Book of Mirrors: Mage Storytellers Handbook (Mage: The by Ethan Skemp, Richard Dansky, Phil Brucato, Deena McKinney,

By Ethan Skemp, Richard Dansky, Phil Brucato, Deena McKinney, Kathleen Ryan, Brian Cambell

"Wow! Cool Game" Mage: The Ascension occurs in an epic international loaded with hazards, intrigues and contradictions, an international the place not anything is ever what it sort of feels to be. in the unique realm of the woke up, wizards plot, demons upward thrust and truth itself shudders in discomfort and rapture. "Now How Do I Run It?" interesting because it might be, Mage deals the would-be Storyteller a number of demanding situations. thankfully, assistance is now to hand. This crucial but casual tome contains Storytelling suggestion, a developer's F.A.Q., secrets and techniques of the Ascension struggle, and lots of different enlightening candies, like... A step by step chronicle background; A cotnprehensive index to Mage books, ideas and magicks; structures and recommendations for animals, shapeshifting, exchange settings and extra.

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Extra resources for Book of Mirrors: Mage Storytellers Handbook (Mage: The Ascension)

Sample text

Any supernatural concealment effect that scores fewer successes than the Scout’s Cunning Renown simply fails to work on her; she sees through it without the need for any dice roll. If something does manage to successfully sneak past the Scout’s incredible senses, however, and she learns of it, she immediately succumbs to Death Rage, without any roll to resist. Thief (Luzuk): New Moons are (and rightly so) often associated with shady deeds. What the pack needs, the Thief takes. At Primal Urge 3: The player of an Irraka that develops this Aspect of her auspice must choose two out of the following three Skills: Larceny, Stealth and Streetwise.

Who is the Irraka cheating and how? What will be the consequences when her lies (whether little and white or big and bold) come back to haunt her? • Innovation: Cunning minds craft new ways. What revolutionary methods does the Stalker use to better her situation and that of her pack? What price does she pay for straying outside of the bounds of commonly accepted wisdom? What legacy will she leave when her time is up? • Isolation: In the end, an Irraka’s pack must be able to depend upon her in all things and she must be capable of depending on only herself, should the situation demand it.

With a successful use of this Gift, the Irraka can redefine a spirit’s ban for the remainder of a scene and so gain great power over it (or, in some cases, remove others’ power over it). This new ban must be comparable in severity to the spirit’s true ban (see Werewolf: The Forsaken, pp. 191–2, for a general sense of the relative severity of various sorts of bans), but can otherwise be radically different: a spirit who suffers lethal damage from the touch of purified salt, for instance, may be rendered incapable of crossing any barrier anointed with holy water.

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