Title: Mage Cheatsheet Author: Vigilance99 Pastebin link: http://pastebin.com/QcLVAVbc First Edit: Sunday 27th of November 2016 04:34:49 PM CDT Last Edit: Last edit on: Sunday 27th of November 2016 04:37:01 PM CDT Average Magic DC: -3+Highest Sphere used   Number of Witnesses: 1-10     +1 10-99    +2 100+     +4   -DC can't be lower then 3 -Up to Avatar in Quintessance can be spent at once.   Successes: [This is mostly bullshitted] 1: Simple effects such as enhanced senses, cantrips, etc   2: Most self-targetting effects with a duration of one scene or less, most average effects   3: More difficult feats such as flying, summoning spirits, etc   4+: Still stronger effects such as total mental domination     Umbra Rules: DC 3 one success at a Node DC 5 two success deep wilderness DC 6 two successes countryside DC 8 three successes urban area   Summoning Spirits -DC is set by the Umbra rules -Successes is set by the power of the spirit not by the area -Area rules however set minimum successes   Manipulate Minds: DC is Willpower -2 successes for simple command or modification -3 for total control for 1 turn -4 for total control for 1 scene   Damaging Spells Success Chart: 1: 2d10 2: 4d10 3: 6d10 4: 8d10 5: 10d10   Forces is usually Aggravated and deals +1 DMG Prime deals Aggravated Most other magic is Lethal Mid-ranks of Mind can deal Bashing Healing requires Life and uses the same chart [Life 2 can heal lethal on self, Life 3 can heal aggravated on self and lethal on others]   Time-Scrying Past: 1: See 95%+ accurate view of any event in past century 2: See 95%+ accurate view of any event in the past thousand years. 3: See 95%+ accurate view of any event in recorded history 4+: See 95%+ accurate view of any event NOT recorded in history, either because it happened in prehistory or because it happened in a 'mythic' time period.   Time-Scrying Future: -The more successes the more plot hints I give   Teleportation: 1: Direct Perception/Strong Connection 2: Extended Perception/Moderate Connection 3: Very extended perception/weak connection 4+: No perception or connection   *In Contra's sense connection refers to its being connected to a mechanical/computer system he can link to, in Felix's it refers to the principle of sympathy.   Counter-Magic: -You can roll your Arete score as a Dodge roll to counter a spell used on you. This takes your next action just like Dodging would. To do so you must know all the Spheres involved in the Effect [or have Prime 3]   Attribute Buff: -+1 for every success past first [or every one if for just one turn]   Ability Buff: -+2 for every success past first [or every one if for just one turn]   Gaining Quintessance at a Node: -Perception+Meditation points per day, usually in one sitting [usually meditation, prayer, or study] -Node has Rating x10 per week to absorb across all Mages.   Paradox: -No sleeper witnesses, or if Coincidental: 0 Paradox -If sleeper witnesses: Highest sphere used in Paradox -If a botch [0 successes and a 1 is rolled] 2+[2x Highest Sphere]   Paradox Pool: [Specific per PC in GM notes] 0-10: Minor hallucinations, bashing damage, etc 11-20: Lethal damage, Quiet, Paradox Spirits, etc 21+: Aggravated damage, Paradox realms, etc     Ability DCs: Very Easy: 1 successes Easy: 2 successes Moderate: 3 successes Hard: 4 successes Very Hard: 5 successes     Combat Rules: -All characters roll initiative [1d10+DEX+WIT] -On a turn a character acts, rolling an Effect, a dice pool to attack [or preemtively Dodge], etc, sometimes multiple of these. -If attack, DEX+Weapon Skill is rolled. Every success after the first success is added to damage [EG if you roll 3d10 and get 3 successes, you add +2 dice to your damage roll] -Roll damage, which is Weapon Damage[+STR if melee, bow, or thrown weapon]+rollover from attack. Every success deals a wound. -Enemy can give up their action to Dodge, lowering the damage. -Enemy rolls Soak if possible, lowering the damage -Next character acts   Note: I will allow Effect rolls the same turn as attack/dodge/action rolls, as long as the Effect is something you could do while fighting, and is somewhat linked to what you're doing that turn. No damaging, healing, or large-scale utility effects on the same turn as an attack. EG: I would permit a PC to cast a Life 2 effect to let him soak lethal [or deal lethal] and then roll an attack, in the same turn. I would allow a PC to haste themselves with Time 3, then attack twice. I wouldn't let a PC shoot lightning and shoot his machine gun, or fully regenerate himself and attack.   Combat Manuevers: -Performing a special action [such as disarming, tripping, pushing back, etc] adds to the DC of the attack roll [EG: Instead of 6 it becomes 7, 8, or 9 generally] -This generally has the desired effect, or if it inconveniences the enemy [such as by tripping or blinding] either adds to the DC for enemy attacks, or lowers the DC for attacks against him, usually be 1-2 either way.     Weapon Damage: Knifes, Minor Weapons: 1 DMG Swords, Bows, Etc: 2 DMG Large Melee Weapons: 3 DMG   Pistol: 4 DMG Shotguns/Rifles: 8 DMG Machine Gun: 7 DMG+Spray   Spray: -+3d10 [-1d10 per target] to hit many enemies. -After a 'Spray' must take one turn reloading the gun to fire it again.         2 XP per Session Can only be spent in downtime Must buy one rank at a time   New Ability:     03 New Sphere:      10 Willpower:       Next Rating Ability:         Next Rating x2 Attribute:       Next Rating x4 Improve Sphere:  Next Rating x7 Improve Arete:   Next Rating x8 Background:      Next Rating x3     Example: Sphere from 0-3 would take   10 XP to buy Rank 1 14 XP to buy Rank 2 21 XP to buy Rank 3 45 XP total