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Classification: Union // Open Ref mage/power/rote/challenges-and-bluster

Challenges and Bluster

Rote · Mage

Mage

In order to get anything out of a summoned entity, the mage needs to impress that creature with his importance. Depending upon the mage, the spirit, the practice and the situation, this could involve anything from compassionate gratitude for the spirit’s cooperation, to a full-scale mystic pissing contest in which the spirit and the mage wave their metaphysical dicks in one another’s faces until someone gives up. Generally, benevolent spirits will cooperate with anyone who seems worthy of their aid, while belligerent ones need to be forced into submission.

The “challenge phase” of a summoning might include whispered threats, subtle wordplay, tests of knowledge, staring contests, baroque insults, alluring temptations, challenges of

will, the invocation of ancient oaths (with proof that the mage has a right to call upon those oaths), or pyrotechnic displays of might. The latter – a hallmark of Hermetic and Infernal Arts – involves both parties showing just how much damage they can do to one another. Although it’s considered bad form to actually attack the rival party (unless, of course, the target is some stupid mage who was way out of his depth to begin with…), the summoner and his would-be servant may inflict significant collateral damage on the area before they come to an agreement. (For an awesome example of this process, see Harlan Ellison’s short story “Djinn, No Chaser.”)

In game terms, a challenge ought to be roleplayed out, with a handful of resisted rolls that reflect that nature of the challenge. Generally, this involves combining Social Attributes with Abilities like Esoterica, Etiquette, Intimidation, Leadership, and/or various Knowledge-based Traits. In an odd way, the challenge phase reflects a bond of understanding between the spirit and the mage, with each party acknowledging the other party as someone worth respecting, while also earning the right to be respected. As in high-stakes poker, each “player” needs to ante up and throw in if he wants to be involved at all.

See also 3

Abilities & Attributes

Rules

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