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Coloured the special characters.
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Rhinemann committed Jul 20, 2024
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2 changes: 1 addition & 1 deletion Rules/Attributes.md
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## Attributes
Attributes represent raw ability and essential traits every character possesses.

Attributes serve as the second of the three Prime Sets used in every roll, rated from to .
Attributes serve as the second of the three Prime Sets used in every roll, rated from <spc>④</spc> to <spc>⑫</spc>.

The nine Attributes are split into three categories: Physical, Social, Mental.

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34 changes: 17 additions & 17 deletions Rules/Character-Advancement.md
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Expand Up @@ -5,31 +5,31 @@ In The Adept character advancement is handled with milestones. Between scenes yo

### Spend 5 XP to:
- Unlock an SFX.
- Raise a Skill to .
- Add a Signature Asset or Specialty.
- Raise a <spc>④</spc> Skill to <spc>⑥</spc>.
- Add a <spc>⑥</spc> Signature Asset or Specialty.
- Rewrite a distinction.

### Spend 10 XP to:
- Add a new SFX.
- Raise a Skill or Signature Asset to .
- Raise a Attribute to .
- Add a Sphere.
- Add a to Quintessence pool size.
- Raise a <spc>⑥</spc> Skill or Signature Asset to <spc>⑧</spc>.
- Raise a <spc>④</spc> Attribute to <spc>⑥</spc>.
- Add a <spc>④</spc> Sphere.
- Add a <spc>⑥</spc> to Quintessence pool size.

### Spend 15 XP to:
- Raise a Skill or Signature Asset to .
- Raise a Attribute to .
- Raise a Sphere to .
- Raise a <spc>⑧</spc> Skill or Signature Asset to <spc>⑩</spc>.
- Raise a <spc>⑥</spc> Attribute to <spc>⑧</spc>.
- Raise a <spc>④</spc> Sphere to <spc>⑥</spc>.

### Spend 20 XP to:
- Raise an existing specialty to .
- Raise a Skill or Signature Asset to .
- Raise a Attribute to .
- Raise a Sphere to .
- Add a to your Quintessence pool.
- Raise an existing <spc>⑩</spc> specialty to <spc>⑫</spc>.
- Raise a <spc>⑩</spc> Skill or Signature Asset to <spc>⑫</spc>.
- Raise a <spc>⑧</spc> Attribute to <spc>⑩</spc>.
- Raise a <spc>⑥</spc> Sphere to <spc>⑧</spc>.
- Add a <spc>⑥</spc> to your Quintessence pool.

### Spend 25 XP to:
- Raise a Attribute to .
- Raise a Sphere to .
- Raise a <spc>⑩</spc> Attribute to <spc>⑫</spc>.
- Raise a <spc>⑧</spc> Sphere to <spc>⑩</spc>.
- Spend 30 XP to:
- Raise a Sphere to .
- Raise a <spc>⑩</spc> Sphere to <spc>⑫</spc>.
14 changes: 7 additions & 7 deletions Rules/Character-Creation.md
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Expand Up @@ -13,20 +13,20 @@ Todo.
Each of your distinctions benefits from the Hinder SFX:

*Hinder:* Roll a instead of a for a distinction to earn 1 .
*Hinder:* Roll a <spc>④</spc> instead of a <spc>⑧</spc> for a distinction to earn 1 <spc>Ⓟ</spc>.

### Step 2: Assign Attributes
Each attribute defaults to and you have 3, 5 and 7 points to step them up.
Each attribute defaults to <spc>④</spc> and you have 3, 5 and 7 points to step them up.

### Step 3: Assign Skills
Each Skill defaults to and you have 15 points to step up skills.
Each Skill defaults to <spc>④</spc> and you have 15 points to step up skills.

Maximum skill at character creation is .
Maximum skill at character creation is <spc>⑩</spc>.

As a general guide, 9 points represent what you learned from your Sleeper Life and 6 represent what you’ve learned since Awakening if you're playing a competent but young mage.

### Step 4: Spheres
You have 6 points to spend on sphere rating, starting on , maximum Sphere rating at character creation is .
You have 6 points to spend on sphere rating, starting on <spc>④</spc>, maximum Sphere rating at character creation is <spc>⑧</spc>.

At least one point must be assigned to Tradition’s affinity Sphere, to reflect your training in Tradition’s specialty.

Expand All @@ -39,7 +39,7 @@ Players have 9 points to spend on these options:
- Two points to step your Power up;
- Two points for a new SFX;

At character creation Signature Assets may not be larger than .
At character creation Signature Assets may not be larger than <spc>⑧</spc>.

### Step 6: Assign universal SFX and Quintessence Pool
Write down universal SFX. Assign ⑥ ⑥ to the Quintessence pool, this is your Quintessence pool size.
Write down universal SFX. Assign <spc>⑥</spc> <spc>⑥</spc> to the Quintessence pool, this is your Quintessence pool size.
32 changes: 16 additions & 16 deletions Rules/Consequences.md
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While playing Mage characters may face consequences of dealing with the danger. Hits of fiery bolts, stress after an all nighter, twisted ankles, this is what the following chapter will describe.

### Complications
A complication is an unhelpful temporary trait that the opposition includes in their dice pool to make the opposed roll harder for the character with the complication. Complications are given descriptive names and a die rating, starting at .
A complication is an unhelpful temporary trait that the opposition includes in their dice pool to make the opposed roll harder for the character with the complication. Complications are given descriptive names and a die rating, starting at <spc>⑥</spc>.

#### Creating Complications
When a player rolls a hitch (a 1) on any of their dice, the Storyteller can hand over a and to create a complication instead of adding that die to the doom pool. This doesn’t affect the success or failure of the roll — a complication means something else has gone wrong, making life difficult.
When a player rolls a hitch (a 1) on any of their dice, the Storyteller can hand over a <spc>Ⓟ</spc> and to create a complication instead of adding that die to the doom pool. This doesn’t affect the success or failure of the roll — a complication means something else has gone wrong, making life difficult.

Complications start at , and additional hitches in the same roll step up the complication without the Storyteller giving the player more . The Storyteller may choose to create multiple complications if there is more than one hitch, but each new complication requires handing over a . If the player rolls a botch, the Storyteller creates a complication without giving the player a , and steps it up for each hitch past the first.
Complications start at <spc>⑥</spc>, and additional hitches in the same roll step up the complication without the Storyteller giving the player more <spc>Ⓟ</spc>. The Storyteller may choose to create multiple complications if there is more than one hitch, but each new complication requires handing over a <spc>Ⓟ</spc>. If the player rolls a botch, the Storyteller creates a <spc>⑥</spc> complication without giving the player a <spc>Ⓟ</spc>, and steps it up for each hitch past the first.

Complications are persistent and last until either the PC has recovered from them, or the complication is made irrelevant.

Expand All @@ -21,8 +21,8 @@ Generally, only one complication applies to a specific hindrance or problem. To
#### Using Complications
Whenever a player or the Storyteller is rolling against a character that has a relevant complication, they may add it to their dice pool. Doing so doesn’t cost anything, and there’s no limit to how many applicable complications can be included in a dice pool, nor is there a limit on how many complications a character can have.

#### Complication
If a complication is stepped down to a , the very next time the complication might affect your character, you add it to your own dice pool and earn a (much like a distinction being used with the Hinder SFX).
#### <spc>④</spc> Complication
If a complication is stepped down to a <spc>④</spc>, the very next time the complication might affect your character, you add it to your own dice pool and earn a <spc>Ⓟ</spc> (much like a distinction being used with the Hinder SFX).

Immediately after it’s used this way, it’s stepped down to zero and eliminated—unless the dice come up with one or more hitches, in which case the Storyteller may choose to activate them and step up the complication to 6 or more.

Expand All @@ -36,42 +36,42 @@ In addition to complications being used to represent temporary traits that hinde
- **Tired:** Exhaustion.

#### Inflicting Stress
Whenever a character fails an action that causes harm as a consequence they receive a die of appropriate stress. Being a target of a successful attack inflicts stress equal to the effect die of the attack. Some SFX can also inflict stress upon a character.
Whenever a character fails an action that causes harm as a consequence they receive a <spc>⑥</spc> die of appropriate stress. Being a target of a successful attack inflicts stress equal to the effect die of the attack. Some SFX can also inflict stress upon a character.

Whenever stress is inflicted, check your stress die, if the stress die rating is equal to or greater than the new stress die, step up your stress die, if the stress die rating is lower than the new stress die or the PC has no stress, inflict stress equal to the new stress die.

##### Stressed Out
If any stress die rating is ever stepped up past , the character is taken out (or stressed out) and no longer takes part in the scene. By default, you can’t spend a to delay this effect, though certain SFX may allow to do that. When you’re stressed out, you are assumed to have stress for the purposes of taking any additional stress, even though you can no longer act in the scene.
If any stress die rating is ever stepped up past <spc>⑫</spc>, the character is taken out (or stressed out) and no longer takes part in the scene. By default, you can’t spend a <spc>Ⓟ</spc> to delay this effect, though certain SFX may allow to do that. When you’re stressed out, you are assumed to have <spc>⑫</spc> stress for the purposes of taking any additional stress, even though you can no longer act in the scene.

#### Using Stress
Just like a complication, whenever a PC engages in a test or contest where their stress would make things more difficult for them, the Storyteller (or an opposing PC) can add the stress die to their opposition pool as if it were an asset.

Stress rated at functions just like a complication rated at ; it goes into a player’s dice pool instead of being added to the opposition dice pool and earns the player a . Right after that test or contest, it either goes away or — if the player rolls a hitch on one of their dice — gets stepped up as the injury gets worse.
Stress rated at <spc>④</spc> functions just like a complication rated at <spc>④</spc>; it goes into a player’s dice pool instead of being added to the opposition dice pool and earns the player a <spc>Ⓟ</spc>. Right after that test or contest, it either goes away or — if the player rolls a hitch on one of their dice — gets stepped up as the injury gets worse.

Only one type of stress can be used against a character at any given time, unless the Storyteller pays the player a to add an additional stress die to the opposition dice pool. Characters can be affected by both stress and complications at the same time, however.
Only one type of stress can be used against a character at any given time, unless the Storyteller pays the player a <spc>Ⓟ</spc> to add an additional stress die to the opposition dice pool. Characters can be affected by both stress and complications at the same time, however.

#### Recovering Stress
All stress die ratings are always stepped down by one during any scene specifically framed to act as a rest period, downtime, or transition between action-heavy scenes. If a character takes stress in one scene from a battle, and the next scene is another battle soon after the first without any time spent resting up, then no stress is recovered.

To recover any remaining stress, characters can attempt a recovery test vs a dice pool consisting of the stress die and a base difficulty of ⑧ ⑧. The Storyteller may rule that other traits affect the roll, similar to a standard test. The PC or their circumstances must be capable of improving the situation to make a roll.
To recover any remaining stress, characters can attempt a recovery test vs a dice pool consisting of the stress die and a base difficulty of <spc>⑧</spc> <spc>⑧</spc>. The Storyteller may rule that other traits affect the roll, similar to a standard test. The PC or their circumstances must be capable of improving the situation to make a roll.

When the test is complete, one of the following happens:
- If the PC beat the difficulty and the effect die is greater than the stress, the stress is eliminated.
- If the PC beat the difficulty and the effect die is equal to or smaller than the stress, the stress is stepped down by one. Time must pass before
another test can be made to recover the stress.
- If the PC failed to beat the difficulty, the stress remains as it is.
- If the PC beat the difficulty but rolled a hitch, the Storyteller may hand over a and introduce a new stress or complication related to the one that was just recovered.
- If the PC beat the difficulty but rolled a hitch, the Storyteller may hand over a <spc>Ⓟ</spc> and introduce a new stress or complication related to the one that was just recovered.
- If the PC failed to beat the difficulty and rolled a hitch, the stress is stepped up by one step for every hitch rolled.

### Trauma
Trauma is long-term stress. Any time a PC’s stress is stepped up past , they’re stressed out of the scene, and they gain trauma of the same type of stress that just increased. Trauma functions just like stress but is much harder to recover.
Trauma is long-term stress. Any time a PC’s stress is stepped up past <spc>⑫</spc>, they’re stressed out of the scene, and they gain <spc>⑥</spc> trauma of the same type of stress that just increased. Trauma functions just like stress but is much harder to recover.

During any scene in which a character is stressed out and has taken trauma, additional stress to the character goes directly to trauma. Once trauma is stepped up beyond , the character is permanently out of options — they’re dead, hopelessly incoherent, lost to their own psyche, or whatever seems most appropriate.
During any scene in which a character is stressed out and has taken trauma, additional stress to the character goes directly to trauma. Once trauma is stepped up beyond <spc>⑫</spc>, the character is permanently out of options — they’re dead, hopelessly incoherent, lost to their own psyche, or whatever seems most appropriate.

If the next scene is a recovery, transition, or otherwise restful scene in which the PC can be taken care of or allowed to recuperate, the PC’s stress automatically steps down by one, but the trauma remains at the level it was at the end of the previous scene. Recovering trauma requires a test using any appropriate traits vs a base difficulty of ⑧ ⑧ plus the trauma die.
If the next scene is a recovery, transition, or otherwise restful scene in which the PC can be taken care of or allowed to recuperate, the PC’s stress automatically steps down by one, but the trauma remains at the level it was at the end of the previous scene. Recovering trauma requires a test using any appropriate traits vs a base difficulty of <spc>⑧</spc> <spc>⑧</spc> plus the trauma die.

When the test is complete, one of the following happens:
• If you beat the difficulty, the trauma die rating is stepped down by one.
• If you fail to beat the difficulty, the trauma does not get any better or worse. You can’t try to recover that trauma again until time passes.
• If you beat the difficulty but roll a hitch, the GM may hand over a and introduce either a complication that will hinder the PC in the next scene or inflict stress of a different type than the trauma that was being recovered, starting at (or stepping up by one if the PC already had stress of that type).
• If you fail to beat the difficulty and roll one or more hitches, the trauma gets worse, stepping up by one for each hitch rolled. If this steps the trauma up past , that’s all, folks.
• If you beat the difficulty but roll a hitch, the GM may hand over a <spc>Ⓟ</spc> and introduce either a complication that will hinder the PC in the next scene or inflict stress of a different type than the trauma that was being recovered, starting at <spc>⑥</spc> (or stepping up by one if the PC already had stress of that type).
• If you fail to beat the difficulty and roll one or more hitches, the trauma gets worse, stepping up by one for each hitch rolled. If this steps the trauma up past <spc>⑫</spc>, that’s all, folks.
6 changes: 3 additions & 3 deletions Rules/Paradox.md
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Expand Up @@ -11,9 +11,9 @@ Paradox can take a variety of forms. Backlash, reality directly attacking the of

### Paradox Pool
Mages accumulate Paradox into a pool from different sources, they are as follows:
- **Casting vulgar magick:** Whenever a Sleeper witnesses you using Magick in obvious ways, the player adds to the pool and gains 1 .
- **Casting vulgar magick:** Whenever a Sleeper witnesses you using Magick in obvious ways, the player adds <spc>⑥</spc> to the pool and gains 1 <spc>Ⓟ</spc>.
> #### Optional Rule: Harsh Paradox
> If a Storyteller wants the vulgar magick to be more punishing they may decide to add the effect die of the spell to the pool instead of a .
> If a Storyteller wants the vulgar magick to be more punishing they may decide to add the effect die of the spell to the pool instead of a <spc>⑥</spc>.
- **Hitching while casting a spell:** Whenever a player rolls a hitch, the Storyteller may add that die to a Paradox pool instead of the Doom pool, paying for it as normal.
- **Special circumstances:** Certain special circumstances like encounters with Mad Ones may inflict Paradox in unusual ways too.

Expand All @@ -22,4 +22,4 @@ The Storyteller is able to use Paradox dice from the pool to cause different eff
- **Paradox Flaw:** Spend a die from the Paradox pool and create a Complication attached to the character equal in size to the die spent.
- **Paradox Spirit:** Spend a die from the Paradox pool equal to the spirit's highest rated trait, and any number of dice in addition, and drop them into the scene, ready to act when the action order gets to them (which could be right away, if the Storyteller is the one deciding who goes next). All additional dice spent will constitute the Spirit's boss pool.
- **Quiet:** Spend any number of dice from the Paradox pool to create a crisis pool of the same dice value representing the character's Quiet.
- **Paradox Realm:** Spend a or a , and any additional number of dice from the Paradox pool to separate one player into a Paradox realm, every additional die spent will constitute the Realm's crisis pool.
- **Paradox Realm:** Spend a <spc>⑩</spc> or a <spc>⑫</spc>, and any additional number of dice from the Paradox pool to separate one player into a Paradox realm, every additional die spent will constitute the Realm's crisis pool.
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