*Individual mages of these Traditions and Conventions may have Paradigms that are more or less restrictive than what is indicated. Paradigm Limitation Limitation (Example*) A very limited and narrow Paradigm can strongly restrict what the mage can actually do, while a highly permissive Paradigm doesn't hinder the mage at all and is worth no limitation. The mage's Paradigm, his ideas about how he does the "magickal" stuff he does, determines what Powers are available through the VPP. To determine the size of a VPP appropriate for an individual mage, the mage's player should build a number of rotes or example magick feats deriving from his character's Paradigm (the theoretical underpinnings of how he's able to do magick) and base the size of his Pool on the rote or example feat that has the highest Active Cost. Mages who perform technomagick might also take "VPP can only be changed in a laboratory" (-1/2). Power Skill: Arete (or Power Skill: Advanced Science for technomages) is required for changing the powers in the VPP during combat, assuming a mage's Paradigm permits this. The Control Cost takes Variable Limitations at a level dependent on one's Arete Rank (see below) and possibly an additional limitation depending on how narrow the Paradigm governing a mage's magick is. True Magick-This ability enables the mage to warp reality using the strength of one's will. WORLD OF DARKNESS HERO MAGE: THE ASCENSION HERO
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