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/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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