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So, you're loooking to do a few more things with the low level Spheres. Or, you're simply oozing power and want to figure out what you can do with a five in every Sphere. Well, we can help you with both. But first, the people who brought you these rotes, and why they're named like they are... the Dustmonger: A New York City Hollow One who uses a lot of quotations in his magick. His philosophy is, "There's only a single, thin line between mastery of the word and mastery of the world." Ashen Rose: Another New Yorker, also a Hollower. Ashen (me!) is more concerned with freaking people out than her more philosophically minded boyfriend Dust. Aurora Thireau: A Christian Dreamspeaker, of all things. She combines shamanic powers with the teachings of the Celestial Chorus, to very interesting effectiveness. Saturday Morning Live: A NYC based group of child Marauders who think they're in a children's cartoon. This is far more dangerous than you might immediately think...
This would be the part you've been waiting for, the new stuff. The rotes are in the following format: Rote Names (Spheres needed for rote; optional Spheres) A description of who created the rote, and why. [The game terms for the rote] NOTE: Any rote using the Mind Sphere that targets another can be resisted with a Willpower roll. Also, remember that if someone is forced to flee for a certain number of rounds, they must spend AT LEAST that many rounds returning. Ashes to Ashes (3 Forces, 2 Mind, 2 Prime) The Dustmonger gleaned this rote from that great collection of quotes, the Christian bible. In keeping with his personal tastes, this rote merely affects the mind, not the body, of the target, causing them to flee. [The target is simultaneously surrounded by flames that lick around his body without dealing damage and struck with a mental assault of panic. For every success scored for this rote, the victim must flee in absolute terror for one round.] Barnausea (3 Mind or 4 Life) This is just plain sadistic. Those little brats in Saturday Morning Live know just what to do with what they've got. I've seen grown men be reduced to quivering puddles of fear using this rote. Not pretty. [By singing the songs from any children's show or movie, the mage causes any adults in the area to feel violently ill. Vampires with humanity under 5 may, at the Storyteller's discretion, get a modifier to their resistance roll, as thay are used to such horrible violations of the natural order.] Bite the Hand That Feeds You (5 Prime, 3 Spirit) This rote allows access to a Node at a faster rate than normal. It's another one of mine, and I created the theory behind it back in the days when I had to raid others' nodes for Juice. It shorts out the Node for a while, too, so others can't draw from it to punish you. [For each success on the effect roll, the mage gains four Quintessence. However, after this rote is cast, the Node becomes inoperable for a number of days equal to the amount of Quintessence gained.] Drop the Anvil (4 matter, 3 Correspondence, 2 Prime; 4 life) What fun! This one, naturally, comes to us courtesy of the Saturday Morning Live crew. A heavy object such as a safe, piano, or (surprise!) anvil drops from a great height and crushes someone. [The unfortunate pancake takes damage equal to the number of successes times 3. If you throw 4 Life into the mix, the target gets up and walks off while folding like an accordion. Do cartoons promote violence? Cast your vote for YES!] Dust to Dust (3 Matter, 3 Entropy, 2 Mind, 2 Prime) Another one from Dustmonger the most prolific rote creator in our group. This rote was developed by him to disable an opponent as well as send him packing. I like it. [The mage can target an object and cause it to soften, often rendering it useless. The person holding the object (if there isn't someone holding it, you oughta be using a rote that only involves Matter and Entropy...) will feel a powerful urge to flees. This rote can affect only parts of objects, like knife blades and gun barrels. Have fun.) Erasure (4 Life, 3 Entropy, 3 Prime) The occasional cartoon gag of erasing a character takes on a deadly twist, thanks to Saturday Morning Live. [A pencil eraser becomes a weapon capable of dealing aggravated damage. The effect lasts for one turn per success, and a successful hit deals 2 dice of damage.] Give Unto Caesar What is Due: Seizures! (3 Mind, 3 Life, 2 Entropy, 2 Prime) Yet another rote by Dustmonger. This one he created to break the will of the often-times arrogant MiBs he keeps running into. Any attempt by the victim to use Willpower before the effect wears off results in a mental short-circuit that leaves the victim spasming! [If the target spends Willpower before the effect wears off, he collapses, wracked with spasms that rip through every muscle group in his body for a full round. The Willpower he would have spent is lost to no effect. The first time the spasms occur, the body reflexively fights them, dealing one level of damage per success. After that, the only side effects are the loss of Willpower and the spasming.] Retributive Strike (4 Forces, 3 Life, 1 Time) Aurora can be quite dangerous, even when she's unarmed. I prefer to call this rote Payback myself, but her belief system insists that God gives her the strength to strike this hard. I think it's just adrenaline fueled by indignation. [The caster must first be struck for damage. Then, using Forces and Life, she can redirect the force of the blow, adding it to her regular fighting prowess. At the end of the round, the caster gets an extra attack, which must be non-ranged. Punches, kicks, and swords are all acceptable. The damage pool for this blow is increased by the number of successes on her opponent's damage roll (pre-soak).] Tattoo Terror (3 Matter, 3 Life; 2 Mind) I designed this rote to get me out of capture situations. It came to me once when a cop caught me picking some guy's pocket. I didn't get the wallet, but I got a kick out of the look on the cop's face. [This causes a tattoo to come to "life" and move around the mage's skin of it's own volition. While useful for those who have become bored with the tattoos in their current location, the addition of Mind causes any who view it to be seized with disgust and horror.] Through a Mirror, Darkly (3 Mind, 2 Forces; 3 Forces, 3 Spirit) This is just nasty. Aurora, inspired by Dust's success with the Sphere of Mind, derived a bit of pleasure by taunting a poor Sidhe changeling with this. There's a fine line between your ideal self and the thing lurking inside that you never want to let out. This rote blurs the distinction. [For the duration, any reflective surface that the target looks into shows him as a negative stereotype of his Nature, Demeanor, or Essence. For example, a Primordial mage might see himself as a rampaging ape, while an Architect Garou may have arachnoid features or be covered in webbing. The image is pulled out of the target's subconscious. With 3 Forces, the reflection is visible to all. With 3 Spirit, it actually shows a warped version of the target's Avatar.] Vengeful God (5 Forces, 2 Prime; 5 Prime) One thing you gotta say for Aurora: She might not know what she believes half the time, but when she figures it out, she's dangerous. Raw energy, directed at whatever poor sap she's ticked at, cascading from the heavens... Ouch! [The energy can be lightning, fire, or (if 5 prime is used) raw Quintessence. In any case, this rote deals damage to the tune of four levels per success.] Viva Las Vegas (3 Mind, 2 Entropy) An increase of luck and a decrease in the dealer's IQ. How good does it get? You have me to thank for this one, too. [This functions as the rote Games of Chance, with one difference. The effects are doubled unless the dealer of the game can score more successes on a Wits + Gaming roll than were scored on the effect roll.]
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