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Mage the Awakening House Rules for Dreams of Darkness

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Mage the Awakening House Rules for Dreams of Darkness

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Credits
Concept & Design: Jereme Lith Maethor Morwen Erithil White Wolf staff (errata on original material) Spell Concept & Design: Luxifer (Facade, Pyretic Shield) Shoat (Spatial Malediction) White Wolf staff (errata on existing material) Merit Concept & Design: Lith Maethor (Living Grimoire, Rote Tattoo) White Wolf staff (errata on existing material) Developers: Jereme Lith Maethor Layout & Typesetting: Jereme Knightmare Lith Maethor Morwen Auriel Interior Art: Iann A.A. Watson (Path, Order and Legacy symbols) Cover Design: Katie McCaskill and Richard Thomas (blatantly stolen from Mage the Awakening till we get our own) Playtesters: All you players out there...

Acknowledgment
Thanks to all those that were forgotten, skipped or omitted for whatever reason from the Credits. Also, thanks to all our friends and the people close to us for putting up with the mood swings and the long hours we dedicated to this channel and the creation of this document. Special thanks to all the people in White Wolf for giving us one of the best Role Playing Games out there, as well as to all the people who inspired us in any way even though some of them are already mentioned in the Credits.

DISCLAIMER:
Dreams of Darkness is not connected to White Wolf in any way whatsoever, we are just a few of the people that enjoy their games, with a bit more extra time in our hands in order to create this document. We are responsible for whatever is written in here unless stated otherwise in the credits section This document includes elements from all Mage the Awakening related books. The original books are still needed and all sections of this document were written under the assumption the reader either owns these books, or at least has legal access to them.

For more info on the channel and probably the place you got this file from, please visit our site: http://dreams.byethost2.com For more info on World of Darkness, please visit the White Wolf sire: http://www.white-wolf.com For more symbols from White Wolf (and others') games, please visit WolfSpoor: http://www.wolf-spoor.org This document was created with OpenOffice.org, so pay these guys a visit if you have the time: http://openoffice.org

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Mage the Awakening House Rules for Dreams of Darkness

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Table of Contents
Credits Chapter One: Arcanus Mundus (The Secret World) Character Two: Character Chapter Three: Magic Appendix One: Legacies Appendix Two: The Ways of Magic 2 4 4 4 6 6

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Chapter One: Arcanus Mundus (The Secret World)


Society
Shadow Names
There are no true names. Instead, the real name that is, the name someone was given at birth or by which he were called during his formative years has a significant sympathetic tie to you, and so it can be exploited easily. Shadow names and other adopted names don't have the same tie though sometimes nicknames come close. It is assumed that nobody could conceivably raise a child using many different names, not sticking to one long enough to give it a strong sympathetic tie. Besides doing funny things to a kid's psyche, though, there'd still be the name he was first given; that would probably still act as a real name even if he doesn't answer to it (unless another name was used with more frequency during his formative years, in which case that becomes the real name).

the Living Grimoire ( to ) Merit apply regarding number and size.

Chapter Three: Magic


Spellcasting
Casting Action: Instant or Extended
Extended Spellcasting
The successes on the Paradox roll should add to the target number needed to successfully cast the spell. However, once Paradox is rolled (that is, upon what seems to be the successful completion of the spell when the normal target number is reached), no further casting rolls are allowed. If Paradox does indeed add successes to the target number, then excess successes on the casting roll can "absorb" them and allow for a successful casting. If there are no excess successes, or there aren't enough to cover those now needed due to the Paradox, the spell fails but the Paradox takes place. This not only makes it harder to succeed, it makes it harder to gain exceptional successes on extended castings. The caster should probably save up some Mana for mitigation.

Chapter Two: Character


Merits
Living Grimoire ( to )
Prerequisite: Awakened or Sleepwalker, High Speech, Life , Prime Effect: A willworker with knowledge of the Inscribe Grimoire (Prime ) spell and with a fairly good understanding of the Life Arcana, is able to use living flesh instead of inanimate objects. The person used as Grimoire has to be Awakened or Sleepwalker and each rote inscribed takes one Size point (thus, a Character with Size 5 can only have five rotes inscribed on his body.) As long as the rotes are visible, using the Living Grimoire follows the same rules as an inanimate one. Even though only those who have the High Speech () Merit can understand and read the inscribed rotes, others realize the tattoos hold some information and are no mere designs, for that reason the Mages of the Guardians of the Veil make a point of tracking down those with such tattoos and make sure the knowledge does not fall in the wrong hands.

Spell Factors
Relinquishing Control of Spells
When Relinquishing spells, you can spend a Willpower Point instead, but the spell can still be Dispelled. By extension, spells Relinquished by spending a Willpower Dot can not be Dispelled.

Resistance against Magic


Supernatural Conflict
Different Patterns require different methods, while most Mages would like things to be simpler, the truth is a bit more complicated. Knowledge of certain Arcana is needed in order for a mage to affect directly the Pattern of another supernatural. Spells that affect the environment do not have the same requirement. A conjured fireball will still burn the Vampire it is hurled at, since the spell does not affect the Vampire's Pattern directly. Modifying a spell to work on a different target makes it conjunctional and a single dot in the needed Arcanum is enough. Changelings: Fate Mages: Prime Prometheans: Forces Shapeshifters: Spirit Vampires: Death

Familiar ( or )
The XP cost of raising a material Familiar's traits is new dots x5 while that for a Fetch is x7.

Rote Tattoo ( to )
Prerequisite: Awakened, High Speech, Life Effect: Similar to the Living Grimoire ( to ) Merit, a Rote Tattoo allows the willworker to inscribe a rote on his person, either in High Speech or in his own personal code exchanging power for secrecy. Rotes thus inscribed resemble tribal tattoos or random designs that make no sense to anybody but the Mage who creates them or in the case of High Speech being used, to any with knowledge of it. When one of the Rote Tattoos is activated, the spell is cast as reflexive and still counts against the maximum number of active spells a Mage can have at a time. The same limitations as with

The Secrets of the Universe: Arcana


Death

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Control Ghost (Death )

Duration: Prolonged (one scene) Aspect: Covert Aspect: Covert Cost: Destroy Object (Death ) The specificity of the role assumed may levy dice penalties Aspect: Vulgar from a range of 1 to 3. With Mind 4, the Mage can access Slay Own Aura (Death ) information sympathetically to garner information from the This spell is a level four one, not level five as shown in the collective unconscious that he would not normally be able to know. book. Once again, the specificity of the information may cause a penalty from 1 to 3. Temporarily knowing another language is basic, while Forces attempting to uncover the pass-code for a deactivation sequence may Call Lightning (Forces ) incur the full penalty. At this level, it is possible to call a lightning down on Silver Ladder Rote: Another Man's Shoes someone with a clear sky. Dice Pool: Presence + Persuasion + Mind Aspect: Vulgar Heavy is the head that wears the crown. The social Life necessities of the Silver Ladder sometimes require them to fill a role that they simply have no experience with. Being able to inspire Hereditary Change (Life ) through leadership, or simply coming across as a charming and glib This spell is an exception to the normal rules of combining person can require attributes that the Mage does not have. With the spells and as such, archmastery of Life is not necessary. application of this rote, the Mage can effectively put on his director's Mind hat in one minute and his fellow comrade's hat in another.

Pyretic Shield (Forces , Mind , Prime )


Mages are not immune to the effects of Disquiet. As human beings sensitive to all of creation one might even argue that they are even more sensitive to creatures who are not part of the natural order. However, mages who have some control over their minds can mitigate the effects of Disquiet for a while. Practice: Shielding Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: 1 Mana While this shield is active the mage is able to mute the effects of Disquiet. She must still roll and test for disquiet as normal (rolling her Resolve + Composure versus the Promethean?s Azoth); and will still increase to higher stages of Disquiet as normal; however while this shield is up she is able to ignore its effects for the scene. If the mage is further exposed to Disquiet while the spell is active they must still test to see if the stage of Disquiet they are at increases.

Supernal Dissection (Death , Life , Mind , Spirit )

Facade (Mind )
Sometimes it's important for a Mage to portray a specific persona or identity. This spell allows him to do just that. When using this spell the Mage essentially projects through his aura a subtle misperception as to the nature of his identity. It works through a combination of reworking the aura to demonstrate the correct emotional portrayal as well as making subtle changes to the Mage's own psychology to think in a way appropriate to that identity. By itself, the spell does not grant the Mage access to new information or skills, but it will certainly grant the Mage the ability to convince others that he is the genuine article. In many ways, this power is similar to the spell Imposter, except that it doesn't create an overlaid illusion that others visually see (though it may be combined with this spell for enhanced effect) but grants them the appropriate mannerisms and emotions to fit the role. Practice: Weaving Action: Instant

Certain scholars among the supernatural spin-offs of humanity have theorised that each being, at least in the material realm, is composed of four basic elements. The very lifeforce of each being is what people call Soul and it is what the Awakened need in order to reach out and call the rules of the Realms Supernal to the Fallen World. The physical form needed to house the other three elements is the Body and most supernaturals are quite familiar with its strengths and weaknesses. The rational part and intellect of the being is the Mind, responsible for most decisions made. Finally, the primal and instinctual self, is each being's Spirit. Some Awakened scholars took this theory one step beyond and actually created a spell that can separate the four parts, at least for a time. It goes without saying that the separation is rarely pleasant and casting the spell on an unwilling target is a grave sin and the loss of Wisdom is automatic. Practice: Unmaking Action: Instant Duration: Prolonged (one scene) Aspect: Vulgar Cost: 1 Mana and 1 Willpower Legendary even to those that know of its existence, the spell has no known rote form and its effects on its targets are devastating, with side effects torturing them even long after the spell is over. Unless the Soul is contained or stored, it flies off to whatever fate lies for the souls of the dead. Exception to this rule is the Soul of a Vampire that is already tied to the Body by Vitae, as well as the Divine Fire of the Prometheans that moves to the nearest suitable vessel. The Body, losing the other three elements, appears dead and unable to function in a coma for most, torpor for Vampires. The Mind of the target turns into a weak ghost with clear recollection of what happened. Finally, the target's Spirit is immediately thrust into Twilight as a new ephemeral entity, ravenous and savage, especially in the case of Shapeshifters and Vampires after all, the scholars say,

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that is exactly what the Beast is, the Vampire's Spirit.

Space
Portal (Space )
A person or creature who was not intentionally flung at the Portal (as in the case of someone who has grappled you and thrown you through) can make a contested roll to resist passing through a Portal if he doesn't want to go through. In other words, if you're falling and someone creates a Portal beneath you, you can contest going through it. Roll Gnosis + Dexterity; only one success is needed. If you succeed, you pass the Portal as if it's not there (you don't impact it or bounce off it).

The Mage must know the exact clock time he wishes to scry for as well as have an item to provide a sympathetic link to the target.

Prepared Spells (Time + conjunctional Arcanum)


All Prepared spells must become aimed. The caster must make an activation roll to aim and unfurl the spell at a target. As with most spell alterations, this would feasibly require +1 dot rank for the spell (not for the Time needed to prepare it, but for the spell's other Arcana requirements). The activation roll is modified by the sorts of things that modify aimed spells, but if it succeeds the spell takes effect with all the factors that were coded into its casting, regardless of the amount of successes rolled on the activation roll. If it doesn't succeed, the magic doesn't connect or unfurl properly. One outcome of this rule is that Paradox can modify the activation roll, rather than a casting roll.

Spatial Malediction (Space )


This spell enables a mage to shift the fabric of space around her and direct it towards an attacker. Blades pierce the caster and exit from the attacker. Gunmen often gun themselves down. With the aid of another Arcanum (Matter 2 for a brick, for example, or Forces 2 for a fireball) the mage can deflect different types of attacks beyond handto-hand directed at her person. Practice: Shielding Action: Instant Duration: Prolonged (one scene) Aspect: Vulgar Cost: 1 Mana The mage gains one point of armor per dot he possesses in the Space Arcanum. Successes are used to combat attempts to dispel the shield. This spell uses different rules as opposed to other armor spells. Every damage point in excess of the armor's rating is dealt to the caster as normal; however, the attacker receives an amount of damage equal to his own attack up to the level of the spell's armor, bypassing his Defense. Note that this shield only protects against attacks targeting the mage's physical body. It does not protect against grapples or Mind attacks. Example: Angrboda wields a wickedly curved knife toward Arctos and amazingly scores 6 successes. Arctos, expecting the attack, had cast Spatial Malediction beforehand. Arctos has Space 3. Arctos takes 3 points of lethal damage. Angrboda is astonished as he seems just as hurt as Arctos, suffering from 3 points of lethal damage as well and has an equally deep stab wound. Example: Morvran is cornered and under heavy fire. An attacker fires a bullet at him, scoring 2 successes. Morvran has cast Spatial Malediction beforehand and has Space 3. The attacker is confused as Morvran seems absolutely fine; however, he has a rather nasty gunshot wound to the chest. Because the attack did not exceed the spells rating of 3, Morvran is unharmed. Adamantine Arrow Rote: Kamikaze Dagger Dice Pool: Resolve + Occult + Space Sometimes, the best way not to lose a battle is to make sure your opponent does not win either. Arrows use this rote to strike back at their enemies after every successful blow they land. The Free Council have a rote of their own, Stop Hitting Yourself, using Science instead of Occult.

Matters of the Soul


Soul Loss
A Mage that loses his soul loses one dot of Gnosis along with Wisdom every 24 hours, upon being reduced to Gnosis 0, that Mage is considered a Sleeper. It is possible for the Mage to cast spells as long as he has Gnosis of at least 1.

The Realms Invisible


The Gauntlet
It is not possible for a Mage to cross the Gauntlet using Ghost Gate.

Appendix One: Legacies


Advantages of Attainments
The proper cost for the ruling Arcana of a Legacy is 6x new dot, not 5x new dot.
Apex Civitas

Appendix Two: The Ways of Magic


Keeping things Simple, Safe
Few things are more confusing than Magic and even the best of Magi not to mention Players forget what needs be done and what goes where. Since we are a helpful bunch and know the right people even if not personally that can give us a hint about how spellcasting works in a relatively easy manner, we managed to salvage the following flowchart from an ancient Atlantean temple that exists somewhere in the web. With great power comes great Paradox, so use it wisely or face the consequences.

Time
Postcognition (Time )

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