
> Bind two people so that their fates will always be intertwined.
>
> Enchant an object.
>
>
> William
>
>
>

Also, what spheres would you need to deal with the souls of the dead? Is
it simply spirit, or something more? Not that canon mage handles this
all that well either.

William
 
Archived from groups: alt.games.whitewolf (More info?)

Essex wrote:
> The SEVEN Spheres of Magic
I really love this. I am still not sure about the choice of the spheres,
since it is still fairly hermetic, but you have made them so much more
cohesive. They are spheres I would love to play with (no pun intended) and
do cover most magical concepts. Blatancy is a definate improvement in
clarity, but still open for interpretation. Rotes and assistants have a
clear purpose. Also, you made the gaining of paradox logical!

Generally you have included everything. Naturally I want to tweak it, but
the framework you put down is incredibly strong. The only things which I
think need rethinking is the actual magic roll (still slightly confusing)
and mind magic (do you really want full telepathy at level 2 and full mind
control at level 3?). But those are trivial really. Well done.


--
Picks-at-Flies
"Those with the darkest imaginations have now become the most powerful."
- The Power of Nightmares (BBC)
http://www.werepenguin.net/
 
Archived from groups: alt.games.whitewolf (More info?)

"Picks-at-Flies" <aidan@nospam.werepenguin.co.uk> wrote in message
news:cnivp6$5gp$1@news8.svr.pol.co.uk...
> Essex wrote:
>> The SEVEN Spheres of Magic
> I really love this. I am still not sure about the choice of the spheres,
> since it is still fairly hermetic, but you have made them so much more
> cohesive. They are spheres I would love to play with (no pun intended)
> and do cover most magical concepts.

The system does read as very hermetic, but I wanted to give some sort of
context beyond pure mechanics. Simply treat all of the talk about triangles
of creation and the power of the number seven as in-character paradigm info.

> Blatancy is a definate improvement in clarity, but still open for
> interpretation.

True. Driving home from work I was considering having Blatancy determined
either by what unawakened witnesses actually see if there are any present or
on what a bored hypothetical person standing several feet away and not
paying attention (a decent explanation of the effects of the consensus)
would likely see if there are no true witnesses.

> Rotes and assistants have a clear purpose.

And, if you noticed the part on sorcerers, both rules apply to them as well.
I feel that applying the same general system to sorcerers as to mages makes
things more simple, and offers the benefit of allowing the two types of
magic users to collaborate more easily.

> Also, you made the gaining of paradox logical!

Do you mean the act of gaining paradox or the effects of paradox? The thing
about the previous version of mage that annoyed me was how paradox seemed
like "wacky wild surges" that required a lot of storyteller effort to keep
from becoming silly or dadaist. Having Paradox apply penalties to mundane
actions seemed like a simple yet effective way to fix the problem.

> Generally you have included everything. Naturally I want to tweak it, but
> the framework you put down is incredibly strong. The only things which I
> think need rethinking is the actual magic roll (still slightly confusing)

True, but I was trying to include every reasonable modifier into the
formula. I probably should have used the same format as the new WoD book: a
simple formula followed by a bunch of modifiers seperate from the actual
formula.

> and mind magic (do you really want full telepathy at level 2 and full mind
> control at level 3?).

I'm not certain as I haven't playtested the system. Perhaps requiring
successes equal to the victim's will (or a multiple thereof)?

> Well done.
> Picks-at-Flies

Thanks

-Essex
 
Archived from groups: alt.games.whitewolf (More info?)

I am not Essex, but I would imagine:
> A blessing of a charmed life (avert all minor harms for a given
> time). A common charm/blessing in stories.
Life, or Life & Spirit.

> Insure that the next card drawn is an Ace.
Space or Matter

> Change the metaphysical importance of a place.
Space and Spirit.

> Bind two people so that their fates will always be intertwined.
Life and Spirit. I would imagine Space and Time would both be useful here.

> Enchant an object.
Matter.

Yes, I thought of most of these too!

> Also, what spheres would you need to deal with the souls of the dead? Is
> it simply spirit, or something more? Not that canon mage handles this all
> that well either.
No it doesn't. According to the system, Spirit is always conjunctional so
out of the 6 I would go for ... rolls dice... Time.


--
Picks-at-Flies
"Those with the darkest imaginations have now become the most powerful."
- The Power of Nightmares (BBC)
http://www.werepenguin.net/
 
Archived from groups: alt.games.whitewolf (More info?)

"Picks-at-Flies" <aidan@nospam.werepenguin.co.uk> wrote in message
news:cnkc23$j62$1@newsg2.svr.pol.co.uk...
>I am not Essex, but I would imagine:
>> A blessing of a charmed life (avert all minor harms for a given
>> time). A common charm/blessing in stories.
> Life, or Life & Spirit.

Life could grant health. Energy could blunt attacks. Spirit/Mind could bind
a literal guardian spirit. All should use Time if you want them to last for
an extended period. It may be easiest to turn the person into a Subtle magic
item and hope that his extreme luck does not make him stick out enough that
he becomes Blatant, as this would create the risk of a lethal paradox
overload.

>> Insure that the next card drawn is an Ace.
> Space or Matter
>
>> Change the metaphysical importance of a place.
> Space and Spirit.
>
>> Bind two people so that their fates will always be intertwined.
> Life and Spirit. I would imagine Space and Time would both be useful
> here.

Combining Life and Space could serendipitously draw two specific individuals
together frequently whenever they get within the spell's range of each
other. Such a spell would have been more useful before the advent of modern
travel patterns.

>> Enchant an object.
> Matter.

I'd either combine Matter with Spirit to awaken the object or just turn it
into a magic item using the rules that I included.

>> Also, what spheres would you need to deal with the souls of the dead? Is
>> it simply spirit, or something more? Not that canon mage handles this all
>> that well either.
> No it doesn't. According to the system, Spirit is always conjunctional so
> out of the 6 I would go for ... rolls dice... Time.

Not quite. ALMOST every use of Spirit will be conjunctional. It is
theoretically possible to use Spirit without a conjunctional sphere, but is
likely to involve things so esoteric that they would have little practical
effect anyway. I had toyed with the idea of having nonconjunctional Spirit
use a few minor aspects of Prime but worried that this would render Spirit
too powerful. Under such a definition, Quintessence would simply be a
totally pure spirit power that is neither matter nor energy (in other words,
Gnosis).

-Essex
 
Archived from groups: alt.games.whitewolf (More info?)

> Also, what spheres would you need to deal with the souls of the dead? Is
> it simply spirit, or something more? Not that canon mage handles this all
> that well either.
>
> William

Spirit/Mind would allow you to interact with them mentally. Spirit/Life MAY
interact with their Corpus; if not then Spirit/Matter would probably work
(or you could just use Spirit/Matter to enclose them in a box of
metaphysical substance. Space could let you mess with them indirectly while
Time could let you slow them down (both should work without Spirit but may
be more effective with it. Spirit/Energy can create effects that could
injure them (or just kinetically shove them around).

Of course, given the feeling of paranoid uncertainty in the new WoD,
characters should likely not know what approach will work until they try it.
After all, something that SEEMS like an entirely reasonable course of action
may in fact be a horrid mistake.

-Essex
 
Archived from groups: alt.games.whitewolf (More info?)

<quote>
Blatancy - as no two people ever seemed to agree on the entire
vulgar/coincidental system and the system itself was full of
contradictions
(why is using matter 1 to see through a wall coincidental instead of
vulgar
without witnesses?), I have scrapped the system and replaced it with
the
Subtle/Blatant system.
</quote>

I really liked that comment.

As for the rest of the rules, they will provide much food for thought.
I won't comment on them without thinking about them quite a bit.