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3 - Disciple Rotes For Mage: The Ascension
3 - Disciple Rotes For Mage: The Ascension
Correspondence
Kiarra’s Helpful Spirits (Correspondence 3 Spirit 2) – All together
there is too much to do, and not enough Kiarra’s to get it done. In the
instance that there are too many tasks to do, it can be helpful to
summon daemons or other smaller spirits to help with minor tasks. The
adept reaches out into the network, releasing search programs and
invocation routines to activate one of the present elementals. The spirit
can perform small tasks, like debugging, searching, surveillance or
help with programming.
[Each success will give the spirit one dot in a mental attribute or ability.
If the mage has 4 successes, she could summon a spirit with a 4
intelligence, or a spirit with intelligence 2 / computer 2or any other
combination.]
[Correspondence 3 transports the witch, while at the 4th level, she can
take others with her. So long as no Sleepers witness the departure or
arrival, the effect is coincidental.]
[ This is like Filter Through All Space, but the added time component
shortens how long the search takes dramatically. Searches are seldom
longer than a day. ]
Entropy
Facets in the Mier (Entropy 3, Correspondence 2, Time 2)
(Euthanatos) – Random elements are like a tapestry; they will all go
somewhere, but it is often difficult to see the larger picture when you
are so focused on the One Thing. Even more, there are random
elements that seem to throw off the will of the tapestry, causing an
even more dramatic result. In this effect, the mage channels
randomness into an area (for example a building). The result is that the
tapestry spans off in several directions, none of which were
predictable…random and disorderly things start to happen. Sprinklers
will activate, printers will start to print gibberish, computers crash,
documents are lost, wallpaper lifts loose and the lettering on doors fall
partially off, revealing new, interesting messages…Through the Chaos
the mind can interpret interesting facets of those threads; where is the
secretary going when she leaves her desk at 3 pm? Who is watching
the lapse in security guarding?
All of the attached parts are infused with his own blood and actually
become part of him. Therefore they do not appear dead but the
removal of the disguise is very messy. It is even more bizarre if the
mage was larger than the victim because he appears to split out of the
smaller body (and like a snake, leaving the `skin' behind). Quite
frankly, it's rotes like this that get the Euthanatos a bad name.
[Life and Matter magick enable the blending of mage and corpse.
Minor cuts and abrasions that the corpse sustained may be repaired
but tissue damage e.g. burns will increase the difficulty. Only two
successes are needed for a scene, but three will last for a day, four
indefinitely.]
Forces
Invocation of Negation – The mage negates a force; light becomes
darkness, positive current becomes negative. This often leads to the
neutralisation of the force, and can destroy sensitive machinery. The
mage perform the rote by chanting a invocation of the forces of
negativity, and drawing the Hebrew letter Aleph in the air with the
Seal.
[If successful, the rote transforms a mass of living plant matter into the
semblance of a human. In its basic form, the 'bride' is little better than
a zombie, capable of following only the simplest orders. With the
application of the Mind sphere, the 'bride' gains full sentience, and at
least one Bride eventually Awoke.]
[The Silence Cannon does normal Forces damage, and renders an area
silent for one round.]
[Each success gives the region 2 dice of Strength for the purpose of
immobilizing those within it. Anything attempting to move must
overcome the effect's Strength with its own. This is generally vulgar.]
Life
Simulate – Sometimes mages have to appear more hurt than they
are, for example during medical examinations. Using this rote the
mage can simulate all kinds of diseases and wounds, or make wounds
appear healed. Verbena usually wash themselves with blood and paint
their new appearance using it and special herbs. The results look like
the real thing, but are no real wounds (if the mage doesn't want to be
*too* realistic, of course). By adding Mind 1 the mage can imprint the
correct responses too, like appearing in pain or shivering when touched
in certain spots.
Eternal Youth – The mage simply stops ageing. This requires almost
constant low- level concentration, but is often coincidentally explained
using a healthy diet involving certain herbs and blood. Of course, if
the Mage in question wants to live the Hollywood life in the spotlight,
not aging is going to be questioned; however, if the mage is careful
and continues a stretch of moving and changing his identity this can
remain coincidental.
Enchanted Senses – The mage gives himself the sight of the Eagle;
the nose of the Dog; the taste of the Rat and the hearing of the Cat.
Verbena perform this Rote by anointing eyes, ears, fingers, nose and
tongue with blood and visualizing the power and sounds of the
different animals. Offering sacred gifts to the totem spirits is also
widely practiced.
Blood Wine (Life 3, Prime 2, Matter 2) – This rote may have started as
a kind of travesty of the Catholic Mass; and as a way to bond those by
blood. By pouring mead into the bowl and adding a few drops of blood,
the priest can turn it into blood. However, it doesn't have to look like
blood or taste like it; the priest can make it appear to be normal mead.
Afterwards, the mead can be used instead of blood as a foci, be
imbibed as a source of strength or even used as sustenance for
vampires (although practically no modern kindred know about this.
Only the oldest Scandinavian Methuselahs have tasted such mead).
[The Doist increases the density of her skin while concentrating on and
reacting to the actions of her attackers. Specify the number of
successes for duration of Bronze Body before rolling for the magick
Effect itself. Remember that such improvement (i.e., the duration of
the Effect) is only temporary. Bronze Body increases the difficulty of a
single opponent's attack rolls by one per success. The Doist can apply
this effect against multiple targets by dividing the successes between
each attacker (two against the first and one against the second, for
example).]
[Prime and Life modify the mage's body, fueling the larger Pattern with
Quintessence. Mind and Correspondence allow all heads to coordinate
the body's actions. Four successes enable the Stylist to concentrate on
information gained through four sets of eyes.]
[If successful, the target will suffer all the pain and wound penalties
experienced by the person he is connected to, although the wounds
themselves are not transferred. Hollow Ones have developed a similar
spell they call the Corsican Game.]
[This rote does a level of damage for each success, and cannot be
soaked. Exactly how the bleeding occurs determines whether the rote
is vulgar or not.]
Dr Goldburg's Wonderful Pan-Sufficient Survival Pill
(Etherites) (Life 3 Prime 2) – Dr. Goldburg specialized in Umbral
exploration and discovered many fascinating phenomena and strange
lifeforms, until his ill-fated journey to Rigel 3, when a particularly
strange lifeform discovered him. But his legacy lives on in the form of
his many inventions to make planetary exploration easier. This tiny
blue pill provides its user with complete nourishment for 1 day.
Summon one of the sixty-four good angels most skilled and
effective in medicine and the cure of sickness. (Enochian) (Life
3 or 4, Spirit 2) – The mage summons a healing angel in order to heal
himself or another. If the angel choose to help depends upon the
situation, the power of the summoner and if it was the correct angel for
that type of wound or sickness. Each angel has its own speciality.
Matter
Nichtmaterie (Maurader) – By using pattern disassociation a mage
can make a material
pattern stop interacting with another type of pattern. This can be used
to create invisible materials, materials living beings but not air can
pass through, weightless matter etc. But by making *everything* pass
through the mage can create "Nichtmaterie " …or, no matter.
Nichtmaterie is not affected by anything, and doesn't affect anything.
It cannot be perceived except by using Prime. It can however be
handled using Matter. Professor Grieg found that it was a very efficient
way of storing things not needed or to bulky to move; just turn them
into Nichtmaterie and turn them back when needed. A Son of Ether can
bring huge amounts of things with him in Nichtmaterie -form, and then
make them normal when needed. The Professor developed a
Matter/Nichtmaterie -conversion box to do this, creating almost a literal
"bag of holding". He also experimented with turning living beings into
"Nichtleben" and energy into "Nichtkraft", planning to use it for the
creation of a nichtrealm. However, the good professor recently
vanished completely.
Clean Without Water – This rote will efficiently clean the mage (or
anything else). Dust and dirt just vanish, leaving everything spotless. It
also adjusts the hair and makes it shiny, adjusts make-up and does
manicure. It of course includes perfume and deodorant.
( For those Wet-Cat days. – Mm. Fujimiya)
This being primarily an SoE rote, there is, of course, a catch... an even
number of successes doubles (x2 for each pair of successes) both the
effects, as outlines above (the effect is exponential). However, an odd
success will increase only the amount of power provided. (example: Dr.
Emerison needs more power to reanimate the body of his third wife.
The experiment is not going as expected, so he does the natural thing
and... adds more power! He casts the rote and gets 5 successes. The
first pair of successes gives him x2 the amount of power to the system
and x2 the ability of his OmegaLifeATron to
handle it, the second pair gives him a total of x4/x4, but the odd last
success gives him only x8 the power, causing the city to go into a
brown-out, and the OmegaLifeATron to begin a core meltdown . It's fun!
[This rote allows the Stylist to walk through walls by disassociating her
body from the physical relation of a wall or other solid object. When
this process is complete, the Doist can walk through walls without
leaving a trace. The Doist calls upon the amazing concentration of the
mind to keep her alert to situations that are just beyond barriers
passed through.]
Mind
Inner Journey – The mage enters a deep trance and enters himself
mentally, as if he went on an astral journey. He will enter his own inner
world, where all his dreams, memories and thoughts are represented.
He can then wander just as if he was in a normal realm. Mages can find
the most surprising things in the labyrinth of the mind, dreams,
memories of forgotten persons, old hobgoblins and subconscious
horrors may appear, speak to him or even attack. There might be
portals from old dreams to the chimerae. To end the journey the mage
has to return to his starting point, where he will awaken. One of the
greatest risks with such inner journeys is that the mage may not find
his back again (or that he don't want to, after finding a place, a dream
or memory so lovely that he will never leave it). Some mages spend
much time in their own or other (Mind 4) minds. With some extra
mental magick the mage can bring others into the trance.
Open the Abyss (Nephandi) – The mage sends the mind of the
victim down into the Great Abyss. The body will collapse in coma. The
victim cannot experience anything else but emptiness and cannot do
anything other than think. Most people turn insane after a few days (if
time can be said to exist for them). In the beginning they just fall
asleep, but then they start to drift between dream and wakefulness,
unable to tell the difference. Hallucinations and delusions appear, and
the personality begins to dissolve without any sensory impressions.
Some advanced members of the Akashic Brotherhood meditate in the
Abyss, sometimes for months and there are rumors of a monastery
where several monks lived for years in the Abyss.
[Each day inside the Abyss the victim has to succeed with his
Willpower against 8 to retain his sanity. If it fails the Willpower is
decreased by one. A botch creates a permanent loss, and when it
reaches zero the victim is incurably insane.]
The Worlds Eyes (Mind 3, Life 2/3) – Kiarra always managed to find
ways to communicate with her surroundings; persons, plants, and
animals alike. The mage touches an animal (or a plant), draws a circle
on its brow or similar area, and contacts its consciousness. Now the
mage can experience what the animal feels and see through its
senses. He has no direct control over it, other than emotional impulses
and telepathy. The range can be extended by the use of
Correspondence.
[For every success the Mage makes in the roll, take away one dice from
the target's dice pools.]
[Each success will work as one point dream during the scene.]
Vision quest (Mind 3 Spirit 2) – The mage puts himself into a state of
gnosis by intoxication, fasting, pain or pleasure. As the mage sinks into
a trance, he will begin to see visions of the world around him, the
Umbra and his own mind. The world seems to become fluid in the
perception of the mage, constantly changing and reforming. If the
mage concentrates on a problem or a question the visions will begin to
reflect this. Using a vision quest, a mage can understand the secret
connections and symbols he normally wouldn't understand.
Unfortunately the mage seldom remembers anything about what he
saw afterwards, and becomes very incoherent during the quest, which
severely limits the use of the rote. Many Gnostics use their acolytes to
write down what they see during their visions, and afterwards try to
understand what they discovered. A mage undergoing a vision quest is
in serious danger from his subconscious, which may erupt into his
visions if it contains strong negative emotions, traumas, or illnesses.
Some spirits may also seize the opportunity to enter the mage's
consciousness as his defenses are down.
[During the vision the mages dream, intuition, enigmas, cosmology
and occult are increased by the number of successes. On the other
hand, willpower and all social and mental attributes are halved (round
down). This should really be roleplayed.]
[Each success will allow one skill level to be borrowed from a donor.
The borrowed skills will completely replace the mage's own, but may
be supplemented with Dream for a truly dangerous and psychedelic
effect. However, if the mage gets more than two successes his
Demeanor will change to the Demeanor of the donor of the skill for the
duration of the rote. If he gets four successes, his Nature will change
too. Mental quirks and insanity may also be transmitted in this way. If
the mage is searching for a rare ability, Correspondence 3 may be
used.]
The NWO mage will include Correspondence three to predict not only
what and when the actions will be, but where as well. The agent can
then send Men in Black to intercept or ambush the victim.
The base difficulty is five for a sleeper and seven for a mage, as being
awakened makes someone considerably more unpredictable (the sole
known exception to this is It X mages, who are often tremendously
predictable). A victim's Arcane rating is added to the difficulty, so a
mage with Arcane 4 or 5 is such a mystery man that a profile can't be
created without extreme effort (quintessence and a long time), there
just isn't enough correct data on the mage.
Investigators who use this rote are almost always put under
surveillance. As the rote requires the mage to examine the subject's
world view enough to understand and predict it, it's use has been
known to cause doubt, confusion, and even defection. They do not
hesitate to pull an investigator "off the case" if he gets too involved.]
[The monk must have an Enigmas score at least equal to the target's
Meditation score in order to know a koan of sufficient complexity. If
successfully cast, the target is effectively stunned for a number of
turned equal to his Meditation score, as he attempts to work out the
puzzle involved. Note that this rote is most effective against those who
are conditioned to such puzzles, and is virtually useless against thugs
with no Meditation skill. The effects dissipate if the target is attacked.]
[This spell allows the witch to see the target as he truly is. Successes
count as countermagic against illusions and similar Mind magic. If the
caster scores at least 4 successes, she also learns the target's Nature.]
[Each success acts as 1 pt of Dream and allows the caster to reach one
generation back. Unlike the normal Dream ability, specific facts can be
retrieved.]
Orgonne Dilation (Etherites) (Mind 3) – The pulp hero Professor
Etheric spent much of his scientific energy in the study of the human
body's vitalizing Orgonne energy. He discovered that by dilating the
metacerebelic valves through which flowed he could siphon the energy
out of a person, thus sapping them of the will to resist.
[The rote will make people overlook the mage. Three successes are
enough to be ignored by all people in the vicinity of the mage. Each
success will subtract one die from every perception roll to spot the
mage, as long as he does not attract attention. Since most people
ignore each other anyway, the mage will in effect be almost invisible]
[The necessary spheres depend on the type of pattern; the mage must
be able to form a "template" pattern. Matter 2 is required for matter,
Forces 3 or 5 for Forces, Mind 2 or 3 for Mind (emotional or intellectual
patterns), Entropy 3 or 4 for Entropy and Spirit 4 for Spirit. ]
[The rote won't change any existing patterns, just their underlying
basis. If it is used on an already imperfect object or something too
random it just won’t work. But if the target is close to perfection, it will
remain so and may even slowly become more perfect as long as the
prime field retains its order. ]
Prime Virus (Prime 3 Life 2 Spirit 2) – This Virtual Adept rote is greatly
feared by technocratic system operators, and rightfully so. The Adepts
have invented a method to create computer viruses which drain
quintessence of nodes and use it to create stronger copies of
themselves. Originally intended to use in the Web, they have proven to
be a very efficient weapon against nodes and Horizon realms (the
Adepts destroyed a Technocracy Outpost in the Web by inserting the
virus in its quintessence supply. When it vanished, the realm
collapsed). Not only that, but the Adepts have invented a version which
works outside the web too, infiltrating and draining normal nodes too.
Fortunately (for the Technocracy) their enemies have reverse-
engineered an anti-virus, which kills the first type. However, the war of
Prime Viruses is hardly over, and many technomancers are quite
worried. Some adepts are experimenting with advanced viruses which
channel excess quintessence to their own accounts, giving them the
ability to drain nodes from afar. The Internet worm might have been an
early experiment.
[ Each success in creating the virus will give it the ability to drain the
node one level (the viruses quickly reach a steady-state level when
they start to feed on each other). A level 4 virus would be able to
totally drain nodes with ratings up to four, and turn level 5 nodes into
level 1 nodes until they are removed. Anti-viruses decreases the level
of viruses. Most viruses will remain in the node they are activated in,
but some designs follow ley-lines and prime conduits to adjoining
nodes. ]
Spirit
Rally the Forces (3 Spirit) – Another ancient Rote that has fallen into
disuse and disfavor, it was important during the Impergium and before
the rise of the Technocracy but has become less so with the increasing
power of the Gauntlet. This Rote calls all the available spirits near the
Mage to allow the spreading of news of potential dangers to all the
Awakened.
[Each success after the first increases the range and number of spirits
called. All spirits called are compelled to pass along whatever
message the Mage wishes to spread.]
[Using Correspondence the mage can visit dreams of people far away,
and Spirit 4 can open a physical portal. Inside the dream, the paradigm
is largely decided by the Subconscious of the sleeper, and normally
quite loose. Most magick is coincidental, but some very inhibited
sleepers may react negatively to it at a subconscious level, turning the
dream into a nightmare.]
The Blasting Rod (Spirit 3 Forces 3/5, Prime 2) – This rote uses a
hazel staff, which is used to punish disobedient or aggressive spirits.
The mage releases flashes of force against beings in the umbra while
he is still in the physical world, damaging or driving away spirits. It is
very effective way to force spirits summoned into the Triangle to obey,
as many cannot leave until given permission and the mage may beat
them to submission.
[This enables the mage to read a target's past lives, and extract
information from them. The difficulty is lowered by 1 for each point of
Dream the mage has, while it is raised depending on how far back the
mage is going. Mind 2 is sometimes added to allow the mage to
directly experience these past lives. A botch causes the mage to be
lost in one of the past lives, a state not unlike a Quiet realm.]
Time
Fujimiya’s Masterful Ninja Time Rote (Time 3, Mind 1, Entropy 1)
– Just the thing for the clever coyote, this Rote can turn anyone into a
Master Ninja. It was first used by Glen Manning, a Mystery Science
Theatre fan, who wanted to fight just like the ninjas in bad martial arts
flicks.
[Time slows down for the Mage, who then can use the Dim Mak to
affect the best possible spot on the enemy. Also, absurdly silly but
effective dodges are possible, since the attacker is moving in slow
motion; -2 to all dodge target numbers, which is the most attractive
feature and most imperative element of it’s creator. Hi-yah!]
[ The rote will not give the mage any increased speed in movement or
other physical actions (like looking at something else). For practical
purposes, the world seems
to have slowed down into slow- motion. Time is slowed at the rate
normal for Time 3. Alternatively, in a live-roleplaying situation, each
success will give the mage a minute extra to think over his actions,
solve problems or use magick. ]
Enhanced Regeneration (Time 3 Life 2) – Time mages are able to
selectively speed up the healing and regenerative abilities of an
organism, making it recuperate much faster. this is very useful,
although it is often accompanied with hunger and extreme itchiness.
The Sons of Ether apply electricity in precisely calculated patterns to
the wounds, while the Cult of Ecstasy gives the patient such a good
time they forget about being hurt.
[One success halves the healing time, two successes divide it with
three, three with four, etc.]