Classification: Union // Open

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Name ▲ Kind Line Source
A Corrupt CourtshipSystemWerewolfBotW
A Garou Creation MythUmbral RealmWerewolfW20
A Matter of HonorRoteMageHDYDT
A Matter of PracticeRoteMageHDYDT
A Matter of SuccessRoteMageHDYDT
A Mechanistic CosmosParadigmMageM20
A New AnchorheadStory SeedWerewolfUVS
A Taste for BloodDiscipline PowerVampireV20
A Thousand Secret FacesGiftWerewolfCB
A Touch of DeathDiscipline PowerVampireV20
A Universe of LawsGiftWerewolfCW
A World of Gods and MonstersParadigmMageM20
Abilities of the New FormRoteMageHDYDT
Ability DeficitFlawSharedBoS, W20
AbliphetFomorWerewolfBotW
Absent-MindedFlawSharedBoS, W20
Absolute BalanceGiftWerewolfCB
Absorb the MindDiscipline PowerVampireV20
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Abyssal ThreadsRitualVampireRotB
AcademicsAbilitySharedV20, W20, M20
Acceptance RitusSabbat RiteVampireV20
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Accessing Tass or Periapt QuintessenceRoteMageHDYDT
Acclimation to the New FormRoteMageHDYDT
Acid TalonsGiftWerewolfBotW
Acidic TouchDiscipline PowerVampireV20
AcrobaticsSecondary AbilitySharedM20
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
ActivistArchetypeSharedM20
ActivityChartSharedW20
Acute SenseMeritSharedW20, V20
Acute SensesMeritSharedBoS, M20
AdaptationGiftWerewolfW20
Adaptive ProstheticsRoteMageHDYDT
Added Life-Force (Health Levels)RoteMageHDYDT
AddictionFlawSharedBoS, V20, M20
AddictionDiscipline PowerVampireV20
Addictive BloodMeritSharedLotC
Additional AbilitiesRoteMageHDYDT
Additional DisciplineMeritSharedV20
AdjustmentsProcedureMageTR
Adolescent WerewolfNPCVampireV20
Adrian NewberryNPCWerewolfBotW
Advanced TechMeritSharedLotB, V20
Aelida, Lady of FeathersNPCMageGaM
Aethera InamorataCampWerewolfW20
African Necromancy (style)SystemVampireRotB
AgingFlawSharedBoS
Aging the Night-FolkRoteMageHDYDT
Ahl-i-BatinCraftMageM20
AhrimanesBloodlineVampireV20
Ahriman’s WightRitualVampireRotB
Ahroun: The Full Moon, The WarriorAuspiceWerewolfW20
Aid from SpiritsDiscipline PowerVampireV20
Aido-Hwedo, the Great Python and Rainbow SerpentNPCMageGaM
AigamuxaNPCMageGaM
Air ElementalNPCMageM20
Air ElementalSpiritWerewolfW20
AircraftChartSharedM20
Airt SenseGiftWerewolfCB
Airts and Moon PathsUmbral RealmMageM20
AjabaFeraWerewolfCB, W20
Akashic Brotherhood (the Akashayana)TraditionMageM20
Akhu (Setite Sorcery school)SystemVampireRotB
al-Ghadib, the Mad WarriorNPCMageGaM
AlabastardCombination DisciplineVampireAU
Alamut (near Tehran, Iran)DomainVampireV20C
AlbinoFlawWerewolfW20
AlchemySorcery PathMageSorc
AlchemyPracticeMageM20
Alcohol /Drug ToleranceMeritSharedBoS
Alcohol ToleranceMeritSharedW20
AlertnessAbilitySharedV20, W20, M20
Alien PerfectionMeritSharedLotB, V20
All Are Equally Holy Before LilithPath of EnlightenmentVampireTBH
All that is not Forbidden is PermittedGiftWerewolfBotW
All the Right SpheresSystemSharedBoS
ALLIANCE?CaernWerewolfRAtW
AlliesBackgroundSharedV20, W20
AlligatorNPCMageM20
Alligator or CrocodileGhoulVampireGaR
Alms to the PoorGiftWerewolfCB
AlphaArchetypeSharedW20
Alsart OasisUmbral RealmWerewolfUVS
Alter LilianGiftWerewolfCB
Alter MoodGiftWerewolfCB
Altering CharacteristicsRoteMageHDYDT
Altering PropertiesRoteMageHDYDT
Altering the ElementRoteMageHDYDT
Alternate IdentityBackgroundSharedV20
Amaterasu Omikami, Empress of the SunNPCMageGaM
Amazons of DianaCampWerewolfW20
AmbidextrousMeritSharedBoS, W20, V20
AmbushGiftWerewolfCB
Amira the Storyteller (Amira al-Kadhaab)NPCMageGaM
AmnesiaFlawSharedBoS, W20, V20
Amount of Quintessence UsedRoteMageHDYDT
Amulet of MnemosyneRitualVampireRotB
An Hour AgoSpiritWerewolfUVS
Ana-gaminCampWerewolfW20
AnachronismFlawSharedBoS
AnalyzeDiscipline PowerVampireV20
AnanasiFeraWerewolfCB, W20
Anansi the Spider, Keeper of TalesNPCMageGaM
Anansi’s GuileGiftWerewolfCB
Anarch MovementSectVampireV20
Ancestor AllyMeritSharedW20
AncestorsBackgroundSharedW20
Ancestral RescueUmbral RealmWerewolfUVS
Ancestral Soil DependenceFlawSharedLotC
Ancestral WingsGiftWerewolfCB
Anchor PointsRoteMageHDYDT
Ancient Forest-Heart (Grand Natura)NPCMageM20
AndaBloodlineVampireV20
Andre BaptisteNPCWerewolfBotW
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Classification: Union // Open Ref mage/power/rote/harsh-weather-and-environments-entry-of-the-environmental

Harsh Weather and Environments entry of the Environmental

Rote · Mage

Mage

Hazards section, that damage tends to be bashing, although elements that have been heated by Forces – like hot metal or boiling water – may deal out lethal or (in the case of molten metal) aggravated harm instead.

Extreme degrees of cold – the type of cold that freezes matter or living tissue solid – may inflict lethal or aggravated damage too, especially if someone follows up that freezing with a physical attack that shatters the frozen material. (See the film Snowpiercer for a literally chilling example.) Assume that this level of cold demands Forces 4 or 5, while the same Ranks are essential when a mage wishes to turn metal into molten slag.

For further details about attacks against material objects, see

the Optional Rule: Bustin’ Stuff in Mage 20’s Environmental Hazards section, pp. 439-441.

Elemental mastery tends to be associated with physical control. Certain practices, however, apply mental discipline to those physical phenomena. In game-terms, such psychic command adds the Mind Sphere to the usual Pattern Spheres, and generally demands concentrated focus from the character in question.

A variation on this discipline adds spiritual connection to the mix. Essentially, the mage bonds with the element’s metaphysical aspects as well as with its physical properties. The “bending” Arts from the animated series Avatar: The Last Airbender and The Legend of Korrah show such disciplines in action. (Yeah, there’s a live-action Airbender movie too; it’s fucking dreadful – don’t waste your time.) In story terms, the mage pursues spiritual refinement that allows her to join her soul with the soul of that element, and so this sort of magick concentrates on a single element – Fire, Air, Wood, etc. – instead of on all the elements as a whole. The mage dresses to favor that element, spends most of her time with it, and channels a Resonance related to that bonded element.

Game-wise, psychic and/ or spiritual connection to the elements works like this:

• A purely psychic connection adds Mind 3 (Mental Link) to the usual Pattern Spheres.

• A spiritual bond adds Spirit 2 (Touch Spirit) or higher, as described in the sidebar A Bit of Spirit? (p. 16). The power to actually transmute physical elements into ephemera, or vice versa, begins at Spirit 3 and grows from there onward.

• The mage may be able to add one automatic success to the Arete roll if he spends a temporary Willpower point. This choice remains limited by the usual rule of spending only one Willpower point per turn, although he could spend several Willpower points over several turns in order to perform a “psychic elemental ritual” with an extended roll.

In an exception to the usual rule, the Dimensional Science Sphere cannot be used in this fashion. Such Technocratic approaches deny the intrinsically spiritual nature of the connection, and thus can’t bridge a person’s soul to an element because Dimensional Science does not acknowledge the divine essence of either side of that transaction.

See also 5

Abilities & Attributes

  • Science shared/trait/ability/science

Rules

Spheres

  • Forces mage/power/sphere/forces
  • Mind mage/power/sphere/mind
  • Spirit mage/power/sphere/spirit
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