Classification: Union // Open

Rotes & Procedures

308 records

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Name ▲ Kind Source
A Matter of HonorRoteHDYDT
A Matter of PracticeRoteHDYDT
A Matter of SuccessRoteHDYDT
Abilities of the New FormRoteHDYDT
Accessing Tass or Periapt QuintessenceRoteHDYDT
Acclimation to the New FormRoteHDYDT
Adaptive ProstheticsRoteHDYDT
Added Life-Force (Health Levels)RoteHDYDT
Additional AbilitiesRoteHDYDT
AdjustmentsProcedureTR
Aging the Night-FolkRoteHDYDT
Altering CharacteristicsRoteHDYDT
Altering PropertiesRoteHDYDT
Altering the ElementRoteHDYDT
Amount of Quintessence UsedRoteHDYDT
Anchor PointsRoteHDYDT
Are Illusions Coincidental?RoteHDYDT
Area and DurationRoteHDYDT
Aura AlterationRoteHDYDT
Aura Colors and TexturesRoteHDYDT
Awaken the InanimateRoteM20
Awakening SpiritsRoteHDYDT
Backgrounds and InfluenceRoteHDYDT
Banished MisfortuneRoteHDYDT
Banishing the TempestRoteHDYDT
Base Difficulties for LiesRoteHDYDT
Base Successes for TransformationRoteHDYDT
Basic MagickRoteHDYDT
Battle FuryRoteHDYDT
Battlefield SenseRoteHDYDT
Bending Material PhysicsRoteHDYDT
Binding and the Gauntlet CageRoteHDYDT
Blackout!RoteHDYDT
Bond of BloodRoteHDYDT
Breaking ConditioningRoteM20
Bridging Similar LocationsRoteHDYDT
Brief FamiliarityRoteHDYDT
Burnt OfferingsRoteHDYDT
Calming Glance and the Predator’s EyeRoteHDYDT
Can You Go That Fast?RoteHDYDT
Casting Magick to Find “That Perfect Moment”RoteHDYDT
Challenges and BlusterRoteHDYDT
Change of MindRoteHDYDT
Charms;RoteHDYDT
Chemistry Inside Living OrganismsRoteHDYDT
Chi FlightRoteHDYDT
Chi HealingRoteHDYDT
Clearing Crowds, and Getting LostRoteHDYDT
Co-Occupational WardsRoteHDYDT
Coincidental or Vulgar?RoteHDYDT
Comprehensive BiomodsRoteHDYDT
Concocting Chemical CompoundsRoteHDYDT
Conditioning LevelsRoteM20
Conditioning SystemsRoteM20
Conflicting and Compatible NaturesRoteHDYDT
Conjuring Immaterial Mind and Spirit FormsRoteHDYDT
Conjuring Material FormsRoteHDYDT
Conjuring or Purifying NourishmentRoteHDYDT
Conjuring SunlightRoteHDYDT
Consecrating and Energizing ItemsRoteHDYDT
Contingency Trigger EffectsRoteHDYDT
CostsRoteHDYDT
Creating and Using Tass/ CurrencyRoteHDYDT
Creating LightRoteHDYDT
Creating Living ThingsRoteHDYDT
Dangerous Quirks of MisfortuneRoteHDYDT
Deep TechniquesRoteHDYDT
Deflecting MissilesRoteHDYDT
DifficultiesRoteHDYDT
DifficultyRoteHDYDT
Dilating TimeRoteHDYDT
Disintegrating Things/ Liquidating AssetsRoteHDYDT
Disintegration/ Purifying FlamesRoteHDYDT
Disrupting Bodily FunctionsRoteHDYDT
Do Illusions Inflict Damage?RoteHDYDT
Doors, Booths, and WindowsRoteHDYDT
Drawing Upon the WeatherRoteHDYDT
Dude, Do You Even Know What You’re Doing?RoteHDYDT
Duplicating YourselfRoteHDYDT
Duration and ResistanceRoteHDYDT
Elemental ArmorRoteHDYDT
Elemental Fury ChiRoteHDYDT
Elemental ImpactRoteHDYDT
Emotional Surge/ Sudden ChillRoteHDYDT
Employing a Periapt/ MatrixRoteHDYDT
Entropic DispersalRoteHDYDT
Entropic InfluenceRoteHDYDT
Ephemeral MutationRoteHDYDT
Everywhere at OnceRoteHDYDT
Expanse and DistanceRoteHDYDT
Expiration, Conditioning, and InclinationsRoteHDYDT
Failed and Botched RollsRoteHDYDT
False Positives and Slippery TruthRoteHDYDT
Fetters and RemainsRoteHDYDT
Fighting Back Against PossessionRoteHDYDT
Fireballs, Lightning, Windstorms, and so ForthRoteHDYDT
Flight Speed and FatigueRoteHDYDT
Flipping Traffic LightsRoteHDYDT
Fly Like an EagleRoteHDYDT
Forces and WillRoteHDYDT
Forging a TetherRoteHDYDT
Forging MemoriesRoteHDYDT
FrankencrittersRoteHDYDT
Freezing TimeRoteHDYDT
Ghost-DancesRoteHDYDT
Golden GunmanRoteM20
Hands of DeathRoteM20
Harsh Weather and Environments entry of the EnvironmentalRoteHDYDT
Heartbreak SlapRoteHDYDT
Heart’s BloodRoteHDYDT
How Fast Are You Going?RoteHDYDT
How Long Does it Last?RoteHDYDT
How Often Can You Fight Back?RoteHDYDT
I Know Kung Fu!RoteHDYDT
Illusions and HallucinationsRoteHDYDT
Illusions and ParadoxRoteHDYDT
Immediate Perception on the Teleportation LocationsRoteHDYDT
Impersonating Other BeingsRoteHDYDT
Indefinite MutationsRoteHDYDT
Influence From a DistanceRoteHDYDT
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Classification: Union // Open Ref mage/power/rote/preparation

Preparation

Rote · Mage

Mage

Before calling upon Otherworldly aid, a magus must prepare himself to greet that very special guest. In traditional mystic practices, this involves fasting, meditation and prayer, a purification process (usually involving ritual baths and exercises, sometimes a visionquest, and usually some sort of sacrifice of goods or blood), and the preparation of ritual space. Technomagickal practices involve calibrating instruments,

• Cosmology/ Subdimensions (specialties: Otherworldly Etiquette, Courts, Threat-Factors)

• Intimidation (specialties: Brutal Threats, Cold Stare, Topping From Below)

• Leadership (specialties: Regal, Harsh, Soft-Voiced Command)

• Science (specialties: Extra-Dimensional Entities, Hypermathematics, Paraphysics, Psychodynamics)

• Subterfuge (specialties: Con Games, Sensing Deceptions, Spotting Weakness, Undermining Opposition)

securing a safe location, calculating probable outcomes, and preparing countermeasures in case the “alien” gets frisky. No mage of any type summons Otherworldly creatures without some sort of advance preparations… not if he wants to live through the process, anyway. In game terms, a Storyteller may feel free to impose drastic penalties – difficulty modifiers for the rolls, and horrendous consequences for failure – for a mage who simply “calls up what he can’t put down.” At best, that mage ought to get the cosmic equivalent of a busy signal and no response at all. The mortal who summons spirit-entities without advance prep is asking for all kinds of trouble.

(In game terms, the character should, at the very least, set up a ward or two – see below for details. A mage who doesn’t take protective measures in advance is essentially smearing meat on himself before jumping into a tiger-cage.)

See also 5

Abilities & Attributes

Rules

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