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Spheres for akashic brotherhood
Spheres for akashic brotherhood






The mage will typically snap, automatically solving whatever problem she was currently facing with some overwhelmingly vulgar magic (that somehow avoids Paradox), and then leave the scene to cause mad havoc across the city for a while until finally calming down (and dropping all non-permanent Resonance dice). See the Mage rules for what is available at each Sphere level (Spheres are not simplified over regular Mage to make magical advancement a major element of long term play).Ī mage that must take on more than six Resonance dice instead enters Quiet. Virtual Adepts: Hacking (any interaction with, mediated by, or greatly assisted by a computer system)Īdditionally, each mage has at least one Hobby which is a more limited Skill that is specific to the character’s background (effectively, any one skill off the normal Mage skill lists).Īll mages have ratings in Spheres (Correspondence, Entropy, Forces, Life, Mind, Matter, Prime, Spirit, Time) which define what kind of effects they can produce.Verbena: Myth (any interaction with bygone beasts or physical supernatural beings like vampires, werewolves, and fae).Sons of Ether: Science! (making or understanding most things relevant to physics, chemistry, biology, etc.).Order of Hermes: Knowledge (ritualized magic, book learning and research, and dealing with spiritual or supernatural politics).Euthanatos: Death (stealth, guns, and any combat where killing the opponent is a primary goal).Dreamspeakers: Wisdom (any interaction with spirits and surviving in and navigating in the wilderness or Umbra).Cult of Ecstasy: Cool (any interaction about knowing useful people, getting by via being interesting, or playing music).Celestial Chorus: Song (any voice-based interaction, including intimidation, negotiation, commands, etc.).Akashic Brotherhood: Do (acrobatics, meditation, and combat involving martial arts or melee weapons).The Skill works identically to the Exhaustion talent in DRYH, setting success to a minimum of Resonance and allowing the player to take on an additional die of Resonance to instead add total Resonance as bonus successes. If Vulgarity dominates, the mage suffers Paradox as described below.Įach mage has a Tradition, with an associated Skill.

spheres for akashic brotherhood

GMs should attempt to come up with a way for any effect to work as coincidental if the player wants it to for example, a coincidental teleportation may somehow arrange for an available taxi cab and clear traffic (though going vulgar would obviously be faster). Thus, the more vulgar the effect, the more Vulgarity dice can be added (up to six). The more vulgar the effect, the more power the mage can usually unleash.

  • Vulgarity: When casting magic, a mage often has a choice of how coincidental or vulgar to make the effect.
  • The higher a mage’s Resonance, the more likely other supernatural beings will be to notice and identify her. If Resonance exceeds six dice, the mage experiences a Quiet. Additionally, if Resonance dominates, she must take on an extra die of Resonance as reality gets strange. A mage can voluntarily take on one die of Resonance each roll. Reality, already bending, is easier to adjust, and this spills over even to mundane activities (just like Arete, Resonance is rolled for everything).

    spheres for akashic brotherhood

  • Resonance: As a mage bends reality, his or her changes tend to build up a mystical “tone” that makes further changes to reality both easier, and more dangerous.
  • When Arete dominates, the player may reduce Resonance by one die or remove a Paradox check as her mage masters reality sufficiently to undo previous mistakes. It is very similar to Discipline in standard DRYH. It is also a good reference for the character’s skill at mundane activities, so will generally be rolled for everything.
  • Arete: The sum of a mage’s fully controlled magical potency, Arete is a fixed pool that rarely changes in the course of an adventure (though it might increase over time).
  • Player characters have three major traits:

    spheres for akashic brotherhood

    Familiarity with both DRYH and Mage will probably make this make more sense. You could probably run Mage: the Awakening with it by changing a few trait names and groups. This is Mage: the Ascension converted to Don’t Rest Your Head, as inspired by Fred’s recent post about hacking DRYH.








    Spheres for akashic brotherhood