So… what did I randomly end up working on this week? Because the only certain thing is, it wasn’t what I was meant to be working on!
Yeah, it was my Mage: the Ascension port. I wrote up some more definite Paradox Effects to have a grab bag of them ready.
Mage is one of those games that are definitely crying out for different rules. Not necessarily simpler rules, not necessarily more complex rules – just anything other than the mess it’s saddled with, which manages to be at once overly convoluted and vague and directionless. It is, accordingly, one I’ve put a lot of work into, and I’m by no means finished yet.
The heart of the system, though, is the spellcasting rules, which rely on two separate moves, like so:
WORKING MAGICK
When you cast a quick spell, describe the Effect you’re after and how you will use your Spheres and Paradigm to achieve it. Then roll +Arete. 7-9, choose 2 options below. 10+, choose 3.
- The Effect lasts until the end of the scene.
- The Effect does precisely what you intended, no more and no less.
- The Effect affects something other than yourself.
- The Effect doesn’t deplete your mystical will (-1 ongoing to all Arete rolls until you get a chance to rest).
- You don’t need to mark Quintessence.
When you perform an elaborate ritual, describe the Effect you’re after and how you will use your Spheres and Paradigm to achieve it. Then roll +Arete. 7-9, choose 2 options below. 10+, choose 3.
- The Effect lasts for as long as you need it to.
- No hard-to-replace resource is lost, destroyed, or used up.
- The ritual doesn’t take a long time.
- You don’t need to mark Quintessence.
- The Effect is especially strong, adding +1 to the mechanical effects (i.e., it does Damage-2 instead of Damage-1, clears 2 wound boxes instead of 1, gives +2 ongoing instead of +1 ongoing, etc).
Take -1 ongoing to rolls to create a magickal Effect for each Effect you currently have active. Note that an Effect only have to be maintained if it either affects a living being (who inherently exert spiritual pressure to return to their natural form) or if its continuation is considered impossible under Consensual Reality. Thus, witch-light hovering in mid-air must be maintained, but if you use a spell to set a piece of wood on fire, the wood will keep burning on its own once ignited.
The main power of magick is to change or explore the fiction. If you use magick to create a hole in the ground, then now there’s a hole in the ground; if you use magick to read someone’s mind, the GM tells you what they’re thinking about. Magick rewards creative thinking and clever approaches, not brute force. However, if it really comes down to the nitty-gritty, a magickal Effect can do the following things if the caster can explain how:
- Create a Damage-1 (Damage-2 for Forces) weapon for its duration.
- Clear 1 wound box.
- Give a weapon Damage+1 (Damage+2 for Forces) for its duration.
- Give a weapon the AP tag for its duration.
- Grant someone Armour+1 for its duration.
- Grant +1 ongoing to specific actions for its duration.
PARADOX
When you work magic carelessly, Paradox can result. Mark Paradox for each condition that is true:
- The Arete roll failed.
- The Effect was vulgar, i.e. obviously magical; couldn’t have been reasonably mistaken for coincidence, a trick of perception, cutting-edge technology, etc. Effects that could be plausibly explained away are called coincidental. This condition never applies in the Umbra or in a sanctum dedicated to your Paradigm. Note that repeated uses within a short period of time can make a coincidental Effect become vulgar; one strange coincidence might be accepted, whereas several in short order can itself be seen as a sign of supernatural power.
- The Effect was vulgar and at least one Sleeper who is not a sincere believer in your Paradigm observed the Effect take place.
A character has 15 Paradox boxes divided into Paradox rows of three Paradox boxes each (or 20 boxes in rows of four if the character has Background: Familiar). When the GM makes a Paradox Move, the severity of the move depends on how many rows are fully filled in.
Paradox is the Consensus punishing you for your temerity in defying it, so to banish it again you must show that you can play by the rules even when it’s inconvenient. Thus, every time you fail an Attribute (not Arete) roll, you clear 1 Paradox box.
Arete, for comparison, starts at +0 and can rise as high as +2 at the end of a long campaign, but you also take +1 to any Arete rolls that fits your Avatar Essence, and another +1 for any attempt to cast a Rote you have previously memorised. Combined with the way you’ll often have to choose to take penalties to Arete, and the way that Paradox builds up over time, it makes magic something that starts out very powerful as a mage steps fresh into the scene, but gets increasingly iffy as a situation drags on – which feels like how it should be.
All in all, this system is working out reasonably well in playtests so far, and gives me plenty of opportunities to both make my players feel powerful and to mess with them – both of which are things that I, needless to say, especially enjoy…
