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