Virtual Adept Symbol�010:�LABEL "The Rotes I usually keep handy... [You'll notice that these are mostly for 1st Ed Mage, that's what I was playing at the time.]"
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FORMAT:

Title of the Module   Spheres involved
     Textual description and comments on effectiveness based on
my own experience and the advice of my mentor, Lady Byron.
     [Game mechanics - in place of actual source code]
     F/X - the coincidental or static effects that usually work
well to disguise the Rote's nature.


LEVEL ONE MODULES


Multi-Tasking  Mind *  
     Standard MAGE effect p.205

Target Assessment  Entropy *
     Version of 'Dim Mak' MAGE p.191

Compression Algorithm  Prime *
     Version of 'The Rush' MAGE p.210

Genetic Scan  Life *
     Standard MAGE effect p.198

Inertial Location   Correspondence *  Mind *
     Version of 'Ariadne's Thread' Book of Shadows p.141)

Hardware Controller  Mind *  Life *
     Version of 'Serene Temple' MAGE p.226

Extended Memory Manager  Mind *
     This Rote allows the mage to remember large amounts of data
with perfect clarity.  It can be used to preserve specific
memories or to retrieve largely forgotten ones.  Mages who store
too much information can experience side effects like confusion
as sensory cues cause a flood of associated memories or an
inability to remember without using the Rote.  Some mages find it
necessary to 'purge' old memories to make way for fresh data. 
Combined with other senses and Mind effects, the EMM becomes even
more useful.  For instance, the mage can flip through a book,
then Multi-Task and have one task carefully read it from memory
or 'rewind' her memory of a recent encounter to look for details
that her conscious mind overlooked.
     [To imprint a photographic memory, the mage rolls her Arete
with the number of successes indicating how long (on the normal
duration chart) the memory is retained with perfect clarity. 
During this duration the mage can look back just as if she were
still experiencing the memory even to the point of noticing
details for the first time.  After the duration is up, the memory
fades to normal levels of recall.  To retrieve a forgotten
experience, the mage rolls with successes read on the duration
chart to indicate how far back she can remember.  Clarity is high
but she cannot notice new details - only those which she noted at
some point but has forgotten.]
     F/X - Photographic and Eidetic mnemonic abilities are a
documented fact, making this Rote static magic.

Math Co-processor  Mind *
     Virtual Adepts view the human brain as nothing more than a
tremendously complex, biological computer.  This Rote allows them
to utilize the brain's vast, untapped computational power.  While
it is in effect, the mage can perform mathematical calculations
at a rate rivalling the most powerful computers.
     [Successes indicate the speed at which the mage can perform
computations: 1 to 3 grant normal computer speeds from micro to
mainframe, 4 give the mage the power of a supercomputer, and 5 or
more allow virtually impossible computations (the kind it would
take a Cray centuries to solve.  Successes can be added directly
to appropriate actions like cryptography.]
     F/X - At the level of 1 to 3 successes this can be passed
off as skill and mathematical 'tricks,' at higher levels it risks
Paradox.

Signal Filter  Mind *
     The V-dept version of a classic Akashic Rote, Signal Filter
evaluates incoming neural signals, intercepting excessive pain
messages that might hamper the mages ability to function.  Signal
Filter is dangerous because the mage using it cannot tell the
severity of her injury without carefully examining her pattern. 
She can feel enough to tell she was hurt and where the damage is
but not how dangerous it is.  In any case, the Rote in no way
reduces the damage taken.
     [Each success reduces the penalty and action restrictions on
the wound chart by one level.  The mage can even act while
Incapacitated for up to one turn per success.  Duration is
otherwise normal.  If the mage takes particularly strenuous or
inappropriate actions, the Storyteller may call for  a Stamina
Roll (Difficulty = current wound level + 3) to avoid taking an
additional wound.]
     F/X - The wound is particularly clean or missed major nerve
clusters, the mage's brain is flooded with endorphins, her
reaction to the wound happens to be helpful (you double over in
pain, ducking the next shot).  'This guys obviously on PCP,' etc.

Threat Assessment  Forces *  Entropy *  Life *
     The Virtual Adepts use this Rote to estimate the relative
danger posed by an opponent or other hazard.  Threat Assessment
does not reveal unknown dangers, it merely quantifies those the
mage is already aware of.  Thus, it is usually used in
conjunction with another sense such as normal sight, Inertial
Location or Composite Virtual Imaging.  Threat Assessment gives
the mage a good idea of the power of attacks the opponent can
throw and of the attackers speed and skill.  Use of this Rote can
make dodging attacks a little easier but does no otherwise
overtly effect combat.
     [The 'area' affected indicates the number of opponents
'Assessed.'  For instance, one success would give the mage
information about a single attacker in melee.  Regardless of the
number of successes, the mage can tell the approximate size of
the subject's attack and damage dice pools.  Assessed attacks can
be dodged at a -1 difficulty.  It has no effect on magical
attacks unless the mage is a disciple of all the spheres
involved.]
     F/X - The mage has heard (accurate) rumors about the
subject, is familiar with subject's style (Ah...You trained with
Master Wu.), has made a study of the types of weapons being
employed, etc.

Composite Virtual Imaging     Correspondence *  Mind * or ** 
                              Any or All Other Spheres *
     This Rote integrates a mage's various senses (as a Disciple
of multiple Spheres) into a single virtual reality (cf Landscape
in the Mind).  Patterns are represented by 'icons' and
quintessence and ley lines are superimposed in glowing gold,
while a clock icon measures time to the nearest nano-second.  The
mage can 'select' patterns for a complete analysis, 'switch
screens' to view the Near Umbra or invoke a 'diagnostic' to
assess the entropy of the area.  Skilled Disciples can also
detect the presence of minds and correlate them to the patterns
they inhabit.  Of course, magical effects going off near the mage
are immediately noted.  All this assumes a disciple of nine
spheres - a rare mage indeed, however, any number of spheres may
be used.
     [Range of this rote is more limited than for other
Correspondence effects:

          # Successes    Radius Perceived
               1         6'  - mage's personal space
               2         20' - large room
               3         20yds - good sized house
               4         100yds - stadium, high rise
               5         1/4 mile - city block, industrial park  

Furthermore, if more than four spheres are being used, require an
additional success.  Remember the mage only gets all the above
effects if she casts the Rote conjunctional with all nine
spheres.  Also note that all the mage gets for using Mind one is
the ability to detect incoming Mind effects.]
     F/X - Coincidental effects are necisary only if the Mage
shares informationed gained with the Rote.  Examples include
Sherlock Homes-like deduction, a 'thorough' briefing of the area,
or (for short durations) lucky guesses or intuition.

MShield  Any *
     This Rote solidifies the mage's personal reality with
respect to some or all Spheres.  The effect is limited to her own
Pattern and any patterns of matter that she is carrying when it
begins.  MShield has no effects on spells already affecting the
mage, but all magic directed at her while the Shield is up is
opposed, even the mage's own.  This effect is also known as
Magick Resistance.
     [This rote lasts the standard duration.  The highest level
effect to be opposed must be chosen when the spell is cast.  Each
success over that level gives the subject one die of Magic
Resistance.  This effect is cumulative with the mage's
countermagick and resistance rolls, so it can render her nearly
invulnerable to lesser magicks.  However, any magic the mage
casts on herself is also affected.  Unlike regular countermagick,
MShield does not offer any help to others targeted by the same
spell as the caster, nor does it stop indirect effects (those
that are not resisted by Willpower).]
     F/X - This Rote is Static Magic.

Spirit ID  Spirit *  Mind *
     This rote allows a mage to recognize spirits who contact
her, whether through his Umbral Pager or by attacking her,
without constantly scanning the Near Umbra.  When contacted by a
spirit, the mage automatically 'sees' the spirit, though no other
parts of the adjacent umbra or nearby spirits are perceived.  
     [The mage should make a Perception + Awareness roll to
positively ID the spirit.  She can then tell whether it is a
familiar spirit and can recognize it the next time their paths
cross.  The information granted is also enough for the mage to
Call the spirit later on, though he has no power over it of
course.]
     F/X - Umbral effect, no coincidences required.

Riker's Island  Mind *  Life *
     Many V-depts are classic 'computer nerds' with limited
social skills.  Sure, you can countermagick Thought Probes in
your sleep, but the wily Toreador can tell almost as much from
the way your eyelid's flutter when she asks you a question.  This
is what we call a non-trivial problem.  The answer is Riker's
Island, a Module that edits out unconscious reactions and body
language - even controls respiration and galvanic skin response. 
With it you have the ultimate poker face and can even beat lie
detectors.  Iteration X uses this Rote under the name 'Machine
Interface' and the Men In Black seem to have it hardwired into
their brains.
     [For the duration of the magick, all attempts to read the
mage using skills like Subterfuge as well as non-magical lie
detectors automatically fail.  Users of subterfuge will note that
the character is concealing something (even if he isn't) but
can't tell what.]
     F/X - No man is an island - except for this guy.  The mage
is a sociopath, completely cut off from normal human interaction,
or has been trained using bio-feedback or self hypnosis, or just
has the perfect poker face (like a certain 1st Officer in a
popular SF series).

LEVEL TWO MODULES

Pattern Lock  Correspondence * *  Life or Matter *
     This Rote traces a designated pattern (life or matter)
anywhere within range.  The effect lasts until it wares off, is
dispelled, or the pattern being followed changes.  While in
effect the caster knows the relative location (direction and
distance) of the pattern regardless of how it moves.
     [The number of success rolled determines how long and at
what distance (using the Correspondence range chart) the Lock can
be maintained.  Note that patterns of life change slowly over
time, so a living creature could be traced for no more than a few
days regardless of the number of success obtained.  The caster
knows the locked pattern's location well enough for it to be
considered within line of sight.  The spatial distortion caused
by a Pattern Lock is much less obtrusive than normal
Correspondence Perceptions, it can be detected only by disciples
of both correspondence and pattern magic, specifically looking
for it, who make a Perception + Awareness roll (difficulty 8).]
     F/X - mage plants a bug on the target, target inadvertently
leaves an obvious trail (mud on his shoes, distinctive scent),
bystanders point out the target, mage dusts the target with an
invisible radioactive powder, mage tracks target using spy
satellite, mage brilliantly deduces target's destination.

The Hitchhiker's Guide to the Tellurian 
                                   Correspondence * *  Spirit * *
     This Rote allows the mage to spy on any location in the
Umbra or even the Deep Umbra from the safety of his terminal.  It
takes the form of a massive database of SF/Fantasy stories,
vignettes, illustrations, & animation that just 'coincidentally'
happen to perfectly describe the area of the Umbra desired.  The
Guide does not allow viewing of the real world; any request for
information regarding Gaia's realm returns the words 'Mostly
Harmless.'
     [The Guide combines the effects of Correspondence
Perceptions with Spirit Sight and Plumb the Deep Umbra (see MAGE
pps. 185, 212, 214).  The Correspondence range chart is used with
respect to the caster's familiarity with the umbral location to
be scanned, not the corresponding mundane locality.]
     F/X - Though a standard coincidental effect is mentioned
above, none is really necessary as this is an umbral effect.

Umbral Pager  Spirit * *  Mind *
     The mage focuses a tiny portion of her attention on the
umbra.  This umbral perception is largely subconscious and does
not interfere with normal or other senses.  Spirits familiar with
the mage can use a pre-arranged signal to get her attention. 
Anything other than the pre-arranged signal goes unnoticed.  
     [Hostile spirits can fake a signal with a Wits+Enigmas roll,
difficulty is the mage's Wits+5. If the spirit trying to make
contact is distant, the Storyteller may call for a Perception +
Alertness roll from the mage.]
     F/X - Umbral effect, no coincidences required.

AT&T's Third Eye Plan  Spirit * *
     Aethereal Telepathy and Telempath along with US Spirit's
'The Ghost' and Metaphysical Communications Discorporated's
'Fiends and Family' offer easy-to-use versions of the standard
Call Spirit effect, MAGE p 214.
     F/X - Umbral effect, no coincidences required.

Wolf Dreams  Spirit * *  Mind *
     I think the Dreamspeakers must have a rote like this (thus
the name).  The mage calls a Garou spirit to help him find the
Beast within himself.  If successful, he can Rage like a Garou. 
Serial use of the Rote would be difficult since each use would
tend to 'cleanse' the mage of anger.  If done without the aid of
a spirit (as a Mind effect) the duration would be lessened and
the mage would be in greater danger of frenzy.  (Note - I haven't
tried this one yet, I'm not sure it will work, if it does, I'm
sure it'll be dangerous).
     [The mage gains a point of Rage per success.  For the
duration of the rote, he can act just as a garou with this Rage
score, including spending rage, making rage rolls, and risking
Frenzy.  Like a werewolf, the mage cannot spend Rage and Gnosis
(Quintessence) in the same turn, nor can he make Arete rolls
while spending Rage.  If cast as a Mind effect, the mage frenzies
and must spend a total of one Willpower per success to bring
himself out.  Furthermore, he has no control over how he spends
Rage (Storyteller's discression, generally one Rage per turn) and
cannot make Arete rolls or spend quintessence until he recovers. 
If repeated in the same story, add at least +2 difficulty.]
     F/X - He must be a Psycho or on PCP, adrenaline rush, etc. 
Could it be static magic if used among Garou?

Quintessence Surge   Prime * *
     (Version of 'Rubbing the Bones' MAGE p.211)

Computer Reconstruction   Time * *
     (Version of 'Postcognition' MAGE p.218)

Computer Projection   Time * * 
     (Version of 'Songs of Future Days' MAGE p.218)

Define Object   Matter * *  Prime * *
     This is simply how Virtual Adepts prefer to conceive of
creating a unified pattern.  By defining all the attributes that
describe an object, the Adept 'instanciates' it in reality, then
uses electrical current to feed the new pattern quintessence.
     [Identical to the Matter * *  effect Create Unified Pattern,
MAGE p.201]
     F/X - Yeah those lycanthropes are dangerous, good thing this
letter opener was British Sterling.  Check that old toolbox in
the back - there might be a 3/4 Pinkney Flange in there.  No,
where not running out of gas - the gauge just sticks sometimes.
(tap tap) See? Practically full.

Cloak    Prime * *  and Any Other  Spheres * *
     Though it is not possible to become invisible to awakened
senses, it is a  fairly simple matter to confuse such
perceptions.  By obscuring the subject behind a deceptive Odyllic
Pattern and false magickal signatures, Cloak can hide the true
characteristics of an object, spell, area, or person from
magickal perceptions.  Note that other magicks must be used it
the subject's mundane appearance is also to be changed.
     [ Cloak automatically fools the Awareness talent of anyone
not using a magickal sense.  When a mage using his expanded
perceptions looks at a Cloaked subject, compare the Intensity of 
the Cloak to that of the sense effect being used.  If the sense
effect is not higher than the Cloak, the mage simply sees the
patterns of the Cloak.  If he is suspicious, he may make a
Perception + Awareness roll (diff 8) to find the true subject. 
This requires successes in excess of the Intensity of the Cloak,
though extended rolls are possible as long as the examining mage
does not botch.  If the sense effect is of higher intensity than
the Cloak, both patterns are visible to the mage, though he may
still fail to notice, if he is not looking for possible deception
and fails a Perception + Awareness roll (diff 8).]
     F/X - Cloak has no visible effects in the real world and is
automatically coincidental.


Static Haze   Prime * *  Other Spheres * *
     Static Haze is the Virtual Adept name for a rote that seeks
to totally obscure magickal perceptions within an area.  By
creating a dense miasma of Odyllic 'ghost patterns,' psychic
noise, and false spatial and temporal anomalies, a mage can
render an area virtually impervious to any use of magickal
senses.  As with cloak, nothing is made to 'disappear' from
magickal perceptions, instead the dense rendering of false images
makes discerning the truth virtually impossible.  It is important
to remember that the caster is in no way immune to the Haze he
creates.  Also note that the Haze is highly visible to mages
outside its area and may attract unwanted attention (after all,
there's something worth hiding in there or no one would be trying
to obscure it).
      [Discerning anything within an area of Static Haze requires
a Perception + Awareness roll with a Difficulty of 10.  The
difficulty of this roll is decreased by one for each point that
the Intensity of the sensory effect being used exceeds the
Intensity of the Static Haze.  On a botch, the mage has mistaken
a false image for something important and acts accordingly.]
     F/X - As with Cloak, Static Haze has no effect on the real
world (though unawakend characters with the Awareness talent will
feel uncomfortable in the area), so no Coincidence is necessary.


LEVEL THREE MODULES

R.A.D.S. v 1.3      Correspondence * * *  Forces *  Matter * 
                    Life *  Entropy *  Time * * 
     The Rapid Avoidance Defensive System is an ongoing
conjunctional effect that analyzes patterns that are about to
contact the mage and, if they prove dangerous, removes her to the
nearest safe location.  It is imperfect - the mage can be hit by
a skilled opponent.  Less advanced RADS versions simply gauge the
magnitude of forces involved and avoid those beyond a certain
threshold.  This can be annoying since the forces involved in a
friendly pat on the back can exceed those of a curare-tipped
dart.  The rote takes into account only immediate, physical,
threats so a mage could find herself displaced from a hiding
place, separated from an injured comrade, or face to face with a
Neqhandus master.  If the displacement occurs when the mage is
making an attack, her attack is usually spoiled as well.
     [RADS can move the mage anywhere within range (based on the
correspondence range chart) but always minimizes the distance
travelled.  Each success removes one success from any attempt to
hit the mage that has the potential to do the threshold level of
damage.  This is cumulative with dodging, but the mage must
decide to dodge before the attack is rolled.  If RADS activates
at the mage's initiative, she suffers the same penalty to her
attack and may have to make a Wits + Alertness roll to retain her
bearings.  If the mage is caught in an area attack or attacked by
forces magic, RADS will take her out of the area or break line of
sight with the attacker.  This often involves a long distance
teleport to a familiar location - and the accumulation of
paradox.]
     F/X - the mage dodges, opponent telegraphs her blow, mage
slips and falls out of the way, a moving vehicle blocks the
attacker's line of sight, the mage is blown clear of the
exploding fireball and lands in the midst of an outdoor mattress
sale.

Site to Site Transport  Correspondence * * *  Mind *
     This Rote takes the mage to a specific, pre-determined
location.  Often, a series of locations is 'programmed' ahead of
time.  All such locations must be personally memorized by the
mage (thus the mind aspect, for eidetic memory).  This rote is
very simple, often requiring only a single key stroke like [HOME]
or [RETURN].
     [Site to Site Transport differs from the classic Seven
League Stride primarily in that the target location is always
well known.  Two successes are all that is needed to remove the
mage to the next programmed location.  Extra successes are
required if the mage wishes to 'cascade' through several
localities, spending anywhere from a fraction of a second to a
few turns in each intermediate location.  As long as her computer
is up and running, the V-dept can activate this Rote with no
initiative penalty.]
     F/X - This Rote is almost always Vulgar magic.

Vector Matrix Computation  Correspondence * * * 
     This unusual Rote causes the mage to move through space with
an apparently smooth motion through a series of micro-teleports. 
She can appear to walk, levitate, or even fly.  The main
advantage of this kind of movement is that it can be more easily
covered by static effects.  Even though she appears to be moving,
the mage has no momentum and causes no damage in a collision.
     [One success allows the mage to move at normal human speeds
- no more than about 10 mph, two success allow ground vehicle
speeds (under 100 mph), three grant aircraft-like speeds of
hundreds of mph, four success allow super-sonic flight (no sonic
booms though), and five will let the mage move at basically any
speed she wishes.]
     F/X - The mage leaps upon a passing vehicle, is picked up by
a helicopter, dons a pre-placed jet pack, had a parachute
carefully packed in her backpack when she jumped from the plane.

Random Access Materiality  Correspondence * * * 
     This Rote allows the mage to move to any location within
line of sight.  A skilled caster can 'blink' among multiple
locations almost instantly.  Remember that correspondence sensing
and co-location sensing provide line of sight.  One common tactic
is to use co-location sensing to remain aware of two different
areas and then blink back and forth between them.
     [The mage can make a number of blinks each turn equal to the
number of successes scored.  The mage controls both when and
where she goes.  Blinking will spoil one opponent's attack if the
mage times it properly.  All opponents trying to hit the mage
have their difficulty raised by one per blink the mage has made
so far that turn.  In any turn that she blinks, the mage's own
difficulties for physical actions are raised by one.  The Rote
lasts a normal duration but only those locations in line of sight
during casting are accessible.]
     F/X - the mage is hidden by smoke or fog and is only
intermittently visible; she leads her opponents into a well known
maze like area, hall of mirrors etc, where her location is hard
to determine and she may appear to be in places she is not;  the
mage has previously set up mirrors, dummies, and or disguised
sleepers to mislead her opponents.

cd (Change Directory)  Correspondence * * *
     Also called GOTO, this Rote allows the V-dept to instantly
move to a different locality.  Localities must be previously
designated by a name (label or line number) and have a defined
'pointer' to their position in three-space.  Short 'hops' to
nearby areas are not possible, nor can the mage go to places he
has never seen or heard of.
     [This is a straight forward teleportation rote.  Between two
and four successes are usually needed since line of sight is
disallowed as is the 'anywhere in the world' range.  The Rote
only takes the mage to a general area, the exact point of arrival
is random.  The mage should keep a listing of her 'directory
tree.']
     F/X - This Rote is usually Vulgar

Remote Access  Correspondence * * *  Mind * 
     Basic Remote Access is just our version of Divided Sight
(see MAGE p.186).  Hackers add a twist by conjunctionally Multi-
Tasking so that they can keep track of more locations without
'burning out.'  They then recursively invoke the module at each
new location, forming a chain or mesh of 'links' and 'nodes'
(nodes in the sense of telecommunications, not mystical Nodes
where Tass collects).  When angry technarcs try to Stalk the Void
(see Mage p.188) to the offending mage, there's time to break the
connection before they arrive.  I only tried this once, but it
worked like a charm.
     [The maximum number of 'nodes' the mage can maintain is
equal to his Perception attribute times the number of success
obtained in Multi-Tasking (not the total number of 'Tasks' since
one is used to co-ordinate).  The number of links established at
each casting is one plus one per success beyond those needed for
the most difficult node.  For instance, a mage trying to
establish three nodes, two in familiar locations and one that he
has only heard of, would need six successes - four to establish
the node in the location described to him and one for each of the
familiar areas.  
     Nodes created in a single casting are in a 'star topology' -
each one is connected only to the mage's location.  To create a
link between two distant nodes the mage must cast the spell from
one node using the normal range chart instead of the
Correspondence one.  Since the node is in line of sight, four
successes are required (unless the new node is totally
unfamiliar).  Note that this range is from the mage to the node
from which the link is to be established, not the range from the
established node the new one.
     When someone Stalks the Void from an end node he simply
reaches the next node in the network.  If there are several
connections the one found is random.  Adepts who are wise to this
trick can 'trace' the links - cascading across one link per
success.  However, in a complex network, it is likely the tracer
will loop as it randomly chooses a path.]
     F/X - The only coincidental effect I've ever heard of is
'Hacking.'  The mage simply 'breaks into' computer systems at
each location she wishes to view, establishing a convoluted path
of communications lines that enemies must trace to find her.

Destructive Overwrite   Correspondence * * *  Prime * * 
     Normally, when a teleporting disciple ends up occupying the
same space as another character or object, the patterns
disassociate, passing through each other as if they did not
exist.  However, if the mage has sufficient knowledge of Prime,
she can disrupt the other pattern while reinforcing her own.  If
used vulgarly and fueled by quintessence, the Rote can cause
aggravated damage.  If used coincidentally the damage is more
mundane.  In either case it is dangerous to use against another
mage.
     [The mage must score an extra success to teleport so that
her pattern partially overlaps the victim's (two successes if the
victim is within line of sight).  Damage caused is 1xSuccesses. 
If a point of quintessence is spent, the damage is aggravated and
must be resisted with Willpower (difficulty 8) - and the rote is
vulgar.  If cast coincidentally, the mage can teleport only a
very short distance to the target, no quintessence need be spent,
and damage is normal and can be soaked.
     A disciple of Correspondence and Prime can defend against
the Rote by spending a point of quintessence and making an Arete
roll.  The roll works just like countermagick, but if the
defender makes more successes than the attacker, the attacker
takes damage as if the rote had been used against her.]
     F/X - The mage delivers a lightning blow or leaps suddenly
from concealment to strike his foe.  The blow happens to inflict
serious internal injuries.

Protocol Translation   Spirit * * * 
     (Version of 'Stepping Sideways' Mage p.214)

Remote Upload   Spirit * * *  Correspondence * * *
     (Version of 'Leap Sideways' Mage p.227)

Attack Geomid Subroutine Call   Spirit * * *  Correspondence *
     This effect causes an Attack Geomid, a 'weaver' spirit that
defends pattern webs, to matierialize and attack a target
specified by the mage.  Victims are designated by thier locations
(using Correspondence), not by physical or other descriptions. 
Because Geomids are strongly associated with pattern, they are
common in areas where the Gauntlet is strong, making the Rote
easier to use in such areas, where Spirit magick is usually more
difficult.  The Geomid appears as a computer-animated-looking
polyhedron with sharp edges and corners, that attempts to slash
and impale targets.
     [Victims of Attack Geomids take one Health Level of
aggrevated damage per success rolled.  This damage can be soaked
by both Stamina and armor.  Dodging an attack Geomid is usually
ineffective, as they move very quickly and are guided to their
targets by Vulgar Correspondence magick.  The preponderence of
Attack Geomids in Weaver areas compensates for the high Gauntlet
of those places, while the low Gaumtlet in natural surroundings
compensates for the scarcity of the Geomids in such areas.  Thus
the base difficulty for this effect is always six and the number
of successes required is determined by the range and number of
targets designated.]
     F/X - Summoning an Attack Geomid is a Vulgar effect.

Undifined Pointer   Correspondence * * *  Mind *
     This effect allows a Virtual Adept to place a small object 
in an 'Undifined' location, and remember that location without 
acutally 'knowing' where it is. Such an object is removed from 
normal space, much like an Adept of Correspondence can remove 
himself with Bubble of Reality (Mage 2nd Ed), effectively being 
'nowhere.' There is no limit to how much material can ultimately 
be stored in this way - 'nowhere' seems to have unlimited space.    
     [Any object that the mage can Aport with Correspondence 2 can 
be affected. It takes 3 successes to place the object but only 1 
to retrieve it. Finding such an object requires at least 6 
successes Sifting the Correspondence Point - it is litterally in 
the last place anyone could ever look.] 
     F/X - Wow, she really does have everything in that purse. The 
mage can simply hide or retrieve an item from anyplace it could 
concievably fit to keep the effect Coincidental. 


Link Object  Matter * * *  Spirit * *
     More widely known as 'Ephemerize,' this Rote brings a
physical object into the Umbra, granting it a Spiritual
existance.  Ephemerized matter patterns become real in the Umbra
and unreal in the physical world.  Thus a weapon affected by the
Rote can be used to harm spirits, but could no longer target
sleepers.  Note that this Rote is unnescisary when matter is
taken through a shallowing (cf Breach the Gauntlet, MAGE p215).
     [The Rote allows matter to enter the Umbra when the Mage
steps sideways.  Such items continue to function normally.  The
mage must make a sepparte roll for the items he wants to take
with him.  The difficulty is still 6 and the number of successes
needed is the same as required to step sideways through the local
Gauntlet.  Ephemerized weapons do normal damage to spirts and
ephemerized armor soaks damage from spirit attacks.]
     F/X - Usually the same as used to Step Sideways.
     
Anti-Magick Shell Script   Correspondence *  Entropy * * * 
               Forces * * *  Life * * *  Matter * *  Mind * * 
               Prime * *  Spirit * *  Time * * *
     This is the V-dept version of Ward (cf).  Like Ward, it
grants Magick Resistance to another person, an object, or an area
defined by the caster, protecting against any magick from the
spheres used in its creation that is not Static, including both
direct and indirect effects.  However, because of its nature it
also protects against all magick use in the Digital Web, even
that which is Static.  
     [In order for the module to work, it must be made a
permanent part of Static reality.  Thus a minimum of five
successes are required to enact the effect.  The sphere ratings
above are the minimums necessary to make the magick effective
against a particular sphere.  For instance, an Anti-Magick Shell
Script meant to protect against Forces and Matter effects could
be cast only by a mage with Forces 3+ and Matter 2+.  The dice of
magic resistance bestowed equal to the number of successes, less
the highest level of magick use the creator wants the AMSS to be
effective against.  Thus, to be effective against all magick, the
caster would need all nine spheres at the level given above and
would bestow one die of magick resistance per success over five. 
The dice of magick resistance of a cooperatively cast ward are
determined by the mage with the higher Arete.  
     Example:  A V-dept (Arete 5) and his friend (Arete 4) try to
ward a machine against Forces 3.  They get 3 and 4 successes,
respectively.  Seven successes is enough to make the effect
permanent but the 3 gained by the V-dept (who has the higher dice
pool) are insufficient to grant any dice of Magick Resistance).] 

Zen Battle Computer  Coresponence * * *  Entropy * *  Forces * 
                     Life * * *  Matter * * *  Mind *  Time * * *
     This Rote combines the effects of R.A.D.S, Targeting
Computation, Dim Mak, Multi-Tasking, Serene Temple, Pain
Resistance, Pattern Disassociation, Better Body and Statistical
Mechanics into a single combat-enhancing Conjuncitional effect of
considerable utility.  Like many V-dept modules, this one is
built using a 'Landscape in the Mind' as a Virtual Reality
template, with all relavant data inserted and monitored by the
mages divided consciousness.  Ongoing effects are then triggered
to improve the user's position.  The overall effect makes the
varried and harrowing tasks of mortal combat mere child's play.
     [The Zen Battle Computer has the following beneficial
effects in combat:
       1. All of the Mage's non-magickal, combat difficulties
          (attack, dodge, damage, soak, initiative, etc) are
          reduced to 4 and cannot be increased (no penalties for
          complications, wounds, changing actions, etc).
       2. The Mage has 1 automatic success for each success
          rolled when the Rote was cast.  Each action he may
          assign these to any combat related roll or divide them
          among two or more such rolls.
       3. The Mage has one extra action each turn per success
          over 2.
     In addition to the considerable advantages conveyed by the
ZBC, the Mage must deal with some drawbacks and restrictions:
       1. In order to colate the massive amount of data generated
          by the Rote, the Mage must use one 'task' of his Multi-
          Tasking to monitor it for each success scored.  Thus,
          if she still wishes to be Multi-Tasking while using the
          ZBC, she will have to score more successes with a 
          sepparate Multi-Tasking effect.
       2. Rotes that reduce difficulties will not further reduce
          the combat difficulties of a mage using ZBC.  Likewise
          those that add extra dice or successes do not 'stack'
          with the automatic successes of the ZBC.
       3. The intensive Multi-Tasking and concentration required
          by the Rote will quickly wear on even an Awakened
          psyche.  Possible side effects include loss of
          Perseption and/or Wits, paranoia, Garou-like Frenzy,
          catatonia, and post-traumatic stress disorder.  Each
          hour that the ZBC is left up, the Mage must make a
          Willpower roll (difficulty 8).  Failure indicates
          infliction of a side effect that lasts until the Rote
          is ended and the mage has rested for at least as long
          as it was in effect.  A botch indicates a permanent
          afliction.]
     F/X - The mage is obviously a hardened combat veteran, he
takes suicidal chances in combat and miraculously survives, his
opponents underestimate him or are surprised by some unrelated 
occurance or brilliant strategem.

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