Correspondence
Basic Intermediate Disciple Adept Master
Correspondence involves the
understanding of locations, spatial relativity and the interrelation between
people and objects. This Sphere allows you to teleport yourself or others, pull
rabbits out of hats, create magickal barriers and fly through the air.
Correspondence is also commonly used in conjunction with other Spheres to allow
you to work magick on subjects hundreds of miles away. The theory popular among
the Virtual Adepts, the most recent masters of Correspondence, is that space is
ultimately an illusion. More traditional mages explain Correspondence by the
ancient Doctrine of Contagion: "Once together, always together."
Objects and individuals maintain a connection with those things to which they
are most closely related. Thus, it would be easier to teleport someone to the
house they grew up in than an island neither you nor the target have ever seen.
Mages who study the Sphere of Correspondence often appear out of touch with the
world around them. Their eyes become unfocussed and they seem to respond to
events taking place in other locales. Contrary to appearances, you are very
much aware of what is going on close to home. You just aren't limiting yourself
to that.
Basic: Local Perceptions
You begin your understanding of
Correspondence by opening yourself up to alternate spatial perceptions. You can
intuitively estimate distances between objects, find true north (or any other
direction) and sense things in your immediate vicinity without using your
normal five senses. This new sense also allows you to detect spatial
instabilities, warps and wormholes - either natural or those caused by other
uses of this Sphere.
v
Landscape of the Mind: This rote enables you to generate a map of the
surrounding area in your mind. You know the location of nearby objects as if
you were looking in every direction and from all points of view. In addition,
this rote enables you to determine where you are within this map, or relative
to any other known location in the world. In conjunction with Basic Spirit, you
may also scope out the nearby Penumbra or Shadowlands, while Basic Mind allows
awareness of the Astral Plane.
Intermediate: Remote
Perceptions, Teleport Object
You may now extend any of your
five senses across intervening space, to any location with which you are
familiar. Such magickal perceptions thin the barriers between the two points in
space. However, creating a weakness in the Tapestry that may be detected with
Basic use of this Sphere. In addition, you are now able reach through space, moving
small objects from one location to another. Alternately, as an application of
counter-magick, you may strengthen the fabric of space in the local area,
rendering it immune to scrying attempts or inhibiting other Correspondence
effects.
v
Drag-n-Drop: By reaching through the space, you may pick up an object
and deposit it somewhere else, traversing the intervening distance similar to
Telekinesis. Alternately, through conjunct use one of the Pattern Spheres
(Forces, Life, Matter), you may choose to teleport an object directly from one
location to another. Items affected by this power must be small enough to be
held in one hand. The Virtual Adepts came up with this new name for the rote,
though some of the more mystic Traditions still refer to it as Apportation.
v
Scry: By shifting your point of view to an alternate location, you may
perceive what is going on as if you were standing in this other place. While
perceiving from this alternate location, you are unaware of anything happening
locally. This restriction is lifted when you become a Disciple of
Correspondence, enabling you to perceive multiple locations at once. Another
use of this power is in conjunction with other rotes to enable you to affect
objects that are outside your normal area of perception. Locating a person or
place that you are not intimately connected with requires a Static Mental Test
based upon your familiarity with the target.
v
Ripples in the Tapestry: A more specific application of Landscape of
the Mind, this rote enables you to bypass any effects that render a person
or object undetectable by normal perceptions. If the spell test is successful,
you may ignore any powers that render a target invisible, such as the Mind
effect Somebody Else's Problem Field and the Forces rote Light-Sound
Distortion. This use does not negate or cancel such powers - it merely
allows you to see through them.
Disciple: Expanded
Perceptions, Teleport Self
As you increase your
understanding in this Sphere, your control over spatial perceptions enables you
to sense multiple locations at once, perceiving the various scenes as several
ghostly landscapes overlapping one another. You may also create larger holes in
the fabric of space. By bending space, you may move large objects from one
location to another, duplicating the effects of telekinesis or levitation.
v
Chains of Resonance: At this level, you can forge a relationship between
any two objects. By conjunct use of this sphere, you gain a connection with a
target, putting you one Trait up on any magickal Challenges using the normal
rules for Resonance (see Chapter Six).
v
Filter All Space: A greater form of scrying, this rote enables you to
pinpoint the location of a known object or person anywhere on earth. The amount
of time necessary to complete this rote is a function of how familiar you are
with your target and whether you are able to narrow down the search area at
all. If the subject of your inquiry is local, this rote may only take a few
minutes, while a global search might take hours or days.
v
Seven League Stride: The Order of Hermes developed this rote during the
Middle Ages, though other Traditions practice similar effects. This rote allows
you to step from one location to another, bringing with you anything you can
carry. The hole in space closes immediately behind you so others may not follow
you to your destination. Of course, as with any use of this Sphere, such
alterations in the Tapestry may be detected and another Disciple of
Correspondence may trace you to your final destination.
v
Tear Space: By warping and twisting space inside a target, you are able
to inflict structural damage to people or objects. This application requires a
Mental Challenge against your target's Physical Traits. As with other such
rotes, the amount of damage inflicted is determined by an Extended Simple Test.
While a Disciple of Correspondence may only inflict normal damage, an Adept is
capable of causing aggravated wounds.
v
Ward: By strengthening the fabric of reality in a particular location,
you may prevent any attempts at Correspondence use into or out of this area.
Once in place, a Ward may only be taken down by Unweaving. If you are also a
Disciple of another Sphere, you may create magickal barriers that prevent a
particular type of target from passing. The nature of the target being banned
will dictate which other Sphere must be used in conjunction. An Extended Static
Mental Test is performed to determine the duration of the ward.
Adept: Teleport Other, Bend
Space
As an Adept, you have extended
your ability to affect the fabric of space. You may establish stable portals
from one location to another or create pockets of reality that render anything
within them undetectable to others. In addition, you may now inflict aggravated
wounds upon a target by altering the space within and around it.
v
Sending: Where a Disciple of Correspondence could only teleport herself,
you may now transport other beings or objects without having to go along.
However, unwilling targets may not be sent to any location you have not already
been yourself. In addition, any target may resist being sent anywhere outside
immediate vicinity by spending a temporary Willpower Trait. Once you become a Master,
this restriction is waived. The rote requires a Mental Challenge against the
target's Physical Traits. Unlike the Intermediate effect Drag-n-Drop,
this rote does not require conjunct use of other Spheres.
v
Portal Gate: In addition to being able to teleport targets from place to
place, you may also create a window or gateway between one location and
another. This may simply allow those on one side to perceive the other or it
may allow a living being to step across from one locale to the other. In the
latter case, the gate requires conscious intent to traverse - thus, items on
one side of the window cannot just fall through to the other. In addition, the
portal may be set up for either one or two-way transfer. The duration of this
gate is determined using a standard Extended Static Mental Test.
v
Reality Bubble: By creating ripples in the Tapestry, you may render
yourself (or other objects) invisible and/or intangible to those around you.
You may still see and hear out of such a pocket, using Correspondence to extend
your senses past the bubble's event horizon. When employing this rote, you must
stand with your arms crossed to alert other players to the fact that they
should ignore you. Any hostile action, fast movement or other direct
interaction with the environment will cause a shimmering outline to appear for
the remainder of the turn. Other characters may initiate Challenges against you
when this happens, though they suffer a two-Trait penalty on any such attempts.
Again, this requires an Extended Static Mental Test for its duration.
Master: Shape Space, Overlay
Reality
As a Master of Correspondence,
you ability to distort space is sufficient that you can alter distances and
sizes at will, stretching them and shrinking them to fit your needs. While the
mass of these objects cannot be changed, their volumes and dimensions are like
potter’s clay. You also gain complete control over spatial relations, mapping
different locations to one area or permitting an object to appear in multiple
places.
v
Co-Location: The Master of Correspondence may stack multiple locations
on top of one another in a bizarre landscape of intersecting forms. If such an
overlay would cause multiple items to overlap into the same space, so be it.
These objects take no harm from such coexistence, though if they separate they
will immediately become solid and tangible to one another. The reverse of this
effect allows you to appear in multiple locations at once. Your presence is not
disjointed in these separate locations and any actions or effects that you take
at one location will be visible in all. To be able to act independently in
multiple places requires a conjunct effect with Intermediate Mind.
Entropy
Basic Intermediate Disciple Adept Master
The practical applications of
Entropy are manifold. Initiates learn to quantify probability, which most mages
call Fate or fortune. Through observation, you may spot accidents waiting to
happen and take advantage of them. Mages who study Entropy understand how all
patterns break down, and thus, how they work in the first place. These mages
tend to specialize either in sowing chaos and confusion or in reaffirming order
and reason, though some follow an enigmatic middle ground. Regardless of
specialty, those who advance in this Sphere learn to deal with the darker
forces and such knowledge can weigh heavy on the heart.
Basic: Sense Probability
Students of Entropy learn to
examine each thing and discern its strengths and weaknesses: what it is and
what it does. Unreliable as it is, such knowledge can make a difference in
determining what is significant and what is not. You can pick a lucky horse,
sense if a lock has some defect or choose the original between two identical
items.
v
Dim Mak: By applying your awareness of weak spots in combat, you may
strike at a particularly vulnerable point. If you win a Static Mental Test
against your target's Physical Traits, you may inflict one extra Health Level
of damage against that opponent. This bonus applies to any Physical Challenge
you initiate for the remainder of the scene.
v
Ring of Truth: Some statements contain within them higher truths that
form the building blocks of a particular reality. By determining the relation
between a person and their words, you may detect whether a statement is
objective truth or merely opinions. While this power does not allow you to spot
deliberate lies, it does allow you to determine which statements hold
fundamental importance for the speaker. This requires a Static Mental Test
against the target's Mental or Social Attributes.
Intermediate: Control
Probability
Now that the threads of Fate have
been identified, the touch of Fortune may be pushed. This gives you amazing,
yet subtle control over hundreds of small effects. You may decide the outcome
of any minor event that would normally be random, such as the roll of a die or
turn of a card. Even more so than other Spheres, Entropy is subject to the
limitations of the domino effect: Coincidence can strike only so many times in
one place.
v
Beginner's Luck: Through awareness of the subtle influences to an event,
you can determine the best moment to attempt something. This grants you a
retest on any Physical feat or on any Static Test where luck comes into play,
such as picking a lock.
Disciple: Affect Inanimate
Patterns
Machines are especially
susceptible to Entropy. Clocks wind down, engines break and all things matter
and energy eventually decay. As a Disciple of Entropy, you can affect this
deterioration, preventing it in some cases while enhancing it in others. In
most cases, breaking down solid patterns takes a significant amount of time,
while energy is more easily affected. Simplest of all are the more elaborate
mechanical or electronic devices, for as an item grows in complexity, subtle
flaws can have more drastic effects. In conjunction with Intermediate Time, you
may steer a longer course, affecting things slowly over their entire existence.
Similarly, conjunct use with the Sphere of Correspondence enables you to
control events at a distance, allowing them to build as they approach.
v
Fortune's Blessing: Subtle applications of this Sphere allow you to
grant someone extreme luck. While under the effects of this blessing, the
subject will win all ties during any Challenges, regardless of which side has
more Traits. Alternately, you may reverse this power. By winning a Mental
Challenge, you may curse an opponent to lose all ties for a period of time. The
duration of this rote is determined by a standard Extended Static Mental Test,
though the effects may last no more than a day before becoming vulgar.
v
Murphy's Law: Some argue that the Orphan mage known only as Murphy was
in fact a Marauder, though coincidentally no proof remains of whether this is
the case. Regardless of his origins, the varied rules and sayings attributed to
this scholar of Entropy have worked their way into the common beliefs of most
Sleepers. By application of this rote, you may cause any minor mishap to come
into play. Machines cease functioning, material objects break down and fall
apart, computers lose or scramble their data and electrical systems short
circuit. Conversely, you may apply this affect in reverse, protecting or
strengthening an object against such influences.
v
Sense Deeper Patterns: By carefully examining the amount and type of
entropy present in a person, you may determine if a target is living, dead or
undead. In addition, you may even be able to detect unstable patterns common to
werewolves and other shapechangers, or the abnormal rigidity found in the
patterns of mummies or changelings. In conjunction with Spirit, you may
identify whether a particular being has been corrupted by entropic forces. A
Static Mental Test will determine if a particular mage is Nephandi or Marauder,
or if a spirit is (as the Garou would say) of the Wyrm.
v
Remove Curse: This rote allows you to untangle the threads of Fate,
freeing a subject from any Basic or Intermediate curse in a manner similar to
Unweaving. Adepts of Entropy may also free a subject from a Disciple's (or
Advanced Hedge Magic) curse.
Adept: Affect Living Patterns
Adepts of Entropy study how life
forms begin, mature, wither, and die. Through this, you may influence the
random factors of life, damaging or sustaining them. By direct application of
Entropy, you may inflict or prevent wounds to a living being. Mages of Entropy
who follow the more mystic Traditions use this power to bless or curse a
target. With effort (and perhaps conjunct use of Time) you may affect his
descendants as well. While this power may be made more potent in conjunction
with one or more other Spheres, Entropy alone is usually enough to cause these
effects through probability.
v
Blight of Aging: By directly infusing raw entropy into the patterns of
living beings or spirits, you may weaken or injure such creatures. Subtle
applications of this rote enable you to bestow Negative Physical Traits upon
your opponent, typically the Traits: Decrepit, Delicate, Clumsy or Lame. For
each success on an Extended Simple Test, you may assign any two of these
Negative Traits which remain for the duration of the scene. Alternately, you
may directly attack the vital systems of your target, inflicting one Health
Level of damage for each successive test. Once you have attained the rank of
Master, this damage may be considered aggravated. Either application of this
rote requires you to defeat your opponent in a Mental Challenge against the
target's Physical Traits.
v
Hand of Fate: While the Disciple of Entropy can only nudge destiny in a
particular direction, you have more direct control over such results. This rote
allows you to automatically succeed at three specific actions (tests) during
the current scene. Alternately, by defeating an opponent in a Mental Challenge,
you may cause your foe to fail at three specific tests. The effect may not be
cast upon any individual more than once during a scene, for once disturbed, the
strands of fate must be restudied before they may again be altered.
Master: Affect Mind, Destroy
Patterns
Masters of Entropy expand their
control over reality by studying the ways in which ideas change over time.
Thoughts, they point out, can be molded, shaped and influenced just like other
patterns. This is accomplished merely by pointing things out that will strike a
person a particular way and then letting his thoughts follow the natural
progression to those possibilities. This may lead to changes of heart, spur of
the moment decisions or even temporary insanity.
v
Call Oblivion: While an Adept of Entropy is limited to affecting
material forms, you are capable of breaking down the ephemeral patterns of
spiritual beings, including wraiths. For each success on an Extended Static
Mental Test, you are able to inflict one permanent wound.
v
Destroy Thought: By applying the principles of entropy to a target's
mind, you may cause beliefs to break down or decisions to reverse. By winning a
Mental Challenge, you may bestow upon your opponent any two of the following
Negative Social or Mental Traits: Inarticulate, Nervous, Submissive, Confused,
Distracted or Indecisive. These Traits last for the remainder of the scene. You
may immediately follow this rote up with a non-magickal Mental or Social
Challenge to persuade your target to abandon any given action or intent.
v
Erode Pattern: As a Master, you are able to quickly unravel the patterns
of creatures and objects. While these changes were possible at lower ranks of
Entropy, such breakdowns often took a significant amount of time. You are under
no such limitation. Liquids can be made to evaporate, flames to fade away,
clouds of gas may suddenly disperse or the engine of a truck may rust and fall
apart in a matter of minutes. When applied to living beings, this rote inflicts
aggravated damage. For obvious reasons, most applications of this effect are
considered vulgar.
Forces
Basic Intermediate Disciple Adept Master
Forces is the most intangible of
the Pattern Spheres. It governs the manifestations of light and sound, the
natural energies of fire and gravity, and ultimately the hidden forces that
exist in the nuclear world. While the more Technocratic paradigms define many
things as the absence of energy - darkness, silence, cold - older Traditions
view these as forces in and of themselves. Mages who want to cause serious
damage often study Forces, for no other Sphere is as capable of such sheer
destructive power. On the other hand, even friends tend to give Forces mages
some distance, as the latter are notoriously Paradox-prone.
Basic: Perceive Forces
Even as an Initiate, you can
perceive all types of energy flow, sensing wavelengths far beyond the limited
range of visible light and sonic frequencies upon which normal mortals rely.
You may gauge the amount of energy present in a system, translating it into any
terms or units of measurement with which you are familiar. This would enable
you to determine a room's exact temperature or realize with a touch that a
battery needs recharging.
v
Heightened Senses: The simplest application of this Sphere allows you to
extend your perceptions, enabling you to see in the dark or hear sounds
otherwise too faint to pick up. The duration of this effect is determined by an
Extended Static Mental Test. The senses of taste and smell are not applicable
to this rote.
Intermediate: Control
Elemental Forces
Elemental forces are any that can
be easily perceived or understood: sound, light, electricity, heat, kinetic
motion and gravity. While you cannot yet fundamentally change the properties of
these energies, you are able to exercise some degree of control over their ebb
and flow. Sound and silence may be sent in different directions, light and
darkness may be bent. They may even be focused and diffused to change apparent
colors, to displace or even hide a mage’s image. By redirecting other forces
around you, you may move small objects with telekinesis or even inflict normal
damage through any of a number of means. Unfortunately, the amount of energy
that can be controlled at this rank is limited. You could light a torch, but
not set a city block on fire.
v
Affect Kinetic Energy: By enhancing or dispersing the kinetic energy
associated with an attack, you may increase or decrease the damage done by that
object or blow. Normally this rote is used during a Physical Challenge to
increase the damage inflicted or better enable a target to shrug off the
injury. However, you may also initiate a Mental Challenge against an opponent's
Physical Traits to hurl an object using telekinesis or deflect an incoming
projectile by bidding a Mental Trait in defense. For any of these applications,
you may add or subtract one Health Level for each success on an Extended Simple
Test.
v
Holographic Illusion: While this name comes from the Virtual Adepts,
similar effects are common to other Traditions. By altering the ambient light
and sound in an area, you may create a multi-sensory illusion. Close
observation (or contact) will enable others to identify the illusion for what
it is, but to casual perception the phantasm will appear real. Disciples of
Forces take this one step further, establishing energy fields that mimic the
physical presence of the illusionary object. Such creations are tangible and
capable of inflicting real damage, though any attack by such a phantasm would
require you to make a Mental Challenge against the target's Physical Traits.
v
Light-Sound Distortion Field: By bending light and sound around a
target, you may render yourself (or some other object) invisible and inaudible.
While this rote prevents you from being seen or heard, it does not protect you
from injury or other physical contact. This includes the effects of people
bumping into you because they do not know you are there. When employing this
effect, you must stand with his arms crossed to alert others to the fact that
they should ignore you. Any hostile action, fast movement or other direct
interaction with the environment will cause a shimmering outline to appear for
the remainder of the turn. Other characters may initiate Challenges against
such a partially revealed character, though they suffer a two-Trait penalty on
any such attempts. The duration of this effect is determined by a standard
Extended Static Mental Test.
v
Static Discharge: You may cause ambient static electricity to discharge
into a target, effectively stunning them. This requires a Mental or Physical
Challenge against the target's Physical Traits and inflicts one Health Level of
stun damage for each success on an Extended Simple Test.
Disciple: Transmute Elemental
Forces
As a Disciple of Forces, you may
now change one elemental force into another. This allows you to summon or
dissipate these energies as you like, even flipping positive into negative. You
may also direct concentrated energies that inflict aggravated damage against
your opponents. In addition, your control over gravity is sufficient to allow
you to lift large objects through a greater form of telekinesis.
v
Create Energy: This rote enables you to create energy patterns as
desired or (through conjunct use of Matter or Life) to transform a target
object or being into an elemental force. If you wish to summon energy of this
type where nothing yet exists, you must use Intermediate Prime to fuel this
newly created pattern. Alternately, you may take the ambient energy within or
around a target and change it to some more hostile form. Thus the kinetic
motion of a bullet may be turned into flame when impacting a target or the
gravity holding an opponent down changed into an electrical discharge that
sends him flying. While Intermediate applications of this Sphere could only
cause normal damage, you are now capable of inflicting aggravated wounds.
v
Levitation: By controlling and directing gravity in relation to a
target, you may enable yourself (or another object) to float into the air.
While you are still limited in the maximum speed you can achieve (about
equivalent to a slow walk), an Adept can move at about twice normal running
speed. According to some rumors, Verbena using this rote often employ a broom
as a focus. However, even this would not render such an effect coincidental,
except perhaps on Halloween.
Adept: Control Subtle Forces,
Destroy Elemental Forces
As an Adept, you may bypass the
limitations that have previously affected you, controlling any amount of
elemental energy. You may focus the light of the sun into a laser beam or
change what direction gravity pulls in order to stand on the ceiling. Any
elemental force may be dissipated completely and harmlessly. In addition, you
may begin to affect the subtle forces that have found names in the scientific
paradigms: radiation, tectonic stress and the nuclear forces that hold
molecules together. However, you may only redirect or manipulate these subtle
forces, you may not yet create them.
v
Rumble in the Bronx: It was a Hollow One who first employed this rote,
when caught in an urban brawl. By intensifying the gravity in an area and
releasing it as tectonic shifts, you may cause a minor earthquake to occur.
Buildings will shake, fragile structures collapse and people fall helplessly to
the ground. These effects will continue for the duration of the scene and any
damage is determined on an individual basis using an Extended Simple Test.
v
Weather Control: Verbena often employ this rote to send away storms that
interfere with their ritual celebrations. Any existing weather pattern may be
dispersed or send elsewhere, though how quickly this occurs will often
determine whether the effect is vulgar or coincidental. By employing a conjunct
effect with Intermediate Matter, you may also create weather systems where none
existed before.
Master: Transmute Subtle
Forces
With Mastery of this Sphere, the
scope of what you may affect is limited only by your paradigm. Elemental forces
may be created without the need for Prime, though the creation of subtle forces
is still a conjunct effect. However, some effects are beyond even a Master's
reach, though rumors abound of one Marauder who is still trying to lock the sun
in place over his favorite beach.
v
Energy Burst: While lesser effects in this Sphere can cause normal or
aggravated damage, the scope of such injures is still contained. However, a
Master of Forces is capable of causing much more significant damage. For each
success on an Extended Simple Test, you may inflict three normal or two
aggravated wounds against an opponent. This effect is otherwise the same as the
rotes: Affect Kinetic Energy, Static Discharge or Create
Energy.
Life
Basic Intermediate Disciple Adept Master
Another of the Pattern Spheres,
Life covers the more dynamic systems found in living beings. There is great
debate over exactly where to draw the line between the Spheres of Life and
Matter. In general, this Sphere governs items still containing living cells,
even if the item is technically dead. If something is alive enough to be
planted in the ground to sprout or still viable for tissue cultures, the Sphere
of Life may affect it. Other unprocessed organic items, such as wood or straw
(or dead bodies) may fall into this category or under the Sphere of Matter,
depending upon your specific paradigm.
Those who work in the Sphere of
Life must deal with one side effect that does not limit mages who work with the
other Pattern Spheres (Forces or Matter). This phenomenon is known as pattern
leakage. Living patterns have the ability to repair themselves, which
causes them to reject drastic changes. If a creature's pattern is altered
beyond what is normal for its species, it begins to suffer damage as its nature
fights against the magick affecting it. For each day a life form remains
drastically altered, it suffers one aggravated wound. In addition, this damage
cannot be healed magically. Only time will restore these wounds, once the
target's pattern returns to normal.
Basic: Identify Life
By reading a creature's pattern,
you can learn a lot about your subject: its age, gender, state of health, even
its species. Of course, you may also determine if someone is dead or (in the
case of vampires) undead. In combination with Basic Correspondence, you may
immediately detect the presence of living beings in an area or even keep track
of their movements.
v
Scent of the True Form: A Verbena trying to pass herself off as a
werewolf developed this rote to keep pace with her pack-mates. By making a
Static Mental Test, you are able to determine if a particular target is a
supernatural being and if so, what type. This will not detect ephemeral beings
such as wraiths nor determine whether the target is Awakened, though conjunct
use of Basic Spirit or Prime will get around this limitation.
Intermediate: Control
Primitive Organisms, Affect Self
At this rank, a mage can affect
the structure of basic life forms, from microscopic bacteria to creatures such
as insects and shellfish, as well as any plant. You can heal or damage these
simple creatures, or even alter their basic patterns. You may cause crabs to
sprout extra legs, vines to bear fruit or bees to release the pheromone that
signals a swarm. While many changes are possible here, the creatures remain
what essentially what they are. You can mutate them, but you cannot transform
them into something different. In addition, you have begun to experiment with
more complex patterns, starting with your own. While drastic modifications are
still beyond your reach, you may make subtle alterations to your body. In
addition, you may heal your own wounds, though only one such attempt may be
made per injury.
v
Fatigue Banishing: Popular among Virtual Adepts who like to pull
all-nighters, this rote enables you to catch up on lost sleep. By passing a
Static Physical Test, you may eliminate fatigue, refresh your body's systems
and generally feel as if you have gotten a full night's rest. Your mind will
still suffer from the lack of sleep, though conjunct use of Intermediate Mind
will take care of that. The difficulty of the test increases by one for every
four hours since you actually slept. While useful in the short term, this sort
of thing will eventually catch up with the user.
v
Cosmetic Changes: Popular among the Hollow Ones, this rote enables you
to make minor cosmetic alterations in your appearance. While drastic
modifications are not yet possible, changes in facial features, skin tone, eye
or hair color are all within your reach. Once you become a Disciple, you may
carry these changes over to others. However, you must first defeat such a
target in a Mental Challenge against your opponent's Physical Traits.
Disciple: Transform Primitive
Organisms, Mutate Self,
Affect Complex Beings
Disciples of Life are invaluable
to a Chantry, with the power to heal fallen cabal-mates. However, while this
Sphere may also inflict damage as well, a mage who understands Life need not
always kill. In addition, you have enough control over your own pattern to make
improvements and variations as you did with simple life forms at Intermediate
rank. You may also transform one life form into another or change other
patterns into living forms through conjunct effects with Matter or Forces. In
conjunction with Intermediate Prime, you may even create simple creatures,
tailoring form and appearance to your desires.
v
Better Body: While you still may not substantially change what you are
(human), you are able to make significant changes in your own pattern. You may
alter your gender or extend your pattern to grow claws or gills. You may even
increase your Physical or Social (Appearance) Traits, gaining two traits for
each success on an Extended Arete Test. If this increases your total number of
Traits above human norm, the effect is vulgar. Alternately, you may remove
Negative Physical or Social (Appearance) Traits from yourself, freeing yourself
of such limitations. If these changes remain in effect for more than a day, you
will suffer damage from pattern leakage. On the other hand, substituting one
Trait for another does not cause pattern damage.
v
Rip the Man Body: Disciples of Life are not only healers. Combat
applications of this Sphere can cause significant injury. This requires a
Mental Challenge against the target's Physical Traits. If successful, you may
inflict two Health Levels of stun damage or one normal wound for each success
on an Extended Simple Test. Once you have reached the rank of Adept, you also
have the option of causing aggravated damage.
Adept: Control Complex Beings,
Transform Self
As an Adept of Life, you can
change the structure of any complex life patterns, including those of other
sentient beings. In addition, the damage that you may inflict upon opponents is
now considered aggravated. Finally, you may drastically alter your own form,
leaving your humanity behind. You may now change your pattern to duplicate that
of any living being of approximately the same size and mass, gaining the normal
(non-magical) abilities of that creature. In addition, you must take care not
to remain too long in the new form or you will begin to take damage from your
altered pattern. If you are also a Disciple of Matter or Forces, conjunct
effects may even transform you into inanimate objects or patterns of pure
energy.
v
Mutate Form: The changes possible to simple life forms at Intermediate
rank may now be performed on any living pattern. In addition to the effects
possible using the Better Body rote, you may also remove Physical or
Social Traits from your opponents. This requires a Mental Challenge against the
target's Physical or Social Traits. Each success on an Extended Static Mental
Test allows you to subtract two such Traits or bestow two Negative Traits upon
your opponent. Duration is determined by an Extended Static Mental Test.
v
Physiological Emotional Control: Mages with a more systematic view of
living beings see behavior as much a function of biological response as any
mental activity. By winning a Mental Challenge, you may control a target's
physiological responses, causing your opponent to feel any desired emotion.
This effect normally lasts for one scene, but may be sustained for longer
through an Extended Static Mental Test.
Master: Transform Complex
Beings
As a Master of Life, you can
alter others in the same ways you transformed yourself as an Adept. In
addition, changes accomplished at this level no longer suffer the dangers of
pattern leakage. However, a higher life form changed into a lower one tends to
trade intelligence for survival instincts, while a more primitive being changed
into a more complex one has similar problems. If you are also a Disciple of
Matter or Forces, you may perform conjunct effects that transform a target into
an inanimate object or even a stream of pure energy. Over time, a creature
transformed into a form drastically different from its base existence will
start to lose track of who and what it is.
v
Breath of Life: Masters of Life have access to a power many consider
divine. By weaving a new pattern, you are able to grant form to any type of
life. As with all such creations, this is usually a conjunct effect with
Intermediate Prime, Forces or Matter. For each success on an Extended Simple
Test, the new life form may be given three Physical or Social (Appearance)
Traits. Such a creation may also take additional Negative Physical Traits or
Physical Flaws to purchase other Traits. This new life form has no mind or soul
beyond base instincts, although Masters of Mind or Adepts of Spirit have their
own solutions to this problem. In addition, creatures which (because their
nature) contradict static reality will suffer the effects of Paradox and
Unbelief over time.
v
Metamorphosis: The limitations of simple Self Transformation no
longer plague a Master of Life. Whatever you become, that form is as natural as
the one in which you were born. In addition, the effects of such a
transformation are permanent, allowing you to remain in the new form
indefinitely, returning to your original shape at will. Shape-shifting at this
rank also allows you to retain your consciousness and Spheres. You may even
create the subtle variations within your new form that allow you to speak
normally. This rote may also be used as a conjunct effect by a Disciple of
Matter or Forces to take on a non-living form. In this case, however, at least
Basic rank in the Sphere of Mind must also be employed to hold your sentience
together in this alien state of existence.
Matter
Basic Intermediate Disciple Adept Master
The last of the Pattern Spheres,
Matter governs the tangible forms found in inanimate objects. The precise line
between this Sphere and the Sphere of Life varies from Tradition to Tradition.
Obviously, a subject that contains living cells (including blood) falls under
Life, while inorganic substances are considered Matter. Unprocessed organic
items such as wood or straw may fall into this category or under the Sphere of
Life, depending upon your specific paradigm. Alchemists of old used this Sphere
to create wondrous items or transform base materials into precious commodities.
Modern practitioners tend to use Matter to work with technology, inventing new
contraptions and developing alloys and other substances with impressive
properties.
Basic: Identify Matter
You begin your studies in this
Sphere by recognizing the various patterns of Matter, including the underlying
structures that give objects their shapes and physical properties. You can
calculate an object's mass and density or determine of what substances a
particular item is composed. In conjunction with Basic Correspondence, you may
detect the presence of specific substances in an area, a technique known among
the more mystic Traditions as dowsing.
v
Inner Vision: By focusing on the interwoven patterns of an object, you
may discern structures hidden within other forms. Material borders no longer
hinder your perceptions. By making a Static Mental Test, you may determine the
exact internal layout of an item. This rote is particularly useful in
combination with the Repair or Technology Abilities when figuring out how to
operate a mechanical device or to determine what is wrong with a broken one.
Intermediate: Transmute/Create
Simple Objects
As you progress in your studies,
you learn to substitute patterns within an object, changing one substance into
another. In addition, you may alter the basic shape of an object, bending or
sculpting it into another shape, even seamlessly repairing broken items.
However, the intrinsic properties of an object, including its mass and volume,
remain constant. As a conjunct effect with Intermediate Prime, you are able to
create any simple item composed of one common substance. The definition of
"one substance" will vary with your paradigm. Scientists will concern
themselves with homogenous elements and simple compounds, while more
traditional mages work with observable materials and forms. Once created, these
objects exist the same as any other and are subject to the normal effects of their
environment. Thus a stone conjured at this rank would remain until destroyed,
while an ice cube created using the same rote would eventually melt if left at
room temperature.
v
Lesser Alchemy: You may change one substance into another, without
affecting its mass or basic state (solid, liquid, gas). Members of the mystic
Traditions can change water into wine or lead into gold, while Technomancers
change oil to acid or carbon into silicon. You may also use conjunct effects
involving other Pattern Spheres to transform items governed by Life or Forces
into basic patterns of Matter, including changing living beings into stone or
spinning moonlight into straw.
Disciple: Alter/Destroy Simple
Objects
As a Disciple of Matter, you can
change the intrinsic properties of inanimate objects, making a substance softer
or harder, or temporarily altering its basic state (solid, liquid, gas). By
breaking down the pattern of an object, you may destroy simple structures,
dissolving material objects or erasing them from existence. Like equivalent
applications of Entropy, how quickly an object breaks down will determine if
the effect is coincidental or vulgar. This rank of Matter is also used in conjunction
with Intermediate Forces to change the magnetic properties of a substance or
with Correspondence or Prime to create wards against any material object.
v
Sculpture: With this rote you are able to make drastic changes to an
object's shape, beyond those achievable at Intermediate rank. Any change in
shape or structure is possible, limited only by your creativity and artistic
ability. You may even change the size of an item, increasing or decreasing its
volume with a corresponding change in density.
Adept: Transmute/Create
Intricate Objects
Adepts of Matter may now perform
radical changes to physical material and craft complex items involving several
substances. Any type of regular matter may be changed into any other, turning
pumpkins into gilded coaches or trashcans into tanks. In conjunction with Life
or Forces, other targets may be transformed into inanimate matter. In addition,
any form may be created out of pure Quintessence using Intermediate Prime.
v
True Changes: While the effects possible for an Adept of Matter are not
significantly different from those possible for a Disciple, the scope and
duration of those changes are much vaster. In addition to the fact that you may
now affect more intricate structures, any changes made to simple substances are
now permanent.
Master: Alter/Destroy
Intricate Objects, Affect Properties
As you reach the rank of Master,
conjunct use of Prime is no longer required for you to create any of the lesser
forms of Matter. You may also make changes in the state of an object, solid to
liquid to gas, without heating or cooling it. You simply alter the temperature
at which it changes state. In addition, you can even render one object
immaterial to another, allowing it to pass through untouched. If you are also a
Disciple of Life or Forces, targets governed by these other Spheres may be
similarly affected.
v
Greater Alchemy: Masters of Matter may create substances that do not exist
in nature. By taking existing materials and altering their physical properties,
you can create glass with the tensile strength of steel or bricks as light as
feathers. The rare substances of Technomantic science, such as unique
radioactive isotopes, adamantium or Primium, are also reserved for this rank.
These alterations or creations affect the inherent pattern of the object and
are considered permanent.
v
Virtual Design: Technomancers of all sorts employ this Sphere to create
unique devices by combining the properties of other tools. Thus you can create
a rocket launcher that has the form of a handgun and make it look like a
plastic toy. For each success on an Extended Simple Test, one additional
mechanical device may be merged into the creation. While this process often
takes a while to enact, any devices created using this rote will remain in
their new form, subject to the effects of their environment.
Mind
Basic Intermediate Disciple Adept Master
For those who believe that
reality is governed by perception and intent, the mind is the first and last
frontier to be explored. Students of this Sphere learn the workings of their
own thought processes in order to gain control over the memories and emotions
of others.
Basic: Enhance Self, Read
Emotions
You begin your studies by
learning to sense the thoughts and emotions around you, reading the psychic
signature commonly referred to as a person's aura. Detailed examination of the
aura of a target will often reveal what type of being (vampire, werewolf,
changeling) you are dealing with, though more information may be gained through
conjunct use of Basic Life or Spirit. As you start to explore the working of
your own mind, you learn how to concentrate on multiple things at once. The
Virtual Adepts refer to this skill as multi-tasking. In conjunction with Basic
Time or Correspondence, this ability enables you to keep continual track of
when or where you are.
v
Empathy: The simplest application of this Sphere is to read the
emotional aura of a target. You may determine what someone is feeling, though
not the cause of those emotions. In conjunction with Basic Matter or
Intermediate Time, you may also pick up impressions left on objects. Conjunct
use of Basic Correspondence also allows you to locate any minds in the nearby
area, tracking their movements and emotional states.
v
Echoes of Thought: By sensing the thought patterns around you and
monitoring your own perceptions, even an Initiate of Mind is able to detect
when someone is using mental illusions or invisibility effects. Use of this
rote enables you to ignore such passive effects (including the Disciple rote Somebody
Else's Problem Field) if you pass a Static Mental Test with a difficulty
equal to the target's number of Mental Traits. You must think to use this
power, though characters with the Awareness Ability may make an additional
Simple Mental Test to notice that something is afoot.
v
Multi-Tasking: The first thing you learn when working with your own mind
is how to maintain different trains of thought at the same time. This is most
important when you are sustaining multiple spell effects once. For each rank in
this Sphere, you are able to subconsciously process information or perceptions
resulting from one other Sphere. This applies to rotes that have a standard
duration as well as those spells which are continual effects (assuming that
optional rule is used). For each spell beyond this number that you are
maintaining, you suffer a one Trait penalty. As with the Basic Prime rote Extend
Pool, this effect is considered to be automatic.
Intermediate: Control
Emotions, Read Surface Thoughts
As your skill increases, you
learn how to read and interpret the surface thoughts of those nearby. You can
also leave psychic impressions on objects and places or project them directly
at a target. Complex commands may not be transmitted this way, but single words
or emotional impulses can. This level also allows you to forge more elaborate
mental shields, creating a false layer of surface thoughts over yourself and
others. With preparation, you can even change your aura or shield your emotions
from casual observation.
v
Be Cool: Originally developed by the Hollow Ones, variants of this rote
have found their way to other Traditions. You are able to read the subtle
signals given during conversation and may tailor your responses to those which
will best influence your audience. This enables you to add your rank in this
Sphere to your Trait totals during any non-magickal Social Challenges. The
effects of this rote last for one scene and may not be extended.
v
Mindspeak: This rote allows you to communicate mind to mind with another
sentient being. Range is limited to line of sight, and the communication cannot
normally be overhead except by other students of Mind. Pictures and complex
concepts may not be sent and all conversations must take place in a common
language. Once you are a disciple, these limitations are waived. You may send
messages to an unwilling target by defeating him in a Mental Challenge, though
the subject is under no obligation to reply.
v
Peace of Buddha: By defeating a target in a Mental Challenge, you may
instill a sense of serenity upon an opponent, calming even the most violent
temper. If the subject is in frenzy, this rote will restore him to normal. If
the individual is not in such a state of rampant violence, this rote will
pacify him, bestowing the Negative Traits: Docile and Submissive for the
remainder of the scene. Unlike most continuing effects, the duration of this
rote cannot be increased until you have attained the rank of Disciple.
v
Subliminal Command: By sending a single word, feeling or image directly
into the subconscious mind, you are able to cause a target to act a certain
way. Complex messages or directives are beyond the scope of this power, nor may
you control the interpretation of the command. For example, if you invoked fear
in your opponent, he may choose to run away, freeze in place or even cower in a
corner. In any case, the specific action chosen must be appropriate to the
command and your target's Nature and Demeanor. To complete this rote, you must
defeat your opponent in a Mental or Social Challenge.
v
Surface Scan: This rote enables you to read the surface thoughts of a
subject. In combat, this rote allows you to anticipate an opponent's actions,
granting your a free retest as long as the scan is in effect. Another
application is to determine if a target is lying, though the truth behind the
words will sometimes be too deep within your target's mind for you to read. If
you do not wish your target to know that he is being scanned, you may bid a
second Trait and employ a Static Mental Test rather than a Mental Challenge.
Disciple: Control Surface
Thoughts, Read Inner Mind
You can now establish a clear
link between your mind and the consciousness of others. You can use this link
for telepathic communications or invasions. Once inside the mind of your target,
you may probe deep into his subconscious memories and perceptions, reading
deeply buried thoughts or journeying into dreams. The intrusions possible at
this rank may take other forms, such as projecting believable illusions into a
subject's perception stream. In addition, you may enhance your own mind,
increasing your ability to store and process information or making your more
effective when interacting with others.
v
Enhance Mind: This rote allows you to alter the workings of your mind,
granting yourself additional Mental or Social Traits or offsetting the effects
of Negative Traits. For each success on an Extended Simple Test, you may add
two positive Traits or remove two Negative ones. This rote uses a standard
Extended Static Mental Test to determine how long these modifications remain in
effect. Such changes are not without risk, however, and extensive use of this
rote will cause insanity and eventually death. If you want these changes to be
safe and permanent, such increases must be paid for with Experience.
v
Illusionary Command: By subtly changing a target's perceptions and
consciousness stream, you may force him to perform actions that he normally
would not. Such commands must be framed in a way that causes the target to
believe he is acting in his own best interests. By winning a Mental Challenge,
you may project images and emotions that give the target a false sense of what
is really going on. Note, however, that the specific actions taken by a target
are not yet within your control, only the sensory perceptions that would
hopefully cause those reactions.
v
Insert Memory: Memories are little more than records of perceptions and
thoughts and you can implant artificial ones into a target's mind. This
requires a Mental Challenge, but once inserted the memories are as permanent
and natural as any legitimate ones. Done repeatedly, such alterations could
even change someone's Demeanor. In addition, you may attempt to restore
memories that have been blocked through other efforts. However, even if your
subject is willing, this requires a Static Mental Test to see if things are put
back correctly.
v
Neural Shock: A Disciple of Mind is able to project not only emotions
and images. By winning a Mental Challenge, you may also send waves of raw
mental energy directly into someone's mind. If successful, you may inflict one
Health Level of stun damage for each success on an Extended Simple Test.
v
Probe Thoughts: By winning a Mental Challenge, you are able to enter the
inner regions of a target's mind, sifting through memories, thoughts and
beliefs. A second Trait may be bid to enable you to slip quietly into your
target's mind. Otherwise, the subject will be aware of your probe.
v
Sensory Deprivation: Originally used by the Akashics for self-training,
this rote has devastating combat applications. By blocking the sensory input a
target receives, you may render him deaf and blind, unable even to feel his
surroundings. The only sense that cannot be negated is smell. This rote
requires you to defeat your target in a Mental Challenge, and employs the
standard Extended Static Mental Test for duration. Some Marauders employ a
variant of this rote that replaces the normal sensory information with an
alternate stream of perceptions, making a target believe that he is somewhere
else entirely.
v
Somebody Else's Problem: Unlike the more directed forms of mental
illusion, this passive rote allows you to shield your presence from the
perceptions of those nearby. This effect relies upon a person's natural
instinct to ignore things that do not concern him. Those with exceptional
sensory abilities (such as Heightened Senses) might be able to detect
your hidden presence via a Static Mental Test. When employing this effect, you
must stand with your arms crossed, indicating to others that they do not notice
you. Any hostile action or other direct interaction with your environment will
cause you to again become visible. Since this rote prevents you from most other
activities, this spell normally remains active as long as you concentrate on
it. However, if you wish to sleep or perform other passive rotes while using
this power, you may employ a standard Extended Static Mental Test to determine
its duration. Because this is a mental illusion, cameras and other
technological monitoring devices are not fooled by this effect. However, while
such devices may show the presence of the hidden mage if the recordings are
viewed at a later time, anyone watching these images locally (within line of
sight of you) will not register your presence for the duration of the effect.
v
Telepathy: This rote allows more elaborate communication than Mindspeak,
though the effects are similar. Detailed images may now be sent and all
conversations take place independent of any language. By enacting this rote
multiple times in succession, you may even link a group of minds into a
telepathic network. Targets of this power must initially be close to you,
though once a connection is established, it may be maintained over many miles.
Of course, conjunct use of Correspondence will negate any distance limitations.
Adept: Control Inner Mind
While a Disciple of Mind is
limited to changing a target's perceptions, you are capable of taking direct
control over another person’s thought processes. Once this mental invasion has
begun, you may control your victim's actions, cure or cause insanity, change
his memories or set up post-hypnotic suggestions. You may even enter the dreams
of others, altering them at will. The side effects of such severe manipulations
can last quite a long time. While the victim may eventually recover as the
subconscious mind reasserts true memories and beliefs, the subject’s Demeanor
is usually irrevocably altered.
v
Alter Mind: The changes possible for a Disciple using Enhance Mind
may now be applied to others. In addition, you may reverse the effects,
removing Mental or Social (Personality) Traits or implanting Negative Traits in
an opponent. Each success on an Extended Simple Test allows you to add or
remove two such Traits from a target. The changes remain in effect for the
duration determined by an Extended Static Mental Test.
v
Manipulate Memory: By defeating your opponent in a Mental Challenge, the
target's memories, beliefs and opinions may be edited, removed or replaced.
Once enacted, the effects of this rote are permanent. Alternately, you may
attempt to undo such changes. Even if the subject is willing, this application
still requires a Static Mental Test to see if everything is put back correctly.
v
Neural Overload: By overloading the brain's ability to process input,
you may cause it to start to break down, inflicting physical (normal) damage
upon a target. This requires defeating your opponent in a Mental Challenge and
employs an Extended Simple Test to determine how much damage is inflicted.
v
Possession: You are not limited to simply altering the conscious and
memories of your targets, you may even seize direct control of an opponent's
mind, orchestrating his every action. Use of this rote requires you to defeat
the target in a Mental Challenge. A second Trait may be bid in the Challenge if
you wish to blur your subject's awareness of this effect. In the latter case,
victims of this rote will believe all actions taken to be of their own volition,
causing some to wonder afterwards if they have gone insane.
v
Walk Among Dreams: By projecting your consciousness into the dreams of a
subject, you may become an active participant in this mental landscape.
Alternately, you may send your consciousness into the Astral Plane, the
Periphery of the High Umbra. Because of the intensity of the connection, any
injury your projection suffers will carry over to your physical body as stun
damage. Hermetics employ a variant of this rote in conjunction with Basic
Spirit that enables them to project their consciousness into any layer of the
Umbra with equivalent effects.
Master: Create/Destroy Inner
Mind
A Master of Mind rules not only
his own mind, but other minds as well. You may completely rewrite someone’s
personality until his thoughts, Demeanor and Nature bear no resemblance to
anything that existed before. You may also divorce your psyche from your body,
switch minds between subjects and copy or transfer the entire sum of a person’s
memories and knowledge from one host to another. The changes possible for the
Adept may now be made permanent. The greatest power of a Master of Mind,
however, is the ability to create true conscious thought.
v
Artificial Intelligence: Sons of Ether and Virtual Adepts both view
technology as a perfect framework for the creation of intellect. By forging a
consciousness where none existed before, you may create a rational thinking
mind, granting it intelligence and designing its personality however you like.
For each success on an Extended Simple Test, you may grant your creation up to
three Mental or Social (Personality) Traits. In addition, the creation may take
additional Negative Traits or Psychological Flaws to purchase additional Traits
or Merits. In conjunction with Adept rank Matter or Life, this fledgling mind
may even be given a body to inhabit, though the Physical Traits would be
determined separately. Once created, this mind exists as an independent entity,
with its own goals and ideals, desires and fears.
v
Untether: Complete astral travel becomes possible for you. You may
project your consciousness into the Astral Plane or the various realms of the
High Umbra, leaving your body for hours or even days. While you are separated
from your mortal shell, you are unaware of anything that transpires on that
end. If your body dies while you are absent, the silver cord connecting your
soul is severed. If that happens, you become a disembodied spirit (equivalent to
a wraith), though residing in the High Umbra.
Prime
Basic Intermediate Disciple Adept Master
The Sphere of Prime is the study
of Quintessence, the raw energy of True Magick. Quintessence exists everywhere
and all things are composed of it. Most models divide Quintessence into two
categories: "free" Quintessence, which flows through all patterns and
"raw" Quintessence, which makes up those patterns. While in theory
there is no difference between the two types, in practice free Quintessence is
much easier to manipulate than the raw form. Most accessible is the
crystallized variant known as Tass. This tangible form of free Quintessence
takes many shapes and is harvested directly from Nodes.
Basic: Sense/Use Quintessence
You begin your study of Prime by
learning to sense Quintessence, from the Nodes where it collects to the Avatars
of the Awakened. Perceptions of Prime vary from one mage to another. Some view
Quintessence as a glow or light associated with charged items or places, while
others hear it as a background tone or musical effigy. In whatever manner you
perceive it, this awareness puts you at a decided advantage when dealing with
other Awakened beings.
v
Extend Pool: Even an initiate of Prime understands the workings of
Quintessence better than those who do not study this Sphere. By affecting how
magickal energy collects in your body, you may extend the amount of
Quintessence you can hold beyond what your Avatar may contain. For each rank in
this Sphere, you may retain an addition two Quintessence Traits. Unfortunately,
you are not yet skilled enough to fill this increased pool through your own
efforts. At this level you may only recharge up to your Avatar rating, though
this still takes place much quicker than those unschooled in Prime.
v
Heart's Blood: In desperate times, you may push beyond the normal limits
of your Quintessence reserve, though such efforts cause grievous wounds. For
each Health Level of aggravated damage you are willing to suffer, you may draw
two additional Quintessence Traits out of your life force, using them for any
purpose. As with pattern leakage, this type of damage may not be cured
magickally, only through extended rest.
Intermediate: Affect
Quintessence, Sustain Pattern
As your skill in this Sphere
increases, you begin to gain some control over this shifting Quintessential
energy. In addition, you learn to detect the more subtle aspects of
Quintessence, such as is found in the Blood of vampires, the Gnosis of
werewolves and the Pathos of wraiths. Umbral beings may be detected as well,
for their presence carries with it a tangible ripple of Quintessence. Perhaps
the most common use of Intermediate Prime, however, is in conjunction with the
Pattern Spheres (Life, Matter, Forces) to create a life form, object or energy
pattern where none existed before. See the effects described under these other
Spheres for more information.
v
Enchant Item: The first step in learning how to create magickal
Talismans is to master the ability to infuse a material object with
Quintessence. While it yet holds no power on the physical plane, you may
significantly enhance the object's presence in the Umbra. A leather jacket
could become as strong as armor against spirit attacks, though it would have no
such strength in the physical world. Weapons charged with Prime do aggravated
damage, even crossing the Gauntlet to affect spirits. Alternately, you may
forge an object out of pure Quintessence. Such a creation would exist solely in
the Periphery and would be detectable only to those with Prime or some means of
viewing the spirit world. The effects of this rote last for a duration
determined by an Extended Static Mental Test.
v
Rubbing the Bones: By diverting small amounts Quintessence out of static
patterns, you may weaken an object or inflict stun damage to life forms. This
requires a Mental Challenge against the target's Physical Traits. Because no physical
harm is being done to the target, a victim of this rote may spend a Willpower
Trait to ignore the painful effects for one turn.
Disciple: Transfer
Quintessence, Disrupt Ephemeral Patterns
By this point, you have learned
to manipulate free Quintessence at will, transferring it from place to place.
This also provides a boost to your effective Quintessence pool, providing three
temporary Traits per point rather than two.
v
Channel: While Basic Prime only allows you to draw Quintessence up to
your Avatar rating, at this rank you may completely fill your pool from any
available source. Alternately, you may act as a conduit between such a source
and another mage, allowing you to refill another mage's pool beyond what she
could do herself. Conversely, by defeating an opponent in a Mental Challenge,
you may attempt to drain Quintessence from a target. Each success on an
Extended Simple Test allows you to siphon off one additional Trait of
Quintessence (or in conjunction with the appropriate Spheres one Gnosis, Blood,
Glamour or Pathos). However, mages may never be drained below their Avatar
rating. That reserve is inviolate.
v
Rend Ephemera: Because of the close association between Quintessence and
the Umbra, a Disciple of Prime is capable of injuring those whose patterns are
composed of ephemera. This includes spirits and wraiths as well as chimerical
beings. For each success on an Extended Simple Test, you are able to inflict
one Health or Corpus Level to any being native to the Umbra. This does not
require conjunct use of Spirit, since you can already sense the presence of
such beings.
Adept: Disrupt Quintessence,
Alter Material Patterns
While Disciples of Prime are
largely limited to detecting and manipulating free Quintessence, You have
learned to channel raw Quintessence. You can pull Quintessence out of existing
patterns, destroying objects and energy systems or causing aggravated damage to
living beings. In addition, you can use conjunct effects with Matter or Forces
to remove specific aspects or properties of these patterns. This allows you to
make solid objects insubstantial or cause a magnet to have only one pole. However,
the most well known ability of Prime Adepts is their ability to create
Talismans, magical tools that intrinsically hold a magical affect. Complete
rules for Talismans may be found in Chapter Six.
v
Flames of Purification: By draining a pattern of its raw Quintessence,
you may cause an object to cease to exist. While living beings or spirits may
suffer aggravated damage from this rote, patterns that are not self-sustaining
(such as those governed by Matter or Forces) are completely destroyed. Living
opponents must be defeated in a Mental Challenge against the target's Physical
Traits, while inanimate objects require only a Static Mental Test against the
number of Health Levels the structure has. Each success on an Extended Simple
Test inflicts one additional Health Level against your opponent. Once you have
reached the level of Master, this rote may be employed to permanently remove
Health Levels from a living being or Umbral creature, slowly eroding its base
existence. In this case, however, the Extended Test is Static Mental rather
than Simple.
v
Ward: By erecting a field of pure Quintessence, you may create mystical
barriers negating any use of magick across them. Once in place, a Ward may only
be taken down by Unweaving. If you are also a Disciple of another Sphere, you
may extend the effect of these barriers, preventing a particular type of target
from passing. The nature of the target being banned will dictate which other
Sphere must be used in conjunction. An Extended Static Mental Test is performed
to determine the duration of the ward.
Master: Control Quintessence,
Destroy Patterns
Mastery of this Sphere grants you
direct control over the fabric of reality. You may convert raw Quintessence around
you into free Quintessence, making it available for any purpose. In addition,
you can the base patterns of living beings and spirits, permanently draining an
opponent's ability to exist. Masters of Prime can often be detected by their
enhanced sense of presence and stand out as beacons in both the spiritual world
and among the Awakened.
v
Counter Paradox: You have sufficient understanding of the relationship
between Paradox and Quintessence that you are able to nullify the effects of
Paradox directly. Each use of this rote requires you to burn one Quintessence
Trait in order to erase a single Paradox Flaw or drain away one Paradox Trait
that has you (or others) have accumulated.
v
Create Sanctum: Similar to the above rote, this application of Prime
allows you to alter the parameters of static reality within an area. By shaping
truth to a particular paradigm, you are able to insulate a location from the
damaging effects of Paradox. Creation of a Sanctum is performed in the same
manner as forging a Talisman, though in this case the entire area holds the
effect. More information on Sanctums may be found in the Backgrounds section of
Chapter Three, while rules for creating Talismans are given in Chapter Six.
Spirit
Basic Intermediate Disciple Adept Master
This Sphere encompasses skills
for traveling through the Umbra, as well as dealing with spirits and the other
entities that inhabit it. Some regard the Umbra as the basis of the mortal
world, while others consider these realms to be just another frontier. No other
Sphere marks the line between mystic and Technomancer as clearly as Spirit.
While the mechanics for dealing with this Sphere remain constant, how the Umbra
fits into your paradigm - including your choice of rotes and foci - vary
greatly between shaman and spirit-tech. This Sphere covers both the Middle
Umbra inhabited by nature spirits and the darker realms of the Underworld, home
of the Restless Dead. A complete description of the various levels and layers
of the Umbra may be found in Chapter Six.
Basic: Sense Periphery, Sense
Spirit
As an Initiate of Spirit, you
begin your studies by learning to sense the Penumbra and the Shadowlands,
allowing you to interact with ghosts and spirits. You may detect items closely
tied to the spirit world, including fetishes and fetters, as well as those in
possession of a mortal body. In addition, you are able to perceive the Gauntlet
itself, determining its relative strength or detecting local disturbances.
v
Spirit Sight: By shifting your sight sideways across the Gauntlet, you
are able to view what is happening in the Periphery. However, to get more than
just a general sense of presence, you must make a Static Mental Test against
the rating of the Gauntlet. Communication with spirits is possible, though
still subject to the limitations of language. Of course, the spirit is under no
obligation to respond. Conjunct with Basic Entropy, this rote allows you to
determine if a particular spirit is associated with the Digital Web (what the
Garou call Weaver spirits) or is native the Lower Umbra, such as a wraith.
Intermediate: Touch Periphery,
Touch Spirit, Sense Umbra
At this rank, you gain the
ability to interact directly with spirits and objects in the Periphery.
Although this magick allows only brief contact, it is still enough to push a
spirit out of a room or hit one over the head. Conjunct use of Intermediate
Spirit also allows rotes that normally affect the physical world to enter the
Periphery.
v
Bring Across: Using your ability to reach across the Gauntlet in
conjunction with the Sphere of Matter, you may push an object out of the
physical world and into one of the layers of the Periphery. Conjunct use of
Basic Entropy is required to reach into the Shadowlands, while Basic Mind
allows access to the Astral Plane. Alternately, you may reverse the process to
create a material version where only its spiritual counterpart used to exist.
Once enacted, this change is permanent, though the item is subject to its new
environment.
v
Spiritual Projection: While you cannot yet bring your body across into
the spirit world, you are able to send your consciousness into the Penumbra or
(through conjunct use of Basic Entropy) into the Shadowlands. While projected
into the Periphery, you may interact freely with the inhabitants there. Though
the duration of this effect is determined by an Extended Static Mental Test,
you may still only move about in the immediate vicinity of your body.
v
Spirit Strike: By reaching across the Gauntlet, you are able to initiate
a Physical Challenge against a target in any layer of the Periphery. This
requires a separate spell test beforehand, unless the Gauntlet is less than
your Arete.
v
Thinning the Shroud: You may also manipulate the Gauntlet itself, weakening
it to allow easier traffic or sealing it tight to prevent spirits from reaching
across. Each success on an Extended Static Mental Test reduces the local
Gauntlet (or Shroud) rating by two. If the Gauntlet reaches zero, spirits may
be seen or heard freely across it, without the use of any special powers. As
with other continuing rotes, the duration of this effect is determined by an
Extended Static Mental Test.
v
Umbral Vision: Through conjunct use of Intermediate Correspondence, you
are now capable of viewing most locations within the Near Umbra. As with the
earlier powers, conjunct use Basic Entropy is required to scry into the
Underworld. Centering the vision on any known being or site requires a Static
Mental Test, while locating an unknown target requires a Disciple of
Correspondence.
Disciple: Travel Umbra, Compel
Spirit
As a Disciple of Spirit, you may
now travel into the Umbra, taking your body and possessions with you. In
addition, you have by now attained some status among the inhabitants of the
spirit world and may add your rank in this Sphere to your Trait totals during
any non-magickal Social Challenge.
v
Awaken the Inanimate: Many Sons of Ether claim that the objects they
interact with have personalities of their own. Cars like to be treated a
certain way and mechanical devices become undependable if abused. The Disciple
of Spirit is well aware of this phenomenon, for you are able to rouse these
ghosts within the machine. While such an awakening does not create a true
fetish, the item in question will be able to affect its own use in minor ways.
The older and more cherished an item is, the stronger the presence associated
with it. While a kitchen knife from the local department store may have about
as much personality and intelligence as an artichoke, the spirit of an athame
forged by a Verbena's ancestors would be potent indeed. In addition to their
other properties, any object that has had its spirit awakened exists on both
the physical and Umbral layers and may affect beings in either realm.
v
Command Spirit: While Basic Spirit is enough to communicate with spirits
and even ask them for their aid, you may command these entities to appear or
banish them from your presence. You may undertake either an Extended Mental or
Social Challenge when determining the number of services that the spirit must
perform or the duration for which the target spirit may be banished. While you
are still limited to lesser entities at this rank, an Adept may compel the more
powerful and sentient spirits, including wraiths and specters.
v
Stepping Sideways: By piercing a temporary a hole in the Gauntlet, you
may cross through to the other side, stepping into either the Penumbra or the
Shadowlands. This requires a Static Mental Test against the local Gauntlet
rating. While you may bring your possessions across freely, dragging other
beings along requires more effort. For each additional success on an Extended
Simple Test, you may take one person into the Umbra with you. From the
Periphery, a mage with the Cosmology Ability may journey into the various
realms of the Near Umbra and the Underworld. Keep in mind that journeys into
the Lower Umbra can be quite hazardous unless you are also versed in the Sphere
of Entropy.
v
Umbral Ward: By focusing upon an area rather than an individual spirit,
you may ban spirits from entering a particular region of the Periphery. This
rote creates a space around a physical locale that has a separate Gauntlet
relative to the rest of the Umbra. Any spirit attempting to cross into this
area must first defeat the caster in a Mental or Social Challenge. Alternately,
the spirit may spend a Willpower Trait to enter the area for a single scene.
The region thus protected can be up to five feet in radius for each Mental
Trait you possess, plus any Quintessence or foci bonuses used when casting the
rote. As with other continuing effects, duration of this ban is determined by
an Extended Static Mental Test.
Adept: Weave Periphery, Bind
Spirit, Sense Outwards
While lower ranks are able to
influence or bypass the Gauntlet, as an Adept you may rip it asunder or repair
breaches which others have made. You may also use the Gauntlet to trap those
passing through, keeping them halfway between worlds and subject to attack from
either side. In addition, you may now compel stronger spirits, forcing them to
appear and serve you or banishing them from the area. Finally, you are able to
bind such entities into an object, fashioning the spiritual equivalent of a Talisman,
called a Fetish. Complete rules for creating these magickal items may be found
in Chapter Six.
v
Free the Mad Howlers: By binding a hostile spirit inside another being,
you may inflict aggravated damage against an opponent. You must win a Mental Challenge
against your opponent's Mental or Physical Traits to force the possession. The
subject will then suffer one aggravated wound per turn until the spirit is
banished or your target is destroyed.
v
Mend Ephemera: There are other ways than force to gain a spirit's aid
and the Adept of Spirit knows many of them. Among the most useful is your
ability to repair ephemeral objects, including the Relics of the Restless Dead.
In addition, you may heal spirits and wraiths directly, restoring one Health
Level or two temporary Corpus Levels for each success on an Extended Simple
Test.
v
Spirit Channel: A brave (or foolish) mage may channel a spirit’s powers
internally, in effect making yourself a living fetish. This requires a Social
Challenge against the spirit in question. While channeling the spirit, you
gains access to all of its Attribute and Ability Traits and may even use any of
its powers. However, because of the strain of holding such an entity, you may
not employ any Sphere other than Spirit. This power is not without cost, for
even a minor spirit will demand recompense for its aid. Greater entities may
claim more than you wish to pay for such aid, while those with darker origins
have been known to taint a shaman's soul over time.
v
Far Vision: While physical travel beyond the Tellurian is not yet
possible for the Adept, you can still send your consciousness into the realms
of the Deep Umbra. The duration of this effect is determined by an Extended
Static Mental Test and any knowledge of the realms being explored must come
from the Background: Dream.
Master: Transform Spirit,
Weave Umbra, Travel Outwards
A Master of Spirit gains a
significant power over the Umbra, establishing Horizon realms and domains or
even fashioning permanent holes in the Gauntlet. Your understanding of Umbral
travel has also progressed to the point where you may journey beyond the
Tellurian into the deeper spirit realms, adapting to survive the alternate
environments often found there. In addition, you may now attempt to compel the
greater beings found in the spirit realm, calling them or sending them away.
Doing so is risky, however, for true control over Totems and Celestines is
beyond even a Master's reach and angering such a spirit can be costly indeed.
v
Create Ephemera: While the older shamanic teachings claim that all
spirits are merely summoned from some deep potential within Gaia, more modern
beliefs hold that they may be created in the same manner that a Master of Life
or Mind may forge such patterns out of pure spirit stuff. Regardless of the
truth behind the philosophies, Masters of Spirit have the awesome ability to
take raw ephemera and grant it shape and spiritual existence. By forging a
spirit where none existed before, you may create a coherent entity, granting it
thought and designing its personality and manifestation however you likes. For
each success on an Extended Simple Test, you may grant your creation up to
three Attribute Traits. The spirit may also take additional Negative Traits or
Flaws to purchase additional Traits or Merits. Once created, this spirit exists
as an independent being, with its own goals and ideals, desires and fears. Of
course, it will always feel a certain connection to its creator, though how it
views you will depend greatly on your initial interactions.
v
Gilgul: A Master of Spirit has enough understanding of the soul to be
able to permanently wound a spirit or even attack another mage's essence,
directly damaging his Avatar. After defeating your opponent in a Mental
Challenge, each success on an Extended Static Mental Test removes one Avatar
Trait or Corpus Level permanently. If all Corpus Levels are drained from a
spirit or wraith, it is claimed by Oblivion. Similarly, if a mage's Avatar is
reduced to zero, his ability to work magick is forever destroyed. Those who use
this dreaded rite must beware, for such an act is never undertaken lightly.
Time
Basic Intermediate Disciple Adept Master
Time is perhaps the hardest
Sphere to comprehend. In early days, native cultures viewed the world as
changeable and time as more a function of present and absent than past or
future. Later, as societies grew, a more deterministic and linear view of
temporal relations came into favor, with clearly defined concepts of when
events occurred. Recent studies however, including Einstein's Relativity Theory
and modern Quantum Mechanics, have rendered this static perception of time
obsolete. Events and reality are once again more a function of the observer
than the observed. This cyclic behavior is just one of the many oddities that
those who study Time come to accept. Mages who try to fathom the intricacies
this Sphere argue theory more than any other - especially the speculations
regarding time travel.
Basic: Sense Time
As with other Spheres, you begin
your studies by developing an awareness of your subject. For the Time mage,
this enables you to detect time-based phenomena, sensing the approach of such
disturbances and feeling where in dimensional space the phenomena will appear.
A useful side effect of this enhanced temporal awareness is that you can
maintain a precise internal clock, regardless of the time flow in whatever
realm you finds yourself.
v
True Age: One of the more common tricks for an initiate of Time is the
ability to guess a person's exact age.
Intermediate: Sense
Past/Future
You can now shift your
perceptions forward or backward in time, granting your flashes of pre- or
post-cognition. Reading the past tends to be more certain than gazing into the
future, for the latter is notoriously subject to change. By working with the
Intermediate Correspondence, you may focus on other locations as well, while
conjunct effects with the Sphere of Entropy allow you to view several possible
futures and determine which are the most probable.
v
Preemptive Vision: One habit common to students of Time is to warn
yourself of upcoming events, usually a few moments before they happen. This
allows you to preempt someone else's actions with your own or to give your a
few seconds extra preparation. This sort of foreknowledge is often enough to
alter your response to a situation and grant you a free retest in any sort of
Challenge where such preparation would be helpful. Another application of this
rote allows you to call "Fair Escape" in any situation, though you
must think to use this power before encountering the event. In conjunction with
Basic Mind, this grants you a form of intuitive awareness for problems,
equivalent to the Merit: Danger Sense. As with other continuing effects, the
duration of this last application is determined by an Extended Static Mental
Test.
Disciple: Affect Time
As a Disciple of Time, you have
learned to accelerate or slow the flow of time as you desire. Mages often
describe these effects as contracting or dilating the time stream. While these
moments seem to pass normally to an observer, you see more things happen during
that time than would normally be possible. More extensive effects allow you to
withdraw into a bubble, allowing reality to move quickly around your while inside
time passes slowly. While less certain than actually skipping forward in time,
this effect is significantly easier to perform, and to a large extent, less
fraught with risk.
v
Time Echoes: Where Intermediate use of this Sphere allowed you to
preempt others with your own endeavors, you can affect the time stream more
directly, allowing yourself extra actions during a turn. This rote grants you
two additional actions per turn for the remainder of the scene. The only
limitation on this rote is that while under its effects, you may not further
contract or dilate time, though other uses of this Sphere, including the
Intermediate rote Preemptive Vision or the Adept ability to Time Skip,
are possible as additional effects.
v
Rip Van Winkle: Named for the fairy-tale traveler who awoke after a
century-long nap, this rote enables you to pass long periods of time with
little personal change. For each success on an Extended Static Mental Test, the
time flow relative you by a factor of ten. This rote continues functioning as
long as you hold the field, for you may not interact with others or engage in
any strenuous activity while under its effects. Alternately, a standard
Extended Test may be used to set the duration when this rote is cast on someone
else. If the recipient of the effect is unwilling, you must first win a Mental
Challenge against your opponent. Conjunct use of Intermediate Mind or Life
allows you to sleep for the duration of the change, though you would have to be
a Disciple of these other spheres to affect someone else. In addition, a
Disciple of Time who also holds that rank in Correspondence could produce a
conjunct working which carries an entire room forward, sliding quickly through
the intervening years. With proper preparation, you may create a field in which
a century passes in but a few days, effectively traveling into the future.
While this is less dramatic than a Master's efforts, it is also much safer. On
the other hand, such a journey is a one-way trip and none can prove the wisdom
of following it.
Adept: Control Time
You can now cause absolute shifts
in time, taking a field of time and freezing it. A falling arrow may be stopped
mid-flight or a person placed in a state of suspended animation. Doing so for
more than a short time is difficult, and usually requires a conjunct effect
with the Spheres appropriate to the subject. A more practical application
enables you to move faster than moral perceptions, taking several actions in
the blink of an eye. In addition, you may tie another magickal effect to the
temporal stream, causing it to be triggered at some later time. This powerful
effect enables you to create the equivalent of magickal time bombs or (in
conjunction with Mind or Entropy) effects that take place dependent upon other
events.
v
Blight of Aging: Equivalent to the Entropy rote of the same name, you
are able to produce this effect by artificially speeding up a creature's bodily
functions. However, because such changes are not part of the normal pattern of
the creature, the effects of this rote eventually wear off. Subtle applications
enable you to bestow Negative Traits upon your opponent, either the Physical
Traits: Decrepit, Delicate, Lame or the Mental Traits: Confused, Distracted,
Forgetful. For each success on an Extended Simple Test, you may assign any two
of these Negative Traits to an opponent, which remain for the duration of the
scene. However, a Master of Time is able to make this effect permanent.
Alternately, you may directly attack the vital systems of your target, inflicting
one Health Level of damage for each successive test. Once again, the Master is
able to take this effect one step further, inflicting aggravated wounds. Either
application of this rote requires you to defeat your opponent in a Mental
Challenge against your target's Physical Traits.
v
Time Skip: By combining the temporal awareness possible at Intermediate
rank with the ability to affect the time stream directly, you may skip across
unwanted moments, effectively bypassing certain events. Once cast, this rote
allows you to ignore three specific events during a single scene. Each such
instance can be no longer than a few seconds, for example one attack by a given
opponent. How far in advance you may prepare this effect is determined (as per
duration) by an Extended Simple Test. Multiple instances of this rote may not
be stacked, for once disturbed, you must restudy the time stream before it may
again be mapped.
Master: Stop/Change Time
As a Master of Time, you can
shift objects directly from one moment to another, plucking something out of
the flow of time and repositioning it at some other point. The new position
could be seconds or centuries away from the object's original place in time.
Conversely, you can immunize yourself from time, stepping outside the normal
flow of events. While in such a state, you perceive the world as a collection
of still images that you may manipulate as you please. As a conjunct effect
with Life or Matter, you may take other creatures and objects out of time as
well, even abandoning them in these moments between. These victims may appear
seconds later to normal observation, though their perceptions (and bodies) will
have experienced weeks or centuries of isolated existence.
v
Time Travel: Certainly the most fantastic power attributed to Masters of
Time is the ability to journey into the past or future and perhaps even to
return to the present. While accounts of mages traveling to some future time
abound, no documented evidence exists of such a traveler returning to their
point of origin. Nor is there any proof of a mage enacting a successful voyage
into the past. There is much debate as to the reasons for this. Some Masters
argue that the only successful journeys are the ones never noticed, for Paradox
takes a dim view of retroactive changes to reality. Other mages contend that
while such expeditions are possible, the very presence of such travelers alters
the time stream, so that when they return it is to an alternate future, a
reality parallel to the one that they left. A few Masters speak of some sort of
temporal authority that polices the time stream, removing those who would
tamper with it. Most merely attribute this action to Paradox, while a hushed
minority whisper of a ruthless conspiracy dedicated to preventing such
journeys. In the end, it is up to the Storyteller to handle any Masters of Time
who attempt such travel.
The
Tenth Sphere
Each Tradition believes in a
tenth Sphere that encompasses all the others. The Virtual Adepts speak of the
Sphere of Information, while Marauders boast of understanding the Sphere of
Paradox. The Ahl-i-Batin claim that the Sphere of Paradigm allows direct
control over what constitutes Static Reality and the Technocracy continues to
seek its Grand Unification Theory. While such debates may be an entertaining
way to pass time, Storytellers are advised to grant no mage, not even Narrator
characters, access to any sort of tenth Sphere.
Non-Magical
Arts
In addition to the Spheres
described above, other powerful skills are available to both mages and un‑Awakened
mortals alike. Non-magical Arts cost three Experience or Freebie Traits per
Basic power, six for each Intermediate and nine per Advanced. If purchased as a
secondary power, add one to all costs.
Do
Basic Intermediate Advanced Master
The Way as practiced by the
Akashic Brotherhood has as its roots the oldest martial arts forms and
meditation practices. Followers of this path believe its continued practice
helps a person achieve enlightenment. Only members of the Akashic Brotherhood
may purchase this art as a primary. All others may only take it as a secondary
power. Even then, finding an Akashic who will train someone outside the
Brotherhood can be difficult indeed.
Basic
Danger Sense
The first power developed by
practitioners of Do is an increased sense of awareness in what is going on
around you. Even without specific use of the Mind or Life Sphere, you have
sharpened your senses at a subconscious level. You may never be attacked by
surprise. In addition, a Simple Mental Test will reveal any nearby danger.
Combined with Intermediate Time, you may also preempt an opponent's action with
one of your own.
Body Control
Followers of the Way believe in
balance. Once you have learned to extend your outward perceptions, the next
step is to turn your focus inward, gaining increased awareness and control over
your own body. Use of this art gives you greater control over your body's
ability to handle injuries. While this does not negate or remove damage, you
are able to function more effectively when injured, ignoring all wound
penalties.
Intermediate
Martial Mastery
While combat is not the primary
application for Do, those who know its secrets can be devastating opponents.
This level of understanding allows you to bypass the techniques learned through
the Ability Traits of Dodge, Brawl or Melee. Instead, you may tap into the
inner mastery which practitioners of the Way claim is the heritage and
potential of any true seeker. This grants you a free retest during any
hand-to-hand combat maneuver (equivalent to the Brawl and Melee Abilities) or
when attempting to dodge incoming attacks. You may also now attempt some of the
more spectacular tricks, such as knocking arrows out of thin air or redirecting
an opponent's attack back against him.
Kiai
One of the basic tenets of
Akashic philosophy is that breath is life. By gaining mastery over your breath,
you gain complete control over yourself. One step in that process involves the
use of a deep shout, known as the Kiai, to focus your breath into a single
dramatic exhalation. As a preparatory action, you may employ the Kiai to gain
three additional Physical or Social (Intimidating) Traits for the duration of a
single scene or combat. In addition, this power allows you to channel
Quintessence into a barehanded strike, causing extra damage to your opponents.
For each Quintessence Trait expended during a Physical Challenge, you cause one
additional wound. However, any Traits spent in this manner must be declared
before the Challenge is resolved.
Advanced
Silent Breath
While the powers of life and
death are not yet within your reach, still you can simulate them to some
extent. This skill allows you to take on the aspect of death, slowing your
breathing and heart rate to undetectable levels. You may maintain this state
for up to an hour while still moving around normally. Alternately, you may
enter a state of deep meditation, putting your body into a state of suspended
animation, which can last for weeks if necessary.
Master
The Final Blow
While the previous level allowed
you to appear as a corpse, this power allows you to keep death itself at bay.
By spending one permanent Willpower Trait each turn, you are able to ignore all
injury you have sustained, even those which would otherwise be fatal. While
this does not heal the damage, it does allow you to continue functioning in times
of great need. Once all of your Willpower is gone, final death is all but
assured.