Vigilance99

Mage Cheatsheet

Nov 27th, 2016
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  1. Average Magic DC:
  2. -3+Highest Sphere used
  3.  
  4. Number of Witnesses:
  5. 1-10 +1
  6. 10-99 +2
  7. 100+ +4
  8.  
  9. -DC can't be lower then 3
  10. -Up to Avatar in Quintessance can be spent at once.
  11.  
  12. Successes: [This is mostly bullshitted]
  13. 1: Simple effects such as enhanced senses, cantrips, etc
  14.  
  15. 2: Most self-targetting effects with a duration of one scene or less, most average effects
  16.  
  17. 3: More difficult feats such as flying, summoning spirits, etc
  18.  
  19. 4+: Still stronger effects such as total mental domination
  20.  
  21.  
  22. Umbra Rules:
  23. DC 3 one success at a Node
  24. DC 5 two success deep wilderness
  25. DC 6 two successes countryside
  26. DC 8 three successes urban area
  27.  
  28. Summoning Spirits
  29. -DC is set by the Umbra rules
  30. -Successes is set by the power of the spirit not by the area
  31. -Area rules however set minimum successes
  32.  
  33. Manipulate Minds: DC is Willpower
  34. -2 successes for simple command or modification
  35. -3 for total control for 1 turn
  36. -4 for total control for 1 scene
  37.  
  38. Damaging Spells Success Chart:
  39. 1: 2d10
  40. 2: 4d10
  41. 3: 6d10
  42. 4: 8d10
  43. 5: 10d10
  44.  
  45. Forces is usually Aggravated and deals +1 DMG
  46. Prime deals Aggravated
  47. Most other magic is Lethal
  48. Mid-ranks of Mind can deal Bashing
  49. Healing requires Life and uses the same chart [Life 2 can heal lethal on self, Life 3 can heal aggravated on self and lethal on others]
  50.  
  51. Time-Scrying Past:
  52. 1: See 95%+ accurate view of any event in past century
  53. 2: See 95%+ accurate view of any event in the past thousand years.
  54. 3: See 95%+ accurate view of any event in recorded history
  55. 4+: See 95%+ accurate view of any event NOT recorded in history, either because it happened in prehistory or because it happened in a 'mythic' time period.
  56.  
  57. Time-Scrying Future:
  58. -The more successes the more plot hints I give
  59.  
  60. Teleportation:
  61. 1: Direct Perception/Strong Connection
  62. 2: Extended Perception/Moderate Connection
  63. 3: Very extended perception/weak connection
  64. 4+: No perception or connection
  65.  
  66. *In Contra's sense connection refers to its being connected to a mechanical/computer system he can link to, in Felix's it refers to the principle of sympathy.
  67.  
  68. Counter-Magic:
  69. -You can roll your Arete score as a Dodge roll to counter a spell used on you. This takes your next action just like Dodging would. To do so you must know all the Spheres involved in the Effect [or have Prime 3]
  70.  
  71. Attribute Buff:
  72. -+1 for every success past first [or every one if for just one turn]
  73.  
  74. Ability Buff:
  75. -+2 for every success past first [or every one if for just one turn]
  76.  
  77. Gaining Quintessance at a Node:
  78. -Perception+Meditation points per day, usually in one sitting [usually meditation, prayer, or study]
  79. -Node has Rating x10 per week to absorb across all Mages.
  80.  
  81. Paradox:
  82. -No sleeper witnesses, or if Coincidental: 0 Paradox
  83. -If sleeper witnesses: Highest sphere used in Paradox
  84. -If a botch [0 successes and a 1 is rolled] 2+[2x Highest Sphere]
  85.  
  86. Paradox Pool: [Specific per PC in GM notes]
  87. 0-10: Minor hallucinations, bashing damage, etc
  88. 11-20: Lethal damage, Quiet, Paradox Spirits, etc
  89. 21+: Aggravated damage, Paradox realms, etc
  90.  
  91.  
  92. Ability DCs:
  93. Very Easy: 1 successes
  94. Easy: 2 successes
  95. Moderate: 3 successes
  96. Hard: 4 successes
  97. Very Hard: 5 successes
  98.  
  99.  
  100. Combat Rules:
  101. -All characters roll initiative [1d10+DEX+WIT]
  102. -On a turn a character acts, rolling an Effect, a dice pool to attack [or preemtively Dodge], etc, sometimes multiple of these.
  103. -If attack, DEX+Weapon Skill is rolled. Every success after the first success is added to damage [EG if you roll 3d10 and get 3 successes, you add +2 dice to your damage roll]
  104. -Roll damage, which is Weapon Damage[+STR if melee, bow, or thrown weapon]+rollover from attack. Every success deals a wound.
  105. -Enemy can give up their action to Dodge, lowering the damage.
  106. -Enemy rolls Soak if possible, lowering the damage
  107. -Next character acts
  108.  
  109. Note: I will allow Effect rolls the same turn as attack/dodge/action rolls, as long as the Effect is something you could do while fighting, and is somewhat linked to what you're doing that turn. No damaging, healing, or large-scale utility effects on the same turn as an attack.
  110. EG: I would permit a PC to cast a Life 2 effect to let him soak lethal [or deal lethal] and then roll an attack, in the same turn. I would allow a PC to haste themselves with Time 3, then attack twice. I wouldn't let a PC shoot lightning and shoot his machine gun, or fully regenerate himself and attack.
  111.  
  112. Combat Manuevers:
  113. -Performing a special action [such as disarming, tripping, pushing back, etc] adds to the DC of the attack roll [EG: Instead of 6 it becomes 7, 8, or 9 generally]
  114. -This generally has the desired effect, or if it inconveniences the enemy [such as by tripping or blinding] either adds to the DC for enemy attacks, or lowers the DC for attacks against him, usually be 1-2 either way.
  115.  
  116.  
  117. Weapon Damage:
  118. Knifes, Minor Weapons: 1 DMG
  119. Swords, Bows, Etc: 2 DMG
  120. Large Melee Weapons: 3 DMG
  121.  
  122. Pistol: 4 DMG
  123. Shotguns/Rifles: 8 DMG
  124. Machine Gun: 7 DMG+Spray
  125.  
  126. Spray:
  127. -+3d10 [-1d10 per target] to hit many enemies.
  128. -After a 'Spray' must take one turn reloading the gun to fire it again.
  129.  
  130.  
  131.  
  132.  
  133. 2 XP per Session
  134. Can only be spent in downtime
  135. Must buy one rank at a time
  136.  
  137. New Ability: 03
  138. New Sphere: 10
  139. Willpower: Next Rating
  140. Ability: Next Rating x2
  141. Attribute: Next Rating x4
  142. Improve Sphere: Next Rating x7
  143. Improve Arete: Next Rating x8
  144. Background: Next Rating x3
  145.  
  146.  
  147. Example:
  148. Sphere from 0-3 would take
  149.  
  150. 10 XP to buy Rank 1
  151. 14 XP to buy Rank 2
  152. 21 XP to buy Rank 3
  153. 45 XP total
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