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/procedure/adjustments

Adjustments

Procedure · Mage

Mage

Adjustments, also referred to as subtle Procedures by some agents, are applications of Enlightened Science that do not typically strain the bounds of belief in technologically developed regions. The majority of the time, the Masses accept the results of an Adjustment as perfectly normal, rational, and reasonable. Adjustments are the preferred method of applying Enlightened Science outside of the safety of a Construct. The Adjustment below is routinely employed by field operatives.

The Master’s Edge (•• Mind; possibly with • or •• Entropy added)

The power of body language, posture, and other non-ver­ bal cues during face-to-face interactions cannot be overstated. Through the application of this Adjustment, an operative maximizes the impact of these factors to enhance social inter­ action. While this is commonly used to project a menacing or intimidating presence, the operative can easily apply the same principles to enhance virtually any social interaction.

System

Built on the foundation of basic Mind 2 prin­ ciples, this Adjustment affects the target’s mood, increasing susceptibility to the emotion the operative wishes to elicit. This is relatively standard Influence-Magick as described in How Do You Do That?, p. 116. The operative chooses what type of emotional state they wish to instill in their target, such as fear, calm, or even a sense of trust. The player then rolls

Enlightenment at a difficulty equal to the target’s Willpower Trait, or 4, whichever is higher. The target rolls Willpower at difficulty 6 to resist this effect, with each success canceling one of the operative’s successes. Any remaining successes reduce the difficulty (to no lower than -3) of the operative’s Attribute + Ability rolls when incorporating the impacted emotion for the duration. If projecting fear, this reduces the difficulty of Manipulation + Intimidation rolls, whereas an operative pro­ jecting an aura of confidence would enjoy reduced difficulties to Charisma + Etiquette rolls to impress a target.

By incorporating Entropy 1 into the effect, the operative gains insight into the target’s nonverbal responses to the pro­ cedure, allowing for minute adjustments to undermine the target’s resistance. This allows the operative to increase the difficulty of the target’s Willpower roll to resist this procedure by 1 per success, to a maximum of +3.

If the operative incorporates Entropy 2 into the Adjustment, random and subtle changes in the environment occur that enhance the targeted mood. This allows the operative to divide successes gained from the Enlightenment roll between impacting the difficulties regarding the effect as detailed above and increasing the difficulty of Willpower rolls and Attribute + Ability checks made by the target to resist all social Attribute + Ability checks made by the operative for the duration of the effect. Each success spent by the Technocrat in this fashion increases the difficulty of the target’s affected rolls by +1 to a maximum of +3.

Technocratic Focus Elements

Common Technocratic Paradigms

Common Technocratic Practices

Common Technocratic Instruments

See also 9

Abilities & Attributes

Rotes & Procedures

Rules

Spheres

  • Entropy mage/power/sphere/entropy
  • Mind mage/power/sphere/mind
Referenced by 3

Rotes & Procedures

Traditions & Orders

  • Syndicate mage/faction/convention/the-syndicate
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