Mage The Ascension Character Sheet Page 2

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You are Mages. You change reality to your
The spheres are as follows:
will. Everything you do fits into your
paradigm, to the point that the line between
Correspondence: Understanding of space
what is “magick” and what is mundane is
and relationships. Correspondence can
blurry, at best.
include such skills such as Alertness,
Dodge, Drive, Stealth, and Investigation.
To attempt an action, you will roll:
Forces: Command over the natural
Relevant Attribute + Relevant Sphere + (any
elements from fire to radiation. Forces can
other elements you bring in, including but
include such skills such as Brawl, Firearms,
not limited to Foci, Specialization, and
Melee, Survival, Occult, and Science.
Distinction).
Life: This sphere grants insight into the
Take the highest two dice and add them
makeup of living things. Life can include
together, this is your result. Also note the
such skills as Brawl, Melee, Dodge, and
number of “1s” you roll and tell the Tapestry-
Medicine.
these can be used by him to generate
Matter: A grasp of non-living physical
Paradoxes.
structures - and how they might be changed.
The Tapestry will oppose you by rolling:
Matter can include such skills as
Technology, Computer, and Thievery.
Difficulty die + Magic die + (any other
Mind: A backstage pass to the workings of
elements brought in, like location,
characters, etc.)
the mind. Mind can include such skills as
Expression, Intimidation, Subterfuge,
The Tapestry will take the two highest dice
Etiquette, and Leadership.
to oppose your roll, highest total wins. Any
Time: Time is not necessarily linear. This
“1s” rolled by the Tapestry are called
Opportunities, and some of your Talents
sphere allows a mage to sidestep its flow.
may work with Opportunities.
Time can include such skills as Intuition,
Research, and Law.
Difficulty die represents the difficulty of the
action, from d4 (trivially easy) to d12
The Mages in this game are assumed to
(insanely complicated.)
possess enough knowledge of Prime to
create and Entropy to destroy. Further
Magic die represents the amount that the
knowledge of them, plus knowledge of
effect you are trying strains against reality. A
Spirit, are covered by Talents.
d6 is for mundane/barely magical actions.
d8 is for “Coincidental” magic that could be
easily explained away as normal. d10 is for
Vulgar (or blatant) magic that isn’t seen by
any normal person. d12 is for Vulgar magic
that includes normal witnesses to it.

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