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Magic Bullet (Forces 4, Correspondence 2): The rote can be used to "bounce" bullets off walls, floors, ceilings, but mostly used to hit targets around walls.

[Forces 4 to keep the bullets motions going and the bounce correct after hitting a wall or floor or whatever. Correspondence 2 to see the target after the bullet has bounced around the corner.]

Magic Mead (Matter 2 Prime 2 Mind 2): By adding special herbs and some blood to mead and then brewing it together, the priestess can create a mead which will infuse the drinker with the emotions of her choice. This is used to create the mead drunk during the blot, or a subtle way of influencing people.

MagLev (Forces 3, Matter 3, Prime 2): This Rote can be used to create flying metallic objects. Only metal that can hold a magnetic charge may be used. The Matter sphere is used to charge the metal, while the Forces sphere is used to create and manipulate the magnetic energy needed to kept it aloft. The floating metal will support other objects whose weight does not exceed its own. In the past, a "carpet" of ringed metal (which was easier to make and store that large sheet of metal) were used for flying devices, especially in the Middle East, where metal was common. The carpets were generally decorated with pad cloth for comfort. This rote is also used to propel some of the more improbable flying devices created by the Sons of Ether

[The number of successes determines how quickly the metal can be moved. One successes give the speed of a slow walk, three successes that of a car, five that of a plane.].

Mapmaker V. 88 (Correspondence 1, mind 1): A simple rote that's the basis for a number of other effects. By scanning an area into memory, the mage memorizes a location well enough that it is considered 'very familiar' for other Correspondence effects. This involves making a clear visual picture in ones head.

Mapping the Track (Correspondence 1 Prime 1): The Verbena feel that Quintessence flows across the surface of the earth in streams that are called Ley Lines, also known as the Old Straight Track. Ley Lines come in Minor, Major, and Great versions, which facilitate the casting of Correspondence, Prime, and Spirit magic's. For this reason, many Verbena holy sites are situated on them.

[Two successes will locate a Minor line, 4 successes a Major line, and six successes a Great line. A Minor line reduces the difficulty of Correspondence, Prime, and Spirit magic's cast in its area by 1, a Major line by 2 and a Great line by 3.]

Mapprinter V. 88 (Correspondence 1, Mind 1, Forces 3, Prime 2): After memorizing an image using Mapmaker 88, the mage can then print out a color laser print of the image if a supply of paper is at hand. Of course, if one has Matter, a paper supply is not needed....

Marauder/Nephandi Early Warning Scan (Correspondence 2, Time 2, Entropy 1): This program scans data from thousands of sources, analyzing discrepancies typical of paradox generated by marauders, Nephandi, or careless tradition magi. This allows strike teams and squads of men with large weapons to be rapidly deployed for maximum effect.

[Essentially, this is a justification for the Technocracy arriving quickly on the scene, fully-equipped to deal with any sort of problem. Note that their information is frequently false, and they get a lot of false alarms, which may serve as hooks to get characters of any kind interested in what's going on.]

Foci for This Effect: A supercomputer hooked into a vast network, lots of sweaty informants in phonebooths, entropy sensors scattered throughout a big city, someone watching the evening news.

Mark the Blood (Life 2 Prime 2): The mage "marks" the blood of a person. This marking will be passed on to the children, and so on. Sometimes this marking is bound to a special trait. The mark can be read by Life 1. Different markings have different meanings, and are used to keep track of certain traits. Mages have also found that there exist other markings in several bloodlines, which they have not put there. Some believe that there must have been other mages doing the same thing as they in the past. Other explains it away as a "lusus naturae", a strange but useless natural phenomenon.

Master Ninja Time Rote (Time 3, Mind 1, Entropy 1): Just the thing for the clever coyote, this Rote can turn anyone into a Master Ninja. Glen Manning, a Mystery Science Theatre fan, who wanted to fight just like the ninjas in bad martial arts flicks, first used it.

[Time slows down for the Mage, who then can use the Dim Mak effect to his the best possible spot on the enemy. Also, absurdly silly but effective dodges are possible, since the attacker is moving in slow motion; -2 to all dodge target numbers.]

Math Co-Processor (Mind 1): Virtual Adepts view the human brain as nothing more than a tremendously complex, biological computer. This Rote allows them to tap the brain's vast, untapped computational power. While it is in effect, the mage can perform mathematical calculations at a rate rivaling the most powerful computers.

[Successes indicate the speed at which the mage can perform computations: 1 to 3 grant normal computer speeds from micro to mainframe, 4 give the mage the power of a supercomputer, and 5 or more allow virtually impossible computations (the kind it would take a Cray centuries to solve. Successes can be added directly to appropriate actions like cryptography. At the level of 1 to 3 successes this can be passed off as skill and mathematical 'tricks,' at higher levels it risks Paradox.]

Matter Disconglomeration & Transference (Matter 4, Forces 2, Correspondence 2): Faced with the dilemma of shipping vital and explosive equipment to a new laboratory Holos Erasmus invented this rote to deal with the problem. This takes any form of matter and turns it into raw energy that can be sent anywhere over conventional electric lines and/or phone lines and reconstituted.

[For the 1st pt made by on the skill roll the mage is able to move 10 lbs. This increases exponentially i.e. 2pts=100lbs 3=1000lbs 4=10000lbs.]

Mead of blood (Life 3 Prime 2): This rote may have started as a kind of travesty of the Catholic Mass. By pouring mead into the bowl and adding a few drops of blood, the priest can turn it into blood. However, it doesn't have to look like blood or taste like it, the priest can make it appear to be normal mead. Afterwards, the mead can be used instead of blood as a focus, be imbibed as a source of strength or even used as sustenance for vampires (although practically no modern kindred know about this. Only the oldest Scandinavian Methuselah's have tasted such mead).

Media Read (Mind 1, Forces 1 or Matter 1): When you need information right now, you don't have time to run back and plug a floppy into your laptop. Thus, a clever Virtual Adept invented this rote, which allows a mage to read magnetic or optical media without a peripheral reader. All the mage need do is hold the disk in his hand, pocket, or elsewhere...

[Forces allows the mage to "sense" the data on magnetic media (floppies, hard drives, cassettes, etc); Matter must be used to "see" the data on optical media (CD-ROM, Flopticals, etc). Mind is necessary to translate the information into something understandable, which otherwise would show up as nothing more than a bunch of ones and zeros. Encrypted information will translate as gibberish. Some Hollow Ones who couldn't afford a Discman have used Media Read on standard tapes and CDs; they just put a CD in their pocket and listen to it. Note: there is no way to "store" this much information besides the mage's memory without a higher Mind sphere. Touch-type (q.v.) might be used to spill out hardcopy of the disk.]

Medusa's Glare (Life 4, Matter 3 (possibly 4, it's up to your ST), Prime 2): A truly vulgar effect, you use this rote to turn people into, you guessed, stone! Or, if you feel frisky, I recommend tapioca pudding or perhaps neon-purple plastic. It's a vulgar life attack, so you get X3 successes in aggravated damage, with the possible (St.'s option) effect of rendering the wounds basically unhealable until someone either shifts your pattern back to normal (essentially undoing all damage) or cuts the stone, pudding, whatever free and rebuilding the pattern (normal Regeneration effects). Note: this effect even works on Vampires! Of course, the unlucky recipient of your hostile stare gets a directed dodge against the effect.

Memories that Smell Like Gasoline (Mind 2): The caster concentrates on the image/smell/sound/texture (etc.) of something, and then shares the illusion that sensation with all present. Note that the caster conjures a single sensory allusion. Depending on the illusion, this may be very disconcerting to the subject. For example, by concentrating one's recall on the smell of gasoline, it is possible to conjure this smell as a collective illusion. One could also conjure the illusion of a clear fluid that looks like gasoline by using the smell as a focus. The difficulty of this type of illusion is lowered when a material representation (such as the photo of a burning flag) or sample of the item (e.g., a real-life gasoline-soaked rag) is available.

Micro-Macrocosm or Macro-Microcosm (Correspondence 5): This spell will make any room larger or smaller without affecting the outside appearance.

Mind Assault (Mind 3): "Pain." - that Psicorp guy from Bab-5.. Though this rote tends to lose one friend among the traditions, it is still taught as an effective 'non-violent' method of stopping an attacker. This simply puts an illusion of pain into the defender's mind, often causing them to lose track of anything else. Use the chart in BOS, with the 'damage', being purely imaginary. However, all wound penalties are cumulative. Also, if there are more successes then the victim has stamina, they are stunned for one turn per success over stamina. Don't mess with those little old masters of Mind....

Mind Strike (Mind 4, Entropy 4 (ST may insist on 5): Use this effect to essentially drive someone completely insane. By absolutely disarranging their ability to think coherently, you can plunge someone into a whirlwind of screaming madness by surging information, replacing perception (hallucinations, delusions, etc.) and just generally making someone's life hell. Successes indicate level of disorganization (I recommend -2 dice on all tasks per success scored by the mage), though this effect is resisted with a Willpower roll (difficulty somewhere around mage's Arete +3 or just plain 8's a good rule of thumb, each success killing one of the mage's).

If you don't have Mind, you can also get away with using Life to induce schizophrenia, etc. or maybe even Spirit for partial possession!

Mindspeech (Mind 3): The Mage can speak mind to mind with other people, as determined by number of successes.

Modem Of The Gods (Correspondence 3, Forces 2): This rote was created by a Virtual Adept named Dark Wire who was sick of having to tie up his phone line to visit the chantry in Omaha.

[This rote utilizes the co-location ability to send the communication data straight from a terminal to another mainframe without the need for a direct physical connection. This usually comes off as coincidental ("it's cellular")]

Monomolecular Weaponry (Matter 5, Prime 2): Use this rote to create a sword one molecule thick! This weapon can cut through just about anything, and weighs next to nothing. It's pretty darn coincidental (unless you take to whittling through battleship plate or cinderblock walls), and is made even more so if you stamp Ginzu on the side! I recommend difficulty 5, damage is equal to the number of successes rolled to hit as automatic successes for damage, plus Strength + 2 in dice. Note that there aren't many things capable of parrying such a weapon, and armor might even be less effective (rating lowered by one or something along those lines).

The Moon's Pure Light (Mind 3): River Dancer, a Moon-Seeker, used this rote to penetrate the disguise of a Nosferatu bent on killing her, and it has become popular since then as a way of detecting those with deceptive intent.

[This spell allows the witch to see the target as he truly is. Successes count as countermagic against illusions and similar Mind magic. If the caster scores at least 4 successes, she also learns the target's Nature.]

More Power, Scotty! (Matter 3, Forces 2 ): Extremely popular among the Sons of Ether, this rote comes into play during experiments in which more power is required than the ability of the source to provide it. (Did anyone understand that sentence?) This quite often allows the SOE to retry a "failed" experiment. The effect of this rote is twofold: it increases the power provided from a source (i.e., forwards more electricity from a city's power grid to mage's experiment (which could have adverse effects on the rest of the city...)). And doubles the capacity of the transferring source (the carrier cable) to handle it safely.

This being primarily an SOE rote, there is, of course, a catch... an even number of successes doubles (x2 for each pair of successes) both the effects, as outlines above (the effect is exponential). However, an odd success will increase only the amount of power provided. (Example: Dr. Emerison needs more power to reanimate the body of his third wife. The experiment is not going as expected, so he does the natural thing and... adds more power! He casts the rote, and gets 5 successes. The first pair of successes gives him x2 the amount of power to the system and x2 the ability of his Omega Life A Tron to handle it, the second pair gives him a total of x4/x4, but the odd last success gives him only x8 the power, causing the city to go into a brown-out, and the Omega Life A Tron to begin a core meltdown . It's fun!

The Mother's Blessing (Life 2/3/4): The sacred stones were filled with the life-giving power of the Great Mother, and a priestess could tap it by caressing them and praying to Her. Some of the more frivolous priestesses invoked her to renew their strength after a night of lovemaking, or to support their partners. A more common use was to pray to the mother for fertility, and in some cases She granted it even to virgins after they had embraced the stone with unusual fervor. Such children were always regarded as having a great destiny, and were often recruited to the cult.

Mshield (All 1): This Rote solidifies the mage's personal reality. The effect is limited to her own Pattern and any patterns of matter that she is carrying when it begins. Mshield has no effects on spells already affecting the mage, but all magic directed at her while the Shield is up is opposed, even the mage's own.

[This rote lasts the standard duration. The highest level effect that can be opposed is equal to the number of success gained. Such an effect loses one success. For each level below the maximum, an additional success is taken away. This effect is cumulative with the mage's countermagic and resistance rolls, so it can render her nearly invulnerable to lesser magic's. However, any magic the mage casts on herself is also affected. Unlike regular countermagic, Mshield does not offer any help to others targeted by the same spell as the caster, nor does it stop indirect effects (those that are not resisted by Willpower). This rote is static magic.]

Multiplying the loaves and fishes (3 Matter): This is quite possibly one of the most controversial Rotes ever blamed on the Celestial Chorus, though the Celestial Chorus hotly denies that any of it's members were ever the author of this Rote. This is a very vulgar Rote, especially so in these days of strict and powerful paradox, but it does mirror the more forgiving times when it was supposedly created. Depending on how focused the Mage is, enough food can be duplicated to feed a few people up to entire multitudes.

[This Rote requires some food to be used as the model pattern. For each success after the first the amount of food created increases geometrically. In theory an attempt with six successes could provide a solid meal for every living human on Earth.]

Murder of Crows (Life 2 or 4 Mind 2, sometimes Prime 2): A favored spell of the Twisters of Fate, this enables a witch to conjure a swarm of creatures which will do her bidding, usually by attacking a target, with only a wave of her blood-smeared staff.

[This spell will summon, or with Prime 2, create a swarm of animals. With Life 2, it will summon insects or other invertebrates, while with Life 4, it will produce birds, rodents, or other small creatures, up to the size of cats. The control she has is limited, and only simple commands are possible.]

Nastyglass (Matter 2 Forces 2 Mind 2 Prime 2): A weird invention of Daedalus. It is a special type of glass that modulates light in a very strange way, turning it irritating to the human mind. Nothing-measurable changes except that anything viewed through the glass will appear ugly, sickly and slightly nauseating. Light sent through the material will take on a bleak look, and people often get headaches out of it. There are rumors that Daedalus also has developed other types of glass with positive emotions.

Negative Mass Disruption (Matter 5): One of the most spectacular (and vulgar) Matter effects developed by the Postulants of Matter. The mage simply negates the mass of an object. The result is very strange, as mechanical forces on the object have the opposite effect from normal. Gravity repels it. Pressure attracts it, while tension repels it. Normally affected objects fall upwards, only to hit the ceiling. This pressure causes it to accelerate even more powerfully upwards, breaking through the blocking ceiling and vanishing with supersonic speed into space. This rote also provides a very nasty offensive trick: the mage simply throws sand or gravel at somebody, and negates their mass. The gravel will force its way through the body of the victim, causing horrendous damage.

Nichtmaterie (Matter 3): By using pattern disassociation a mage can make a material pattern stop interacting with another type of pattern. This can be used to create invisible materials, materials living beings but not air can pass through, weightless matter etc. But by making *everything* pass through the mage can create "Nichtmaterie " as it was called by its first inventor, Professor Hans Grieg of Heidelberg. Nichtmaterie is not affected by anything, and doesn't affect anything. It cannot be perceived except by using Prime. It can however be handled using Matter. Professor Grieg found that it was a very efficient way of storing things not needed or to bulky to move; just turn them into Nichtmaterie and turn them back when needed. A Son of Ether can bring huge amounts of things with him in Nichtmaterie -form, and then make them normal when needed. The Professor developed a Matter/Nichtmaterie -conversion box to do this, creating almost a literal "bag of holding". He also experimented with turning living beings into "Nichtleben" and energy into "Nichtkraft", planning to use it for the creation of a nichtrealm. However, the good professor recently vanished completely.

No-Time (Time 1 Entropy 2 Mind 1/3): This bizarre rote removes the sense of time from the subject or the mage. It becomes impossible to plan for the future or remember the past, all that exists is an eternal now. By combining this with entropy it becomes impossible to predict what the subject will do, even with Time. The Cult of Ecstasy usually invokes this by extreme intoxication, loud music and then by placing the ring on a finger; as long as it remains, the rote will be active.

The Notice (Mind 2, Prime 2): This hard-to-describe rote creates a 'quintessence sink,' which fools any Awakened beings into thinking that the mage is much more powerful than she appears. [Just has some quality of... power about her.] At the same time, it sends out a sort of 'mental beacon' that causes everyone in range to notice and look at the Mage at the same time.

Obscuring the light of Day (3 Matter): With all of the interest the Euthanatos have in the Kindred (Vampires) it was perhaps inevitable that they would be the authors of this particular Rote. Kindred who have frequent contact with Mages eventually become aware of this Rote, the Tremere in particular are very interested in this Rote, but usually rely on the Discipline of Fortitude if the are forced into the direct light of the sun.

[Requires three successes and can be made Coincidental if the Vampire takes a single blood point from the Mage. Once in place the physical structure of the Vampire's body is completely unaffected by sunlight for the remainder of the scene. For each additional success beyond the first three an additional scene of immunity from sunlight is gained by the Vampire.]

Occam's Razor (Entropy 2, Prime 2): Static magic functions through the creation of coincidences - things that are unlikely, but possible. For example, it is extremely unlikely that a coin flipped 100 times will land tails up each time. Possible, but extremely unlikely.

Occam's Razor states that explanations that are extremely unlikely should be rejected in favor of more logical ones. The rote that shares its name works by lowering the entropy in a system, reducing the random chance that is necessary for coincidences to succeed. This makes performing static magic much more difficult - the coincidences simply don't happen.

[Anyone subject to this spell must make an Arete roll (diff 7) each time she performs static magic, the number of successes dependent on the outlandishness of the coincidence desired. Failure means the spell dissipates unaccomplished. A botch means that the spell manifests in the most vulgar manner possible.]

Omfalos (Correspondence 2 Forces 2): Sometimes the temples of the Mother had to communicate in matters of grave importance. Many of the holy stones were regarded as the center of creation by the local believers, and in a way they were all tied together (it was not uncommon for such stones to be engraved in a net-like pattern). By praying aloud and beating their fists against the stone in rhythm with the prayer, they could make their prayers faintly heard in all other temples of the Mother. This was especially prominent in the sacred caves or wells, in which could sometimes be heard whispering prayers from other places.

Oops! (2 Matter): It has been rumored that the author of this rote was refused entry into the ranks of the Masters of her Tradition for the act of creating this rote. It is also rumored that the Oracles welcomed her into their ranks mere hours after the Masters of her Tradition refused her. All Traditions teach this rote to Disciples of Matter who are moving past the fundamentals of the Sphere. This is not so much rote as a state of mind for any Mage which puts this rote to use. Functionally this rote is used to cause minor mishaps and accidents to either the Mage or another person by minor alterations of the structures of the matter surround the target. The classic example is the sprinkled drops of oil on the floor that the target steps in and looses their footing. Another is the misfire of bullets in a gun aimed at the Mage and the list is endless.

[Requires two successes to function and is normally coincidental, though a very foolish Mage could perform this rote in a vulgar manner. For every success beyond the first two the Mage may either increase the amount of effected matter to encompass more people or apply the successes as damaged to the target.]

Orgonne Dilation (Mind 3): The pulp hero Professor Etheric spent much of his scientific energy in the study of the human body's vitalizing Orgonne energy. He discovered that by dilating the metacerebelic valves through which flowed he could siphon the energy out of a person, thus sapping them of the will to resist.

[This effect acts as a mental command to surrender by devitalizing the target and making them feels that resistance is pointless.]

Osmosis (Personal) (Matter 1, Mind 1): When this rote is used upon an item, it will allow the caster to 'read' the information contained. Useful for books, and other physical media. For electronic media, use Forces 1.

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