Classification: Union // Open

Rotes & Procedures

308 records

Random
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
Loading further records
Classification: Union // Open Ref mage/power/rote/reboot

Reboot

Rote · Mage

Mage

By adding Life 3 and Mind 1 to the Time 3 Time Warp, the mage can send herself back a few turns (or other increments of time) with full memories of what had happened before. In this case, the rest of the world moves exactly as it had moved before until and unless the mage changes the course of its actions. If, for example, Lee Ann goes back to stab a cultist before he fires at her friend Kyle, then the cultist (and Kyle) respond to her “rebooted” actions.

Rebooting other human beings or other sophisticated lifeforms requires Life 5/ Mind 4/ Time 3, due to the intricacies of working with Patterns and consciousness outside of the mage’s own self. Can a mage “reboot” a vampire to her non-vampiric state? No – the Curse of Caine is far more powerful than the paltry whims of human mages. (See Aging the Night-Folk, below.)

As a general rule, assuming that each “rebooted” character other than the caster herself requires at least three successes in addition to the usual number of successes necessary (see Dilating Time). Yeah, this is a hard and vulgar trick, and one that’s very rarely performed successfully.

The Storyteller may declare that it’s just not possible to reboot a character more than five turns into the past. Alternately, he could simply say, “Sure, you think you remember something about things having gone differently before, but everybody else remembers them going the way they’re going now… so perhaps you DID go back in time, but this present is the result of your actions back then.”

One of the nastier applications of Time magick – combined with the Life, Matter, or Entropy Spheres – involves rapid aging or decay. Reversed, that same Effect can make “de-age” items or organisms. In all cases, Time 3 – combined with Life 3, Matter 3, or Entropy 3 (for objects) or 4 (for organisms) – can either accelerate aging or else reverse its effects.

For obvious reasons, this Effect is always vulgar. And since different substances and beings age at different rates, the successes necessary come from the amount of aging, not from the years involved. Using the Feats of Time Magick, p. 109, select the amount of aging – in either direction – that the mage wants to inflict.

The entries in this section assume that this optional rule is in effect. Your Storyteller, though, has the right to declare otherwise.

Note also that such spells affect the whole, not the parts, of the subject in question. You could age a person, but not cause his heart to beat at a different rate than his other bodily functions. It’s comparatively easy for a mage to use Life 3/ Time 3 to disrupt the rhythm of a person’s heartbeat, but it’s impossible to put his heart and other organs into different time-zones.

See also 5

Spheres

  • Entropy mage/power/sphere/entropy
  • Life mage/power/sphere/life
  • Matter mage/power/sphere/matter
  • Mind mage/power/sphere/mind
  • Time mage/power/sphere/time
Report a problem