Orphans may not choose to start with this cliché. No character may have more than one Tradition cliché. They may not be purchased double-pumpable. Tradition clichés may be purchased at one die per rank.
Talismans can gain all normal clichés, plus the special clichés of Arete and Spheres. Each rank earns the Talisman dice to spend on Cliches. Ranks may be purchased at a cost of one per die, and are never purchased double-pumpable. The Mage has a hideaway where he defines the rules of reality! In this Sanctum, he can get away with more Vulgar Magicks. For more, see the section on Magick, page 13. No Sphere may ever have more ranks than the character has ranks of Arete. No more than one Sphere may be purchased double-pumpable. Spheres may be purchased at one die per rank, or doublepumpable at three dice per rank. Followers may have double-pumpable clichés, at a cost of two of their dice per rank. Followers may not have Arete, Spheres, Traditions or Willpower, nor may they have Followers of their own. The only limit on the number of Followers a character may have is the practial limit: Each Follower needs at least one die in at least one cliché. Each die put into Followers allows you to place three dice worth of clichés into various Followers. For more, refer to the section on Magick, page 13.
All Mage characters start with one free die of Arete. When creating a Static Magick effect, the character rolls his Arete. Arete must be purchased double-pumpable, at two dice per rank. Arete is required in order to perform Magick. Arete measures a character's understanding of how the universe works. They are mostly specific to Mages, though other character types may have a rank or two of Followers, Willpower or Talisman. Suggested Hooks include the following: ➢ Physical or Mental defects, such as missing limbs, blindness, or insanity ➢ Unique Focus: an item that is Required Gear to create any Effect ➢ Rotes Only: The Mage may not do “Free Magick”, but must instead create all his Effects as Rotes ➢ Wierdness: The Mage “leaks” magick, and strange things tend to happen around him ➢ Sphere Blind: The Mage can never access one Sphere of Magick, except through Talismans ➢ Cursed: The Mage just happens to have bad luck, and once per game session, the GM can hose him for no apparent reason ➢ Chantry Survivor: The Mage survived the destruction of his Chantry, but is viewed as a bringer of bad luck by other Mages.Įrtain clichés have special uses or purchase costs. What a deal! Consors do not gain this bonus die, but neither do they suffer from Paradox. Since Arete is double-pumpable, this means that a Mage will technically start with two bonus dice, just for being a Mage. If a character is to be a Mage, he will gain one free die of Arete. Consors are nonspellcasting buddies of Mages Consors who serve as bodyguards are known as Grogs. Without Arete, it is impossible to wield Magick! However, there is certainly room in a game of Mage for a non-Mage. One cliché in particular is required to be a Mage, and that cliché is Arete. Clichés may be doublepumped, and certain clichés must be purchased double-pumpable. Both Hooks and Tales are permitted, granting one bonus die each if used. If you want a more in-depth look at the World of Darkness, acquire some White Wolf books my budget for this book is 24 pages.Ĭharacter Creation Characters in RISUS Mage are created using ten six-sided dice, with no more than four dice in any one cliché. So you can basically use what you know about the world today as your background. Largely, the World of Darkness is the world as we know it just darker, more grimy, and with vampires and werewolves running about. My best guess is that this was largely due to the re-emergence of Ars Magica, from which large portions of M:TA seemed to have been “researched” from. In particular, Mage: The Ascension got hosed. He World of Darkness is a complete role-playing environment, created by White Wolf. Magick.13 Creating a Magickal Effect.14 The Spheres.14 Correspondence.15 Entropy.16 Forces.17 Life.18 Matter.19 Mind.20 Prime.21 Spirit.22 Time.23 Quintessence.24 Paradox.25Ĭharacter Advancement.27 The Advancement Roll.27Īdversaries.28 The Technocracy.28 The Marauders.29 The Nephandi.30 Werewolves.30 Vampires.30 Umbrood.31 The Inquisition.31 The Arcanum.31 2
The Awakened.10 Organization.10 Mortals.12 Special Clichés.4 The Traditions.5 The Akashic Brotherhood.5 The Celestial Chorus.6 The Cult Of Ecstasy.6 The Dreamspeakers.7 The Euthanatos.7 The Order of Hermes.8 The Sons of Ether.8 The Verbena.9 The Virtual Adepts.9 Table of Contents The World of Darkness.3 Character Creation.3
In no way do I challenge their copyrights. Written by Timothy Groves Mage: The Ascension is © White Wolf.