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 04:50, 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.


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.