Mage: Resolving Foci 
From: blake1001 
Date: 1998/09/29 
Forums: alt.games.whitewolf.mage, alt.games.whitewolf  

I've decided to try to take a broader look at the idea of overcoming
dependence on foci.  Instead of just abandoning or retaining a
focus for a given sphere, the mage can choose one of several ways
to 'Resolve' the focus, based on his aproach to the Metaphysic of
Magick:

Starting at Arete 2, a mage can choose to 'Resolve' a
sphere, reconciling his knowledge of the sphere with his
insight into the nature of the Metaphysic of Magick.
As his Enlightenment progresses, the Mage can Resolve more of his
spheres - 1 per addtional Arete.  The order is not important, and
the mage can choose which sphere to Resolve any time after ataining
his new level of Arete.

Generally, a mage will choose only one of the following paths,
but mixing is not impossible:

Transcedence:  The Mage's understanding of the Metaphysic of
Magic allows him to transcend the need for the use of a
focus for one sphere.  From now on, he can use the sphere
with a simple (if considerable) act of will.  If he chooses
to use a focus he has Transcended, he recieves a -1 difficulty.
    Drawback:  The mage must remain in control of his own
thoughts and feelings at all times or his magick may
manifest in unexpected ways - his subconsciuos may even
work magick (cf Forbidden Planet!).  In intense situations, the
mage must make a Willpower roll (much like a Vampire resisting
Frenzy) or a (typically, Vulgar) effect involving the sphere(s)
he's Transcended may manifest.  The mage can spend a Willpower
roll to either stop the effect (which still uses up his Arete
action that turn) or to 'master' it (allowing him to spend Quint
if he wants, and choose the specifics of the effect - possibly
making it coincidental, for instance, or hitting the offensive
aprentice with stunning jolt of electricity instead of a lethal
Levin Bolt). (Note that abbandoning multiple spheres does not
increase the frequency or difficulty of these rolls - just the
range of effects that might 'slip out.')

Abreviation:  The Mage's increased understanding of the Metaphysic
of Magick allows him to redesign/perfect/enhance his focus with one
sphere so as to render it much less onerous than usual.  The focus
can be made much simpler to use (no initiative penalty), less obviuos,
smaller/more portable, and/or harder to take away or interfere with.
For instance, a Virtual Adept could replace the use of his notebook
computer with an integrated circuit implanted in his brain or he could
concieve and execute algorithms 'in his head' instead of on a computer or
an Hermetic could boil down the complex ritual, symbols, and incantations
of a particular rote to a few precise simple gestures or whispered
words.  Though the mage still needs a focus, his dependence on it becomes
much less of a hinderence than it was before.  When he chooses to use
his original, full-blown foci with the sphere in question, he recieves
a -1 difficulty.
    Drawbacks:  As with Transcendence, the mage makes a certain sacrifice
of control when Abreviating a focus.  He doesn't risk accidentally casting
effects, but he does risk evoking effects that aren't quite what he
intended.  When the mage rolls more 1's than 10's when using an abreviated
focus, the effect, if it works, is slightly 'off' in a way detrimental
to him.  For instance, if the mage tried to turn into a eagle and fly
away he might assume the form of a goose or vulture instead (who are
clumsy flyers).  If he tried to blast an enemy to dust with Entropy, he
might succeed, but the victim might not actually crumble until touched -
leading the mage or one of his party to waste an action attacking him.
When he rolls more 10's than 1's, the effect isn't quite what
he intended, but not in a way that makes it less useful (possibly slightly
better in some way, or possibly just a bit comical).  For instance the
mage could throw a lighting bolt at an enemy and have a gout of flame
appear instead - fortunate if the victim turns out to be a vampire, not
much of a problem otherwise.  The mage can spend a point of Willpower
(after rolling) to get an effect back 'under control' and functioning
normally.

Diversification:  The Mage's understanding of the
Metaphysic of Magick allows him to adapt foci and technicques
of other traditions to a particular sphere.  He can choose
among multiple foci and Paradigms when using the sphere.
He must have some training to do so, of course - when he buys
a new dot in a sphere, he 'picks up' the focus of the mage he
learned from, or, he can 're-learn' a sphere with a new focus
(the cost is the same as re-learning a lost unique focus).
When he uses his original focus, he gains a -1 difficulty.
    Drawback:  From now on, the mage learns all his spheres as
if he were an Orphan (he loses the cost break on his speciality
sphere) and can no longer use 'Disbelief' oriented Countermagick.
He is also likely to lose face with his own Tradition.

Control:  The Mage's understanding of the Metaphysic of Magick
gives him greater control over his use of a sphere.  When casting
effects using (only) the sphere in question he gains a -1 difficulty.
    Drawback:  The mage still requires his focus for all castings.

Integration:  The Mage's understanding of the Metaphysic
of Magick allows him to partially integrate his understanding
of a sphere into Consensual Reality.  This foothold is
tenuous at best, but it allows him to instruct the unawakened
in the use of Rotes using the sphere and foci in question and
to evade Paradox to a limitted extent.  The mage can instruct
accolytes or other 'believers' (fellow mages with the same
paradigm but inadequate spheres, for instance) in the use of
the rote-specific foci he uses with the sphere he has Integrated.
When a 'believer' uses the focus he's been instructed in, the
mage can make an Arete roll to create the effect.  The exact
effect is determined by the focus-user (whom he shoots with a
ray pistol, for instance) but the degree of success is determined
by the mage's Arete.  Paradox for such effects devolves upon the
focus itself.  Integration is also how Technomancers produce 'Devices'
(Talismans useable by the Unawakened, which suffer thier own
Paradox) and is an excellent first step in getting your magick
accepted by the Mass- ahem, Sleepers.  When the mage uses a rote-
specific focus from the sphere himself, he gains a -1 difficulty.
    Drawback:  The mage loses the ability to improvise magick
involving the sphere in question - he may know and research
any number of Rotes, but needs to have a specific focus
configured and ready in order to cast each specific Rote.


Transcedence is most apropriate for Mystic and Tradition magi.
Diversification is most apropriate for Orphans. Integration is most
apropriate for Technomancers and Mechanistic magi. Control is a viable option
for any mage, but more likely for those of a Mechanistic bent. Abreviation is
apropriate for Tradition Technomancers and other 'fence sitters' in the
Mystic/Mechanistic dichotomy

If a mage chooses to Transcend any sphere, he can never choose
to Integrate a sphere, and vice versa.  Transcendence and Integration
are the extreme examples of the Mystical vs the Mechanistic aproach.
Diversification, Control, and Abreviation are more moderate 'compromise'
stances.

Progression:  Yet another option is to have a mage Resolve his foci
in all spheres simultaneously, based on is relative skill with each
sphere level.  This represents the idea that a Master can perform a
simple spell more easily than an Arentice could, but must still work
at a higher level effect.  The mage can 'Resolve' sphere levels less
than or equal to half his Arete.  Additionally, the ST may allow a
mage to 'partially' resolve the next higher level as well.  For instance
a starting Tradition mage with an Arete of 3 has Progressed enought to
Transcend his need for foci with level 1 effects, in addition, the
ST could let him use an Abreviated focus for level two effects.

Questions?  Comments?  Derisive Laughter?

--
Blake 1001, Virtual Adept, Disciple
http://www.geocities.com/Area51/1317/
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