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Unread 10th of January, 2004, 04:55
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Saint Alphonzo
Wraith [GM]

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Join Date: Feb 2002
Member: #57
Location: Black Spiral Dancing
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Character Creation and House Rules

Character Creation

Initial Point Distribution

Attributes: 7/5/3
Abilities: 13/9/5 (none may be higher than 3 at this point)
Backgrounds: 10 (none may be higher than 3 at this point)
Arete: 1
Willpower: 5
Spheres: 5 plus 1 in Tradition or Orphan’s chosen Sphere.
Freebie: 20

Spending Freebie Points
Attribute: 5
Ability: 2 (may be used to raise over 3 with ST approval)
Background: 1 (may be used to raise over 3 with ST approval)
Arete: 4 (may not be raised over 3)
Willpower: 1
Spheres: 7
Quintessence: 1 freebie = 4 points of Quintessence

Merits / Flaws
All merits and flaws are subject to ST approval. The maximum number of Freebie Points that can be gained from Flaws is ten (10). The maximum number of Freebie Points that can be used to purchase Merits is fifteen (15).

Spending XP

Everytime XP is awarded, players will get two different values, Magickal XP and Mundane XP. Mundane XP is used to increase Attributes, Abilities, and the more mundane Backgrounds(with ST approval). Magickal XP can be used for these increases as well, but can also be used to increase Spheres, perfect Rotes, or raise the level of the more mystical Backgrounds(again, with ST approval).

Raising Arete: From the instant the player notifys the ST that his/her character is pursuing the next level of understanding, the only XP awards he/she will receive will be Vision XP. Vision XP can only be spent on increasing Arete. If a bank of Magickal or Mundane XP exists, the player may spend it, but he/she will only gain more after completing a Visionquest and, subsequently, increasing Arete. Also note that successful Visionquests often lead to understanding or benefits beyond the comprehension of a new level. A well-played Visionquest might contain rewards (Background or Ability points) for the Mage.


Attribute: Current x 4
Ability: Current x 2
Arete: Current x 8
Sphere (Tradition): Current x 7
Sphere (non-Tradition): Current x 8
Willpower: Current x 1
Background: Current x 3 (and ST approval)
New Ability: 3
New Sphere: 10

Learning and Study Points: At times a Mage may want to seek guidance when progressing on his/her path toward enlightenment. Either by spending days pouring over arcane literature, or by learning at the feet of a wise master, the Mage may enhance his knowledge or mystical aptitude.

Library: The Mage announces that he/she will be perusing the Library for information on a specific Knowledge or Sphere. The Library’s rating is rolled at a target of 11 – the reader’s Intelligence Attribute. The number of successes are the number of Study Points that may be spent as XP toward increasing his/her rank in that Knowledge or Sphere. Two weeks of study are required per roll, and once a roll has been made for a specific Knowledge or Sphere, the Mage may never again use the Library to garner Study Points for that specific rank in that specific Trait. He may, however, study from multiple libraries and pool all the Study Points together. He may even combine these Study Points with those contributed by a Mentor.

Mentor: Studying from a Mentor can often be more rewarding for the Mage. The Mentor rolls his/her Charisma + Instruction at a target of 11 – the pupil’s Intelligence Attribute. The number of successes are the number of Study Points that may be spent as XP toward increasing ranks in a Skill, Knowledge, or Sphere. The Mentor must possess the Skill, Knowledge, or Sphere at a level one higher than the pupil wishes to learn (a pupil wishing to learn Forces 3 must find a teacher with Forces 4 to teach him). Two weeks of study are required per roll, and only one Mentor may contribute Study Points toward the learning of the specific rank (only one Mentor may roll only once to contribute Study Points for Firearms 4).


A Note on Orphans/Hollow Ones
Hollow Ones do not exist as a congregation of Mages. Not every Mage fits into or is accepted by a Tradition. Not every Mage who is not in a Tradition is a Goth-Raver-Punk. These Orphans simply do not share the common bonds of Sphere mastery, paradigm, or magickal style that Mages of a Tradition do. Orphans still have access to a specialty sphere (which they raise as if it were a Tradition Sphere for them) and must use Foci to make magick happen (but they may remove necessary Foci when their magickal understanding increases, just as Tradition Mages do).

Dropping Foci
Tradition / Orphan: For every dot in Arete above the first, a Tradition or Orphan Mage may choose one sphere for which he/she no longer requires a focus.
Technocracy: For every dot in Arete above the fifth, a Technocratic Mage may choose one sphere for which he/she no longer requires a focus.

Learning and Creating Rotes
Rotes are tested effects that may or may not combine multiple Spheres. In order to learn a rote from another Mage, or create a Rote all her own, the Mage must spend XP equal to the number of Spheres involved in the Rote +1. If the specialty Sphere of the Mage is involved in the Rote, it is not counted with respect to XP expenditure.

Example: Gregory the Hermetic wishes to add Abysmal Ball of Flame (Forces 5, Prime 2) to his Rote inventory. He spends two (2) XP, because his specialty Sphere is Forces. A Son of Ether compatriot spends three (3) XP, he has neither Forces nor Prime as his specialty Sphere.
 

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