Rules for Mage: The Ascension
in the Time of Empires Setting
"For the wise men of old the cardinal problem had been how to conform the soul to reality, and the solution had been knowledge, self-discipline, and virtue. For magic and applied science alike the problem is how to subdue reality to the wishes of men: the solution is a technique; and both, in the practice of this technique, are ready to do things hitherto regarded as disgusting and impious -- such as digging up and mutilating the dead."
-- C.S. Lewis, The Abolition of Man
Reality definitions are more loose. Science is well on its way, but Magick is not gone. It is still in the minds of most people. People are aware that both exist and there are people that are embracing or terrified of each. The melding of the two does cause paradox however.
|Affiliation||Source||Affinity Spheres||Found In...|
|Ahl-i-batin||Dark Ages: Mage||Mind, Correspondence||M:SC|
|Akashic Brotherhood||Mage: Sorcerer's Crusade||Mind, Matter||M:SC|
|Artificers||Mage: Sorcerer's Crusade||Matter, Forces||M:SC|
|Cabal of Pure Thought||Mage: Sorcerer's Crusade||Mind, Forces||M:SC|
|Celestial Masters||Mage: Sorcerer's Crusade||Correspondence, Spirit||M:SC|
|Chakravanti||Mage: Sorcerer's Crusade||Entropy, Spirit||M:SC|
|Dream-speakers||Mage: Sorcerer's Crusade||M:SC||Spirit, Life|
|High Guild||Mage: Sorcerer's Crusade||Mind, Matter||M:SC|
|Hippocratic Circle||Mage: Sorcerer's Crusade||Life, Prime||M:SC|
|Messianic Voices||Dark Ages: Mage||Prime, Forces||M:SC|
|Old Faith||Dark Ages: Mage||Life, Spirit||M:SC|
|Order of Hermes||Dark Ages: Mage||[see below]||M:SC|
|Seers of Chronos||Mage: Sorcerer's Crusade||Time, Mind||M:SC|
|Solifacati||Mage: Sorcerer's Crusade||Matter, Prime||M:SC|
|Spirit-Talker||Dark Ages: Mage||Spirit, Forces||M:SC|
|Valdaerman||Dark Ages: Mage||Spirit, Time||M:SC|
|Void Seekers||Mage: Sorcerer's Crusade||Spirit, Correspondence||M:SC|
Order of Hermes - House Affiliations
|Bonisagus||Masters of magickal knowledge and theory.||Mind, Prime|
|Bjornaer||Germanic in origin. Rustic shapeshifters focused on self-perfection.||Forces, Life|
|Criamon||Cryptic, ecstatic seers and prophets.||Forces, Time|
|Diedne||Draws from Celtic druidic tradition.||Matter, Spirit|
|Flambeau||Studies the magick of warfare and the potent use of mystickal forces. Have Zoroastrian roots (common with Taftani Craft)||Forces, Prime|
|Guernicus||Acts as the judges and lawmakers of the Order.||Correspondence, Mind|
|Jerbiton||A public relations House; members are often writers, artists, philosophers, doctors, or nobility.||Forces, Mind|
|Mercere||Acts as messengers for the Order; membership is not restricted to the Gifted. Experts in politics and conspiracy.||Forces, Correspondence|
|Merinita||Students of the Fae.||Forces, Entropy|
|Tremere||A political House, weak in magic; creators of certamen.||Forces; -1 difficulty for OoH politics rolls|
|Tytalus||Strives to improve itself through conflict.||Forces, Entropy|
|Verditus||Artificers and enchanters who cannot perform magick without tools.||Forces, Prime|
|Ex Miscellena||Is a collection of Minor Houses and magi who are not members of a House.||Forces, [pick one]|
A mage may have certain effects permanently alter his or her body so that it is no longer within static reality. This gives the mage a permanent level of Paradox. Every point in a ability above 5 gives 1 point of permanent Paradox (unless the GM allows one change to alter 2 abilities, e.g. growing to 8 ft tall allowing a 6 Strength and Stamina). All changes must be paid for, and the mage's player must have 50% of the points required as a "downpayment". Permanent Paradox stays with the mage even after '1's are rolled, and a mage's permanent Paradox rating may never be higher than his or her Arete.
Alternate Damage Rules
The highest sphere level in the effect plus your Arete minus one is your base pool. Add the number of successes on your "magical effect" roll minus one to the base pool.
When using a conjunctional effect add one die for each additional sphere.
Roll these dice (difficulty 6).
Note: This sheet refers to damage dealt directly by the magikal effect, rather than by circumstances surrounding the effect. There are endless ways to deal damage by creative use of magik through almost all of the to effects. Even the level one effects can be used to help do more damage through determining weaknesses, precision strikes, locating targets, etc.
- Correspondence: to Correspondence may not normally do direct damage and it isn't possible until level four. One exception is when using it to teleport one object into another.
- Entropy: to Entropy cannot do direct damage until level three. When used to do direct damage Entropy is always vulgar and inflicts aggravated damage.
- Forces: to Forces adds one success to rolls for damage.
- Life: to Only when the Life effect being used affects the pattern itself is it aggravated. It is then also vulgar.
- Matter: to Only when the Matter effect being used affects the pattern itself is it aggravated. It is then also vulgar.
- Mind: to Mind subtracts one success to rolls for damage and it is always stun damage.
- Prime: to When Prime is used to directly inflict damage it is both vulgar and aggravated. This is not the case with Prime created effects.
- Spirit/Dimensional Science: to Spirit may not do direct damage until level four. When used to do direct damage it will only affect spirits, wraiths, spectres, umbrood, etc. or other beings in the umbra. Spirit effects that summon other spirits to attack living creatures are aggravated.
- Time: Time may not do direct damage at all.
Note: Certain effects will inflict aggravated damage based solely on what the target is.
A mage may spend 1 freebie point or 1 xp (the cost may be higher for more complicated rotes) and make any rote "well-learned" This rote must be within the mage's sphere knowledge. Upon choosing the rote, the mage's player must state to the Storyteller the following things: what spheres are used, any foci required, and whether (the first time used) it is vulgar or coincidental (the name is nice, but not required). Anytime the mage uses the rote and fufills all requirements the difficulty for the effect drops by 2.