The question echoes , , , and For simplicitys sake, however, well through four editions of Mage: The Ascension, default to mage, magick, and so forth throughout this book often with good reason. Mages greatest rules- without making distinctions between types of mages or the based asset its flexible, personalized magick differences between mystic magick and Enlightened Sciences. Both feats can be found in Mage 20 into a newt; how long until he gets better?
Computer-specific rules can also be found The Arts are theoretically infinite. Even so, certain classic in The Book of Secrets, Chapter Two, although computers bits turn up again and again in mystic legends and Mage and information technology have become a common focus chronicles.
And although the Common Magickal Effects chart instrument for all kinds of feats. Aside from bits of flavor text that show appropriate following entries can answer questions and suggest possibilities glimpses into a mages world, theres no setting or character for certain elaborate feats of Awakened Will. Our tone may be playful or snarky in places, possible act of magick you and your fellow players can imagine.
Part of the fun of Mage: The Ascension involves save the poetry for other occasions. Each mage has her own way of doing things, and each Mage player employs an individual approach Finding Your Way to magick. Youll come up with things we hadnt even dreamed The following sections have been divided up into a selection of.
Even so, this book features a wide array of magickal feats of broad categories, based upon what the mage in question is transformation, influence, martial arts, and so on.
That chapter, might employ in one form or another. Rather than having a in turn, features an array of sub-chapters based around certain Hermetic summoning ritual entry, for example, this book has a reality-altering feats: section that deals with many aspects of Summoning, Binding, Bargaining, and Warding the basic systems, the essential Conjuration, Transformation, Shapechanging, and Traits, the game systems involved when making a pact with an Modification, which deals with the creation and Umbral entity, and the tactics smart mages use in order to avoid modification of inanimate objects and living creatures.
Although most of the basic feats can the raw forces of Nature. Unless otherwise noted, the following entries cover the Enhanced Perceptions, which explores farsight, rules for any mages practice. A Black Suit, an alchemist, a rock prophecy, aura-reading, magickal detection, and the star, and a witch would all use the same game systems when simple yet underrated powers of basic Sphere perceptions.
For details about those stylistic differences and the way your characters use them, see Focus and the Arts in Mystic Travel, which shows some of the ways in which Mage 20, Chapter Ten, pp. Necromancy, which explores the many Arts of the Dead.
Summoning, Binding, Bargaining, and Warding, wherein the hazardous traditions of spirit-entities are discussed and described. Time Distortion and Travel, which unravels the confounding puzzles of temporal Arts. Uncanny Influence, which describes the systems behind enchantment, possession, exorcism, illusions, and more.
Each section features The Basics behind that type of magick, followed by various entries that deal with specific permutations of the feat in question. As always, the Storyteller has the final say about whether or not a given trick or procedure works in his chronicle. Although theres a section that deals with time travel, for example, your Storyteller may rule that player characters cannot travel backwards through time, period.
In such cases, then, the Storyteller can overrule the systems given in this book. We advise against doing that unless theres a really good reason, if only for consistencys sake; players must be able to count on the official rules, after all, if only to a certain extent.
Still, if youre running a game with house rules that contradict the systems presented in this book, its ultimately your game and thus, your rules that matter most. Systems and Editions Speaking of rules and contradictions The following systems are based in the Mage 20th Anniversary rules.
When in doubt, default to Mage 20, Chapter Ten. Use what feels right for your chronicle, especially when those tricky questions like but how long does that magickal thunderstorm last? And if or when the following rules interfere with your chronicles flow, consider dropping them, modifying them, or otherwise adjusting things to suit the tone of your particular chronicle.
Magick, after all, has many rules but few absolutes. Those who dont believe in magic will never find it. He remembers the moment just before it happens: a tight second Paolo? Around him, the leaping figures hold their Huh? The baseball hovers in the path Dont you wanna leave yet?
Rebecca stands over him as the of the bat, its doomed trajectory prophesied by the expression on the shadowed bleachers empty out. The arc lights illuminate a field spotted batters face.
The angle of his lunge. The muscles in those frozen arms, with after-game debris, human and otherwise. Yeah, he says, shaking off the frozen moment that happened Itd be a simple matter, Paolo knows, to freeze this second that, three hours ago.
Yeah, lets go hit Chuckies too. Im starving. My treat. Maybe walk out on the field and pluck the baseball out of its trajectory. Itd be a mercy for the poor thing, wouldnt Rebecca crosses her arms. An amused expression plays across her it? I mean, that batter knocked the fuck out of that baseball. Maybe face. Lost track of time again, huh? Paolo asks, all innocence. Nah that never happens to me. Moments of Magick You know those moments the feats that uncanny Thing to step through Such are the moments that define words like magick or wizardry in the epitomize the Awakened Arts.
And although the trappings popular imagination: the enchanter who depend upon a given mages focus see Focus and the Arts in breaks a persons will with a hypnotic glare; Mage 20, Chapter Ten , those moments hold primal appeal the gizmo-slinging inventor crafting grand in any game about magick and the people who use it.
The mage in question might dazzling designs help a chanting magus rip use wings or a jetpack instead of a broom, but its reasonable down the walls between worlds and allow some to assume that you want her to fly.
That way, when your In game terms, all Mage magickal Effects are cast the mage shapeshifts, steps back through time, or makes a group same way: of people drop into instant slumber, you know how to use those elusive Spheres and die rolls to make the moment come Check the Sphere entries or the Common Magickal alive. Although we cant present every possible act of magick Effects chart in Mage 20, Chapter Ten, to see what you here, the following sections take broad categories of classical can do, and then figure out which Spheres and Sphere feats and then break them down into the essential die rolls, Ranks youll need in order to do what you plan to do.
Spheres, successes, and so forth. Describe what your character is doing and how shes getting Unless otherwise noted, the rules and charts referred to it done in terms of the story and that mages paradigm, throughout this chapter come from Mage 20th Anniversary practice, and instruments that is, in terms of her focus.
Edition, Chapter Ten. So when the text says check the Optional Dividing Successes Rule chart, thats the chart on Determine whether the Effect is coincidental or vulgar. The answer will set the difficulty of your roll. The details and poetry come from your imagina- usually vulgar. When your cyborg pops her fangs, your blood-working Roll your characters Arete Trait.
Large Effects demand berserker channels his inner beast, or your medicine trickster large numbers of successes. See the Magickal Feats chart opens herself to the spirit of the Wolf in order to grow sharp for the suggested Base Successes, and remember that fangs, the Spheres they employ are pretty much the same; the extended rolls are usually an option.
Rules just All of the following sections build upon that foundation. The heart of the Regardless of the specific details, permutations, and Effects, magick, as weve often said, is you.
Optional Rule: A Bit of Spirit? The example of the Wolf-channeling shaman touches on an interesting question from an online Mage forum: Do you need to use the Spirit Sphere if youre playing a character whose miracles come through her connection to the spirits? The example in that forum came from the magnificent animated series Avatar: The Last Airbender, and the question of whether a bender was using Forces and Prime alone or whether the spiritual element of the bending Arts required the Spirit Sphere as well.
As an optional rule, assume that a mage whose reality-bending Arts involve her connection to the spiritual essence of the world as a bender would in the Avatar series needs a Spirit Sphere Rank of 2 or better the Touch Spirit Effect , in addition to any other Spheres she might employ.
The player could also add Prime 2 in order to inflict aggravated damage with those fangs. If the character actually channels Umbral entities, opens gateways, or performs other acts of big magick, then of course the required Spirit Rank depends upon the feat in question.
Our shaman needs only Spirit 2 to call upon her connection to the essence of wolfishness; if she wants to call up an embodiment of Wolf, however, then shed need to use Spirit 3 or better. This option applies to all sorts of Effects.
If the shaman invokes spirits of decay in order to use Entropy Effects, she should have Spirit 2 in addition to the Entropy Sphere.
If she calls upon the essence of Chronos in order to slip through time, add Spirit 2 to the Time Sphere Rank involved. The rule also applies to rotes built for a spirit-rooted practice. A shamanic spell simply wont work for someone who has no innate understanding of the spirit world. Any mage with Life 3 can grow fangs, but the ceremony in which a mage invokes the power of Wolf requires a level of spiritual comprehension that a purely materialistic mage wont grasp.
Ultimately, a mages methods depend upon her focus that combination of paradigm, practice, and instruments that guides a mages Awakened will and knowledge. Thus, a spiritual mage will use a spiritual focus which is not, by the way, the same thing as a religious focus. A Void Engineer might not be religious, but his focus is certainly spiritual in the sense that Dimensional Science deals with spirit worlds.
And so, yes, Dimensional Science does count as the Spirit Sphere under this rule. It stands to reason that any mage whose practice depends upon spiritual connection is going to have a Spirit Rank of at least 2, so that Sphere requirement is no big deal for the player and character in question. This way, though, you can reflect the difference between a mage or the rote that manipulates elemental physics and a mage or spell that manipulates the elements through a spiritual connection to their essence.
A Matter of Success odds. Titanic feats require titanic efforts, with catastrophic Just because a feat is possible doesnt mean its easy. The penalties for failure. Thats especially true of vulgar magicks, godlike power of the Spheres is often balanced by the effort in which godlike feats can blast a mage to atoms even if she necessary to accomplish great things and when those great succeeds.
What looks simple on paper can be damned near things involve displacing the momentum of consensual reality, impossible to perform.
In the Mage 20 rulebook, the section called Rituals, Rolls, For players entranced with the idea of turning werecritters and Extended Successes details the process of gathering large into silver with a mere glance and for Storytellers appalled by numbers of successes.
See Chapter Ten, pp. As shown on the Magickal 3 in any case. Thus, epic feats of magick face epic challenges Feats chart in Mage 20 Chapter Ten, p. Yes, mages can be among the most powerful denizens of Enlightened Will are easy. Bigger feats, however, demand larger the World of Darkness.
Given the matter of successes and dif- numbers of successes typically gathered through extended ficulties, though, theyre not likely to turn the Vampire Prince rolls that, in turn, demand continued success against heavy of Las Vegas into cream cheese anytime soon. To transform the shape of a simple organism bug, plant, Hey-yah! To transform complex organisms dog, whale, elephant, etc. To create a complex form, or to transform one into another complex form, use the appropriate Spheres.
Creating a cat from scratch, say, would require Life, Skin tingles, sliding into unfamiliar shapes. Prime, Mind, and if you wanted that cat to have an Red fur blossoms like soft grass the color of dark flame.
Changing that cat into a Fingers and toes curl, their nails thickened into claws. Arts of Change If youre trying to create, or shapeshift into, a living being Whether theyre turning men into mice or suitcases into that has dramatically unusual properties fire-breath, missile-launchers, mages love to transform things.
In game invisibility, the ability to levitate without wings, etc. Such abilities typically use one point of Quintessence per application one point to levitate, one point per The process is simple: blast of fire, and so forth see p.
The Basics If youre trying to change more than one thing at a time, To conjure basic material from nowhere, combine the either add more successes, or else check the Optional appropriate Sphere with Prime 2.
Generally, each new target demands one more success than the usual To transform one form into something else thats gov- base amount. If you need five successes to change a erned by the same Sphere, like a cat into a tree, use the tiger into a mouse, then changing three tigers into mice appropriate Sphere at the appropriate Rank.
To change one thing into another thing governed by Assume that something thats either conjured from raw a different Sphere, like a cat into water, combine the energy or transmuted into a different form returns to its appropriate Spheres in this case, Life and Matter.
See the Base Damage or Duration chart. A time-trigger see To transform your own shape, use Life 3 minor alter- Time 4 can set conditions around this reversal, and a ations or 4 major alterations. Base Successes for Transformation and roleplaying, not in game-systems.
No one really needs to As shown on the Magickal Feats chart, transformations keep track of the number dots of Murderous Resonance that the require between two and five successes: new-forged mouse possesses, but the Storyteller might describe the re-formed killer as a twitching bundle of compressed rage, Two successes for a mage to change herself into a fairly watching the world with evil red eyes and a seething sense of bloodlust.
That Three successes for that mage to change herself into a tiger-lady will be sleek, muscular, and tawny, with long nails radically different shape woman to mist ; and a tendency to snarl. The murderer will be more likely to change into an especially nasty black rat unless the mage spe- Four successes to change another character into a fairly cifically wants to make him cute and tiny. Also, a transmuted similar shape man into pig ; organism retains its original mind and memory, at least for a while, unless the mage takes extra measures to replace that Five successes or more to change that other party into mind with another one.
The killer-mouse remains a man in a radically different shape man into cobblestone. Partial Transformations Either intentionally or by accident, a mage can transform Shapechanging someone halfway giving him goat-legs and a human torso, for example, or manifesting jaguar claws at the end of other- Mastery of living organisms is one of the most complex wise-human arms.
Game-wise, this involves rolling at least half applications of the Arts and Sciences. The most accomplished of the usual successes needed. For, say, Jennifer Rollins to give Life-mages spend most of their time delving into the possibilities herself jaguar claws, shed need only one success; to give Jinx of such feats. Even then, the potential complications are endless. One slipped gene or muscle-fiber can have many unpredictable effects. In game-terms, botched rolls create horrific mutations.
The minor alterations applications of Life 3 or, for other At the Storytellers option, even a failed roll can have nasty, if complex organisms, Life 4 can also be used for apparently initially invisible, consequences; sure, you didnt think youd partial transformations, too. If Jennifer wants claws, she changed anything, but you didnt spot that altered bone-struc- could simply use Life 3, to grow jaguar claws, instead of Life ture until you needed to use it 4, which would allow her to transform into a full jaguar form.
As detailed above under The Basics, altering your own Abilities of the New Form form takes Life 3 for minor shifts of appearance and ability, A shapechanged creature retains his original mind and Life 4 for major transformations of shape, and Life 5 for perfect abilities; the new form, of course, might prohibit him from metamorphosis. Altering another organic being demands one using them a cat, after all, cannot text accurately on a cell Rank higher than that Life 4 and 5 , with supposedly perfect phone even if he knows what hes doing!
If the new form has certain innate physical abilities wings, claws, gills, a tail , then the shapechanger can use Shape is not necessarily nature. A person changed into a them naturally; however, abilities that human beings could tiger is still a human being at heart, and will need some time to not innately possess fire-breath, levitation, poison, etc. By the same token, a tiger transformed not automatically come with the new form.
A mage can use into a person isnt going to be any manner of civilized or other Spheres to create those abilities say, Forces and Prime tame person. Although a shapechanged character may wind to conjure fiery breath , but such powers must be built into up getting lost in her new shape see below , the essence of the shapechanging Effect, as described above under The Basics the original form carries through into the transformed one. For an excellent example of this principle in action, check out Storm Constantines story My Lady of the Hearth, in which Additional Abilities a man discovers that a cat whos transformed into a woman is This building-in process usually requires at least one more still very much a cat.
A murderer whos been changed into a mouse will 2 Effect that would allow her to breathe fire in the first place. This Time would probably take seven or eight successes, maybe even holds true for people who get changed into radically different more, to complete. And yeah thats vulgar as fuck. A poisonous bite, for example, would cost person may soon believe shes the real deal.
This Quintessence Game-wise, a character must spend one Willpower point typically comes from the mages personal supply, or from the per day that he spends in a radically different form like a innate life-force of a living creature if that creature isnt a mage.
Yes, a mage could use both her life-force and clone as her original. To avoid such complications, a shapechanger can spend two experience points and purchase that new form. Essentially, this Mages who often assume such shapes tend to carry Periapts reflects her growing familiarity with an identity other than her own.
The people she transforms, however, have no such tie to their orig- Acclimation to the New Form inal minds and may soon lose themselves in that new identity. Under most circumstances, a transformed creature needs to take time and get used to its new body.
The more radical Shapeshifting and the change, the longer that transition period becomes. A man Consecrating Possessions transformed into an ape will adept much more quickly than that Life magick deals only with living organisms. Transforming same man transformed into a horse, seal or squirrel. Animals clothing or other objects requires several dots in Matter as well.
The penalties fade as she adjusts to that new Prime 1 Effect of that name; as usual, this usually requires body, a process that can range from a few hours to a few days, one additional success per item. A consecrated item pants, depending on the differences between the original form and backpack, sword, etc.
Shapechanging Shapechangers Generally, its not wise to try to change shapechanging Night-Folk into other shapes. Werewolves, spirits, shapeshifting mages, and other creatures with an essentially innate ability to change their forms can usually shift back to their natural forms at will as with werecreatures , or else use their Arts to change as they Will as with mages. That said, a mage with Spirit 3 and Life 4 or higher can force a werecreature to remain in its current form for the duration of the Effect, or else send her into one of her other forms for a similar time.
Needless to say, the feral-folk do not enjoy being jerked around by some wise-ass mage, and they tend to view such transformations poorly. Certain creatures, such as vampires with form-changing Disciplines like Protean and Vicissitude, may shift shape through their own innate powers. Although such changes often require expenditures of blood or other resources, those Night-Folk wont remain bound by some mages antics for long For details about the necessary Spheres and the innate resistance many creatures have to human magick, see Night-Folk Counterspelling, p.
Remember, though, that harming a character is not the same as transforming him. Shapechanging a Night-Folk critter still demands the usual Life 4 or 5, not the Sphere-Ranks it takes to merely hurt that creature. Rank 3 Life Arts Rank 4 for other characters can boost Objects that get consecrated, or bound by Matter magick, or lower body-based Attributes by one dot per success rolled.
After that, they lose that connection in obvious ways: rippling muscles, beautiful features, straighter and must be re-bound. Mental Attributes might Even so, they retain a Resonance-connection to the be increased the same way, either by altering the characters character in question, which makes those items into potential sensory organs raising Perception or his brain matter and liabilities.
An item that has been consecrated or bound to a capacity raising Intelligence or Wits. Those mental augmen- characters Pattern gets treated as a personal object until and tations, however, might not be obvious to someone looking unless it gets deconsecrated by another Prime 1 Effect after- at the transformed character unless they involve some radical ward.
A mage who wants to use that object against its owner change from the way that person normally appears. See Using a personal item length of the Effects duration unless the mage makes those from target, on the Magickal Difficulty Modifiers chart in changes permanent see below. So long as the changes remain Mage 20, Chapter Ten, p. For that reason, among others, within the normal human range between one and five dots many shapechangers prefer to strip off all of their clothing and and do not radically and abruptly alter the subjects normal possessions before changing into another form; those posses- appearance as it would if you suddenly turned a skinny dude into sions still hold a hint of the owners energy perhaps enough an underwear model , the alterations remain coincidental; if the for a -1 modifier , but theyre not significant liabilities with changes go beyond the normal human maximum, however, or Periapts, of course, being a major exception to that rule because make other radical changes to a persons appearance huge eyes, their energy is bound to the owner by default.
Radical and Clothing or possessions also tend to get in the way when a permanent changes may also Storytellers call inspire Genetic mage changes shapes, either binding the new shape as with tight Flaws, as detailed in Appendix II of Mage 20, pp. Generally, it takes a turn or more to shed those possessions Unnatural Forms and Appendages which can be a major hazard in desperate situations. Shapechangers may indeed take the form of Bygones and other weird critters.
Described in Mage 20 under The Paradox to transform into multiple creatures generally one per success Effect, Chapter Ten, p The same circumstance applies over the base , each one of them a living entity sharing the orig- to six-armed humanoids, two-headed transplants, and other inal mages mind and spirit.
A Master of Life can use Life 5 to clearly bizarre shapeshifting projects. Typically, a mage needs four to six successes to change her Each separate creature has the original mages health levels shape permanently, or eight to 10 successes in order to transform and Abilities.
Individual members can be injured or killed, someone else the same way. Even then, however, that mage can but so long as one of them survives, the mage endures. That undo the spell whenever she likes.
If she adopts an animal form mage will, however, suffer the damage when all the different more or less permanently, however, then shell need to spend selves reunite into one form; thus, its a good idea to heal up Willpower and experience points in order to retain her true before joining those different shapes back into a single form mind in that new form unless she uses Life 5 to do so. Having again. Any one of the surviving creatures can turn back into made such a radical transition, shes risking eventual loss of the original mage; once she returns to her natural form, all of her identity.
Human forms, however, have no such problems; the other selves disappear. Once, under the Mystic Travel section, p. See the nearby sidebar Sex, Gender, and Shapeshifting. Another mage with similar levels of Life-Arts can also try Body Modifications to reweave the subjects original form. In game terms, this feat requires either Life-based unweaving countermagick which Whether the characters adopting organic biological modifications or technological biomods, the game systems are beats the original number of successes see Countermagick essentially the same even though the story elements and the in Mage 20, p.
Sex, in this case, refers to the primary physical attributes reproductive organs, body mass, etc. Especially in the 21st century, issues of gender and identity often become scientific, political, and theological battlegrounds, and so theres plenty of argument about where one aspect of a person ends and the other begins and about whether such characteristics matter in any meaningful way to begin with!
Is gender constructed entirely from social expectations, or is it an intrinsic part of who you are? Does even biological sexual identity matter in a world where surgery, cosmetics, virtual society names, data, preferred pronouns, Internet personas, and the like , and other elements let a person be whoever they want to be without the aid of magick? Every person has a different answer to that question these days, and so the issues of gender identity especially among mages who can change physical form depend more upon the individual mage than upon solid bedrocks of sexual division.
For many 21st-century mages shapechangers and otherwise , sexual and gender identity are flexible. A person could retain all the biological characteristics attributed to the male sex, but feel innately female and so adopt a feminine or androgynous gender identity.
The Life Sphere allows that person to change him-self into her-self in every physical way, and the Mind Sphere allows him to become her in terms of psychological identity. An appropriately skillful mage could work those same changes on another person, too. And so, the line between gender and biological sex is blurred past definition when magick gets involved. And yet, sex and gender have huge repercussions in the rest of the world.
Heteronormative masculinity enjoys more legal and social status than any other gender identity, and most social and legal institutions divide sexual identity into binaries of Male and Female despite all the potential disputes about what sex and gender truly mean.
Even among mages, masculine and feminine principles have incredibly significant roles in traditional forms of magick and symbolism. Ironically, the Verbena Tradition the group most often associated with shapechanging also retains many ancient ideas about sex, gender, and their roles in life and magick.
Younger members of the group often challenge such assumptions, but those ideas are to use an obvious but appropriate metaphor deeply rooted in that Tradition regardless. In yet another level of irony, the Progenitors members of the supposedly static Technocracy Conventions tend to have more flexible ideas about gender and sexuality than many Verbenae do.
Despite common misconceptions, science often does offer more possibilities than longstanding traditions hold. Science, when presented with new data, revises its precepts and draws new conclusions; tradition usually digs in its heels when challenged.
And so, in character terms, a Life- or Mind-oriented technomancer will probably feel more comfortable about gender fluidity than a tradition-bound member of the Hermetic Houses or the Verbena and certainly more so than a mage from one of the gender-rigid groups like the Wu Lung, Templars, and Hippolytoi! What does all of this mean in practical terms for your chronicle? Just that certain mages will switch sexual and gender identity without much reflection about it, while others will retain deep-seated convictions about what their true sexual identity is.
An androgynous mage who turns into her twin brother, or who applies body-language and a few cosmetic changes in order to adopt a different sexual identity, is typically using coincidental magick, while a thin teen boy who transforms into a curvy and obviously feminine woman is clearly using vulgar magick. And given the usual propensities of teen guys, that transformation could be considered vulgar in more ways than one.
Permanent Modifications permanent Life-Sphere Effects. If the player does not pay the points If the mage wants to make certain modifications per- to retain those Attributes, then the character suffers a Paradox- manent, then she needs to either pay experience points to inflicted rotting disease, organ-rejection, nasty steroids-style retain increased Attributes; or gain permanent Paradox dots side-effects, or other symptoms of bodily rejection.
That rejection for inhuman modifications claws, wings, cybernetics, etc. In the case of increased Attributes, they cost one-half of the normal experience-point expense if theyve been raised by 22 How Do You DO That?
Cosplay Transformations At the Storytellers option, a clever mage could adopt a new form by putting on a costume at a fantasy convention, psychedelic festival, cultural rite, or other event where folks expect to see elaborate costumes with incredible effects.
Such cosplay transformations are still vulgar if the mage snaps his fingers and turns into a dragon; if he puts on the costume of a dragon, however, a subtle transformation could remain totally coincidental assuming, of course, that he doesnt start flying around or performing other acts that no costume could duplicate.
The coincidental edge does not apply if the mages costume breaks the laws of locally understood physics. That dragon costume, for example, would not let Khan Salvatore suddenly grow 15 feet tall and 40 feet long. In certain situations, however, where the local population expects wondrous transformations, certain culturally appropriate costumes might remain coincidental. A mechanical dragon costume at Burning Man may well allow Khan to throw conventional physics in a trash compactor, especially considering that many of the witnesses are tripping balls to begin with.
Cybernetics and Biomods Xenotransplants One of the weirder Progenitor practices involves grafting The majority of the systems involved in essentially permanent pieces of Reality Deviants onto Technocratic subjects. Mad sci- installations of cybernetic parts or biomodifications can be found entists of other factions notably, but not limited to, the Society under the Enhancement Background in Mage 20, Chapter of Ether perform such transplants too, with similar results.
Six, and in that same books Appendix II, pp. A few refinements, practiced mostly by the Technocracy in general and Because the human body isnt made to accommodate the Progenitors specifically, include the following: werewolf hearts, second heads, tentacled arms, and other weird biomods, the character may have two points worth Adaptive Prosthetics of Background points for each dot in his Stamina Trait. A Designed for hot swapping, these ready-made appendages Stamina of 3, for instance, could accommodate six points in are pre-packaged and ready to go.
Though neither elegant nor xenotransplants. If the character gets more transplants than permanent, they do offer some quick fixes for crisis situations.
The subject, however, must without treatment, the body rejects the biomod or vice versa , have already been established as a recipient of such advanced inflicting three levels of aggravated damage and probably some Enlightened technology. That is, he must already have the other problems too. Thanks to the Unbelief effect, the rejection Enhancements Background Trait.
The character may have an open damage when theyre installed; in this case, however, that slot so to speak with a few points set aside for modular gad- damage is aggravated, and requires one week per Background gets.
If the character already owns these mods himself, hell point, rather than one day, before the character can fully recover. Comprehensive Biomods Cloning, Creating, Often grown separately and then grafted onto the character and Impersonating though occasionally grown directly into his body , comprehen- a Living Creature sive biomods become part of the host once theyre installed.
A popular, though not always very effective, trick for Like the prosthetics, they cost Background points, but cannot shapeshifters and bioconstruct mage-types involves creating be exchanged without extensive and invasive surgery.
Such duplication is easy enough Installing or removing a comprehensive biomod inflicts to do when the creature is relatively uncomplicated, has a fairly one lethal health level for each point in the Background cost, low intellect, and shares minimal social ties to its fellow beings; and puts the character out of commission for at least one day cloning a sheep, for example, is simple even Sleepers can do per point as he recovers from the operation.
However, when the subject is a high-intellect, complex. The complexity of a dog or person then the process becomes infinitely more this process explains why the Tellurian isnt overflowing with complicated, and far more subject to failure. Black Suit clones and cyber-tooth tigers. Even with established labs, processes and personnel, creating effective clones demands Creating Living Things time, effort and materials.
The could quickly conjure up simple beasts to fight his battles for social life of such organisms is largely based upon chemical him; such instant genesis, however, is vulgar as hell, and the reactions, and so the mage doesnt really have to worry about resulting creations wont be good for much other than simple duplicating a specific ant within a colony, so long as he gets labor or combat. Once the living creature exists, a mage could use Mind Higher organisms are much trickier: Life 5 for the body, 4 or 5 to imprint a speed-teaching process on that creature; Mind 5 for the consciousness, and Prime 2 for the energy, at that process, though, would require plenty of successes if the the very least.
Adding a soul involves Spirit 5 as well. A spirit mage wants his creation to be even remotely intelligent. The Storyteller may rule that a creature who has not cases, presents its own set of problems.
Rapid cloning, however, how to function beyond the bare minimum of its capabilities. Even if the mage uses an additional to teach and train the resulting critter if you want it to do Mind 5 Effect to transfer or duplicate an existing creatures.
Assuming imprinted data. For details, see member of society. Even then, though, theres probably going to be a Impersonating Other Beings period of adjustment while that clones muscle-memory catches Assuming that you have a creature whos capable of com- up with her mental memories.
After all, a football-playing clone plex social interaction, the impersonation process involves a wont immediately adopt the originals physical reflexes even if lot of subtle cues. Again, dropping a cloned sheep into a herd she holds all the memories of the original player!
Abilities and is fairly simple though the other sheep will probably regard experiences that have been accumulated after the imprinting the stranger as a little odd. A memorable individual, however, process, of course, wont carry over unless the mage sends her is much harder to impersonate correctly; she might look just original mind into the duplicated body again, a Mind 5 feat. Again, see Everywhere at Once, under the imitated character; simple acts of deception have a difficulty Mystic Travel section.
From Onyx Path Publishing. Selected Option:. Hardcover, Premium Color Book. Average Rating 84 ratings. Also available for Mage: The Ascension 20th Anniversary Edition: Technocracy Reloaded Welcome to the Future As the third decade of the 21st century dawns, the Technocratic Union stands on the cutting edge of a future imperiled. Can You Save It? Customers Who Bought this Title also Purchased. Reviews 9. Please log in to add or reply to comments. Or either version of Mind's Eye Theater.
Even if you cannot use the exact rules for your current game, it is great for ideas with things your mage can cast and making your own rotes. The book has more information on things that others more or less just barely touched on Such as creating your own realm You would be using the same LARP rules from MET Mage, just having different source information and ideas.
I hope this helps a little. Not just what spells do, but also how magic works. There are some nifty ideas, but in my opinion MtAw magic system is better. Damian R. In a straightforwad and concise fashion, the book gives a ton of great ways to resolve sphere use issues with providing examples in a clear-cut, easily accessible way. Definitely recomment this! Austin N. This book is a great idea, and while I love getting my mind around the idea that anything can happen in Mage, its very good to at least set some procedural ground rules.
I needed this in order to circumvent power-gaming from one or two of my testier [ Brenton B. Two steps forward, one step back. This book contains a lot of helpful information for how the magick system of mage works, with one glaring exception, it doesn't expand on the incredibly terse definitions of the different sphere ranks present in the co [ Matthew D.
Very good in a lot of areas. Very helpful. But also contradicts things from the main rule book. David C. I found this book helpful. The quality it excalent. I found the formate easy to use and clear. See All Ratings and Reviews.
Browse Categories. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. I found this book helpful. The quality it excalent. I found the formate easy to use and clear. See All Ratings and Reviews. Narrow Results. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Publisher Resources.
Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model. Onyx Path Publishing. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Satyros Phil Brucato. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.
The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background. For printed books, we have performed high-resolution scans of an original hardcopy of the book.
We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy.
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