Magic

No part of this game has been changed to a greater degree than the magic rules. Please read this section carefully, and if you have any questions, do not hesitate to ask.

Arete and Abilities

Arete provides raw magical power, the capacity of a willworker to directly manipulate reality. What it does not do as well is reflect how much the mage understands of what he’s doing. Spheres also reflect the steps of a mage’s potential to change the world. A Sphere provides the framework for what the mage can do. At level 1, he can sense a part of reality, at level 3 he can make significant changes to that reality.

However, Spheres show the scope, and the limits of a mage’s power, but they are a poor way to measure a willworker’s understanding of the universe. They cannot be a measure of that understanding, because that is what Abilities are for. An Ability shows the training, the knowledge, and the skill developed by a willworker in dealing with the world already.

Knowledge and skill is just as important to the working of one’s will as raw might. In fact, a case could be made that these things are more important, simply because if a mage does something poorly, or without an understanding of what he’s doing, then reality itself will punish him for his failure.

All true magic is rolled using Arete + Ability, where the Ability in question applies to the effect being cast. If a mage wants to heal someone, Medicine is an appropriate Ability, as is Lore (Herbalism). If a mage wants to create a magical ward, Mystic Defenses is an appropriate Ability, as is Shape of Space. Difficulties for these rolls are calculated as usual, with highest Sphere + 3 for coincidental magics, +4 for Vulgar without Witnesses or Edge of Coincidence magics, and +5 for Vulgar with Witnesses effects.

No more than one Ability can be applied at a time to any one effect. The ST makes the final decision on which Ability is most appropriate, although the players are welcome to make suggestions. A modifier for an Ability applies to magic as well, so if the ST asks for a skill in a class Ability, the willworker may try another skill in that Ability with the appropiate modifier.

So long as the mage has the proper Spheres, any effect can be attempted, even if the mage does not have an appropriate Ability. He then just rolls his Arete score normally.

A player should note some of the Abilities required for the effects he wishes to use the most often.

Successes from the Arete + Ability roll are spent in the effect’s Parameters, of either Range, Area, Duration, or Effect. No more than twice the mage’s Arete score in successes from a single may be placed into any one Parameter. Therefore a mage with Arete 3 can only put 6 successes in one Parameter during a roll. He may add more if he extends the effect.

Rotes

Willworkers can do anything they imagine, given the right Spheres, creativity, and enough time. But there are always a few tricks they rely on more than any other. These repeated effects become so ingrained that the willworker can pull them off quickly and easily. They are called Rotes, and all mages have at least a few in their repertoire.

Rotes have some advantages over an off-the-cuff effect. First, a rote never incurs a fastcast penalty. Second, if a rote is cast successfully, it gives an additional +1 success to apply to one of the Parameters.

Every character can start with up to 5 rotes if they wish, and others may be learned in the course of play.

Example rotes:
All-Around Awareness

Spheres: Corr 1 Required Parameters: 1 succ. for Area,1 succ. for Effect

This rote allows the mage to expand his normal senses in a 360º area around his body. Additional successes can go into Area; this is the maximum distance that the 360º range applies. Successes can also be spent in Duration, to keep the rote from having to be maintained.

Heal Plants

Spheres: Life 2 Required Parameters: 1 succ for Effect

With a gentle touch, the mage can breathe life back into a plant. Successes can go either into Range or Effect. Each success in Effect allows the plant to recover 1 level of damage or overcome three days’ worth of drought, disease or parasites.

Telepathy

Spheres: Mind 3 (Corr 2 may be added) Required Parameters: 1 success in Range, 2 successes in Effect

Using this rote allows a mage to set up a mental communication with another person. Additional successes in Range allow the mage to maintain the communication over a distance, and Corr 2 may be used to increase this range dramatically. More people may be brought into the communication for one more success in Effect per person. The initiating mage is the center of this communication, and if he is rendered unconscious or drops the effect, all others lose contact.

Fastcasting

When a willworker creates an effect, he isn’t pushing a button or flicking a lighter. He’s rearranging the nature of the universe in a small way. Doing this takes concentration and at least a little time devoted to grasping which ways to alter the shape of reality. Any time a mage begins and ends an effect in the same round, he’s rushing the process dangerously.

Any mage starting an effect meant to take place in the same round is considered "fastcasting" and suffers a +1 difficulty to the effect. He may avoid this by spending a round building the effect, which takes place in the next round. He may take other physical actions (at no penalty if he is multitasked) in both rounds.

A young student of the martial arts may shatter cinderblocks with his fist if given time to prepare himself, find his center of focus, and build up the necessary ch’i. A master has practiced this process so many times that it is instinctive, and he can shatter a cinderblock with a second of concentration. In this way, a mage who has practiced an effect until it becomes a Rote can execute it quickly and surely. A rote never suffers a fastcast penalty.

Rituals

Some paranormals can work their magic instantly, with no apparent side effects. They can summon fire with a thought and grow into ravening monsters in moments. Willworkers, on the other hand, move more slowly, sometimes having to let their power build up until the moment is right to release it.

And that is what makes them so frightening. They can work over time, work together, and reshape reality to a degree to an unbelievable degree.

Extended

An extended ritual takes time. Every Sphere involved adds 5 minutes to the length of the ritual. This means that a Correspondence 2 scry takes only 10 minutes per roll, but a Correspondence 3, Life 3, Prime 2 ban would take (3 + 3 + 2) x 5 = 40 minutes per roll. A Intelligence + Rituals roll may reduce this time 1 minute per roll for every 2 successes.

The limit of number of successes which may be placed in a Parameter only applies to each single roll. Over the course of several rolls, even an Arete 3 mage can accumulate 20 successes in a single Parameter. His only limitation is that he cannot place more than 6 successes per roll into that Parameter.

Every roll after the first has a cumulative +1 difficulty penalty. This may be countered with Quintessence or other difficulty-reducing modifiers, to a maximum effect of the initial base difficulty –3. For example, a coincidental Correspondence 2 scry has a difficulty of 5 for the first roll. Minimum difficulty for any magical effect is 3. After focus and extra time, the mage gains this –2 to diff. A second roll in a ritual is diff 6, a third roll is diff 7, and a fourth roll is diff 8. A mage with Avatar 4 could spend up to 4 Quintessence to keep the difficulty down to three for the initial three roll, and 4 for the fourth.

In a combat situation, it is possible but difficult to extend some effects. The ST may decide that certain effects simply cannot happen in the space of a combat round. If the effect may be extended, it takes 1 WP or 3 Quintessence for each extension. The normal costs for extended effects still apply.

No ritual may be extended more than one roll per point of Temporary Willpower. If the Temporary Willpower is reduced below the number of rolls already taken (for example, a point of Willpower is spent to avoid Paradox), then the ritual ends immediately.

Any time a ritual lasts more than 30 minutes, the participants must roll Stamina + Endurance, difficulty 7. They need one success per extended roll, or be exhausted and at –3 dice penalty to any action. It takes three hours of rest to overcome this exhaustion. Life 3 can be used to overcome the strain, but it imposes a +1 difficulty penalty to any magic actions until real rest can be had.

Group Rituals

No more mages may add successes to a group ritual than the leading willoworker has dots in Arete. With Arete 3, three additional mages may help, whether they can actually roll for the effect or only add one success.

Clashing paradigms add +3 difficulty to any ritual attempt. Different but not opposed paradigms add +2 difficulty. Similar (but not closely connected) paradigms add +1 difficulty. These penalties are cumulative. It is possible to roll Charisma + Rituals, difficulty equal to that of the ritual’s first casting (with all penalties), to counter paradigm differences. Each success reduces paradigm differences by –1. This does not stop the leader from using Intelligence + Rituals to reduce the ritual’s time.

In truly large rituals, every five willworkers above the leader’s Arete limit, and every ten non-mage participants will add +1 success to the first roll.

The ritual’s leader determines the Abilty being used. Participants without this Ability may still roll Arete, but are usually of different paradigms. The mage may only distribute as many successes in one Parameter as the the combined Arete scores of the participants times 2. That means a ritual with three mages, Arete 3, Arete 2, and Arete 2, may only place 14 successes from one roll in any Parameter.

A group ritual is almost impossible to organize during a combat. If the group was assembled in anticipation of a battle, then they may work together for one effect roll. Extensions in combat work as above, with every participant paying the price of 1 WP or 3 Quintessence per roll.

If any member of a group ritual botches, then all will suffer the Paradox, and each must pay the Willpower to avoid it individually. A single member’s failure, even the leader’s, does not matter so long as the others still gain at least one success between them.

Parameters

True magic can generally be broken up into four things it does: it reaches out a certain distance (Range), it can touch a certain amount of the world or number of people (Area), it can last for a certain amount of time (Duration), and it can make changes (Effect).

The only difference in this system is that now the player decides how much of each of these his character is doing.

The mage’s Sphere level determines the limits of his magic. The mage’s successes determines just what the magic does within those limits.

After making the Arete + Ability roll, the mage then chooses where to put divide the successes. Remember that a rote gives a mage one bonus successes to go into a Parameter.

Range

Success Range Corr 2
0 1 m/Arete 10 m/Arete
1 10 m/Arete 5 km
2 20 m/Arete 10 km
3 30 m/Arete 50 km
4 40 m/Arete 100 km
5 50 m/Arete 500 km

With no successes, range is anywhere from touch to 1 meters per dot of Arete. 1 success allows a range of 10 meters per dot of Arete. 2 successes allows a range of 20 meters per dot of Arete, 3 successes allows a range of 30 meters per dot, and so on..

If Correspondence 2 is being used, then one success is spent per level of range on the Correspondence chart. Therefore, an effect using Corr 2 and with three successes in Range can reach 50 kilometers away.

Area

Sensories
Succ Area Sphere Level Direct Effect Indirect Effect
0 Target only 2 No area No area
1 10m radius/Arete 3 One person/5 succ 5m radius/Arete
2 20m radius/Arete 4 1 person/succ 10m radius/Arete
3 30m radius/Arete 5 5 people/succ 20m radius/Arete
4 40m radius/Arete
5 50m radius/Arete
Corr 2: x10

No successes in this Parameter means area of effect is always one person or one object, no larger than 100 lbs. per dot of Arete.

For sensory magics, including scrying, 1 success equals a 10 meter radius per dot of Arete that can be sensed. 2 successes equals a 40 meter radius, 3 successes equals a 30 meter radius, and so on. Correspondence 2 multiples sensory radius x 10. This requires one success in Correspondence Effect. Some wards and other protections may block sensory magics in this area, creating a blind spot. The rest of the area is unaffected.

Direct Effect magics are those which affect patterns in living or sentient beings. This can include many Life, harmful Mind, Spirit and Time magics. When in doubt, if the effect is meant to change the state of being of something alive or sentient, then assume it is a Direct Effect. Sphere Level 2 Direct Effects can only have one target. Level 3 magics can affect one additonal person per 5 successes. Level 4 magics can affect one additional person per success. Level 5 magics can affect five additional people per success.

Indrect Effect magics are those which affect unliving or insentient objects. This normally will include Entropy, Forces and some Prime magics. When in doubt, if the effect is meant to change the state of materials, dead materials, energy or raw ephemera, then assume it is an Indirect Effect. Sphere Level 2 Indirect Effects can only have one target. Level 3 magics can affect five meters per dot of Arete. Level 4 magics can affect ten meters per dot of Arete. Level 5 magics can affect 20 meters per dot of Arete. Note that damaging magics will deal its full damage to all within the target area (minus soak, if any) equally.

Duration

Enchantments
Without Prime With Prime 2 With Prime 3 With Prime 4 With Prime 5
1 week per success 1 month per success3 months per success6 months per success1 year per success
 
Direct (Combat) Effects
Sphere Level Duration
2 1 additional round/2 successes   
3 1 round   
4 2 rounds   
5 3 rounds   
Prime 2 multiplies these durations by x2. Prime 3 multiplies them x3. Prime 4 multiplies them x4. Prime 5 multiplies them x5.
 
Dynamic Effects
Sphere Level Duration   
2 1 minute/Arete   
3 10 minutes/Arete   
4 100 minutes/Arete (1 hour, 40 minutes/Arete)   
5 1000 minutes/Arete (16 hours, 40 minutes/Arete)   
Prime 2 multiplies these durations by x2. Prime 3 multiplies them x3. Prime 4 multiplies them x4. Prime 5 multiplies them x5.
 
Static Effects
Sphere Level Duration   
1 5 minutes/Arete   
2 10 minutes/Arete   
3 100 minutes/Arete (1 hour, 40 minutes/Arete)   
4 1000 minutes/Arete (16 hours, 40 minutes/Arete)   
5 10,000 minutes/Arete (166 hours, 40 minutes/Arete; 7 days/Arete, 1 week/Arete)   
Prime 2 multiplies these durations by x2. Prime 3 multplies them x3. Prime 4 multiplies them x4. Prime 5 multiplies them x5.

No successes in Duration means that the effect is instant. The magic dissipates after it produces its results.

Enchantment applies to magics implanted into objects or areas, always with a ritual, that tie their effects to those specific patterns. This category applies to Correspondence or Spirit Wards and Bans, the creation of Talismans, and other such effects. Without the use of the Prime Sphere, such effects last one week per success. Prime can greatly increase these durations: for one success put into Effect for Prime, the duration increases according to the level of Prime being used. Prime 2 gives one month per success, Prime 3 gives three months per success, Prime 4 gives six months per success and Prime 5 gives one year per success.

Direct, or Combat, Effects are those which are meant to cause rapid changes to a target or targets during a conflict. These kinds of effects are normally damaging or healing magics, such as Forces attacks or Life healings. Successes in Duration here means the effect will carry over for another round at full power; so that if a mage uses Mind 3 to create a lasting psychic attack and puts one success into Duration, then the attack strikes again in the next round. Higher-level Spheres are easier to give durations than lower levels. Sphere Level 2 effects gain one additional round per two successes. Level 3 effects gain one additional round per success. Level 4 effects gain two additional rounds per success. Level 5 effects gain three additional rounds per success. With one success put into Effect for Prime, this Sphere can multiply the overall duration.

Dynamic Effects are those which makes an alteration of an object or being that is making active use of what has been altered. Growing new muscles with Life 3 is such a change, as is improving one's reflexes or making ammunition cause more damage before it is fired. Many Correspondence, Entropic and Forces effects fall under this category, as do some Life effects such as Better Body or adding new limbs such as wings. Sphere Level 2 effects last one minute per dot of Arete per success. Level 3 effects last ten minutes per dot of Arete per success. Level 4 effects last one hundred minutes (one hour and forty minutes) per dot of Arete per success. Level 5 effects last one thousand minutes (sixteen hours, forty minutes) per success. With one success put into Effect for Prime, this Sphere can multiply the overall duration.

Static Effects are those which make alterations in objects or beings that do not actively use these alterations. Altering one's skin color is one such change, as is creating a simple object or transmuting one metal into another or increasing one's senses. This category can be tricky, so ask the ST before deciding whether an Effect is Dynamic or Static. Most forms of subtle magics, especially using Life, Matter, Prime or Spirit, fall under this category. Sphere Level 1 magics last five minutes per dot of Arete per success. Level 2 magics last ten minutes per dot of Arete per success. Level 3 magics last one hundred minutes (one hour, forty minutes) per dot of Arete per success. Level 4 magics last one thousand minutes (sixteen hours, forty minutes) per dot of Arete per success. Level 5 magics last ten thousand minutes (one hundred sixty six hours, forty minutes) per success. With one success put into Effect for Prime, this Sphere can multiply the overall duration.

Effect

This is where all the magic really happens. Most of what follows are general guidelines for how to use successes in these areas, it is not intended to be comprehensive. In general, it takes at least one success to initiate any effect.

Any use of magickal senses requires at least one success in Effect, additional successes can be used to defeat protective defenses or to increase level of detail.

The player is encouraged to suggest their own effects, using these guidelines. The Storyteller will make the final decision for how many successes will be required to perform the effect.

Note that the Spheres may have different effect charts. These supersede the ones found in the Mage book.

Correspondence

Sucesses Distance Relationship
1 5 km Related by blood; deep connection
2 10 km Very familiar; close friend, prized possession.
3 50 km Familiar; friend, possession, complete data
4 100 km Known; acquaintance, handled objects
5 500 km Met; studied for some time, objects touched
6 1000 km Seen; at least minute study, objects brushed
7 5000 km (NYC to LA) Described; picture or good description
8 10,000 km Mentioned; name, some physical data
9 50,000 km (across the Earth) Suspected; clues, few physical facts
10 100,000 km Imagined; reason to believe involvement
11 500,000 km (Earth to Moon) Unknown; shot in the dark
12 1,000,000 km Unknown
13 5,000,000 km Unknown
14 10,000,000 km Unknown
*15 50,000,000 km Unknown
* No one has effectively gone farther than this distance; extra successes would apply to defeating wards, fulfilling relationship requirements, or precise coordinates.

Scries

  • Using Correspondence 2 to scry requires 1 success to open the window. Additional successes can be placed into range, relation or shielding the scry from being noticed. Some physical correspondence must be used for this scry to work (have enough to initially start on relation table at 8 required successes, see Correspondence table). Correspondence 2 cannot reach anyone on the "Described" level of relation or higher. If the mage is scrying a specific area, only range needs to be covered. If the mage is scrying for a specific person, then he must cover the relation and then put successes into range.

  • Using Correspondence 3 (Filter All-Space) requires 2 successes to start and all other successes are put into range and/or relation (see Correspondence table). Only Correspondence 3 can allow a mage to scry for a person of the Described or worse relation.

  • Magics can be worked through a scry window. These magics must spend one success to go through the window after it is opened. Corr 2 and 3 scry windows are two-way. If a mage can strike through it, a return scry can come back. Corr 4 or 5 windows may be set to be one-way only, although they can still be disrupted in othe ways.

  • Correspondence 4 can be used to hide a scrying portal from notice. For two successes above those required to scry, the mage subtracts his Arete in dice from any attempt to sense the portal. Every success applied to this doubled these "stealth" dice.

Apportation/Teleportation

  • Correspondence 2 portals to apportate animals or objects requires 1 success, the rest going into range.

  • Correspondence 3 portals require 1 success, the rest going into range.

  • Correspondence 4 portals will admit 1 person per dot in Arete per success. So an Arete 4 mage creating a Corr 4 Gateway could admit 4 people per success applied to Effect.

  • Correspondence 5 portals will admit 10 people per dot in Arete per success. So an Arete 5 mage creating a Corr 5 Gateway could admit 10 people per success applied to Effect.

  • Additional successes applied to Effect can be used to hide the portal, make the Effect less noticeable or to filter what can go through the portal.

Altering Space

  • Using Correspondence 3, Life 3 to hinder an opponents’ movement requires 1 success per –1 to Dexterity. Using Correspondence 4, Life 3 to hinder an opponents’ movement requires 1 success per –2 to Dexterity. Using Correspondence 5, Life to hinder an opponents’ movement requires 1 success per –4 to Dexterity.

  • Dilating or shrinking distances takes Correspondence 3 for a single person, Correspondence 4 for a group, or Correspondence 5 for a very large group. Group effects require successes in the Area parameter. Every success adds or subtracts 10% to travel times between places.

  • Dilating or shrinking sizes takes Correspondence 4 for a single person, Correspondence 5 for an area. Every success changes a target’s size by 10%. Someone reduced by 100% does still exist, but is no longer in this space-time continuum.

Parallaxing

  • This requires Correspondence 5 and 1 success per extra "self". These other selves can reach as far as the first step on the Correspondence table from the original. Successes must be put into Range on the Correspondence table for each step beyond this.

  • So, to create 5 other "selves" that can range up to 50 km from the original, a total of 5 successes must be placed into Effect, and 2 in to Range.

Wards and Bans
  • Correspondence 2 can be used to create a ward to seal an area or a person from scrying. This requires successes in the Area parameter to determine what is protected by the ward. Each success after this creates the ward. Any Correspondence effect that tries to penetrate this area must have more successes than the ward. This form of ward must always have some physical anchor, from glyphs to standing stones. Successes in the warding must also be spent on the Duration chart. A Correspondence 2 ward can have no more than 20 successes of protection.

  • Correspondence 3 can be used to create a ban to stop an area or a person from being touched by a single form of object or force. This requires the mage to have a conjunctional Sphere at Level 3, Life 3 for living things, Forces 3 for energy, etc. The mage must have some sample of the banned object. This has to be a reasonable sample, for example a bullet instead of a bit of lead. This requires successes in the Area parameter to determine what is protected by the ban. The target object must cause more successes of damage (or on a Might roll) than the ban to enter the area. Each time damage is caused to such a ban in a single round, it loses one success from its overall protection. Correspondence 3 bans can have no more than 15 successes of protection.

  • Correspondence 4 shields work as Corr 3 bans, but block all but one kind of living thing, physical object, or force. A shield require a conjunctional effect with the appropriate Sphere at Level 4 and an example of the object, being or force that can enter the shield. All other successes work as the ban, above.

    A Correspondence 4 ward can have more than 20 successes of protection.

    d) Correspondence 5 fields can block any object that tries to cause harm to a person or in an area. Only the casting mage can cause damage to someone inside the field. All other successes work as a ban.

Entropy

Dim Mak
  • Entropy 1 can allow the target to see where to strike a target. Each success allows the mage to add one die to hit in his next offensive action.

    The mage can use Entropy 1 to know when he’s most vulnerable. Each success gives him one die to his next defensive action.

Luck

  • Entropy 2 adds one die or a difficulty modifier of -1 per success to a single roll. Dice can only be added when the odds are against the target or the target has less the 4 dice for the roll. These do not apply to magic actions, and cannot reduce a difficulty below 2. Entropy 2 adds one automatic success to a roll per 2 successes when applied to a roll for a risky action. Entropy 2 can stack odds against a target. Every success can increase the target’s difficulty to perform a single risky action.

  • Entropy 3 adds one automatic success to a single roll per success. Entropy 3 can add a die per success to all feats of a certain kind (defensive, offensive, athletics, etc.) in a round. Entropy 3 can also add or subtract 1 diff per success to all non-magical actions performed by a target during the effect’s Duration.

  • Entropy 4 adds one automatic success to a certain kind of feat (offensive, defensive, athletics., etc.) in a round. Entropy 4 can adds a die per success to all actions according to the duration. Entropy 4 can add or subtract 1 diff per success for up to a scene, or in a single magical action. This can not reduce a magical action’s difficulty below its base.

  • Entropy 5 adds one automatic success to a certain kind of feat for the effect’s Duration. It can add dice to actions performed by a group in a scene. Entropy 5 can add or subtract 1 diff to a specific kind of magical action (such as healing, scrying, etc.) during the effect’s duration. It can reduce the difficulty of a single magical action to its Sphere level, or 2, whichever is higher.

Decay

  • Entropy 3 can damage only inorganic objects. It causes 1 lethal damage to an object per success. This damage can be spread over the effect’s Duration. The damage can wait until the most appropriate moment within a scene for 2 additional successes.

  • Entropy 4 can damage living beings. It causes 2 bashing or 1 lethal damage per success. This damage can be spread over the effect’s Duration, or can wait until the most appropriate moment in a scene for 2 successes.

  • Entropy 5 can damage anything, causing 2 bashing or 1 lethal damage per success. Entropy 5 can reduce a target’s Temporary Willpower by 1 for each success, or be used to alter the target’s goals or fears (resisted by Willpower, each success allows one minor alteration to such goals).

Fate

  • Entropy 2 can be used to know which of two actions in a scene will be the best for the mage in the long run. This takes 3 successes.

  • Entropy 3 can be used to know which set of related actions in a scene will be the best for the mage seeking a specific goal. (I.E., racing through a maze, looking for a book, finding a person). This takes 3 successes, or 2 success to choose between two actions in a scene.

  • Entropy 4 can help another person make the right set of related actions in a scene for a specific goal, for 3 successes. It can also be used to help a mage accurately guess which of a set of long-term strategies (encompassing no more than a month) is best. This takes 5 successes.

  • Entropy 5 can be used to make sure the mage knows the right things to say or do in a scene to better reach his long term goals. This takes 5 successes. It can also be used to choose and reevaluate long-term strategies encompassing a month, for 5 successes

Forces

  • Damage caused by Forces effects gives one automatic success to cause either bashing or lethal damage. One success equals 2 bashing or 1 lethal damage. Forces damage is not aggravated unless the target has specific weaknesses (such as vampires and fire), the mage uses Forces 5 to create radiation or extremely powerful forms of the energy in question, or the mage uses a conjunctional Prime 3 effect.

  • Forces 2 can redirect energies and create minor non-damaging effects with varying degrees of complexity.

    Success Effect
    1 Permits flow of energy to be diverted away from intended target.
    2 Allows the energy to be diffused or directed at a new target.
    3 Allows the energy to be to reshaped around a target into simple shapes such as a wall or a cylinder, or to return back to its original source.
    4 Allows the mage to shape the energy into complicated shapes such as a cape of shadows or to be sheathed in flame.
    5 Allows complex shapes, such as a convincing static hologram or cage of electricity.
    6 Allows complex mobile shapes, such as an active hologram, or to make energy into a semi-solid form.
    7 Allow multiple complex shapes, or to reduce energy to almost nothing or create a bonfire from a match.

  • Forces 3 can create any energy from nothing, equal to about a torch flame or strong shock, for one success. This energy does not last for more than a round unless Prime 2 is also used, although the effects of the energy may remain (using forces to start a fire). The mage may not control any force that has potential to cause more than 10 success worth of damage.

  • Energy can be reshaped as at Forces 2, requiring 2 fewer successes for each degree of alteration, so that it can be formed into simple shapes with 1 success.

  • Energy can be flipped into its opposite (light into darkness, heat into cold) for 2 successes. This requires the Area parameter to determine how much energy is flipped.

  • The mage may use a conjunctional effect with Life 3 or Matter 3 to transform simple objects into energy, or vice versa, for 5 successes.

  • Forces 4 allows the mage to control any force that can cause more than 10 successes worth of damage.

  • One success allows the mage to shape lesser energies into complicated shapes, or to shape greater forces into simple ones.

  • Forces 4 can be used in conjunctional effects with Life 4 or Matter 4 to transform complex objects into energy and back again, for 5 successes.

  • Forces 5 allows the mage to control any energy that he can observe.

  • One success allows the mage to shape lesser energies into complex shapes, major energies into complicated shapes, or extremely intense energies into simple shapes.

  • The mage can use conjunctional effects with Life 5 or Matter 5 to transform multiple complex objects into energy or back for 5 successes.

  • The mage can also create extremely intense energies such as hard radiation, solar temperatures, neutron star gravitational pull, or to effect forces at the quantum level. All of these take 5 successes to initiate, with additional successes adding to overall amount.

Life

Healing
  • With Life 2, the mage can heal himself, simple creatures and plants at a rate of 2 bashing or 1 lethal damage per success. Healing aggravated wounds takes double the successes and is always vulgar.

  • With Life 3, the mage can heal complex creatures at a rate of 2 bashing or 1 lethal damage per success. Healing aggravated wounds takes double the successes and is always vulgar. He can heal diseases and correct chemical imbalances in himself for a base of 2 successes. The ST determines how many successes are required for this, although a cold should be no more than 2 successes, recovering from being drunk should take only 1, and dealing with ebola could take as many as 6 successes.

  • Life 4 allows the mage to heal multiple complex beings at a rate of 2 bashing or 1 lethal damage per success. Healing aggravated wounds for these beings takes double the successes and is always vulgar. This requires successes in the Area parameter to determine who many beings are affected. The mage can heal aggravated wounds in himself or simple creatures at a rate of 1 aggravated damage per success This effect is vulgar. The mage can heal diseases or correct chemical imbalances in others at the same rate as he could for himself. This always targets one other person.

  • Life 5 allows the mage to heal complex beings of aggravated wounds at a rate of 1 damage per successes. This effect is vulgar. The mage can heal diseases or correct chemical imbalances in multiple complex beings at once as in Life 3, or for himself for half of these successes.

Injury

  • The mage may cause 2 bashing or 1 lethal damage per success. He may only damage simple creatures or himself with Life 2. Life 3 allows him to damage individual complex beings. Life 4 allows him to damage multiple complex beings at once.

  • The mage cannot cause aggravated damage with Life 3 unless he uses a conjunctional Prime 3 effect. He can cause aggravated damage with Life 5 by itself.

  • At Life 3, the mage may create diseases in himself, or secret a poison, to infect others. These diseases or poisons cannot be fatal, for the mage suffers their effects while creating them. It takes 2 successes to begin the creation, with more successes as required by the ST to make the disease or poison. A cold should be no more than 2 successes, while a hallucinogen on the lips should be only 1. At Life 4, the mage may create diseases or poisons in another complex being at the same rate as above. These can be fatal if the mage wishes, requiring at least 5 successes after the 2 for creation. At Life 5, the mage may create diseases or poisons in multiple complex beings.

Alterations

  • With Life 2, the mage may cause changes in simple creatures or himself that fit their natural capacities, such as a tree bearing fruit out of season, or a cat to grow a different shade of fur. It takes at least one success for minor change such as coloration, 3 successes for more complex changes such as a new pattern of feathers in a bird. For 5 successes, these changes will be passed on to the next generation.

  • At Life 3, the mage may cause unnatural changes in simple creatures or himself, such giving spiders internal skeletons or lungs to a fish, or gills in himself, for at least 3 successes for every alteration. These traits can be passed to the next generation for 5 successes, but this is vulgar.

  • At Life 4, the mage can make unnatural changes in other complex beings for at least 3 successes per change. The mage can completely transform himself, with 2 successes to become another sort of primate, 4 successes to become any living creature of the same size, 6 successes to be something of mythical nature, 8 successes to be something never before seen. With a conjunctional Prime 2 effect, his new form can be 20% larger or smaller per additional success. This mage must spend time to learn the characteristics of this form before making use of special abilities.

  • At Life 5, the mage can cause another complex being to shapeshift as he could at Life 4, using a conjunctional Prime 3 effect to add or subtract 20% of size. This being will have to learn how to deal with this form as usual. He may transform himself perfectly for half the successes of Life 4, changing size 20% per success (doubled with Prime 2), with an instinctive knowledge of how to use this form. He may set up changes in other beings that, over the course of generations, will produce significant changes. This takes 4 successes for each generation, as well as 5 successes for the ultimate change.

Improvements

  • At Life 3, a mage can allow himself to soak lethal damage with his full Stamina score. This takes 1 success per point he has in Stamina. With a vulgar effect, and 2 successes per dot of Stamina, he may soak aggravated wounds with his Stamina score. At Life 4, he may give these benefits to others, or soak aggravated wounds himself for 1 success per dot of his own Stamina. At Life 5, he may double his natural soak ratings for four successes and gain half his lethal soak as aggravated soak, if he does not already have an aggravated soak score.

  • Life 3 allows the mage to Better Body himself for a short time. He must spend 1 success to prepare his body, then every additional success adds 1 to either Strength, Dexterity, or Stamina. His soak ratings will increase with his new Stamina score, although magical bonuses to soak are not affected. If he increases an Attribute above 5, he takes one Paradox for each dot above 5. He must either maintain this effect or put successes into Duration.

    c) Life 4 allows the mage to Better Body another person, with the same successes as above. At this level, if he consistently uses Better Body every day he trains for a new Attribute, he may either halve the required training time or the experience cost.

  • At Life 5, the mage may train with an individual and Better Body him every day, allowing him to halve his required training time or experience cost to improve an Attribute.

Creation

  • At Life 3, the mage may create simple beings with 5 successes. These beings may not live very long, and the more complex the creature the less chance there is the creature will function properly.

  • At Life 5, the mage may create a complex being out of nothing for 5 successes. The more complex the being, the more chance there is that it will not function perfectly unless given the opportunity to age naturally.

Matter

Matter 2 may only affect an object no bigger than 100 lbs. Matter 3 can affect objects from 100 to 1000 lbs. Matter 4 can affect objects larger than 1000 lbs.

Damage and Repair

  • Matter 3 can damage or repair a single object 1 damage per success. Most objects do not have "bashing" or "lethal" distinctions. Matter 3 may also repair these objects at the same rate.

  • Matter 4 can damage or repair a single object at a rate of 2 damage per success, or multiple objects at a rate of 1 damage per success.

  • Matter 5 can damage or repair a single object at a rate of 4 damage per success, or multiple objects at a rate of 2 damage per success.

Transformations

  • With Matter 2, the mage can transform one substance into another. This transformation must be of the simplest form of the substance, and conforms to most of the characteristics of the original. For 2 successes, a kind of wood (but not pulp or plywood) such as mahogany can become oak. For another 2 successes, another kind of wood can be added to the oak. Greater transformations, such as making minerals into wood, requires 4 successes for metal into mineral, mineral into wood or vice versa.
  • At Matter 3, the mage can alter one aspect of a substances’ physical properties. For 2 successes, he can halve an object’s density, volume, size, or turn a gas into a liquid, a liquid into a solid. Such changes last according the Duration paramter, and must still conform to existing substances.

  • With Matter 4, the mage can speed up simple transformations, requiring only 1 success for each transmutation at Matter 2. The mage may transform any complex object into another object of same complexity. In this way, he could turn a shotgun into a machine gun for 3 successes, or a cell phone into a pager for 4, or a van into a small tank for 6. With Life 4 or Forces 4, objects may be translated into living beings or energy, or vice versa, for 5 successes.

  • At Matter 5, The mage can make multiple complex transformations at the same rate as Matter 4, or to halve successes for complex transformations. The mage can transform one of the object’s basic properties to impossible levels, making metallic hydrogen at room temperatures, giving a tank no weight, turning steel invisible, or allowing two substances to pass through each other, requiring at least 4 successes for a change.

Shaping

  • With Matter 3, the mage can shape objects. For one success, he may sculpt a substance’s appearance. This process takes time; minor changes such as making a cube into a ball take five minutes, turning that ball into a profile of a head takes ten minutes. Extra successes can halve the time requirements. If the mage does not wish the change to be permanent, he can perform such sculpting in one round for basic shapes, five rounds for complicated shapes.

  • With Matter 4, the mage may halve the time required to sculpt an object, or may simply do the work without touching the object. He can shape the object down to the molecular level.

  • With Matter 5, anything the mage sculpts stays that way, no matter how long he spends on it. He can shape the object down to the atomic level.

Creation

  • With Matter 2 he may create for 3 successes, a simple form of a substance no larger than 10 lbs. per success, that lasts for a single round..

    b) With Matter 3, he may create a simple substance that lasts according to the Duration parameter.

  • With Matter 4, the mage may create a complex substance for 4 successes, 10 lbs. per success, that lasts according to the Duration parameter. His simple substances are permanent.

  • With Matter 5, the mage may permanently create a complex substance, or create a 1000 lbs. of it per success that last according to the Duration parameter. Radioactive substances or ones that simply do not exist in the normal world can be created with Matter 5, requiring at least 6 successes per 10 lbs. created.

Mind

Many direct commands can be resisted by Willpower, difficulty equal to the willworker’s base difficulty. Therefore, a mage using Mind 5 to issue a sudden order to a target (diff. 9 after fastcast) must be resisted at difficulty 9.

Reading and Sending Thoughts

  • At Mind 2, the mage to pick up the surface thoughts of a single person for 2 successes. It is also possible to pick up emotional resonance left on an object, at least 2 successes for every hour since the object was touched.

  • With Mind 3, The mage can read another’s deep thoughts and most recent memories for 2 successes. The mage can pick up surface thoughts from more than one person at 1 success per person. The mage can initiate mental contact with others, for 2 successes base (to initiate a two-way conversation), 1 success for every additional person in the link. The mage may attempt to walk among dreams to one target, requiring at least 4 successes plus one for every point of the target’s temporary willpower.

  • At Mind 4, the mage may link multiple people for 1 success per person.

  • At Mind 5, the mage can send his mind into the Astral plane for 5 successes, plus 2 successes for every boosted Attribute while astral. If he makes contact with a person’s astral shadow, he can communicate with them or read their minds for 1 success per point of target’s Willpower. Only paranormal targets have a chance to notice this contact.

Controlling Minds

  • Using Mind 2, the mage can transmit simple impulses into that single target, which must have at least 1 net success after resistance and must be able to be expressed in two words.

  • With Mind 3, the mage may also send false images to a target, resisted with either Willpower or Perception + Awareness. Mental commands are resolved as Mind 2 and can take the form of a single sentence, with one direct object and one indirect object.

  • At Mind 4, The mage can engage in mental battle against a target. If he gains as many net successes as the target’s temporary Willpower, he can control the target’s actions as if they were his own. The mage can alter the target’s memories, requiring 3 success per memory, 5 successes for deeply rooted memories.

  • With Mind 5, The mage can manipulate the memories and current impressions of multiple targets for 2 successes per target. The mage may completely rework a target’s personality for 3 successes plus 1 success for point of temporary willpower.

Improving

  • Mind 3 allows the mage to Better Mind himself for a short time. He must spend 1 success to prepare his brain, then every additional success adds 1 to either Perception, Intelligence, or Wits. If he increases an Attribute above 5, he takes one Paradox for each dot above 5. He must either maintain this effect or put successes into Duration.

  • Mind 4 allows the mage to Better Mind another person, with the same successes as above. At this level, if he consistently uses Better Mind every day he trains for a new Attribute, he may either halve the required training time or the experience cost.

  • At Life 5, the mage may train with an individual and Better Mind him every day, allowing him to halve his required training time or experience cost to improve an Attribute.

Damage

  • With Mind 3, the mage may try to directly harm another’s mind. He causes 1 bashing damage per success, 1 lethal every 2 successes. He may instead choose to reduce a target’s Temporary Willpower, removing one WP for every 2 successes after resistance.

  • Mind 4 allows the mage to temporarily harm a target’s mental Attributes. Every 1 success after resistance removes 1 from a target’s Perception, Intelligence or Wits. This reduction only lasts according to the Duration chart. A target reduced to Intelligence or Wits 0 is effectively in a coma.

  • Mind 5 allows the mage to permanently reduce the target’s Willpower or mental Attributes. Every 2 successes after resistance removes one dot from these traits In the case of Willpower, this does reduce the Permanent score. An individual with a Permanent Willpower of 0 is effectively a zombie slave. This damage can be healed by another mage with Mind 5 over time; so a target is not necessarily brain-dead forever.

Prime

Absorbing and Channeling

  • Using Prime 1, the mage may absorb free Quintessence from a Node into his Pattern. He gains 1 Quintessence per success, up to the limit available at the Node.

  • v With Prime 2, the mage can channel raw Quintessence into supporting Patterns. This can allow things created by Forces, Life or Matter to remain in existence according to the Duration chart, requiring 1 success placed into using Prime 2.

  • With Prime 3, the mage may willingly share Quintessence with another being, transferring one Quint per success. The mage can also allow the mage to spend 2 successes to turn any magical attack into aggravated damage, costing 1 Quintessence per such attack. Also, at this level of Prime, the mage may rip Quintessence from a Node, requiring 3 successes to tap into the power, and 1 success for each Quintessence taken. A Node can survive having five times its rating of Quintessence drained at one time, then it is destroyed.

  • With Prime 4, the mage can take Quintessence directly from nonliving objects. It takes 2 successes to release the Quintessence, and he may drain one point of Quintessence per success. This destroys the object in question. He may also tap into a ley line with 4 successes, draining 1 Quintessence per success. A small ley line holds 10 Quintessence, a major one holds 30. Removing the Quintessence from a ley line can damage or destroy it.

  • With Prime 5, the mage may drain Quintessence from living beings for 2 successes, plus 1 per point of Quintessence drained. The mage may recharge his or another’s Quintessence at a rate of three Quintessence per success.

Manipulations

  • At Prime 2, the mage can perform rough manipulations of the Quintessence in existing objects, allowing him to make others feel more energetic for 2 successes or to feel as if they do not truly exist for 2 successes, +1 success per additional round.

  • With Prime 3, the mage can allow a mage to convert raw Tass into a form useable by anyone, for 2 successes per point of Tass.

  • vWith Prime 4 and conjunctional effects with Forces, Life or Matter, he may alter basic Patterns so that they respond to the world in unusual ways. For 3 successes, may make flame only burn one specific substance or he may cause a door to only be solid against air. This effect lasts for one round per 3 successes. The mage may exert the Quintessence inside him to temporarily boost his Pattern, allowing him one additional point of soak or one automatic success on any physical action, per success. The mage may also use this level of Prime to place aspects of his own Avatar over his own. Conjunctional effects with any other Sphere at the same level may be necessary to fully express the avatar. This gives him his Avatar rating worth of dots to divide into any stats, add to his soak and damage pools, and to use as countermagic. He may add other effects without regard to normal human tolerances. This requires a base of 5 successes, plus one success per additional effect.

  • At Prime 5, the mage can affect multiple properties of objects for 2 successes per property. The mage may shift ley lines for at least 4 successes for a weak line, 10 successes for a major one. Where more than three lines meet, a Node will eventually form.

Damage

  • Prime 3 allows the mage to discharge raw Quintessence in brief forms, creating shield or bolts of energy. These can absorb or cause 2 bashing or 1 lethal damage per success, and cost one Quintessence to make. These bolts can only be soaked with half the target’s rating (round up), or through Prime 3. The mage may also create a shield that protects against Prime attacks for 4 successes, either giving him full soak versus these attacks or 1 additional soak (bashing and lethal) against them. If Prime 3 is used to boost another magical attack, requiring 1 success, that attack causes aggravated damage. This costs the mage 1 Quintessence for every aggravated attack.

  • Prime 4 allows the mage to create shield of raw Prime around a single individual, giving them 1 additional soak (both bashing and lethal) against any magical attack. This requires successes in both Duration and Area to determine how long the shield lasts. The mage can also cause raw aggravated damage at a rate of 2 successes for 1 level, or boost an attack to require no Quintessence for aggravated strikes.

  • Prime 5 causes one level of lethal damage for one success to a target that can be soaked at one-third the target’s soak pool, or one half-half if the target is using a Prime 3 shield (round up). Prime 5 damage can also be aggravated if the mage wills it.

Reality and Paradox

  • With Prime 4, the mage may make one of his vulgar effects coincidental, or a opponent’s coincidental effect vulgar, for 5 successes. The only affects the next appropriate magic action. The causing or healing of aggravated wounds is immune to this effect. Also with Prime 4, the mage may delay a personal Paradox backlash for a scene with 5 successes. This gives the mage one additional Paradox which will take effect with the backlash.

  • With Prime 5, the mage may also alter local reality to favor his paradigm above others for 5 successes. With successes in Duration and Area, the mage makes this region a Sanctum for him for a time. Also, the mage may divert some Paradox either away from or toward himself during a backlash in his presence. He gains or displaces 1 point of Paradox per 2 successes. The attempt adds 1 Paradox to the backlash, and the backlash will take place no matter what.

Spirit

Gauntlet Area Successes Time to Step
3 Powerful Node, enlightened resonance 1 5 minutes
4 Strong Node, aware resonance 2 1 minute
5 Weak Node, proper resonance 3 30 seconds
6 Attuned areas, neutral resonance 4 10 seconds
7 Neutral areas, no resonance 5 One round
8 Sterile areas, unfamiliar resonance 6 Instant
9 Hostile areas, opposed resonance

Gauntlet

  • At Spirit 2, the mage can briefly reach through the Gauntlet. He must have as many successes as the local Gauntlet rating, and can only touch for one round. The mage may also lower the Gauntlet a maximum of his Arete rating for 2 successes per point lowered.

  • At Spirit 3, the mage can slide through the Gauntlet at a speed determined by the Spirit chart.

  • With Spirit 4, the mage can open the Gauntlet for multiple people, requiring successes as per the chart plus 1 for every additional person. The mage may reduce or increase the Gauntlet for one success per point, with no minimum or maximum.

  • With Spirit 5, the mage can also reach past the Horizon into the Deep Umbra for 4 successes. The mage can open an airt (spirit path) to any Realm he has visited once before, for a minimum of 5 successes.

Dealing with Spirits

  • With Spirit 2, the mage may also speak to and understand spirit beings for 2 successes. The mage may also call to spirits. Every 4 successes makes the call that much more compelling and heard by a greater range of spirits.

  • With Spirit 3, the mage can rouse sleeping spirits for a minimum of 3 successes, and may require 10 or more successes for large spirits. The mage can also turn a call for aid into a direct summons, requiring as many successes as the target spirit’s Willpower.

  • With Spirit 4, the mage may bind spirits into objects or people for 5 successes plus one success per point of the spirit’s Willpower or Power (depending on whether the spirit is willing or coerced). The mage can channel a spirit’s abilities through himself for one success per point of the spirit’s Rage or Gnosis (depending on the spirit’s nature).

  • Using Spirit 5, the mage may create spirits from nothing for 4 successes per point of Rage or Gnosis, 2 successes per point of Willpower and Gnosis. There is no guarantee this spirit will be friendly or as envisioned by the mage. The mage may demand the appearance of any spirit weaker than an Incarna and be guaranteed that it will come to him.

Damage and healing

  • With Spirit 3, the mage may cause direct harm or healing to spirits at a rate of 2 bashing or 1 lethal damage per success.

  • With Spirit 4, the mage may harm or heal multiple spirits at a rat eof 2 bashing or 1 lethal damage per success.

  • With Spirit 5, the mage may destroy spirits or Avatars. He reduces a Spirit’s Willpower, Rage and Gnosis by 1 point per success, destroying it when all three reach 0. An Avatar can be destroyed with 15 successes.

Time

Successes Timeframe Level of Detail
1 12 hours Extremely vague, major events
2 1 day Vague, key players
3 1 week Sketchy, key factors
4 1 month Some details, minor players
5 1 year More detailed, minor factors
6 5 years Good detail, subtext
7 10 years As if there, reasons why
8 50 years Inhuman detail, truth of matter
9 100 years
10 500 years

Sensing Past or Future

  • With Time 2, the mage can get a sense of future or past events. This requires successes on the Time chart. Details suggested by this chart may not be possible; the mage’s own vision can help muddy the temporal waters of these events. The mage can hide temporal events, with each success requiring a seer to gain an additional success to view the event.

  • With Time 3, the mage can sense the flow of destiny and know when to be at a certain place, even if he is not aware of why he is there for 3 successes. He can also identify individuals or events that are important to a future he wishes to achieve for 2 successes.

  • At Time 4, the mage can also guarantee that one specific event will happen to a single person, for 5 successes. This event may have unforeseen factors, outcome or consequences.

  • Time 5 allows the mage to create a false event to place in the timestream either past or future that will only be witnesses by other seers. It takes 5 successes for a simple illusion such a man who wasn’t there or a conversation that didn’t happen, and as many as 20 successes for a major battle that shall never come to pass. People present at the times where these illusions are placed may experience vivid daydreams of said illusions.

Shifting Time

  • With Time 3, the mage can speed or slow time for himself or a single other person. This takes 2 successes per extra action gained, or per doubling of time for another (so that it takes 2 rounds to perform 1 round’s actions).

  • Using Time 4, the mage can speed or slow time for a group, at a rate of 2 successes per extra action or doubling of time, plus 1 success per person. The mage can also create effects that will take place in the future when certain conditions are set, for 3 successes per effect plus 1 success per step on the Time chart.

  • With Time 5, the mage can create time in short bursts, giving a person one additional hour to perform a task within a round’s time per 4 successes.

Travelling

  • With Time 3, the mage can send a simple message of words or an image backward or forward through time. This takes 2 successes per step forward on the Time chart, 4 successes per step backward.

  • Time 4 allows the mage to place a simple object or creature backward or forward through time, taking 3 successes per step forward, 5 successes per step backward.

  • Using Time 5, the mage can move himself or a single other person backward or forward through time. This takes 3 successes to go forward on the Time chart, 5 successes to go backward, and requires successes on the Duration chart. When the effect’s duration has passed for the traveler, he snaps back to his original location and takes Paradox. All Paradox penalties are doubled for travel into the past. The mage may stop time relative to himself or a single other person for 5 successes.

Examples

There is no way to list all the possible ways Abilities can be used in this way, so here are two examples.

Al is an Akashic Brother, with Corr 2, Forces 2, Mind 3, Life 2, Arete 3. He has Awareness 3, Martial Arts 4, Melee 4, Rapport 3 and Shape of Space 2.

Al wishes to scan for his enemy Bob. He performs his mind-cleansing breathing exercises and opens his senses to the ch’i of the world. He is using Corr 2, difficulty 5 (reduced to 4 for using a focus), and will roll Arete 3 + Awareness 3. He gets 4 successes on his first rolls, and puts 1 success into opening the portal, and 3 successes into covering the relationship between himself and Bob (which is Familiar). He automatically covers the first step on the Corr chart, which is 5 kilometers. He extends the rolls once, getting 3 successes this time. He puts 3 successes into the distance, and finds Bob up to 100 kilometers away.

Next, Al wishes to send Bob a mental challenge. He will use the open portal, and send the challenge with Corr 2 Mind 3, difficulty 6. The ST determines this to be an Arete + Rapport roll. Al gets 3 successes. He puts one into tying this into the scrying portal, and spend 2 more to initiate the mental link briefly.

When Bob finally shows up to fight Al, the two trade blows for a few moments to gauge each other’s skills. Al finally sees an opening and decides to use his Bear Slaps the Water rote. This rote is marked as needing Forces 2, and is tied to his Martial Arts. A special note says that he must successfully strike the target, and then place 1 success in Duration and all other successes in Effect. The difficulty of his effect is 5 (he takes no penalty for fastcasting, because this is a rote), and he rolls Arete 3 + Martial Arts 4. Al spends a WP point and has an incredible result of 8 successes. He places the one into Duration so that the slap will stun Bob for two rounds. He can only place 6 successes in effect (double his Arete), so he puts another success in Duration. The rote permits him to reduce the target’s dice pool while stunned as well as cause damage. He puts 3 successes into damage (Forces means this causes 4 levels of damage) and 3 into dice pool reduction. For two full rounds, Bob is –3 to all dice pools.

After Al is victorious, he has taken a few levels of damage. He goes into a deep meditation and focuses his ch’i into healing. The ST decides that none of Al’s Abilities work with this, but allows the use of his focus. Al uses Life 2, diff 5, and rolls Arete 3, getting 2 successes, both of which he puts into Effect to heal two levels of damage.

Carrie is an Iteration X hacker, with Corr 3, Forces 3, Mind 3, Arete 3. She has Computers 4, Engineering (Computers) 3, Hypertopography 2, Stealth 3, Science (Electronics) 3 and Psyche 2.

Carrie spots Dave, a VA friend, racing through the Web. He challenges her to race him to the Playground. She decides she’s going to cheat and fold virtual space to make her trip quicker. She wants to use Corr 3 Forces 3 to speed up data transfer and to put her Icon through at full bandwidth. Carrie wishes to use Computers, but the ST determines this to be an Engineering (Computers) roll, difficulty 6. She rolls Arete 3 Engineering 3 and gets 4 successes. She puts two into Range so that she can reach the virtual distance, and 2 into Effect. The ST decides that she will move twice as fast as she would have before. She extends the casting, and gets 3 more successes. One goes to extend the roll, the other 2 go into effect so that she’s not traveling 4 times as fast as normal. She beats Dave easily.

Once there, Dave tries to startle her by sending her a rude mental picture. He puts one success into Range so that it will reach her, and has 2 left over for the image. Rather than counter the attack, she wants to misdirect it so it reaches a different target. She wants it to reach someone nearby, so this is pure Mind 3. She’s rolling Mind 3, diff 7 (for fastcast), Arete 3 + Psyche 2. She spends Quintessence to lower difficulty and gets 3 successes. This matches Dave’s 2 plus 1 more to send it to another person.

This horsing around annoys some of the local Elites, so Carrie decides to hide until things blow over. She uses Forces 3 to make herself look like part of the background. The ST agrees this matches with Stealth, and so she rolls Arete 3 + Stealth 3, getting only 2 successes. This only needs to go into Effect, so for 3 minutes she has 2 automatic successes in hiding from the Elites.