WoD Mage : the Ascension - Restitution

By Richard Heath, aka Yith. yith@planetvampire.com. http://www.planetvampire.com/wodmod 2001-12-05

THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.

This is a work in progress. We are not responsible for anything that happens to your computer.

Contents

  1. Introduction
  2. Creating a Mage
  3. Core System
  4. Dynamic Effect Creation
  5. Countermagic
  6. Unweaving
  7. Durations
  8. NPCs
  9. Configuration File
  10. Hit-Marks
  11. Rotes
    1. Correspondence
    2. Entropy
    3. Forces
    4. Life
    5. Matter
    6. Mind
    7. Prime
    8. Spirit
    9. Time
  12. Modifying Paradox and Quintessence
  13. Credits

1. Introduction

This is a modification for "Vampire : the Masquerade - Redemption" that allows characters to become Mages. It uses as close as possible the "Mage : the Ascension : Revised" rules.

There are TODO: items after each section. These are either things I intend to do or stuff I am not sure about. Any comments on these items will be gratefully received.

Features:

2. Creating a Mage

To create a Mage, create a human character and enter a multi-player game. Spawn one of the magick_tomeawaken*. Pick up and use the awaken tome to make the character into a Mage. There will be a new discipline group "Magic" created.

Note : The Arete (high) "discipline" is to allow Mages to have Arete greater than 5 and is only used if the main Arete stat is full. Any xp spent on it before that time is wasted.

To actually do anything with Magic they will need to learn some spheres. Do this by assigning xp with the storyteller interface or the storyteller can set them up themselves. A good thing to do is add 7000 experience points to the base experience points of 5000 to give players a starting experience points of 12000. Then increase Arete up to 3 and the other sphere levels up to various levels between 0 and 3 as desired. Remember that sphere levels above the arete level will be ignored.

Using the ST tools create one each of the rote tomes. Pick them up and right click on them to use them.

The tomes do not vanish when used and they only let you learn the rotes that for which you have sufficient Sphere levels and Arete. Editing the wodmod.cfg file in the WoDMod directory can change this functionality. In a game, only the file on the server will take effect.

Note : The rotes are loaded at level 5. This is because the level means nothing to them, all info is held in the Sphere and Arete disciplines. Also they cost no experience.

Note : for a test, when setting the sphere levels, put them and arete all up to level 5. Then use all the rote tomes. This is not recommended for game play but is a good way of seeing what rotes are available.

TODO:

  1. Add more tomes for the rotes in the other spheres.
  2. Add tomes for tradition/convention specific rotes.

3. Core System

Paradox is generated as per Mage Revised. Each time paradox is produced there is a chance that it backlashes. This is given by the following equation: 10+(paradoxTotal*6) %. Damage is done as in revised.

Coincidental/Vulgar/Vulgar with witnesses magic is identified by (C)/(V)/(VW) in the casting message.

Quintessence can be stacked up ready for use in a dynamic effect or rote by right clicking on the quintessence icon. Note that there is a limit to how much quintessence is used from that which has been stacked for use. Note that temporary willpower can also be stacked in this manner.

TODO:

  1. Implement Paradox Flaws in backlash
  2. Implement other reality paradigms
  3. Implement Nodes/Gauntlet
  4. Implement Marauders/Quiet
  5. Implement Foci. What effect on the Rotes should they have? What form should they take?

4. Dynamic Effect Creation

To allow players to cast more complex effects the spheres and arete "disciplines" can be used.

  1. Discuss the required effect with the ST.
  2. Use the sphere disciplines until the correct level of each sphere has been generated.
  3. Use the Type discipline to select the type of effect. Vulgar/Coincidental
  4. Use the arete discipline.

This will cast the spell and tell the ST and player the result. Any Paradox will be generated and may backlash as normal. Also quintessence may be used as with rotes.

TODO:
  1. CounterMagic
  2. Rituals

5. Countermagic

When a rote defined as hostile targets a mage then there is a 50% chance that the target will get to use countermagic. The countermagic is implemented as in Revised. Including the possibility of reflecting the spell back on the target.

TODO:
  1. Anti-Magic
  2. Countering an effect with another spell
  3. Faith as countermagic (oops)
  4. Resistance of other supernatural creatures

6. Unweaving

There are two disciplines that allow you to remove spell effects from yourself and other actors. You require Prime 1 and level 1 in the spheres in which the effects were cast. It is very, very difficult to succeed at this. However the successes scored on each use stack, so keep trying! Eventually you will remove the effect.

TODO:
  1. Partial unweaving
  2. Doesn't always get the spheres right.

7. Durations

The duration that a rote lasts is dependent on the number of successes scored on the casting roll.

1 success: 1 turn (10 seconds)
2 successes: 1 scene (10minutes or until the target of the effect moves to another map)
3 successes: 1 story (6 hours)
4+ successes: permanent (4 days unlikely to be playing a game for that long )

8. NPCs

The NPCs all start with the name mage_ to set them as different from the ones in the main list.

They are based on the 10:1 WoD Mod statistic standard. None of the built in NPCs are based on this and neither are the players. The Magick system is based on the 10:1 scale.

TODO:Move all the built in NPCs to 10:1 scale. (Hopefully since this will be done in Salvation 1-5-9 we should get this for free!)

9. Configuration File

The operation of the Mage Mod can be modified by editing the mage.cfg file which can be found in the main WoDMage installation directory under the vampire directory. The file can be edited using notepad. Note that the mage.cfg file on the StoryTellers machine is the only one which is read by the mod.

Currently there are only 4 options available to be set in the file. The first two are to do with the usage of rote tomes.

The third option allows the enabling/disabling of the WoDMoD Stat modification code. What this code does is reduce the health levels of all non-moster characters down to 70 to better fit in with PnP code. It also modifies blood pools and Vampire's core disciplines, but that is not of such great interest to Mages.

The fourth option determines the way the game handles paradox. When set to true, random paradox rolls the current amount of paradox on a mage against difficulty 6 to determine how much is actually backlashed. When its false all of the paradox backlashes. This is obviously more damaging.

Full descriptions of the configuration options are given in the mage.cfg file itself.

TODO :Add more options...

10. Hit-Marks

These are cyborgs created by the Technocracy and are heavily armoured and armed. There are currently two types in Mage Mod. One with a pop-up chaingun and one with retractable hand razors. These are mage_hitmark_1_chaingun and mage_hitmark_1_handrazors.

When initially spawned the Hitmarks are in their passive (or guard) state. In this mode they look much like a standard pedestrian but with sunglasses and red eyes. They also just stand around doing very little.

They can be activated in a number of ways:

When active they will attack any enemy nearby. They will go back to passive mode after 10 seconds when there are no living enemies in range.

When possesing a Hitmark you also have access to two other disciplines. "Set Hit-Mark Group" moves the hitmark into the next group. (There are 8 groups) All Hitmarks in the same group activate/deactivate at the same time. "Set Hit-Mark as Group Leader" sets the possessed Hitmark to be the leader of the current group. In this state all passive Hitmarks will follow the leader around (although not between maps). This helps the ST control the action a little.

TODO : More weapons and models.

11. Rotes

These are effects that Mage's are well practiced with and can cast at a moments notice. For more complex effects see the Mage : the Ascension rulebooks and the Dynamic Effect Creation section (above).

TODO : More ideas for rotes please!!

11.1 Correspondence Rotes

Whereami? (Correspondence 1. Coincidental)
Effect:
Tells the caster exactly where they are.
Game Engine: Tells the caster the name of the map they are in
Duration: Instant
Damage: None
Cancelling: None
Hostile?: No
TODO:
1)Other info would be nice. But what?

Landscape of the Mind (Correspondence 1. Coincidental)
Effect:
Caster becomes aware of the area around them including places they can't normally see, because of obstructions.
Game Engine: The caster produces an astral presence that can move about the map freely. However it cannot leave the map the caster is on and it has a limited range. If the casters real body is hit for any reason then the effect is immediately cancelled.
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Allow movement to other maps (maybe).
2) Transfer running effects to the dummy model eg. Invisibility
3) The dummy model has a strange name and sometimes seems to be unattackable.

Apportation of Item(s) (Correspondence 2 Matter 1. Vulgar)
Effect:
The caster reaches out and pulls an object as if from nowhere
Game Engine: The caster can click on an area near some objects and transport them to him. (This is the same as telekinesis)
Duration: Instant
Damage: None
Cancelling: No
Hostile?: No
TODO:
1) Maybe switches as well… see telekinesis
2) Non-weapons are now placed in the casters inventory. Unfortunately this doesn't seem to work for weapons and armour.

Access Vault (Correspondence 2 Matter 1, Coincidental)
Effect:
The caster reaches through space and can access their vault from anywhere.
Game Engine: The vault page appears for the caster.
Duration: Instant
Damage: None
Cancelling: No
Hostile?: No
TODO:

Scrying Ward (Correspondence 2, Coincidental)
Effect:
The caster sets up a ward in area to stop other Mages using correspondence effects in that area.
Game Engine: It drops a mobile phone on the floor to act as a marker. This stops Blink, Landscape of the Mind, Apportation and SevenLeague Stride being used in this area by mages not in the caster's team.
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Other Ward types eg. Ward against Vampires, etc...

Blink (Correspondence 3. Vulgar)
Effect:
The caster teleports to a location within line of sight.
Game Engine: Right click somewhere and teleport there!
Duration: Instant
Damage: None
Cancelling: No
Hostile?: No
TODO:
1) Make NPCs use this ability! (I know how just got to get around to doing it )
2) Sometimes the player can get stuck. This can be fixed by Blinking again… or by the ST using the location pane to respot the player.

Seven League Stride (Correspondence 3. Vulgar)
Effect:
The caster teleports to a location anywhere in the game where they have set a marker.
Game Engine: First use the Seven League Stride Marker disicipline (its not a rote). This drops a mobile phone on the ground where the caster is standing… This is the target for the Seven League Stride rote. Which can be cast in any map. If the Marker disicipline is reused or cancelled any existing marker will be deleted
Duration: Instant
Damage: None
Cancelling: No
Hostile?: No
TODO:
1) Sometimes the player can get stuck. This can be fixed by Blinking… or by the ST using the location pane to respot the player.
2) Need to make the marker a different template depending on what tradition/convention casts the rote.

Hermes Portal (Correspondence 4, Vulgar)
Effect:
Allows the caster to set up a pair of permanent teleportation gateways through which anyone can travel.
Game Engine: Use the Hermes Portal rote in one location to create one gateway. Then use it in another location (even on a different map in the same chronicle) to creat the other end. The two will link. Anyone clicking on one will be instantly transported to the other. Note to STs: if the chronicle is saved then the portals remain and and will still work when the chronicle is reloaded. This means they can be set up before hand as usful plot devices. Perhaps as gateways to horizon realms.
Duration: Permanent
Damage: None
Cancelling: No
Hostile?: No
TODO:
1) Sometimes it does screw up if the target portal is on a different map. The player will be put at the entrance to that map rather than the portal. It is recommended that the ST move the player to the right location in that map.
2) For a saved portal, the link will only become active when the ST has visited both ends of the portal. This is so that the target of the portal has been loaded and the game is aware of it.
3) Add wards against particular creatures.
4) A different portal model for different traditions?

Polyappearance (Correspondence 4, Vulgar)
Effect:
Allows the caster to be in two places at the same time.
Game Engine: An exact copy of the caster appears and follows the caster around. The copy has the same stats and disciplines and will use the same weapon as the caster even if the weapon is changed. Note that this is not in fact a copy, it really is the caster. So when the copy is damaged the caster will be damaged as well! So take care!
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Copy over armour as well as weapons.
2) For some reason the copy doesn't like casting rotes very often!
3) Effects cast on the copy should also effect the caster, but they don't, and vice-versa)

11.2 Entropy Rotes

Ring Of Truth (Entropy 1. Coincidental)
Effect:
Allows the caster to determine if the target of the rote is telling the truth.
Game Engine: Tells the target and ST that the target must tell the caster if they are telling the truth. This is done via a console message
Duration: Instant
Damage: None
Cancelling: None
Hostile?: Yes
TODO:
1) Is this okay?

Locate Disorder and Weakness (Entropy 1. Coincidental)
Effect:
Allows the caster to identify areas of disorder and weakness.
Game Engine: Adds a damage bonus to casters attacks, dependent on the number of successes: 10, 20, 30, 40, 50.
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Is there anything else this could do?
2) Should it work only against a single target? In which case how?

Beginners Luck (Entropy 2. Coincidental)
Effect:
Increases the casters chance at succeeding at various tasks.
Game Engine: Increases Dexterity, Perception and Wits, by an amount dependent on the number of successes: 10, 20, 30, 40, 50.
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Is there anything else this could do?
2) Is this reasonable?

Games of Luck (Entropy 2. Coincidental)
Effect:
Enables the caster to effect the probability of winning a game and therefore increase their chances.
Game Engine: Tells the ST how well the caster should do at the game. The message varies depending on the number of successes.
Duration: Instant
Damage: None
Cancelling: None
Hostile?: No
TODO:
1) Is this okay?

Like Clockwork (Entropy 3. Coincidental)
Effect:
A mechanical item becomes more reliable and accurate, and is less susceptible to Slay Machine.
Game Engine: Converts the item to a better version as listed in the MageTemplateInfo.ati file in mage.nob. The difficulty varies depending on the settings in that file. Most items cannot be improved. The item may be targeted on the floor or in the inventory but if targeted in the inventory it will drop to the floor. Also when the effect wears off and the item is being carried it will drop to the floor.
Duration: Dependant on number of successes above the successes required for the basic effect (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Make items effected by the rote resistant to Slay Machine.
2) If the item is in the inventory then keep it in the inventory. Don't drop it. Don't know how to do this.

Slay Machine (Entropy 3. Coincidental)
Effect:
A mechanical item breaks and ceases to function.
Game Engine: Removes the item from the game The difficulty varies depending on the settings in the MageTemplateInfo.ati file in mage.nob. Most items cannot be destroyed The item may be targeted on the floor or in the inventory.
Duration: Instant
Damage: None
Cancelling: None
Hostile?: No
TODO:
1) If an item is under the effect of Like Clockwork then this effect should be harder to achieve
2) Perhaps produce a broken item that could be repaired. How?

Slay Machine Other (Entropy 3. Coincidental)
Effect:
A mechanical item being carried by an enemy breaks and ceases to function.
Game Engine: Removes the item carried by the target from the game The difficulty varies depending on the settings in the MageTemplateInfo.ati file in mage.nob. Most items cannot be destroyed.
Duration: Instant
Damage: None
Cancelling: None
Hostile?: Yes
TODO:
1) If an item is under the effect of Like Clockwork then this effect should be harder to achieve
2) Perhaps produce a broken item that could be repaired. How?

Cause Disease (Entropy 4. Coincidental)
Effect:
Causes a disease to effect the target.
Game Engine: Causes a disease to effect the target.
Duration: Dependant on number of successes (see above).
Damage: amount every 10 seconds is dependant on the number of successes : 2, 4, 6, 8, 10.
Cancelling: None
Hostile?: Yes
TODO:
1) Are the sphere levels right or should I have Life in this… or should it be a Life only Rote, etc…

Cure Disease (Entropy 4. Coincidental)
Effect:
Cures a disease on the caster.
Game Engine: Cures a disease on the caster. Level of disease cured is dependent on the number of successes achieved: 2, 4, 6, 8, 10.
Duration: Instant.
Damage: None
Cancelling: None
Hostile?: No
TODO:
1) Are the sphere levels right or should I have Life in this… or should it be a Life only Rote, etc…

Cure Disease (Entropy 4. Coincidental)
Effect:
Cures a disease on a target
Game Engine: Cures a disease on the target. Level of disease cured is dependent on the number of successes achieved: 2, 4, 6, 8, 10.
Duration: Instant.
Damage: None
Cancelling: None
Hostile?: No
TODO:
1) Are the sphere levels right or should I have Life in this… or should it be a Life only Rote, etc…

Blight of Aging (Entropy 4. Vulgar)
Effect:
Causes a target to feel the effects of aging rapidly
Game Engine: Causes aggravated damage to a target and reduces the physical stats (Str,Dex,Sta) depending on the number of successes : 5, 10, 15, 20, 25.
Duration: Dependant on number of successes (see above).
Damage: 10,20,30,40,50 Aggravated depending on the number of successes
Cancelling: None
Hostile?: Yes
TODO:
1) Is this okay?

11.3 Forces Rotes

Dark Sight (Forces 1. Coincidental)
Effect: Allows caster to see in the dark.
Game Engine:Creates a light explosion that centres on the caster. The radius of the light increases with successes scored.
Duration: Dependant on number of successes (see above).
Damage:None
Cancelling:Cannot be cancelled.
Hostile?: No
TODO:
1) Currently the light is visible on all clients… It should only appear on the casters PC. Don't know how to do this.

Invisibility (Forces 2, Correspondence 1. Vulgar)
Effect:
Bends the light around the caster. The Correspondence 1 allows the caster to continue to see.
Game Engine: Uses a similar effect as obfuscate/invisibility. Level = number of successes.
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon.
Hostile?: No
TODO:

Electrical Chaos (Forces 2. Vulgar)
Effect:
Causes an electrical device or cyberware on the target to discharge causing damage
Game Engine: causes a pretty electrical discharge on the target.
Duration: Instant
Damage: 10,30,50,70,90,110 Electrical depending on the number of successes.
Cancelling: None
Hostile?: Yes
TODO:
1) Detect if the target is carrying electrical items. May make it Coincidental (taser?) or effect damage level?
2) In Modern Day the actor could be assumed to be carrying a cell-phone. In DA this is not true so for Dark Ages reality paradigms then perhaps an item is required. Which/How?
3) Should an item that is discharged become unusable/destroyed?
4) Is the damage correctly balanced.

Energy Shield (Forces 2. Coincidental)
Effect:
Causes a protective field against some types of energy to be set up round the caster.
Game Engine: The caster gains soak against Electical and Fire damage dependant on the number of successes.
Duration: Dependant on number of successes (see above).
Soak: 30,50,70,90,110,130 Electrical & Fire depending on the number of successes.
Cancelling: Right click on the effect icon.
Hostile?: No
TODO:
1) Create Paradox when an appropriate attack hits the caster and the damage is soaked?
2) Is the soak correctly balanced?

Friction Curse (Forces 3. Vulgar)
Effect:
Causes the target to be slowed down and also causes heat damage to the target as they try to move.
Game Engine: Slows the targets movement and attacks down based on the number of successes. Duration: Dependant on number of successes (see above).
Damage: Fire damage proportional to the distance the target moves, and the number of successes. Applied every 2 seconds.
Cancelling: None
Hostile?: Yes
TODO:
1) Is the damage correctly balanced?
2) What about multiple casts on the same target. Need to handle stacking…

Telekinesis (Forces 3. Vulgar)
Effect:
Allows the caster to touch things at a distance.
Game Engine: Targets an area and moves a number of objects equal to the number of successes instantly to where the caster is standing.
Duration: Instant
Damage: None
Cancelling: None
Hostile?: No
TODO:
1) The original objects are deleted and the new ones created from the same templates. Is there anything else about the objects that needs to be copied.
2) The objects appear next to the caster as if teleported. Can the be floated to the caster instead?
3) It would be nice to be able to operate switches at a distance. Is there a way of getting the game engine to call the clicked() call-back on a prop?

Embracing the Earth Mother (Forces 4. Vulgar)
Effect:
Increases the amount of gravity affecting the target actor.
Game Engine: If the number of successes<=target's strength/10 then the character is slowed down. If it is greater then the target can't move.
Duration: Dependant on number of successes (see above).
Damage: If the successes>targets strength/5 then the target takes damage in respect of the remaining successes. With the usual scale: 30,50,70,90,110,130. Etc…
Cancelling: None
Hostile?: Yes
TODO:
1) Is the damage correctly balanced?
2) What about multiple casts on the same target. Need to handle stacking…

Storm Watch (Forces 4. Vulgar)
Effect:
Changes the weather
Game Engine: Successes determine type of weather. 1=drizzle, 2=light rain, 3=heavy rain, 4=snow.
Duration: permanent
Damage: None
Cancelling: None
Hostile?: No
TODO:
1) Put a Duration/Cancel on the effect. But don't know how to cancel weather.
2) The weather effects stack. So if snow and drizzle can occur at the same time
3) The weather effects only occur on some maps. Eg. London an Vienna but not Prague.

Inferno (Forces 5. Vulgar)
Effect:
Create fire/fireballs…
Game Engine: Throws fireballs at the target. The number of fireballs increases with the number of successes. The first one is directly at the target. The subsequent ones are randomly placed around the target.
Duration: instant
Damage: 30,50,70,90,110,130 Fire depending on the number of successes.
Cancelling: None
Hostile?: Yes
TODO:
1) Is the damage correctly balanced?
2) Is the effect okay? Should I make the fireballs explode on impact?
3) If a fire source is near to the target then I could make the fireballs come from there and make the effect coincidental? How do I detect a fire source?

Sunlight (Forces 5. Vulgar)
Effect:
Creates an explosion of sunlight.
Game Engine: Creates an explosion of sunlight at the target area.
Duration: instant
Damage: 30,50,70,90,110,130 Sunlight depending on the number of successes.
Cancelling: None
Hostile?: No - since no actual target. Anyway only really effects vamps
TODO:
1) Is the damage correctly balanced?
2) If on a daylight level should this be coincidental?

11.4 Life Rotes

Sense Life (Life 1. Coincidental)
Effect:
Gives information on the targets state of well being.
Game Engine: Gives information on the targets state of well being.
Duration: instant
Damage: None
Cancelling: None
Hostile?: Yes
TODO:
1) Is the information complete enough?

Heal Self (Life 2. Coincidental)
Effect:
Heals the caster. Vulgar if damage is aggravated.
Game Engine: Heals the caster. If amount of health remaining is <50% then this is vulgar otherwise its coincidental. Amount healed depends on level of success 20,40,60,80,100.
Duration: instant
Damage: None
Cancelling: None
Hostile?: No
TODO:

Claws (Life 3 or Life3/Prime2. Vulgar)
Effect:
Gives the caster claws.
Game Engine: Gives the caster claws. These do increasing amounts of lethal damage. The prime variant makes the claws do aggravated damage.
Duration: Dependant on number of successes (see above).
Damage: 20,40,60,80,100 lethal depending on the number of successes
Cancelling: Right click on the effect icon.
Hostile?: No
TODO:

Better Body (Life 3. Vulgar)
Effect:
Increases the characters physical stats.
Game Engine: Increases Strength, Stamina, Dexterity and Appearance by 5 per success.
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon.
Hostile?: No
TODO:
1) Is that the correct stat increase?

Heal Other (Life 3 Spirit 2. Coincidental/Vulgar)
Effect:
Heals the target. Vulgar if damage is aggravated. If the target is near death, then the spirit sphere will be used to attempt to stop the soul leaving the body, and hence recover the character.
Game Engine: Heals the target. Amount healed depends on level of success 20,40,60,80,100. Doesn't work on Vampires. Vulgar if target is at <50% health. Also if dead body is targeted then will attempt to recover them. This takes Spirit 2 in addition to Life 3 and requires 3 successes. If successful then the target is revived with 10 heath (1 health level in PnP)
Duration: instant
Damage: None
Cancelling: None
Hostile?: No
TODO:

Doppleganger (Life 3/4. Vulgar)
Effect:
Shapechanges the caster to look like someone else
Game Engine: Shapechanges the caster to look like the target. Life 4 is for monsters.
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Need to still be able to cast disciplines. (NSI patch required)

Rip The Man Body (Life 3. Vulgar)
Effect:
Does lethal damage to the target
Game Engine: Does lethal damage to the target. Does not effect Vampires
Duration: Instant
Damage: 20,40,60,80,100 Lethal depending on the number of successes
Cancelling: None
Hostile?: Yes
TODO:

Mutate Other (Life 4. Vulgar)
Effect:
Reduces the target's physical stats.
Game Engine: Reduces target's Strength, Stamina, Dexterity and Appearance by 5 per success.
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: Yes
TODO:

Improve Other (Life 4. Vulgar)
Effect:
Increases the target's physical stats.
Game Engine: Increases target's Strength, Stamina, Dexterity and Appearance by 5 per success.
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: No
TODO:

Cause Fear (Life 4. Coincidental)
Effect:
Modifies the targets hormonal balance to make them frightened
Game Engine: Caused the target to become frightened
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: Yes
TODO:

Cause Depression (Life 4. Coincidental)
Effect:
Modifies the targets hormonal balance to make them depressed
Game Engine: Caused the target to become dazed
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: Yes
TODO:
1) Do a better effect than dazed which doesn't seem to do much at all.

Wolf Form (Life 4. Vulgar)
Effect:
Turns the caster into a wolf
Game Engine: Turns the caster into a wolf
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Life 5 form where disciplines still work (NSI Patch required)

Rat Form (Life 4. Vulgar)
Effect:
Turns the caster into a Rat
Game Engine: Turns the caster into a Ghoul Rat
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Life 5 form where disciplines still work (NSI Patch required)
2) Rat Head

Crocodile Form (Life 4. Vulgar)
Effect:
Turns the caster into a Crocodile
Game Engine: Turns the caster into a Ghoul Alligator
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Life 5 form where disciplines still work (NSI Patch required)
2) Croc Head
3) Should I call this Alligator Form?

Spider Form (Life 4. Vulgar)
Effect:
Turns the caster into a Giant Spider
Game Engine: Turns the caster into a Ghoul Spider
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Life 5 form where disciplines still work (NSI Patch required)
2) Spider Head

Wolf Form Other (Life 5. Vulgar)
Effect:
Turns the target into a wolf
Game Engine: Turns the target into a wolf
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: No
TODO:

Rat Form Other (Life 5. Vulgar)
Effect:
Turns the target into a Rat
Game Engine: Turns the target into a Ghoul Rat
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: Yes
TODO:
1) rat head

Crocodile Form Other (Life 5. Vulgar)
Effect:
Turns the target into a Crocodile
Game Engine: Turns the target into a Ghoul Crocodile
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: No
TODO:
1) croc head
2) Should I call this Alligator Form?

Spider Form Other (Life 5. Vulgar)
Effect:
Turns the target into a Spider
Game Engine: Turns the target into a Ghoul Spider
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: No
TODO:
1) spider head

11.5 Matter Rotes

None implemented yet

11.6 Mind Rotes

Mind Empowerment (Mind 1. Coincidental)
Effect:
The mage becomes able to manage complex mental tasks more easily
Game Engine: Increases the Intelligence and Wits of the mage
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:

Aura Reading (Mind 1. Coincidental)
Effect:
The mage reads the aura of the target revealing their true nature and motives
Game Engine: Shows the creature type and feelings of the target
Duration: instant
Damage: None
Cancelling: None
Hostile?: No
TODO:

Hide Aura (Mind 1. Coincidental)
Effect:
The mage masks their aura from the percetion of others
Game Engine: Counters Aura Reading Mage and Vampire abilities
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:

No Mind (Mind 1. Coincidental)
Effect:
Mage clears their mind making them able to perceive hidden minds in the local area
Game Engine: Counters invisibility and obfuscate powers
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:

Cause Fear (Mind 2. Coincidental)
Effect:
Makes that target frightened
Game Engine: Caused the target to become frightened
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: Yes
TODO:

Cause Depression (Mind 2. Coincidental)
Effect:
Makes the target depressed
Game Engine: Caused the target to become dazed
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: Yes
TODO:
1) Do a better effect than dazed which doesn't seem to do much at all.

Empathic Projection (Mind 2. Coincidental)
Effect:
Passes on the mage's emotions to the target.
Game Engine: Reduces the Frenzy in a target
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: No
TODO:

Command (Mind 2. Coincidental)
Effect:
The mage issues a single command that the target must follow
Game Engine: Mage controls the target for a short period of time
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: Yes
TODO:
1) There is a bug in vampire where a client cannot cancel the possession. There is no way around this just wait for the effect to wear off.

Probe Thoughts (Mind 3. Coincidental)
Effect:
The mage reads the surface thoughts of the target
Game Engine: Tells the ST that the target must tell the caster their surface thoughts. This is done via a console message
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: Yes
TODO:

Manipulate Memory (Mind 4. Coincidental)
Effect:
The mage can modify the memories of the target
Game Engine: Tells the ST if this is successful. The player must then tell the ST in what way the memories are altered. This is done via a console message.
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: Yes
TODO:

Possession (Mind 4. Coincidental)
Effect:
The mage takes full control of the target
Game Engine: Mage controls the target for a longer period of time
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: None
Hostile?: Yes
TODO:
1) There is a bug in vampire where a client cannot cancel the possession. There is no way around this just wait for the effect to wear off.

11.7 Prime Rotes

Note : Many of the Prime rotes refer to Tass or Nodes.

Tass are objects defined as magick_tass* in the items section of the ST interface. These show up as normal items to players except when the Etheric Senses rote is used. Then if they are on the ground they glow. Also the Quintessence they contain can be sublimated using the Sublimate Quintessence rote.

Nodes are obejcts defined as magick_node* in the props section of the ST interface. These are totally invisible to players and ST. They do however appear in the actors list on the ST Interface so allowing the ST to remove them. They also show up to mages using the Etheric Senses rote as large glowing areas. Some rotes require the mage to be within range of the node for them to be successful. (Note nodes are exactly the same as werewolf caerns)

Etheric Senses (Prime 1, Coincidental)
Effect:
Allows the caster to sense tass and nodes nearby
Game Engine: For the duration of the rote tass on the ground glows and nodes in the area glow with a larger glow
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:

Effuse Personal Quintessence (Prime 1, Coincidental)
Effect:
Allows the caster to draw quintessence from a nearby node into themselves
Game Engine: Allows the caster to draw quintessence from a nearby node into themselves. The mage can absorb Quintessence above their Avatar rating
Duration: insant
Damage: None
Cancelling: None
Hostile?: No
TODO:

Summon Prime Weapon (Prime 2, Vulgar)
Effect:
Summons a melee weapon made of pure quintessence
Game Engine: The melee weapon varies in size depending on the number of successes scored. It costs one point of quintessence to create and does aggravated damage.
Duration: Dependant on number of successes (see above).
Damage: Dependant on number of successes
Cancelling: Right click on the effect icon
Hostile?: No
TODO:

Holy Stroke (Prime 2, Vulgar)
Effect:
Throws a ball of pure quintessence at the target doing aggravated damage.
Game Engine: It costs one point of quintessence to create and does aggravated damage.
Duration: instant
Damage: Dependant on number of successes
Cancelling: None
Hostile?: Yes
TODO:

Sublimate Quintessence (Prime 3, Vulgar)
Effect:
Draws the quintessence out of a piece of tass
Game Engine: Draws the quintessence out of a piece of tass on the floor or in the mage's inventory
Duration: instant
Damage: None
Cancelling: None
Hostile?: No
TODO:

Flames Of Purification (Prime 4, Vulgar)
Effect:
Draws the quintessence out of an object destroying it completely
Game Engine: Draws the quintessence out of an object on the floor or in the mage's inventory
Duration: instant
Damage: None
Cancelling: None
Hostile?: No
TODO:

Wellspring (Prime 4, Vulgar)
Effect:
Draws the quintessence out the surrounding area
Game Engine: Draws the quintessence out of nothing and into the Mage's reservoir
Duration: instant
Damage: None
Cancelling: None
Hostile?: No
TODO:

Paradox Ward (Prime 5, Coincidental)
Effect:
Removes paradox from the casting mage
Game Engine: Removes paradox from the casting mage. Note since this is a difficult rote frequently it creates more paradox than it removes!!
Duration: instant
Damage: None
Cancelling: None
Hostile?: No
TODO:

11.8 Spirit Rotes

None implemented Yet

11.9 Time Rotes

Perfect Time (Time 1, Coincidental)
Effect:
Allows the caster to keep track of time perfectly
Game Engine: For the duration of the rote, the caster will receive the current server time in his console at 1 minute intervals
Duration: Dependant on number of successes (see above).
Damage: None
Cancelling: Right click on the effect icon
Hostile?: No
TODO:
1) Make effect other players too?

    Dodge Bullets (Time 2 Mind 1, Vulgar)
    Effect:
    Allows the caster to predict the path of projectiles fired at him and hence avoid being hit
    Game Engine: Gives the caster a better dodge score. N.B. The Mind 1 is so that the caster’s mind can process all the extra information correctly
    Duration: Dependant on number of successes (see above).
    Damage: None
    Cancelling: Right click on the effect icon
    Hostile?: No
    TODO:
    1) Is this okay?

    Accelerate Time (Time 3 , Vulgar)
    Effect:
    Speeds up time for the caster, allowing them to appear to move faster and do faster attacks.
    Game Engine: Every two successes scored causes the caster to accelerate by a factor (i.e. x2 x3 x4 etc)
    Duration: Dependant on number of successes (see above).
    Damage: None
    Cancelling: Right click on the effect icon
    Hostile?: No
    TODO:
    1) Is this okay?

    Accelerate Time Other (Time 3 , Vulgar)
    Effect:
    Speeds up time for the caster, allowing them to appear to move faster and do faster attacks.
    Game Engine: Every two successes scored causes the caster to accelerate by a factor (i.e. x2 x3 x4 etc)
    Duration: Dependant on number of successes (see above).
    Damage: None
    Cancelling: Right click on the effect icon
    Hostile?: No
    TODO:
    1) Is this okay?

    Slow Time Other (Time 3 , Vulgar)
    Effect:
    Slows down time for the target. This means they move more slowly and attack more slowly.
    Game Engine: Every two successes scored causes the caster to decelerate by a factor (i.e. x2 x3 x4 etc)
    Duration: Dependant on number of successes (see above).
    Damage: None
    Cancelling: None
    Hostile?: No
    TODO:
    1) Is this okay?

    Stop Time (Time 4, Vulgar)
    Effect:
    Stops the target in time.
    Game Engine: This means that the target becomes frozen and is very susceptible to attacks.
    Duration: Dependant on number of successes (see above).
    Damage: None
    Cancelling: None
    Hostile?: No
    TODO:
    1) Is this okay?

    Sidestep Time (Time 5, Vulgar)
    Effect:
    Allows the caster to step outside time.
    Game Engine: All the actors around the caster appear to be frozen in time. In fact the caster is the one who is outside of time… Very, very nasty!
    Duration: Dependant on number of successes (see above).
    Damage: None
    Cancelling: Right click on the effect icon
    Hostile?: No
    TODO:
    1) Is this okay?

    12. Modifying Paradox and Quintessence

    Paradox and Quintessence can be modified by the ST at any time. See the STOrb documentation for details.

    eg.
    stcmd paradox player# amount
    stcmd quintessence player# amount

    Also the ST can cause a backlash to occur.

    stcmd backlash player#

    13. Credits

    Yith: Design, Coding, Modelling, Build, Readme, Lockexit ver 1.2, Readme. http://www.leaping.to/cogs
    MrTobias: Pads, Player & Enemy Skins
    Staffan Bengtsson: 2D Graphics (rote/sphere icons and UI)
    Red Fox White Ruff : modelling (hitmarks)
    Chemus : modelling (vampire and mage rulebooks)
    Jelan : modelling (security cameras and monitors), QA
    Teschenbach : modelling (mage foci) http://www.planetvampire.com/sinfactory
    Rimm : Akashic Brotherhood model
    Daniel A. de André : Icons
    Spock : CSheet mod and QA
    Salvation Team : Salvation Mod.
    Within The Darkness Team : Drinking mod
    Flay Sepulcrast : Xmod (sitting mod)
    Penfold: Enemy Skins
    Jack9 : QA
    Fuzz : QA
    Sean Prunka : Advice and QA
    Roma Charles : Advice and QA
    Freaky Ferret : Advice, QA, and getting me to start Codex programming in the beginning. (oh and being very, very, very Freaky)
    Keiji Kadekawa : QA
    Whalid : QA
    lordmythic : QA
    David Lynch: Mage Icon
    and loads of others....