Mage: The Sterile Version. Originally published at Mob | United | Malcolm | Sheppard.
Please leave any comments there. Mage: The Ascension is on my mind again. I’m planning to run a game at Anime North where the characters’ objective is to assassinate the Second Coming of Christ. I decided to continue fooling with the Dirty Version. I read a bunch of RPGNet threads about updating Ascension which were . . . well, we’ll get to that. I love Ascension. The Magic(k) Test That doesn’t mean it was an entirely successful game. Has this person alluded to the fact that Mage: The Ascension’s magic rules make no goddamn sense? If you play Ascension 2nd or Revised for any length of time you’ll immediately notice that the magic rules are — and I usually hold this term in low esteem — “broken.”
This isn’t immediately obvious if you don’t play the game regularly. When the discussion doesn’t address the fact that Ascension’s mechanical bones are rotten, it often means the participants may be into it for the conversation over play. MrGone's Character Sheets. Wraith: The Oblivion. Welcome to White-Wolf.com.
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Retooling Mage: The Ascension « Held Action. Something about role-playing inspires a do-it-yourself attitude in many hobbyists.
If they don’t like something, they’ll often modify to it their needs, or roll their own. So it’s no surprise that Mage: The Ascension, a game about independent individuals all proclaiming they understand the true secrets of the universe — and perhaps later learning that it’s all an illusion of sorts — should accumulate more than a few projects to do it right, better or to taste, depending on the author. Sometimes I think it’s a right of passage, whereat the burgeoning role-player decides that in the end it’s all made up and hell, they should do it the way they prefer. At any rate, yet another discussion on RPG.net of where Mage: The Ascension went wrong — or right, depending on one’s perspective — or whose fault or genius it was got me thinking about the Mage conversions that proliferated over the years. Mage! Like this: Like Loading... MrGone's Character Sheets.
Vampire The Masquerade Click Here to buy the Vampire: The Masquerade Revised books and help support this web site!
Vampire Translation Guide Sheets Click Here to buy the Vampire Translation Guide book and help support this web site! [These sheets have a hybrid Requiem/Masquerade border] Vampire the Wild West[Border by Jason Sullivan] Vampire the Jazz Age[Created for Jason 'Jadasc' Schneiderman, Storyteller for the Wrecking Crew][Borders by Succubus.
Vampire: The Masquerade - Bloodlines/Character creation — StrategyWiki, the free strategy guide and walkthrough wiki. Clan Each clan is different providing a specific strength and weakness.
Each clan provides a set of three disciplines to use throughout the game. The chosen clan will also affect your starting stat distribution. Brujah Hot-headed, brash, idealists, and rebels, the Brujah are a rather militant clan. Advantage: +1 to brawl skillsDisadvantage: -2 to frenzy checks Stat Distribution Gangrel Wild and feral, Gangrels are animalistic and insulure. Advantage: +5 to strength, stamina, and wits during frenzyDisadvantage: -1 to frenzy checks Malkavian Kooks and crazies. Advantage: +2 InspectionDisadvantage: Insanity - unique dialogue and gameplay Nosferatu The monsterous and deformed Nosferatu are cursed to live eternally with a horrible visage. Advantage: Extra blood gained when feeding on ratsDisadvantage: Appearance 0 - can not be raised higher Toreador