Professional Documents
Culture Documents
Os magos são poucos no mundo e os poucos que existem vivem em constante guerra entre si
pela Ascenção.
O Concelho das nove tradições místicas: Uma união de antigos feiticeiros, bruxos e devotos,
esses magos prezam pela tradição antiga e são os maiores inimigos dos Tecnocratas.
Os Marauders: Uma federação de esquizofrênicos. São raros e desorganizados, mas por onde
passam espalham a desordem.
As nove tradições:
Os Akashayana: Mestres da mente, espirito e do corpo, essa irmandade possui a arte marcial
como sua maior disciplina.
O Coro Celestial: Clérigos que dão voz a vontade de Deus e trazem aos humanos a iluminação.
A Tecnocracia:
A Iteração X: Esses “homens máquina” tenta aperfeiçoar o corpo humano com tecnologia e
combinam cibernética exotérica com precisão industrial.
A nova ordem mundial: Adeptos das politicas sociais, A NWO opera provendo segurança a
humanidade e eliminando os que alteram a realidade que tentam destruir o mundo humano.
O Sindicato: Ventrues, mas no caso esses aqui não lideram os magos, só são ricos e influentes
e mais ricos.
Os engenheiros do vazio: Protegem não só a terra quanto o espaço (que merda mano, wtf).
A Magia:
A combinação das três formas, o Foco. Em termos de regra o foco ajuda a conjurar magias:
Castando magia:
Step One – Effect: Based on your character’s abilities and needs, you decide what you want to
do and how you want to do it. This is called the Effect: the thing you want to accomplish with
your magick.
• Step Two – Ability: Based on your mage’s focus and Spheres, figure out if you can create the
Effect you want to create… and if so, how your character will make it happen in story terms.
• Step Three – Roll: Roll one die for every dot in your Arete Trait. The difficulty of that roll
depends upon the Effect you’re trying to use; whether it’s vulgar or coincidental; and whether
someone’s watching you:
If you’re trying to hit a target with an attack (sword, gun, fireball, etc.), then roll the
appropriate attack roll; see Combat Rules, above, for details.
• Step Four – Results: The number of successes that you roll determines whether you succeed.
If you fall short of your goal, you may roll again to get more successes. If you fail, the Effect
fizzles out. And if you botch, bad things happen.
Paradoxo:
Quando um mago usa muito esforço para forçar a realidade, a realidade força de volta.
Toda vez que um evento gera Paradoxo o Mago adiciona esses pontos a Roda de paradoxo em
sua ficha. Quando o mestre decidir ele pode fazer um Backslash roll, nesse ponto o mestre fala
“vamos rolar o backslash”, então ele rola um numero de dados igual ao numero de pontos de
paradoxo que o Mago tiver contra uma dificuldade de 6 e compara o resultado a tabela:
1-5: One point of Paradox discharged per success. Mage also suffers one die’s worth of bashing
damage per success and acquires a trivial Paradox Flaw.
6-10: One point of Paradox discharged per success. Mage also suffers a Burn of one die of
bashing damage per success or acquires a minor Paradox Flaw.
11-15: Usual Paradox point-discharge, as well as a Burn of lethal damage or one of the
following effects: a significant Paradox Flaw, a Paradox Spirit visitation, or a mild Quiet.
16-20: Usual Paradox point-discharge, as well as a Burn of lethal damage and one point of
permanent Paradox or two of the following effects: a severe Paradox Flaw, a Paradox Spirit
visitation, a moderate Quiet, or banishment to a Paradox Realm.
21+: Usual Paradox discharge plus a Burn of aggravated damage and one of the following
effects: two points of permanent Paradox, one drastic Paradox Flaw, a Paradox Spirit visitation,
a severe Quiet, or banishment to a Paradox Realm.
Storyteller rolls one die for each point of Paradox in character’s current Paradox pool, against
difficulty 6.
Quiet: Ou quietude, O narrador pode decidir não rolar os pontos de paradoxo imediatamente
e então acumula-los, nesse período, o narrador diz ao mago que ele ouve coisas ou que
enxerga coisas que os outros não podem ver.
Paradoxe Flaws:
As Esferas:
Correspondence – the element of connection between apparently different things.
• Entropy – the principle of chance, fate and mortality.
• Forces – the understanding of elemental energies.
• Life – keys to the mysteries of life and death.
• Matter – the principles behind supposedly “inanimate” objects.
• Mind – exploration of the potentials of consciousness.
• Prime – an understanding of the Primal Energy within all things.
• Spirit – comprehension of Otherworldly forces and inhabitants.
• Time – the strange workings of chronological forces and perceptions.
Conhecimento das esferas:
• Rank 1: Perception – the ability to perceive and observe the forces in question. With such
basic (yet useful) understanding, a character can sense things that few mortals ever
recognize.
•• Rank 2: Manipulation – the ability to do small things with those forces. At this point,
the mage begins to exert minor control over the phenomena she sees and may use it to
work small changes upon herself.
••• Rank 3: Control – the ability to alter reality in noticeable ways, though these effects
are usually restricted to the mage herself. In most cases, the Sphere begins inflicting
damage at this level, and allowing the character to work small alterations on other
characters.
•••• Rank 4: Command – the ability to perform major acts of alteration through the
principles of the Sphere. Generally, this level allows the mage to make significant changes
to the Patterns of other characters.
••••• Rank 5: Mastery – the ability to command vast forces in connection with that
element of reality. By now, the mage knows almost everything there is to know about the
principles of that Sphere and can perform godlike deeds with them.
Regras adicionais:
Violencia como foco: Um mago pode usar violência como o foco de sua magia. Para isso o
mago declara uma ação, como um soco ou um tiro, e então declara que magica irá usar e faz
duas rolagens, uma de Arete e a outra da ação em questão.