Difference between revisions of "Xian Wu 2"
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:The end is the beginning. I am prepared. | :The end is the beginning. I am prepared. | ||
+ | |||
+ | |||
+ | ==XP== | ||
+ | Gespielt: 0 | ||
+ | ----- | ||
+ | *Band 1: Attribute,Skills | ||
+ | ----- | ||
+ | *Band 2: Merits,Willpower | ||
+ | ----- | ||
+ | *Band 3: Powers,Supernatural-Merits | ||
+ | |||
+ | ----- | ||
+ | *Band 4: Retainer | ||
+ | ----- | ||
+ | |||
+ | ==Charakterbeschreibung== | ||
+ | |||
+ | |||
+ | |||
+ | ==Charakterentwicklung== | ||
Martial Arts Schools The Adamantine Arrow dojo, fencing salle or wuguan | Martial Arts Schools The Adamantine Arrow dojo, fencing salle or wuguan | ||
is a famous tradition. Outside of martial arts, the order | is a famous tradition. Outside of martial arts, the order | ||
Line 61: | Line 81: | ||
the usual time) performing a martial arts routine for | the usual time) performing a martial arts routine for | ||
no other reason than to focus the mind (+2). | no other reason than to focus the mind (+2). | ||
+ | |||
+ | ==Charakterbogen== | ||
+ | |||
+ | * | ||
+ | Virtue: Vice: | ||
+ | |||
+ | Str: 2 Pre: 2 Int: 2 | ||
+ | Dex: 3 Man: 1 Wit: 3 | ||
+ | Sta: 3 Com: 5 Res: 3 | ||
+ | |||
+ | Skills: | ||
+ | 3 Athletics | ||
+ | 3 Stealth | ||
+ | 2 Survival | ||
+ | 1 Animal Ken | ||
+ | 3 Intimidation | ||
+ | 2 Academics | ||
+ | Taoismus | ||
+ | 3 Medicine | ||
+ | 3 Occult | ||
+ | 5 Brawl | ||
+ | FS,Kung fu,Preying Mantis | ||
+ | 1 Investigation | ||
+ | 1 Expression | ||
+ | Computer Crafts Drive Empathy Firearms Larceny | ||
+ | Persuasion Politics Science Socialize Subterfuge Weaponry Streetwise | ||
+ | |||
+ | Rotes: | ||
+ | Craft talisman int+craft 2+1 3 Würfel 9 again | ||
+ | Meditieren wits+com 3+5 8 würfel 9 again | ||
+ | |||
+ | Merits: | ||
+ | postcognition Sifu mentor 5 | ||
+ | Time,Prime,LU,Praying Mantis,Oathbound | ||
+ | Exemplar mentor 5 | ||
+ | Life,Mind,Bastion,Scriptorium,Space | ||
+ | Status: | ||
+ | Taoisten 1 | ||
+ | Admantine 1 | ||
+ | Astral adept | ||
+ | High Speech | ||
+ | Magical Tradition: Taoist | ||
+ | Medative Mind | ||
+ | Bastion 2 (Astral Sanctum) | ||
+ | Scriptorium 4 | ||
+ | Time , deapth 3 | ||
+ | Scriptorium 4 | ||
+ | Life , deapth 3 | ||
+ | Scriptorium 4 | ||
+ | Mind , deapth 3 | ||
+ | |||
+ | Arcana: | ||
+ | Time 3 | ||
+ | Fate 1 | ||
+ | Life 3 | ||
+ | Mind 3 | ||
+ | Prime 1 | ||
+ | |||
+ | Morality: 7 | ||
+ | Derangements: | ||
+ | |||
+ | Health (8): | ||
+ | Willpower (8): | ||
+ | |||
+ | Power Stat: Gnossis 3 | ||
+ | Power Pool (12/3): | ||
+ | |||
+ | Ini Mod: 8 Size: 5 Speed: 10 | ||
+ | Defense: 3 Armor: | ||
+ | ===Spezials=== | ||
+ | |||
+ | Prepared Spells | ||
+ | (Time •• + conjunctional Arcanum) | ||
+ | Cost: 1 point of Mana | ||
+ | (spent when the spell is activated) | ||
+ | Some mages choose to prepare a number of spells | ||
+ | in advance. The mage performs the casting normally | ||
+ | (including spending any required Mana), but | ||
+ | when the spell is complete (in the case of extended | ||
+ | actions, when enough successes have been | ||
+ | accumulated to meet the target number) the caster | ||
+ | suspends the spell and sets a trigger to activate it later. | ||
+ | The caster must perform this trigger. It’s usually a magic | ||
+ | word or a particular gesture, accompanied by the mage’s | ||
+ | intent to activate the spell (so accidental uses of the | ||
+ | trigger phrase or gesture don’t set the spell off). | ||
+ | Activating a prepared spell is an instant action; the mage | ||
+ | can do it almost any time. Since all the ritual of casting | ||
+ | the spell is already accomplished, mages can use | ||
+ | prepared spells subtly, without drawing undue | ||
+ | attention from Sleepers. (It’s easier to hide a quick gesture | ||
+ | or a whispered word of power than it is a magic staff | ||
+ | or a pentagram surrounded by burning candles.) The | ||
+ | Storyteller decides if the prepared spell is Improbable | ||
+ | to Sleepers depending on the circumstances of its use. If he | ||
+ | deems it to be sufficiently subtle, Sleeper witnesses | ||
+ | might not impose dice modifiers on the Paradox roll. | ||
+ | Any Paradox roll is made when the spell is triggered, | ||
+ | not when it is prepared. The amount of time the | ||
+ | spell can be held depends on how many factors are | ||
+ | incorporated into it. Instant-Action | ||
+ | Casting Hold spell for up to… Dice Penalty | ||
+ | 10 minutes None | ||
+ | 30 minutes –2 | ||
+ | One hour or scene –4 | ||
+ | 24 hours –6 | ||
+ | Two days* –8 | ||
+ | * Add an additional two-die penalty per extra two days. | ||
+ | |||
+ | Extended-Action Casting | ||
+ | Hold spell for up to… Target Number | ||
+ | 10 minutes — | ||
+ | 30 minutes +1 successes | ||
+ | One hour or scene +2 successes | ||
+ | 24 hours +3 successes | ||
+ | Two days* +4 successes | ||
+ | * Add an additional success per extra two days. | ||
+ | |||
+ | Activating a prepared spell requires the mage’s player | ||
+ | to spend a point of Mana, which is a surge of focused | ||
+ | energy that sets the prepared spell into motion. If | ||
+ | the mage doesn’t or can’t dedicate Mana to activate | ||
+ | the spell, nothing happens, although the spell remains | ||
+ | prepared. If the holding time expires without the spell | ||
+ | being activated, it dissipates and is lost. | ||
+ | The target of the spell is chosen when the spell is | ||
+ | activated. If the spell allows its target a resisted defense | ||
+ | (i.e., the target’s Resistance Attribute is subtracted from | ||
+ | the spellcasting dice pool), the effect must instead be | ||
+ | cast as an aimed spell (see “Aimed Spells,” p. 116). | ||
+ | Contested spells function normally. | ||
+ | A mage can hold a number of prepared spells | ||
+ | simultaneously equal to his Gnosis. He cannot cast them | ||
+ | all at once, however. He can activate only one per turn. | ||
+ | A prepared spell, even one that has not yet been | ||
+ | triggered, is considered an active spell when counted | ||
+ | toward the total number of spells a mage can have | ||
+ | active simultaneously or cast upon himself (based on Gnosis; see p. 75). | ||
+ | ----- | ||
+ | A mage with Time 3 does not need to add | ||
+ | one dot to a spell to be able to use the advanced | ||
+ | prolongation factors. So strong is his command | ||
+ | of time that he can manipulate Duration factors | ||
+ | without requiring increased knowledge of the | ||
+ | other Arcana. He must still, however, account | ||
+ | for any penalties (for instant castings) or additional | ||
+ | successes (for extended castings) levied | ||
+ | for increasing the Duration beyond that provided | ||
+ | with a basic success. | ||
+ | ===Spells=== | ||
+ | |||
+ | Augment the Mind (Mind •••) | ||
+ | The mage can raise one of his Mental or Social Attributes. | ||
+ | Practice: Perfecting | ||
+ | Action: Instant | ||
+ | Duration: Prolonged (one scene) | ||
+ | Aspect: Covert | ||
+ | Cost: 1 Mana | ||
+ | A single Mental or Social Attributemay be raised by one dot per | ||
+ | success, up to a maximum of the caster’s Mind Arcanum dots. | ||
+ | For example, if a mage has Intelligence 3 and Mind 3 and three | ||
+ | successes are achieved on this spell to boost his Intelligence, that | ||
+ | trait becomes six dots for the spell’s Duration. If four successes | ||
+ | were rolled, he could still only boost Intelligence by three dots, | ||
+ | since he has only Mind 3. Raising Resolve and/or Composure | ||
+ | also raises Willpower dots, but these extra dots do not provide | ||
+ | Willpower points. The boost raises a target’s Willpower capacity | ||
+ | but not her actual supply of points. In addition, the target’s | ||
+ | Willpower cannot exceed 10 dots, no matter how high his | ||
+ | Resolve and/or Composure is boosted with this spell. | ||
+ | Example: Arethusa uses Augment the Mind to boost her Resolve. | ||
+ | She gets two successes on the casting, adding two dots to her | ||
+ | Resolve. This also adds two dots to her Willpower. She does not, | ||
+ | however, gain two extra Willpower points. Note that the same | ||
+ | spell cast to boost a different Mental or Social Attribute does not | ||
+ | combine with the first spell — only the highest Potency spell | ||
+ | takes effect. For example, if a mage boosts his Intelligence by | ||
+ | two dots and then casts a spell boosting his Wits by one dot, only | ||
+ | the first spell applies, since it has the higher Potency. (With the | ||
+ | Mind 4 “Supreme Augmentation” spell, the mage can allocate | ||
+ | successes among different Mental and Social Attributes.) | ||
+ | Guardians of the Veil Rote: Illuminating the Inner | ||
+ | Temple | ||
+ | Dice Pool: Resolve + Academics + Mind | ||
+ | Guardians are called upon to be brilliant, forceful and persuasive. | ||
+ | Such acumen in all fields is not often found within a single | ||
+ | individual. Indeed, Guardians must occasionally be far more | ||
+ | brilliant, forceful or persuasive than any normal human being | ||
+ | could possibly be. This rote enables such willworkers to become | ||
+ | veritable Einsteins, rivaling the genius of even the most renowned | ||
+ | intellect | ||
+ | |||
+ | |||
+ | Multi-Tasking (Mind •••) | ||
+ | The mage performs complex multitasking. | ||
+ | Practice: Weaving | ||
+ | Action: Instant | ||
+ | Duration: Prolonged (one scene) | ||
+ | Aspect: Covert | ||
+ | Cost: None | ||
+ | The mage can perform three mental extended actions or two | ||
+ | mental instant actions simultaneously. Note, however, that none | ||
+ | of these can be spellcasting, which is more than just an exercise | ||
+ | of consciousness. See also the Mind 1 “One Mind, Two | ||
+ | Thoughts” spell, p. 206. | ||
+ | Silver Ladder Rote: One Mouth, Many Voices | ||
+ | Dice Pool: Intelligence + Academics + Mind | ||
+ | Asserting control over one’s own consciousness is one of the | ||
+ | many steps on the path to true mastery over one’s environment. | ||
+ | Mages of the Silver Ladder use this rote to encompass numerous | ||
+ | trains of thought at once, outthinking less gifted individuals and | ||
+ | holding their own against many quick-thinking rivals. Guardians | ||
+ | of the Veil also favor this rote, as it allows them to better analyze | ||
+ | difficult situations before they turn to disasters, or to salvage | ||
+ | disasters. | ||
+ | |||
+ | Psychic Assault (Mind •••) | ||
+ | The mage can perform a crude psychic assault, causing psychic | ||
+ | trauma that translates into damage on a victim’s body as neurons | ||
+ | misfire and muscles spasm damagingly. | ||
+ | Practice: Fraying | ||
+ | Action: Instant; subtract target’s Resolve | ||
+ | Duration: Lasting | ||
+ | Aspect: Covert | ||
+ | Cost: None | ||
+ | Successes inflict bashing damage on a one-for-one basis. This | ||
+ | spell also affects vampires, even though their brains might not | ||
+ | function in the same manner as living creatures’; their minds are | ||
+ | still susceptible to the Mind Arcanum. | ||
+ | Adamantine Arrow Rote: Psyche’s Dart | ||
+ | Dice Pool: Resolve + Intimidation + Mind – Resolve | ||
+ | There are those who think the Adamantine Arrow is nothing more | ||
+ | than a gang of thugs who brandish vulgar magic in the name of | ||
+ | peace. Most mages of that order are content to allow detractors | ||
+ | such illusions, keeping their silence about rotes such as this one. | ||
+ | Often dismissed as a seizure or other neurological ailment, this | ||
+ | magic constitutes a potent weapon in the Arrow arsenal. In fact, it | ||
+ | is so effective and discrete that it is used, in one form or another, | ||
+ | by most mages sufficiently skilled in the Mind Arcanum. | ||
+ | |||
+ | Seal Oneiros (Mind •••) | ||
+ | When “Mental Shield” isn’t enough insurance, a mage makes his | ||
+ | Oneiros off-limits to astral travelers by blocking it with this spell. | ||
+ | Practice:Weaving | ||
+ | Action: Instant | ||
+ | Duration: Prolonged (one scene) | ||
+ | Aspect: Covert | ||
+ | Cost: 1 Mana (optional) | ||
+ | Spells that allow other mages access to the character’s Oneiros | ||
+ | must exceed the Potency of this spell. The spells also contend | ||
+ | with “Mental Shield” if both spells are active. Spending one | ||
+ | Mana with the spell’s activation extends the Duration to a full | ||
+ | day. | ||
+ | Silver Ladder Rote: Mental Barricade | ||
+ | Dice Pool: Resolve + Academics + Mind | ||
+ | Silver Ladder mages consider their minds places of great | ||
+ | importance and incredible secrecy. They use this spell to ensure | ||
+ | that no enemy mages come anywhere near their minds. | ||
+ | |||
+ | Preserve Astral Space (Mind •••) | ||
+ | The astral is a dangerous and interesting place, but one that | ||
+ | shifts rapidly. When a mage needs respite from the dangers or | ||
+ | needs extra time to explore a dream space, this spell delays her | ||
+ | departure. | ||
+ | Practice:Weaving | ||
+ | Action: Instant | ||
+ | Duration: Prolonged (one scene) | ||
+ | Aspect: Covert | ||
+ | Cost: None | ||
+ | This spell affects an area one-yard in radius, protecting | ||
+ | everything within that radius from changing at the whim of Astral | ||
+ | Space. This creates unexpected interactions when all but a small | ||
+ | portion of a set piece whisks away or has changed when the astral | ||
+ | traveler returns; Awakened psychologists prize this spell for its | ||
+ | ability to juxtapose different facets of an Oneiros for interaction | ||
+ | and comparison. While similar to “Preserve Astral Object,” this | ||
+ | spell is not mobile — an object taken out of the affected area is | ||
+ | subject to the realm’s normal laws. If an object’s connected set | ||
+ | piece has already disappeared, it disappears (or changes shape) | ||
+ | immediately upon removal. | ||
+ | Adamantine Arrow Rote: Bastion | ||
+ | Dice Pool: Intelligence + Survival + Mind | ||
+ | No Adamantine Arrow enjoys being behind enemy lines, and | ||
+ | traveling through Astral Space that can change shape without | ||
+ | warning and leave a mage surrounded by hostile creatures with | ||
+ | no way out is as far behind enemy lines as one can get. This rote | ||
+ | produces a base of operations, a place the mage can be sure won’t | ||
+ | abandon him. Mysterium mages have a similar rote (Intelligence | ||
+ | + Academics + Mind) they use to create repositories of | ||
+ | knowledge within their own Oneiroi, keeping the repositories | ||
+ | safe from external examination and from being washed away by | ||
+ | dream tides. |
Revision as of 03:50, 30 April 2010
- Time.
- The eternal hangs in the moment. All days are this day, the day of glory.
- Spirit.
- All things awaken to behold me on the Brilliant Road. My companions are a thousandfold; my truest friends are my sword and my shield.
- Space.
- The army’s front line is only as wide as the mountain pass. All conflict is drawn down to the point where I stand.
- Prime.
- My power is both within and without. The prima materia waits only for my hand to draw it from its sheath.
- Mind.
- My consciousness is a weapon, hard as steel, raised in readiness. I am awake.
- Matter.
- The bullets are as the earth beneath my feet. The steel is as the sash around my waist.
- Life.
- My heartbeat is the drum. My breath is the battle cry. My body is the instrument of my glory.
- Forces.
- My brother is thunder; my sister is fire. I find the way by walking in their footsteps.
- Fate.
- This is but one more step upon the Adamant Way. The destiny that awaits me is the one I have earned.
- Death.
- The end is the beginning. I am prepared.
Contents
XP
Gespielt: 0
- Band 1: Attribute,Skills
- Band 2: Merits,Willpower
- Band 3: Powers,Supernatural-Merits
- Band 4: Retainer
Charakterbeschreibung
Charakterentwicklung
Martial Arts Schools The Adamantine Arrow dojo, fencing salle or wuguan is a famous tradition. Outside of martial arts, the order also runs bodyguard academies, elite security training schools and revolutionary cadres that teach the so-called People’s War. An innocuous gun club or firearms safety course could conceal a cabal or caucus from this tradition. In all cases, the group needs to teach more than a collection of ordinary fighting techniques if the school wants to engender a unique magical style. The school must have a specific theory of magic that links its mundane methods (instinctive shooting, kenjutsu or grappling, for instance) to Supernal symbols. A punch has to be more than a fist smacking an enemy. It should describe a host of magical operations. A Chinese martial artist might say the punch flows from focused intent to create fajin power that shoots through bones and tendons. She uses that theory to increase her strength beyond what musculature and even perfect technique allow. The school also needs special customs. Blood oaths, belt rankings and uniforms are examples. Without them, even a school of hardened Talons is an alliance of convenience, not a true teaching brotherhood. Some schools are secret societies with political aims in the Fallen World or monasteries where members govern their souls with physical discipline. Oblations: Practicing a martial arts or fitness routine taught by the school; teaching a class; taking a test for a license or rank; meditating on the grounds of the school; performing a ritual in honor of a master teacher, patron deity or school religion; studying a manual specific to the school.
Rote Factors: Using the school’s favored weapon as part of a rote mudra (+1); casting on school grounds (+1); successfully using one of the school’s techniques (specific to the rote) in combat on the previous turn (+1); spending a full turn (or for an extended spell, twice the usual time) performing a martial arts routine for no other reason than to focus the mind (+2).
Charakterbogen
Virtue: Vice: Str: 2 Pre: 2 Int: 2 Dex: 3 Man: 1 Wit: 3 Sta: 3 Com: 5 Res: 3 Skills: 3 Athletics 3 Stealth 2 Survival 1 Animal Ken 3 Intimidation 2 Academics Taoismus 3 Medicine 3 Occult 5 Brawl FS,Kung fu,Preying Mantis 1 Investigation 1 Expression Computer Crafts Drive Empathy Firearms Larceny Persuasion Politics Science Socialize Subterfuge Weaponry Streetwise Rotes: Craft talisman int+craft 2+1 3 Würfel 9 again Meditieren wits+com 3+5 8 würfel 9 again Merits: postcognition Sifu mentor 5 Time,Prime,LU,Praying Mantis,Oathbound Exemplar mentor 5 Life,Mind,Bastion,Scriptorium,Space Status: Taoisten 1 Admantine 1 Astral adept High Speech Magical Tradition: Taoist Medative Mind Bastion 2 (Astral Sanctum) Scriptorium 4 Time , deapth 3 Scriptorium 4 Life , deapth 3 Scriptorium 4 Mind , deapth 3 Arcana: Time 3 Fate 1 Life 3 Mind 3 Prime 1 Morality: 7 Derangements: Health (8): Willpower (8): Power Stat: Gnossis 3 Power Pool (12/3): Ini Mod: 8 Size: 5 Speed: 10 Defense: 3 Armor:
Spezials
Prepared Spells (Time •• + conjunctional Arcanum) Cost: 1 point of Mana (spent when the spell is activated) Some mages choose to prepare a number of spells in advance. The mage performs the casting normally (including spending any required Mana), but when the spell is complete (in the case of extended actions, when enough successes have been accumulated to meet the target number) the caster suspends the spell and sets a trigger to activate it later. The caster must perform this trigger. It’s usually a magic word or a particular gesture, accompanied by the mage’s intent to activate the spell (so accidental uses of the trigger phrase or gesture don’t set the spell off). Activating a prepared spell is an instant action; the mage can do it almost any time. Since all the ritual of casting the spell is already accomplished, mages can use prepared spells subtly, without drawing undue attention from Sleepers. (It’s easier to hide a quick gesture or a whispered word of power than it is a magic staff or a pentagram surrounded by burning candles.) The Storyteller decides if the prepared spell is Improbable to Sleepers depending on the circumstances of its use. If he deems it to be sufficiently subtle, Sleeper witnesses might not impose dice modifiers on the Paradox roll. Any Paradox roll is made when the spell is triggered, not when it is prepared. The amount of time the spell can be held depends on how many factors are incorporated into it. Instant-Action
Casting Hold spell for up to… Dice Penalty 10 minutes None 30 minutes –2 One hour or scene –4 24 hours –6 Two days* –8 * Add an additional two-die penalty per extra two days.
Extended-Action Casting
Hold spell for up to… Target Number 10 minutes — 30 minutes +1 successes One hour or scene +2 successes 24 hours +3 successes Two days* +4 successes * Add an additional success per extra two days.
Activating a prepared spell requires the mage’s player to spend a point of Mana, which is a surge of focused energy that sets the prepared spell into motion. If the mage doesn’t or can’t dedicate Mana to activate the spell, nothing happens, although the spell remains prepared. If the holding time expires without the spell being activated, it dissipates and is lost. The target of the spell is chosen when the spell is activated. If the spell allows its target a resisted defense (i.e., the target’s Resistance Attribute is subtracted from the spellcasting dice pool), the effect must instead be cast as an aimed spell (see “Aimed Spells,” p. 116). Contested spells function normally. A mage can hold a number of prepared spells simultaneously equal to his Gnosis. He cannot cast them all at once, however. He can activate only one per turn. A prepared spell, even one that has not yet been triggered, is considered an active spell when counted toward the total number of spells a mage can have active simultaneously or cast upon himself (based on Gnosis; see p. 75).
A mage with Time 3 does not need to add one dot to a spell to be able to use the advanced prolongation factors. So strong is his command of time that he can manipulate Duration factors without requiring increased knowledge of the other Arcana. He must still, however, account for any penalties (for instant castings) or additional successes (for extended castings) levied for increasing the Duration beyond that provided with a basic success.
Spells
Augment the Mind (Mind •••) The mage can raise one of his Mental or Social Attributes. Practice: Perfecting Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: 1 Mana A single Mental or Social Attributemay be raised by one dot per success, up to a maximum of the caster’s Mind Arcanum dots. For example, if a mage has Intelligence 3 and Mind 3 and three successes are achieved on this spell to boost his Intelligence, that trait becomes six dots for the spell’s Duration. If four successes were rolled, he could still only boost Intelligence by three dots, since he has only Mind 3. Raising Resolve and/or Composure also raises Willpower dots, but these extra dots do not provide Willpower points. The boost raises a target’s Willpower capacity but not her actual supply of points. In addition, the target’s Willpower cannot exceed 10 dots, no matter how high his Resolve and/or Composure is boosted with this spell. Example: Arethusa uses Augment the Mind to boost her Resolve. She gets two successes on the casting, adding two dots to her Resolve. This also adds two dots to her Willpower. She does not, however, gain two extra Willpower points. Note that the same spell cast to boost a different Mental or Social Attribute does not combine with the first spell — only the highest Potency spell takes effect. For example, if a mage boosts his Intelligence by two dots and then casts a spell boosting his Wits by one dot, only the first spell applies, since it has the higher Potency. (With the Mind 4 “Supreme Augmentation” spell, the mage can allocate successes among different Mental and Social Attributes.) Guardians of the Veil Rote: Illuminating the Inner Temple Dice Pool: Resolve + Academics + Mind Guardians are called upon to be brilliant, forceful and persuasive. Such acumen in all fields is not often found within a single individual. Indeed, Guardians must occasionally be far more brilliant, forceful or persuasive than any normal human being could possibly be. This rote enables such willworkers to become veritable Einsteins, rivaling the genius of even the most renowned intellect
Multi-Tasking (Mind •••) The mage performs complex multitasking. Practice: Weaving Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None The mage can perform three mental extended actions or two mental instant actions simultaneously. Note, however, that none of these can be spellcasting, which is more than just an exercise of consciousness. See also the Mind 1 “One Mind, Two Thoughts” spell, p. 206. Silver Ladder Rote: One Mouth, Many Voices Dice Pool: Intelligence + Academics + Mind Asserting control over one’s own consciousness is one of the many steps on the path to true mastery over one’s environment. Mages of the Silver Ladder use this rote to encompass numerous trains of thought at once, outthinking less gifted individuals and holding their own against many quick-thinking rivals. Guardians of the Veil also favor this rote, as it allows them to better analyze difficult situations before they turn to disasters, or to salvage disasters.
Psychic Assault (Mind •••) The mage can perform a crude psychic assault, causing psychic trauma that translates into damage on a victim’s body as neurons misfire and muscles spasm damagingly. Practice: Fraying Action: Instant; subtract target’s Resolve Duration: Lasting Aspect: Covert Cost: None Successes inflict bashing damage on a one-for-one basis. This spell also affects vampires, even though their brains might not function in the same manner as living creatures’; their minds are still susceptible to the Mind Arcanum. Adamantine Arrow Rote: Psyche’s Dart Dice Pool: Resolve + Intimidation + Mind – Resolve There are those who think the Adamantine Arrow is nothing more than a gang of thugs who brandish vulgar magic in the name of peace. Most mages of that order are content to allow detractors such illusions, keeping their silence about rotes such as this one. Often dismissed as a seizure or other neurological ailment, this magic constitutes a potent weapon in the Arrow arsenal. In fact, it is so effective and discrete that it is used, in one form or another, by most mages sufficiently skilled in the Mind Arcanum.
Seal Oneiros (Mind •••) When “Mental Shield” isn’t enough insurance, a mage makes his Oneiros off-limits to astral travelers by blocking it with this spell. Practice:Weaving Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: 1 Mana (optional) Spells that allow other mages access to the character’s Oneiros must exceed the Potency of this spell. The spells also contend with “Mental Shield” if both spells are active. Spending one Mana with the spell’s activation extends the Duration to a full day. Silver Ladder Rote: Mental Barricade Dice Pool: Resolve + Academics + Mind Silver Ladder mages consider their minds places of great importance and incredible secrecy. They use this spell to ensure that no enemy mages come anywhere near their minds.
Preserve Astral Space (Mind •••) The astral is a dangerous and interesting place, but one that shifts rapidly. When a mage needs respite from the dangers or needs extra time to explore a dream space, this spell delays her departure. Practice:Weaving Action: Instant Duration: Prolonged (one scene) Aspect: Covert Cost: None This spell affects an area one-yard in radius, protecting everything within that radius from changing at the whim of Astral Space. This creates unexpected interactions when all but a small portion of a set piece whisks away or has changed when the astral traveler returns; Awakened psychologists prize this spell for its ability to juxtapose different facets of an Oneiros for interaction and comparison. While similar to “Preserve Astral Object,” this spell is not mobile — an object taken out of the affected area is subject to the realm’s normal laws. If an object’s connected set piece has already disappeared, it disappears (or changes shape) immediately upon removal. Adamantine Arrow Rote: Bastion Dice Pool: Intelligence + Survival + Mind No Adamantine Arrow enjoys being behind enemy lines, and traveling through Astral Space that can change shape without warning and leave a mage surrounded by hostile creatures with no way out is as far behind enemy lines as one can get. This rote produces a base of operations, a place the mage can be sure won’t abandon him. Mysterium mages have a similar rote (Intelligence + Academics + Mind) they use to create repositories of knowledge within their own Oneiroi, keeping the repositories safe from external examination and from being washed away by dream tides.