Difference between revisions of "Mages"
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== Mages == | == Mages == | ||
− | Mage is | + | Mage is too complicated to write Larp Rules that are simple and still consistent with the source material. These rules are not a good estimation of what mages can really do but are what we are using. |
Mages have human traits 12/ 11/ 10. They always have 10 willpower. They have 20 Quintessence. Quintessence is needed to cast a spell. | Mages have human traits 12/ 11/ 10. They always have 10 willpower. They have 20 Quintessence. Quintessence is needed to cast a spell. | ||
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Each sphere has 3 levels. Each level allows the mage to do something by spending 1 quintessence. A Mage can spend a number of quintessence in a round, equal to their Avatar rating (1-5) usually 2 | Each sphere has 3 levels. Each level allows the mage to do something by spending 1 quintessence. A Mage can spend a number of quintessence in a round, equal to their Avatar rating (1-5) usually 2 | ||
− | + | Mages can spend more Q in a round but doing so accrues Paradox. 5 Paradox causes an event to occur. Doing magic in an unexplainable way also accrues Paradox. | |
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− | [[ | + | [[Correspondence]] The Mage can spend a Q to take additional steps. Level 1+5 steps, Level 2 +10 steps. Level 3 +20 Steps. |
− | [[ | + | [[Entropy]] The Mage can use the superpowers of the dead. Level 1 - Use Social and Mental Disciplines level 1 +2. Level 2 - Use Social and Mental Discipline levels 3+4. Level 3 - Use Social and Mental Disciplines Level 5. |
− | [[ | + | [[Forces]] The Mage can fling elemental magic as an action. These attacks use occult or Firearms. Level 1 deals 2 ag. Level 2 Deals 4 ag. Level 3 deal 6 ag. |
− | [[ | + | [[Life]] The Mage can heal. Level one lets him heal 2 damage per quintessence. Level 2 lets him remove mental conditions or the effects of mental superpowers. Level 3 allows her to revive the recently dead. |
− | [[Mind]] | + | [[Matter]] Conjures material. Level 1 Simple Material. Level 2 Complex items. Level 3 Strong Items that don't exist on earth. Items summoned this way degrade over the course of a month. |
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+ | [[Mind]] The Mage Reinforces her body with the power of her Mind. Level 1 lets her increase all her attributes by 3. Level 2 lets her increase her attributes by 7. Level 3 lets her set all her attributes to 25. | ||
[[Prime]] At level 1 the Mage can spend a Q to gains a Discipline Retest in a specific Attribute. At level 2 the Mage can spend a Q to gain a Discipline Retest on all Attributes. At level 3 the Mage can spend a Q to win ties in a specific attribute. | [[Prime]] At level 1 the Mage can spend a Q to gains a Discipline Retest in a specific Attribute. At level 2 the Mage can spend a Q to gain a Discipline Retest on all Attributes. At level 3 the Mage can spend a Q to win ties in a specific attribute. | ||
− | [[Spirit]] | + | [[Spirit]] Lets the Mage use Garou Gifts. Level 1 - Use level 1 +2 gifts. Level 2 - Use level 3 +4 gifts. Level 3 - Level 5 Gifts. |
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[[Time]]: For each dot of Time, the Mage may take one additional action at a cost of 1Q per action. These work like Celerity's actions, except the Mage can cast spells. | [[Time]]: For each dot of Time, the Mage may take one additional action at a cost of 1Q per action. These work like Celerity's actions, except the Mage can cast spells. | ||
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Revision as of 11:37, 5 August 2020
Mages
Mage is too complicated to write Larp Rules that are simple and still consistent with the source material. These rules are not a good estimation of what mages can really do but are what we are using.
Mages have human traits 12/ 11/ 10. They always have 10 willpower. They have 20 Quintessence. Quintessence is needed to cast a spell.
Each sphere has 3 levels. Each level allows the mage to do something by spending 1 quintessence. A Mage can spend a number of quintessence in a round, equal to their Avatar rating (1-5) usually 2
Mages can spend more Q in a round but doing so accrues Paradox. 5 Paradox causes an event to occur. Doing magic in an unexplainable way also accrues Paradox.
Correspondence The Mage can spend a Q to take additional steps. Level 1+5 steps, Level 2 +10 steps. Level 3 +20 Steps.
Entropy The Mage can use the superpowers of the dead. Level 1 - Use Social and Mental Disciplines level 1 +2. Level 2 - Use Social and Mental Discipline levels 3+4. Level 3 - Use Social and Mental Disciplines Level 5.
Forces The Mage can fling elemental magic as an action. These attacks use occult or Firearms. Level 1 deals 2 ag. Level 2 Deals 4 ag. Level 3 deal 6 ag.
Life The Mage can heal. Level one lets him heal 2 damage per quintessence. Level 2 lets him remove mental conditions or the effects of mental superpowers. Level 3 allows her to revive the recently dead.
Matter Conjures material. Level 1 Simple Material. Level 2 Complex items. Level 3 Strong Items that don't exist on earth. Items summoned this way degrade over the course of a month.
Mind The Mage Reinforces her body with the power of her Mind. Level 1 lets her increase all her attributes by 3. Level 2 lets her increase her attributes by 7. Level 3 lets her set all her attributes to 25.
Prime At level 1 the Mage can spend a Q to gains a Discipline Retest in a specific Attribute. At level 2 the Mage can spend a Q to gain a Discipline Retest on all Attributes. At level 3 the Mage can spend a Q to win ties in a specific attribute.
Spirit Lets the Mage use Garou Gifts. Level 1 - Use level 1 +2 gifts. Level 2 - Use level 3 +4 gifts. Level 3 - Level 5 Gifts.
Time: For each dot of Time, the Mage may take one additional action at a cost of 1Q per action. These work like Celerity's actions, except the Mage can cast spells.