Virtual Adept Symbol�010:�LABEL "Alternate Forces Sphere for the AMS"
020: GET�AMS.ZIP��;"Download the complete AMS in .zip format."
100: DISPLAY�"
=================================================================
3.2 Alternate Forces Sphere



        *  - Perceive Forces 

      * *  - Channel Forces
           - Dissipate Forces

    * * *  - Transmute Forces
           - Spawn Forces
           - Destroy Forces

  * * * *  - Control Forces
           - Channel/Erode Solid Forces
           - Harness/Slay Quickened Forces

* * * * *  - Solidify Forces
           - Quicken Forces 


Perceive Forces:  As per descriptions in Mage 1st & 2nd editions.

Channel Forces:  At the second rank, the disciple can influence
the flow of forces patterns.  He cannot make them behave in
unnatural ways.  Thus the mage could not 'bend' light around
herself, reverse the path of a bullet, or cause lightning to
strike upwards from the ground, but could deepen the shadow she
is hiding in, deflect a bullet enough for it to miss, or cause a
lightning bolt to strike an enemy instead of a tree.

Dissipate Forces:  A mage may also channel a force 'in all
directions' causing the pattern to fade.  The pattern is not
destroyed, but merely dissipated harmlessly into the surrounding
area.  This effect can be used to cut off electrical power, bring
a car to a safe stop, or reduce the damage of forces attacks.

Transmute/Spawn/Destroy Forces:  At this point, the disciple
understands the underlying similarity of all forces and can take
advantage of the mercurial nature of such patterns to transform
one type of force into another, create forces out of 'nothing'
(requiring Prime 2 to channel free quintessence), or destroy such
patterns completely.  The mage can still only channel the forces
he creates or changes.
     The mage can now 'throw' lightning bolts (or simply create
electricity on a victim), darken an area by destroying patterns
of light, or (with conjunctional magick) change matter or life
into energy or vice versa.

Control Forces:  An Adept of the sphere of forces has finally
learned to command the dangerous patterns he studies.  He can
control kinetic energy, allowing flight and telekinesis, cause
forces based attacks (like bullets) to rebound on the attacker,
take control of electronic and mechanical devices, and erect
force fields to shield himself from harm.  The adept can exercise
such fine control that he can create realistic visual and
auditory illusions by manipulating light and sound.
     The Adept can also affect Solidified and Quickened Forces
whether natural or created by a master.  This is difficult
however, and his facility in doing so is comparable to that
demonstrated at rank two with normal Forces.

Solidify/Quicken Forces:  The master of Forces can imbue patterns
of force with characteristics normally associated with matter or
life patterns.  One characteristic of forces is that, while
powerful and destructive, the are also easily diverted and
destroyed.  A master can 'solidify' a pattern of forces, making
it stable and lasting.  Such forces can power perpetual motion
machines without a resorting to a continual influx of
quintessence or be used to fashion barriers, weapons, and tools.
     Alternately, the master may set up a trickle of Quintessence
(requiring Prime 2) into a Forces pattern.  Such 'quickened'
patterns have some of the characteristics of living things. 
Depending on the desires and skill of the creator, such
'entities' can be programmed to move, react, assimilate other
patterns and even reproduce themselves.  It is even possible for
a spirit (usually one aspected to forces) to inhabit such a
'body.'


Commentary on Forces Rotes & Effects from the First Edition:

Darksight:  As per 1st & 2nd Ed.

Quantify Energy:  As per 1st & 2nd Ed.
 
     ** Discharge Static:  Works as per 1st & 2nd editions, with
the exception that damage is determined normally for the system
being used.  Bonus forces damage occurs only under ideal
conditions - when the air is dry and there is considerable static
electricity available.  Under poor conditions, such as high
humidity or absence of electrical activity, the effect can be
limited to only a few successes.

     ** System Havoc:  Works by alternately channeling and
dissipating the flow of electrical current through a device.  The
effect is the same, but it cannot be used to control machinery,
even in a crude fashion.  Taking control of machinery would
require adept level command of forces or conjunctional magick.

     ** Call Lighting:  Is a perfect example of channeling
Forces.  As long as there is sufficient weather activity for
lightning to occur, the caster can call down bolts by Channeling
electricity in the clouds.

     ** (& Life ***) Veil of Invisibility:  This rote uses a form
of pattern disassociation to make the caster invisible.  Higher
levels of Life would allow other living subjects to be affected. 
Conjunctional use of Matter *** would allow objects to be
rendered invisible as well.
     Additionally, this rote blinds the caster, as his eyes no
longer interact with light, and renders him immune to light based
attacks of lower Intensity than the Veil that are not charged
with quintessence.

     *** (& Prime **) Pulse of the Electro-Stream:  As per Mage
1st Ed.  Damage however is calculated based on the system used. 
As with static discharge, bonus damage occurs under ideal
conditions (when the target is well grounded).  Poor conditions
do not limit successes but could grant a target additional soak
dice.

     **** Telekinetic Control:  As per 1st Ed.  Note that the
Adept may create additional Kinetic energy with the use of
conjunctional Prime magick.
     
     ****  Embracing the Earth Mother:  As per 1st Edition.  Note
that this is simple channelling, but that Forces four is required
because Gravity is a Solid force - the only one generally
accepted as such in most Paradigms.  (The dominant, Technocratic
paradigm does not do so strictly, but their definitions of
Gravity are compatible with the idea none the less).  It is not
possible for the Adept to reverse gravity, he may merely
intensify or weaken it.  However, by utilizing Prime two, it is
possible to create enough kinetic energy to defy gravity for a
time.

     **** Walk on Water:  As per 1st Edition.
          
     ***** (& Prime **) Ball of Abysmal Flame:  This terrible
rote conjures a ball of Quickened Flame.  Living fire does
incredible damage to anything in its path, thus the 1st edition
explanation of generating intense, blast furnace like heat by
applying massive amounts of kinetic energy.  In truth the Abysmal
Flame kills by consuming it victims, often entirely.  In order to
bring these flames to life, the caster must channel a point of
raw quintessence into them.  This process of Quickening also
ensures that the Flames do aggravated damage.
     Most casters are wise enough to create very short lived
Abysmal Flame.  If given full life, the Flames will grow,
consuming all in their path until halted by magick.  Use of this
rote is invariably Vulgar.

     ***** (& Prime **, Life ***)  Unseen Arm:  This rote creates
a Pattern of living kinetic energy that is grafted to the caster. 
She can use it to impart massive amounts of kinetic energy to
anything she touches with it.  Each touch from the Arm can do
full Forces damage to the victim.  The Arm is visible to Forces
sensing and can be dodged by those who are aware of it.
     However, the living force of the Arm draws some of its power
from the caster.  Each time she exerts its full damage potential
in a single turn, her pattern bleeds a point of stored
quintessence (or a HL if quintessence is depleted) into it.  This
effect can also be done willingly so as to inflict aggravated
damage.  As long as the caster keeps the Arm superimposed over
her own limb or weapon and does not feed quintessence into it,
this rote can be kept coincidental.

From the Digital Web sourcebook:

     **  The second rank of forces can still be used the same way
in the Digital Web.  By entering the Web, Cybernaughts
effectively use Correspondence to approach the electrical forces
that make up all the Web's patterns at a microscopic level.  Once
perceptions are tuned to that scale, the minute manipulations
needed to control computers and generate virtual objects are
easily achieved by merely channelling forces.

     ****  The consummate control of Forces possessed by Adepts
is largely usurped by lower levels while in the Digital Web. 
However, Adepts can also achieve these effects from outside the
Web - not even sensory visitation is required, as the Adept can
directly perceive and control the electrical impulses that make
up the fabric of the Web.

     *****  In addition to being able to create more powerful
versions of lower ranking effects, Masters can produce solid and
quickened electrical forces within the Web.  Solidified patterns
can be used to form indestructible objects and barriers that can
only be breached with powerful (level 4 or 5) Forces magick or
Vulgar Correspondence effects.  Quickened patterns create living
icons.  Such creatures have an uncanny understanding of, and
control over, the environment of the Digital Web as they are, in
effect the only true 'natives.'

     ***  Energy Transformation and Virtual Talisman
Transmogrification require Forces three instead of two, as this
is the level at which forces can be Transformed.

From the Virtual Adepts Tradition Book: 

     ** (Correspondence **, Mind ***)  Holographic Projection: 
This Rote can be assumed to aport light continuously between the
caster and the point he is scanning.  Thus he appears to be at
the scan point, and can see as if he were indeed there and may
even be vulnerable to light-based attacks, if such are
inadvertently aported along with visible light.  Forces three
would allow the mage to perform crude actions by creating kinetic
energy.  Forces four is required if the mage wants to make
convincing changes to the hologram's appearance.  Conjunctional
use of Entropy two can have a similar affect.

From the Sons of Ether Tradition Book:


     *** Bio-Luminescence and Battery Man both do basically the
same thing: transform a tiny amount of the casters life pattern
into energy or vice versa.  Both should be Life three, Forces
three effects.


From the Iteration X sourcebook:

     ** (with Correspondence * and Entropy **) Remote
Programming:  Forces two, alone, cannot manipulate electrical
devices.  However, the Virtual Adepts, while still part of the
Technocracy, developed a conjunctional effect that allowed them
to control computers and other electronics without even touching
them.  The effect uses Correspondence to perceive and channel the
minute electrical signals used in advanced technology.  Entropic
control of randomness provides 'error correction' to fine-tune
the relatively crude control allowed by channelling forces.

     ***** Perpetual Motion:  By setting a mechanism (like a
mechanical model of the solar system) in motion and solidifying
the kinetic force involved, the Master causes the machine to
function for as long as the effect lasts - a permanent effect
creates true perpetual motion.



Commentary on Forces effects from the 2nd Edition:

     ** Walking on Water:  By channelling the inherent kinetic
energy of molecular cohesion of a body of water, the mage can
counteract the force of gravity that would normally pull him
under the surface.  This is a borderline application of Channel
Forces and can require considerable concentration.  Many mages
will use Mind, Life or Entropy to help them maintain there
balance on such uncertain footing.  Another help is to use
conjunctional Matter (***) to increase the surface
tension/viscosity of the water.

     ** or *** Telekinetic Control:  Kinetic energy can be
channeled with some latitude, since it is not prone to following
specific types of paths like electricity or light.  By
channelling kinetic energy, the mage can alter the direction of a
moving object, but not instantaneously, and not to a great
degree.  A bullet could not be simply reversed, but could be
turned about in a wide arc.  Even so, much of its energy would be
wasted in the process and 4 successes would be required. 
Whenever an object changes direction, it is accelerating, merely
channelling kinetic energy to accomplish this uses up that energy
quickly.  
     Once the mage can create kinetic energy, however, he can
perform fairly impressive feats of telekinesis.  However, his
control is still limited to crude channelling.  He could
dissipate the force of an oncoming bullet and replace it with an
opposite one, but would not be able to control its flight.  He
could also levitate or even fly if he follows very simple
courses.  True Telekinetic Control, however is the province of
the Adepts.

     *** Call Lightning:  Forces three allows the mage to Call
Lightning by transforming the turbulence found in thunder heads
(the clouds present in a thunder storm) directly into electricity
that he can channel down upon his enemies.  This effect is both
more dependable and more deadly than the Forces two version.  It
is also a bit more likely to be vulgar.

     ***** Tempest in a Teapot:  This effect works by 'brewing'
small, living patterns of wind and releasing them to grow and
reproduce in the sky.  The windlings assimilate heat (causing
reduced air pressure and condensation) to grow in strength and
numbers until they become a storm.  Eventually they burn
themselves out (how long this takes depends on how careful the
witch was in her casting) and the storm becomes a normal one and
dissipates naturally.

From the Order of Hermes Tradition Book:

     ** Dream Drama, Tower of Babel, Speak in Tongues:  Dream
Drama can produce only vague, surreal images.  Tower of Babel and
Speak in Tongues do allow the mage to change the languages that
others hear, but the pitch and timbre of the voices is always
unchanged.  An Adept's command of Forces would allow for
perfectly realistic images, and the disguising of voices.

     ** Lightning Gateway:  Though this rote works fine with the
stated level of Forces, it should be noted that, even though
targeted by Correspondence, it still uses the normal range chart. 
Correspondence 4 would allow the rote to work as written, and on
the Correspondence range chart.

     *** Ignis:  This produces 'lesser' fire or heat, rather than
true Quickened Flame.  Damage is per rank *** forces.

     *** Phlogiston Manipulation:  This is a great rote.  It
works about the same under the AMS.  However, the damage is
determined as a Direct Effect doing Indirect Damage with the
Forces bonus Intensity for damage.  The healing version restores
1 HL per Intensity, and requires Quint to heal aggravated damage. 
The fire-proofing version protects against normal fire and
immunizes the subject from fire-effects of lower intensity.  It
also reduces the dice of damage caused by more potent fire
effects by 3d/Intensity.

     *** Time Lock:  As written.

     ***** Ball of Abysmal Flame:  A high Power is needed to
affect a large area.  In this version of the Rote, Time **** is
used to facilitate the collection of successes in an extended
roll.  Each roll is deferred until the time designated, at which
point they all go off at once.


New Sample Rotes for the Alternate Forces Sphere: 

Electro-Magnetic Force Field  Forces **  Prime **
     This Son of Ether rote predates their historic break with
the technocracy - it comes from a time when electricity and
magnetism were mysterious new powers that seemed able to do
almost anything.  The Son will usually use a rote-specific focus
like a belt or harness fitted with batteries and magnetic coils. 
The field itself is invisible and deflects all manner of forces-
based attacks directed at the wearer.
     [Prime is used to create a field of Odyllic force around the
subject.  The field supports a channelling/dissipating forces
effect that simultaneously directs attacks away from the
protected target and reduces their power.  The subject's soak
roll is increase by 1 die per Intensity of the effect.  All
forces based attacks are also at a +1 difficulty if the 
coincidental version is used or +2 if the effect is allowed to 
become Vulgar.]
     F/X - The effect is Coincidental at low Intensities (1-3),
but becomes Vulgar beyond that point.

Whiz-Bang!     Forces ***  Prime **
     Forces is known primarily for it's destructiveness, but
there are those in both the Traditions and the Technocracy that
have found non-lethal applications as well.  Iteration X
sometimes makes use of Static 'stun grenades' with this sort of
effect, while the Sons of Ether have developed a weapon that
produces it in a directional cone.  The effect itself is simply a
loud BOOM! and flash of intense light that blinds and disorients
it's victims.
     [The sound and light produced by this effect is not lethal,
but does inflict Stun damage - 3d per Intensity of the effect. 
In addition, victims who fail a Stamina Roll (difficulty is 6 + 1
per STN level the victim fails to soak) is blinded and deafened
for 1 turn (or 1 action if the character gets multiple actions)
per Intensity of the effect.]
     F/X - The explosion version of the Rote is Static (if a
grenade focus is used) or Coincidental if a grenade-like object
is simply tossed out to disguise the effect.  The directional
cone version is usually Coincidental when a technological weapon
is employed - though knowledgeable Sleepers may not be fooled.

Master of Infinity  Forces ****  Prime ****
     The Akashic Brothers and the Order of Hermes both claim
credit for this powerful Rote.  The Adept has mastered the flows
of both Odyllic and physical energies about himself, rendering
him virtually invulnerable.  He stands serene in the center of
the maelstrom.
     [When enacted, this rote draws forces and prime energies
into a swirling orbit about the mage.  Any Forces or Prime
effects of lesser intensity are drawn into the effect, adding
their Power to it's own.  Likewise, any Quintessence used in such
effects is also drawn into the vortex.  Mundane forces, such as
the momentum of bullets, are also absorbed, though they add no
Power to the effect.  Even Solidified and Quickened Forces are
deflected away from the caster, if they were created by an effect
of lesser Intensity, though such effects are not actually
absorbed.
     Each turn, the caster can draw Power or Quintessence (or a
combination of the two) out of the vortex equal to the effect's
Intensity.  This Power and Quintessence can be used to enhance an
effect the mage casts that turn, or it can be used to generate a
rank 3 Forces or Prime effect.  In the latter case, the Power
used in creating the effect is rolled like an Arete pool with a
difficulty of 7 or 8 (depending on whether witnesses are present)
with successes determining the Intensity of the effect.  Such
minor effects are generated by the power of the Rote, and can be
produced in addition to any normal use of the mage's Arete Pool.]
     F/X - This Rote is Vulgar.  Secondary effects formed from
the Power of the Rote also generate Paradox as if the caster
created them himself.  In addition to the usual Paradox, every
time another 10 Power or Quintessence is absorbed, the caster
accrues another point of Paradox.

Summon & Bind Genius of Essential Flame   Forces *****  Prime ** 
                                          Spirit **** or **
     This dangerous Hermetic Rote calls down a Spirit associated
with Elemental Fire and binds it into a form of Living Flame.  In
typical Hermetic fashion, the spirit is not invited, but bound
into the form, and bound also to heed the commands of the mage
who summoned it.  The spirit can use whatever powers the flame
body has been given, and can, with the permission of the binding
mage, access it's own Charms as well.  If the spirit is freed of
magickal compulsion or even if it is given an incautious command,
it will turn on it's summoner without mercy.  Some mages of other
Traditions use a similar effect that involves less powerful
Spirit magicks, and merely offers the Elemental access to an
appropriate body in return for it's 'assistance.' 
     [The nature of the Living Flame body is very much under the
control of the creator.  The total Power of the effect can be
distributed among the stats and HL of the form, much as with the
Life sphere.  Each stat cannot be increased beyond the Intensity
of the effect.  Other characteristics must likewise, be
determined.  Generally, such creatures do up to 2d per STR
(Intensity) of aggravated fire damage to anything they touch, and
5d of such damage to anyone they manage to engulf.  In return,
Living Flame is typically harmed by most forms of aggravated
damage (except fire) and takes damage from exposure to extreme
cold or water.
     The Spirit also influences the appearance of the body it
inhabits and may be able to use it's own Charms as well.  Each
time the caster wishes to command the spirit there is a contest
of Willpower.  The caster's difficulty is 6, the Spirit's is 8. 
As long as the caster at least matches the Spirit's successes, he
retains control.  If the Spirit wins, it is free for one scene
per success it exceeded it's summoner by.  If the caster ever
botches his Willpower roll, the Spirit is immediately and
irrevocably free.  
     This hostility can be avoided by using the Spirit 2 version
of the Rote, and negotiating a mutually beneficial term of
service with the spirit.  Offerings of Quintessence and/or use of
the Elemental Body after service is completed are sometimes met
with favour.]
     F/X - The conjuring of a fire elemental is Vulgar Magick.

===================================================================


��"
��900:�PRINT�"This Digital Web Sector interfaces with Consensual Reality thru
GeoCities."
��901: PRINT�"Move one step closer to Virtual Ascension by getting your own
Free Home Page ." �
��990: PRINT�"All writing in this site (excepting Trademarks of White Wolf Game Studios) is Copyrighted, 94, 97 by Tony Vargas"
��999: END OF FILE




1