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3.3   Changes to the Life Sphere


        *  - Sense Life

      * *  - Alter Simple Patterns
           - Influence Self 

    * * *  - Alter Self
           - Influence Complex Patterns
           - Transform Simple Patterns
           - Create Simple Patterns

  * * * *  - Transform Self
           - Alter Complex Patterns

* * * * *  - Transform Complex Patterns
           - Create Complex Patterns
           - Perfect Metamorphosis

Influence Life:  This broader, but less powerful, ability
replaces Heal Life in Mage 2nd Edition.
     The mage may affect the normal processes of a life pattern. 
Normally this means slowing or hastening them.  Any biological
function (healing, sleep, metabolism, etc) can be slowed or
increased by a factor of 1 + Intensity.  Usually this kind of
effect lasts until the process ends or changes.  Thus, a
character who wants to heal from an injury that would normally
take a month of recuperation, can heal in 2 weeks if he gets only
one success - even though the duration would usually be 1 turn. 
     Alternately, a process can be completed instantly.  In the
case of healing, this restores one non-aggravated HL per
Intensity.  For other processes, the Intensity of the effect
(read on the Duration chart as if it were power), determines how
long a process can be accomplished instantly.  For instance, an
Intensity of 3 is enough to cancel need for sleep, since adequate
sleep takes less than a day.  Any remaining wound levels or
unfinished life processes must be healed/completed at the normal
rate.  It is not possible to combine accelerated and instant
Influencing of life processes.
     Life patterns can also be Influenced to exert themselves at
maximum potential or even 'go haywire' enough to suffer damage. 
In the former case, a physical characteristic can be increased
one dot or an extra physical action taken each turn for the
duration rolled.  Multiple success allow several attributes to be
enhanced, but none can be increased by more than one.  If such an
effect is maintained for more than one scene, the subject begins
taking damage from exhaustion.  In the latter case, the mage is
using a direct effect to cause indirect damage, so the victim can
resist with Willpower (diff 8), and soak any damage inflicted
with Stamina.
     Finally, a mage can halt or initiate a normal process. 
Thus, she could make an opponent sneeze, twitch, or fall asleep. 
Debilitating effects require a minimum Intensity of 3 and can be
resisted for a turn with the expenditure of a Willpower point. 
If a character spends more willpower resisting an effect than the
mage got Intensity casting it, he has shrugged it off completely.

Alter Life:  Per Mage 2nd Edition, but with some specific rules
added:
     A Physical Attribute or Appearance can be increased by up to
the Intensity of the effect.  Additional Health Levels require
two Intensity each.  A form can also be made very fast - gaining
an extra physical action requires an Intensity of 3.  When
changing to a new form, count the number of dots difference in
total Attributes to determine the total Power required.  Forms
which are decidedly different but 'numerically' identical require
3 Intensity & Power to assume.
     Healing or Damaging a pattern can also be done.  Three times
Intensity in Health Levels can be inflicted or healed.   Damage
is aggravated only if the effect is Vulgar.  Healing aggravated
damage is more difficult than causing it.  Aggravated damage
equal to the Intensity of the healing effect can be cured, but
this requires the expenditure of one Quintessence for each HL
restored.

Transform Life:  As per Mage 2nd Ed, with the following
additions. 
     Changing a Simple pattern requires an Intensity of only one
or two, Complex ones, three or four.  Changing a Complex pattern
to a simple one, or vice versa, requires an Intensity of 5.  When
a Simple life pattern is changed it immediately assumes the
behaviors of its new form.  Changes to Complex life are not so
straight forward.  The mage can either leave the brain and
nervous system of the subject relatively unaltered (except for
size) or make it conform to the new form.  In the first case, the
mind and personality are not overtly affected, but the subject
must learn to use it's body all over again, as if new-born.  In
the latter case, the subject is able to 'instinctively' use his
new form with ease, but risks undergoing a mental transformation
as well.  Generally such a character must spend Willpower each
day or lose a point from one mental attribute.  Mind magick can
slow the loss of mental faculties, and a Master of Life or Mind
is able to shape-shift without fear for his psyche.
     Transformation can also be used as a superior form of
Healing.  An Intensity of 3 is all that is needed to instantly
restore all HL taken by a character - even if the subject took
damage beyond Incapacitated.  Even a recently killed subject can
be restored by an Intensity 5 effect, as long as there are still
some living cells or 'live force' left within the body (generally
this means performing the magick within 5 or 10 minutes of
death).  Aggravated damage can also be healed in this way, though
it requires the expenditure of 1 Quintessence per Intensity.

Create Life:  As per Mage 2nd Edition.  
     Creation a simple life pattern requires a minimum Intensity
of three, complex ones, five.  The total Attributes, HL, and
Abilities of the created form determine the amount of Power
needed.  Greater Intensity & Power may be required for creation
of very large, powerful, mythic, or unique forms.  Created forms
can be given instinctive behaviors - almost like the programs of
a computer.  Complex forms may eventually develop minds on their
own, otherwise, Mind 5 must be used to create a complete mind, or
Spirit 2 employed to attract a spirit to inhabit the body.

Simple Life vs. Complex Life:  A complex life pattern is more
than just a biological machine.  Such life forms can posses minds
(however simple).  The line between Simple and Complex varies
with Paradigm.  To a Dreamspeaker, all animals may be Complex,
while a Technomancer might consider only Primates (or even only
humans) to qualify.  These differences balance out, however.  A
mage with a broad definition of Complex Life, has a greater
'menu' of shapes which he can safely assume, but can affect fewer
life forms at lower levels.  Likewise, a mage with a narrow
definition of Complex Life can use the lower ranks on many more
creatures, but can assume relatively few shapes himself. 
Regardless of the Paradigm of the casting mage, any sentient
subject is considered complex life - thus the afore-mentioned
Technomancer could not affect a werewolf in Lupus form with Alter
Simple Life, even though he normally considers canines to be
simple forms.
     If a complex life pattern is altered too much from its
original form, it's mind will slowly begin to conform to its new
shape.  A complex pattern changed into a simple one by any means
other than Perfect Metamorphosis immediately loses its sentience
unless mind magic is used to preserve it.  Complex patterns
created at an early stage of development and allowed to mature
will usually develop normal minds.  


Conjunctional Life & Mind Magick:  As much as the Verbena and the
Akashic Brothers would like to deny it, mind and body are almost
inextricably linked.  By combining knowledge of the two spheres,
a mage may exert a greater influence over one.  A mage with the
ability to affect a mind (Mind 1 for his own, Mind 2 for
another's) may Influence (see above) the associated pattern as if
his Life sphere were one higher.  Conversely, a mage who can
Influence a life pattern can affect the associated mind as if his
Mind sphere were one higher.



Commentary on Life Effects & Rotes from the 1st Edition:

* (& Mind *) Serene Temple:  This Rote is an example of Mind
enhancing a Life effect, allowing the caster to perform the
equivalent of a Life ** (Influence Self) effect.

** Heal Simple Creature, *** Ho Tien Chi:  These Healing effects
require Alter Life, so the ranks are the same.  Non-aggravated
damage can be healed at 3 HL/Intensity.  Aggravated damage can
only be healed at 1 HL/Intensity and requires the expenditure of
1 Quintessence per HL healed.

**** (& Entropy ****) Fluids of Death:  The effect can do either
Life-based damage or Entropy-based damage, at the discretion of
the caster.  Damage can be Aggravated if the effect is cast as
Vulgar Magick.

**** Physiological Emotional Control:  This effect can also be
produced with Influence Complex Life at rank 3, however the
lesser version causes only the physiological responses associated
with an emotion, the victim may or may not actually feel the
emotion, depending on how susceptible he is to suggestion
(Generally, if the victim makes at least one success on his
Resistance roll, the emotion is not actually experienced). 
Conjunctional Life *** and Mind * circumvents this shortcoming.

**** Rip the Man Body:  This effect is still rank 4, and can do
aggravated damage if cast as Vulgar Magick.


From the Progenitor Convention Book:

The Progenitors appear to have a completely different concept of
the Life sphere.  Most significantly, they seem to classify life
forms into three, rather than two, levels of complexity:  Lower
Life Forms (plants & invertebrates), Higher Animals (vertebrates)
and Humans (or Sentients, possibly including other primates,
certain cetaceans, and Void-Engineer-discovered oddities).  Thus
the Progenitor Life Sphere might look something like this:


        *  - Sense Life

      * *  - Alter Lower Life Forms
           - Influence Self or Higher Animal

    * * *  - Alter Self or Higher Animal
           - Influence Sentients
           - Transform Lower Life Forms
           - Create Lower Life Forms

  * * * *  - Transform Self or Higher Animal
           - Create Higher Animals
           - Alter Sentients

* * * * *  - Transform Sentients
           - Create Sentients
           - Perfect Metamorphosis

Even this does not completely explain some of the oddities of
Progenitor Life Magick.  Presumably, their ranks simply contain
enough unique, individual approaches that precise quantification
is impractical.



From the Verbena Tradition Book:

*** (& Mind **) Taliesin's Song:  This is a perfect example of
using Influence Life to enhance Mind Magick.  The caster gains a
level of control over the target normally exercised by Mind ***.


From the Book of Shadows:

** (& Mind ** Prime **) Lecherous Kiss:  Again, this is an
example of using Mind magick to enhance a Life effect.  Causing
the level of arousal inspired by this rote would normally require
Influence Life (Life ***), but the addition of Mind allows the
effect to function at the lower level.

*** (& Prime ** Mind **) Avatar Form:  Because an Avatar Form is
a representations of the Mage's 'truer self,' it can be assumed
more easily.  The minimum Intensity & Power needed to assume an
Avatar Form is only 3.  But, the form is usually more powerful
than this would indicate.  The mage's Avatar rating is added to
the power of the Form when determining how many Attributes or
other enhancements can be incorporated into it.  The mage's
Avatar form must be designed when the Rote is learned, and there
can be no variation in the form assumed.  That is, the mage
cannot use extra successes to make the form more powerful, or
assume a slightly less powerful form when he cannot get the
needed Intensity or Power.

**** Supporting the Brain:  This could also be accomplished with
Influence Life (Life ***), which would allow the brain to
continue functioning in it's new environment.  Alteration,
however allows a more stable, longer term effect.

**** The Poison Maiden:  If the poison is one that it is normally
possible to build up a tolerance to (arsenic, for instance), the
effect can be accomplished with Life ***.  Note that the damage
caused to the victim is Indirect.


Commentary on Life effects from the 2nd Edition:

** Ho Tien Chi:  This healing effect restores on HL per success
and cannot be used to heal aggravated damage.  Rank *** Life is
needed for full self-healing.

*** Better Body:  The Intensity of this effect determines the
maximum amount that any one Attribute can be raised, while the
Power needed is at least the total of all such increases.

*** Rip the Man Body:  Though it is possible to inflict damage on
others with Life *** effects, it is a case of a Direct Effect
doing Indirect Damage.  Thus, damage can be both Resisted and
Soaked, and cannot be Aggravated.

**** Physiological Emotional Control:  Same comments as per the
1st Edition version, above.


New Sample Rotes for the Revised Life Sphere:

Sleep   Life ** & Mind **  or  Life ***
     This simple effect causes the targets to fall asleep.  It
usually works best with unsuspecting or tired victims, of course. 
Once asleep, the victims can still be awakened normally - by loud
noises, shaking, discomfort, wounding, etc...
     [A minimum Intensity of 3 is needed to put awake, aware
victims to sleep.  Unsuspecting and/or fatigued individuals may
be put to sleep with only 1 or 2 successes.  In any case, this
Direct Effect is resisted by Willpower.]
     F/X - Coincidental if used on already sleepy individuals. 
Victims can also be slipped a drug or exposed to 'sleep gas,'
etc...

Black Sleep   Life ***  Mind **  Prime **
     This more potent magick puts targets down for the count. 
Not only does it cause both a desire an biological imperative to
sleep, it also constricts the flow of quintessence through the
victim's pattern.  A similar effect is used by Technomancers to
tranquilize subjects of surgical procedures.
     [The rote inflicts 3 Stun Levels per Intensity.  It can be
resisted with Willpower, but victims do not wake up until the
duration expires or additional magick is used to wake them.]
     F/X - A sufficiently potent drug can be used to cover the
effect, as can a Coincidental blow to the head.

Fylgia Form   Life ***  Prime **  Mind **  (Spirit **)
     A Fylgia is a special form, usually an animal, that
symbolizes the mage's inner nature and essence.  Some Traditions
insist that all mages have a Fylgia 'within' them, others that
the Fylgia is merely a symbolic representation of the mage's
Avatar, and still others that it is a separate spiritual
companion or guardian.  In any case, the Fylgia Form can be
assumed by the mage before he has learned to master anything
resembling true shapechanging, because it is so 'natural' to him. 
In some ways a Fylgia is as valid a shape for the mage as his
true form.
     Most Fylgia are animal forms, though some powerful mages
have a Mythic Beast Fylgia.  Dynamic mages tend to have fast,
mischievous Fylgia like monkeys, crows, or otters.  Questing
mages will often take the form of a bird or marine animal -
Fylgia that can take them to environments not normal to man. 
Pattern mages - when they practice shape-shifting - may have a
domestic-animal Fylgia.  Primordial mages sometimes have Fylgia
other than the typical mammals or birds, such as reptiles,
amphibians, or even insects and on rare occasion, Mythic Beasts. 
     Each mage has only one Fylgia that is absolutely unique - he
cannot disguise it's appearance with additional Life magick, for
instance.  Fylgia change only when the mage's Nature or Essence
is somehow altered.  In general, the earlier in his career that a
mage discovers his Fylgia, the less potent it is.
     [Most mages are able to assume their Fylgia forms
immediately upon learning the Rote.  However, those mages with an
Avatar rating of 4 may not do so until they have become Adept in
some Sphere, while those with a 5 Avatar must become Masters
before their Fylgia can be used.  The power of a Fylgia is
dependent upon the strength of the mages Avatar.  Mages without
the Avatar background have small-animal Fylgia's with total
Attributes less than or equal to those of the mage.  More
powerful mages can have Fylgia with total Attributes greater than
the their own by up to their dots in Avatar.  
     Regardless of the relative power or size of the Fylgia, the
mage needs only 3 Intensity & Power to assume his Fylgia or
return to his normal form.  Duration is irrelevant, as the mage
is shifting between two equally 'real' forms.  That is to say,
the mage really *is* the Fylgia, as well as himself.  Unlike
other forms of shapeshifting, the mage has immediate, full
familiarity with the use of his Fylgia form, and is at no risk of
losing track of his identity (much like Perfect Metamorphosis.]
     F/X - Assuming Fylgia form is almost always Vulgar, though
an animal Fylgia never suffers from Unbelief or pattern bleeding. 
Mythic Fylgia *are* subject to Unbelief and are automatically
Thaumivores.

Parthenogenesis   Life ***  (Spirit ****  Mind ****)
     With this rather odd Rote, a female mage gives birth to a
genetically identical daughter.  The daughter is physically
identical to the mage when she was that age, but will have her
own Avatar and develop her own mind and personality.  Male mages
can also use the rote, though they must first use Alter life to
turn themselves into females or hermaphrodites.
     [An Intensity of 3 is sufficient to enact the Rote for a
female mage, while male mages must achieve a 5 Intensity.  In
either case, there must be enough Power (about 4) to sustain the
rote through the usual 9 month pregnancy.  If the Intensity of
the Rote is not quite adequate, or the mage is carrying
significant Paradox, a Haploid (a genetically incomplete or
defective child) may result.  Such a Haploid is not always
distinguishable from a successful birth, at least not at first.  
     The Life version of the Rote just gives you a daughter with
a remarkable family resemblance.  It is also possible to use
Adept level Spirit and, possibly, Mind to 'share' the mothers
Avatar or even her mind with the daughter.  In the former case,
the daughter develops normally, but automatically Awakens upon
the death of her mother.  In the later case, the mother &
daughter are the same person, and she will continue living in the
remaining body should either one of them die.  Though physically
separate, they also share the same Quintessence/Paradox wheel.  
     This last application sidesteps most of the problems with
'body hopping' as a means of life extension, though it has
problems of it's own.  Early childhood is actually a very
challenging, even traumatic time of life, a human being is simply
not meant to be fully aware in infancy.  Each year the mage must
make a Willpower roll, starting in infancy with a difficulty of
10, and becoming easier each year, until the last roll in the 4th
year (diff 6).  Failure can have a number of results:  the mother
may lose the link with 'daughter,' who will then develop a mind
of her own or the mage may lose mental Attributes, gain a
derangement, or if she botches, succumb to juvenile amnesia,
regressing to the chronological age of her 'daughter.'  And, of
course, there is the danger of passing on into a defective
Haploid body.]
     F/X - Though human parthenogenesis is impossible, the effect
is usually Coincidental, yes, people will notice the 'remarkable
family resemblance' but, unless extensive genetic or medical
tests are performed, there's no way of confirming the
duplication.

Macro-Biotic Mitosis     Life ****  (Matter ****)               
                         (Correspondence ****)  and  Mind *  
                         Prime **  Correspondence ***  or 
                         Mind ****  Spirit ****
     This Rote literally causes the caster to split down the
middle and reconstitute himself into two identical duplicates. 
There is no telling the 'duplicate' from the 'original' in that
each is both 'original' and 'duplicate.'  The two forms share a
single, Multi-tasked mind, and can act independently, while
remaining fully aware of eachother's actions and memories.  They
are, in effect one person, in two bodies.  Though this allows him
to survive if one duplicate is killed, it is not a recipe for
immortality, as the duplicates are invariably identical in all
ways - including age.
     [This Rote requires a minimum Intensity of 4 and Power of 10
to succeed (the Rote must last the 'lifetime of the mage' or it
would be fatal at the end of it's duration).  Though the mage can
now do two separate physical actions at once, he still has a
single Arete pool, a single (if Multi-tasked) mind, and a single
Quintessence/Paradox wheel.  The mage can be subject to Mental
and Prime effects directed at either body - from simple telepathy
to Gilgul.
     Mind, Prime, and Correspondence, or Mind and Spirit are used
to share the casters Avatar and Consciousness between the
duplicates.  Conjuctional Matter **** can be used to ensure that
both duplicates are fully clothed and equipped.  Conjuctional
Correspondence 4 allows the duplicates to be created at a
distance from each other.]
     F/X - The casting of the Rote is certainly Vulgar, however,
thanks to the existence of identical twins, the duplicates are
not subject to Unbelief, Pattern Bleeding, or permanent Paradox.
The Correspondence **** version can sometimes be cast to take
advantage of a 'long lost identical twin' Coincidence.


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