WORLD OF DARKNESS HERO

MAGE: THE ASCENSION HERO

I) CHARACTER CONSTRUCTION

Basic Abilities

True Magick—This ability enables the mage to warp reality using the strength of one's will. It is represented by a VPP. 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. 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. Mages who perform technomagick might also take "VPP can only be changed in a laboratory" (-1/2).

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.

The mage's Paradigm, his ideas about how he does the "magickal" stuff he does, determines what Powers are available through the VPP. 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.

Paradigm Limitation

Limitation (Example*) Value
Highly permissive (Order of Hermes) -0
Slightly limited (Euthanatos) -1/4
Limited (Virtual Adepts) -1/2
Very Limited (The Syndicate) -3/4
Extremely Limited (The Progenitors) -1

*Individual mages of these Traditions and Conventions may have Paradigms that are more or less restrictive than what is indicated.

To perform magick, the mage rolls his Power Skill: Arete at a penalty of -1 per 10 active points in the effect. This applies whether a mage is casting a traditional spell or is making a magick item of some sort. A mage's mastery of True Magick, reflected in his Arete Rank, depends on his Power Skill: Arete roll and the number of limitations he has to take on powers representing his magick. Power Skill: Arete can be based on any characteristic that is appropriate for the Mage's Paradigm (though it will probably be either INT or EGO). The limitations required at the different Arete Ranks may vary depending on the mage's Paradigm. In the case of technomages (Sons of Ether, Virtual Adepts, the Technocracy), the Variable Limitations requirement may only decrease to a point (i.e. technological foci may still be required, regardless of Arete Rank), or only decreases under certain circumstances (in the Digital Web, for instance).

Arete Rank

Rank Power Skill: Arete roll Variable Limitations
1 8- (Familiarity) -1 1/4 (-2 1/2 in Limitations required)
2 9 + appropriate characteristic/5 (base roll for 3 points) -1 1/4 (-2 1/4 in Limitations required)
3 Base roll + 1 (5 points) -1 (-2 in Limitations required)
4 Base roll + 2 (7 points) -1 (-1 3/4 in Limitations required)
5 Base roll + 3 (9 points) -3/4 (-1 1/2 in Limitations required)
6 Base roll + 4 (11 points) -3/4 (-1 1/4 in Limitations required)
7 Base roll + 5 (13 points) -1/2 (-1 in Limitations required)
8 Base roll + 6 (15 points) -1/2 (-3/4 in Limitations required)
9 Base roll + 7 (17 points) -1/4 (-1/2 in Limitation required)
10 Base roll + 8 (19 points) Variable Limitations not taken on VPP Control Cost

The limitations taken to fulfill the Variable Limitations requirement represent the "foci" referred to the Mage: the Ascension core book that the mage employs to perform magick; they are what a mage needs to do, or what he needs to have, in order to work his will on the Tapestry. Each additional -1/4 in limitations taken on a power beyond the amount required by Variable Limitations adds +1 to the mage's Power Skill: Arete roll for performing a feat. The limitations that count towards the Variable Limitations total and beyond this total should be genuinely limiting in the context of the VPP, or should reflect the nature of his Paradigm. For example, "Only versus vampires" taken on an RKA may not count, unless the special effects match with the mage's paradigm (as may be the case with a mage from the Celestial Chorus). "Requires Power Skill: Arete" does not count as a limitation for this total, nor does "Does Not Provide Mental Awareness" taken on Mental powers and "Hand-to-Hand Attack" taken on HA.

The following additional modifiers apply when a mage rolls his Power Skill: Arete to perform a magickal feat:

Modifiers to Arete roll

Condition Modifier
Use of a personal or unique Focus +1
Near a Node +1/level of Node
Using a rote +1
Complementary skills +1/2 points by which the complementary skill roll is made
Use of Tass, or attempting a magick feat, that fits well with the Resonance of the mage +1
Use of Tass, or attempting a magick feat, that is a poor fit with the mage's Resonance -1
Feat attempted is a poor fit with one's Paradigm or particularly powerful and unbalancing At least -3
Feat attempted is vulgar without witnesses -1
Feat attempted is vulgar with witnesses -2
Gauntlet Strength [for Transdimensional (Spirit) effects only]:
Node or other supernatural site
Deep wilderness, graveyard
Rural countryside
Most urban/suburban areas
Downtown
Bank, scientific/Technocratic lab

+2
+0
-1
-2
-3
-4, or +2 for Technomagick feats

Magick Items

Some mages (such as alchemists and technomages) exercise magick almost exclusively through the production and use of magick items, while others merely construct magick items for others or for their own convenience. These items often are Universal Foci which can be used to produce magickal effects by anyone, although some may require "attunement" or some additional skill or knowledge to use. They are handled somewhat differently from other forms of magick. Magick items are built using the Usable On Others advantage (One or more others, not usable simultaneously unless more than one such item is produced, Ranged, and Persistent), which ends up being +1 1/4, with the Differing Modifiers option (HERO System Fifth Edition, p. 177). In addition, the character must buy the Uncontrolled advantage for making the item, to eliminate the restriction on the range at which the item can be used by others. Limitations involved in making the item are those that count towards the Variable Limitations requirement. Any Extra Time limitation taken on the item construction cost must be taken at half value, since it only represents the time required to activate the power. The penalty to the Power Skill: Arete roll for making the item is calculated from either the Active Cost of the Usable On Others creation procedure or the Active Cost of the item itself, whichever is higher.

Fetishes (items produced by binding spirits into objects) fall into this category. Spirits bound into fetishes by mages don't remain in the fetishes forever, as they do for shapeshifters. Instead, they remain in the fetish for a period of time negotiated by the mage. There are also usually other conditions that the spirit specifies for the use of the fetish, and fetish use that violates those conditions either isn't possible or results in the immediate departure of the spirit. Fetishes are built with additional limitations to represent these details.

Though the Usable On Others creation procedure is purchased with Uncontrolled, the Real Cost of magick items created by a mage count against the Real Cost ceiling imposed by the VPP for as long as the mage controls and uses such items. When the items are lost, they no longer count against the VPP's Real Cost limit (and the mage will have to go through the whole process of making them again if he wants to use the items).

The above method for making magick items applies both to "permanent" items (like wands, rings, staves, etc.) and to alchemical items and similar items built with Charges. In contrast with examples from HERO System 5th Edition (and possibly other WoD conversions), alchemical-style items are not purchased with the Trigger advantage. The act of imbibing, swallowing, rubbing on, injecting, or otherwise activating such items is represented with the Gestures limitation.

Backgrounds

A) Arcane

This ability consists of multiple components. Characters may purchase any level of any component they want.

1) Unrecordable—This represents the way that cameras never seem to be pointing in the direction of the Arcane character, and how tape recorders somehow always malfunction when attempting to record the Arcane character's voice. The mage is effectively invisible to such devices if an activation roll, ranging from 8- to 15- on 3d6, is made at the beginning of each phase of use. A character engaged in combat does not enjoy the benefits this ability.
Unrecordable—Invisibility to Sight and Hearing groups, 0 END Persistent (+1), only versus cameras and recording devices (-1), Not in combat (-1/2), Activation (-1/4 to -2)
Active Cost: 50
Real Cost: Consult table below

Activation Roll Limitation Real Cost
15- -1/4 18
14- -1/2 17
13- -3/4 15
11- -1 14
10- -1 1/4 13
9- -1 1/2 12
8- -2 11

2) Unscryable—This ability provides the character with increased capacity to elude supernatural methods used to search for him (Mind Scan). Applications of Mind Scan intended only to target the character for mental powers are unaffected by this power.
Unscryable—Mental Defense, only versus Mind Scans intended to locate the target (-1)
Active Cost: 1 pt/ point Mental Defense
Real Cost: 0.5 pt/ point Mental Defense

3) Forgettable—This ability causes others to forget all details about an arcane character moments after seeing/meeting him.
Forgettable—Invisibility to Sight and Hearing Groups, Reduced END (0; +1/2), Persistent (+1/2), Only to make people forget what mage looks/sounds like after encountering the mage (-2), Psionic (-1/2)
Active Cost: 50
Real Cost: 14

4) Unnoticeable—This ability represents the fact that the Arcane mage is very easy to overlook.
Unnoticeable—3 point Skill Levels with Stealth, Shadowing, and Sleight of Hand
Cost : 3pts/Skill Level

5) Untraceable—This ability represents the way information about the Arcane mage seems to disappear, through fortuituous accidents, machine malfunctions, and so forth.
Untraceable: (a) Anonymity, (b) Luck, only to cause information about the Arcane mage to disappear from files and memory (-1 1/2)
Active Cost: (a) 3, (b) 5 points/d6 of Luck
Real Cost: 3 + 2 points/d6 of Luck

B) Avatar—The avatar is the Awakened part of the mage, through which he can alter reality. A strong Avatar accumulates a pool of Quintessence that the mage can access to boost his magicks. Such Quintessence can be recovered by spending time at a Node, or, if the mage uses the proper magick, he can recover it the Quintessence charges from the appropriate Tass or just from the local environment.
Avatar—(a) +2 Skill Levels for Power Skill: Arete, Autofire (+1/4 to +1), Linked to Aid (-1/2), Charges (variable), (b) 1d6 Aid, Extra points added to maximum, Autofire (+1/4 to +1/2), Linked to Skill Levels (-1/4), Charges (variable), Self only (-1/2). See table below for specific values.

Avatar Rank Quintessence Cost
1 (a) +2 to Power Skill: Arete
(b) 1d6 Aid, +6 to maximum, to powers
Autofire (2 shots, +1/4), Charges (2, -1 1/2)
Active: 21
Real: 7
2 (a) As for Avatar Rank 1
(b) 1d6 Aid, +18 to maximum
Autofire (4 shots, +1/2)
Charges (4, -1)
Active: 34
Real: 11
3 (a) As for Avatar Rank 1
(b) 1d6 Aid, +30 to maximum, Autofire (6 shots, +1/2), Charges (6, -3/4)
Active: 43
Real: 18
4 (a) As for Avatar Rank 1
(b) 1d6 Aid, + 42 to maximum, Autofire (8 shots, +3/4), Charges (8, -1/2)
Active: 61
Real: 27
5 (a) As for Avatar Rank 1
(b) 1d6 Aid, + 54 to maximum,
Autofire (10 shots, +1), Charges (10, -1/4)
Active: 82
Real: 42

C) Awareness—This ability allows the mage to sense the presence of the supernatural around him.
Awareness—Detect Supernatural Phenomena (5 points), Increased Arc of Perception (360 Degrees, +5 points), Sense (+2 points)
Cost: 12

D) Contacts, Mentor - These are built as Contacts.

E) Destiny—Players must purchase both of the following powers to represent Destiny. Levels of both components must be the same.
Destiny—(a) Luck, (b) Change Environment (sense of greatness, 2" radius, 10 points), -1 to PRE rolls and Interaction Skills, Reduced END (0; +1/2), Persistent (+1/2), Only sensed by mages (-1/2), Always On (-1/2)
Active Cost: (b) 20
Real Cost: (a) 5/d6, (b) 10

F) Dream—The ability to access the wealth of information carried within the Universal Mind. Such skills take Charges (1, lasts one day, +1/4).
Dream—VPP, Only Knowledge, Professional, and Science Skills (-1), Skill disappears if mage sleeps again (-1/4), Extra Time (1 hr, -3), Mage has no choice in what skill he receives (-1/2)
Cost: 6 (for a 5 point pool, which gives a roll of 10 + INT/5)

G) Influence, Resources—Build with the appropriate Perks.

H) Library—A "library" (books, scrolls, databases, knowledgeable friends, etc.) is an information source that the mage can draw on for assistance with magick or magickally-related rolls.
Library—5 point Skill Levels with magick or magick-related skill rolls, Focus (usually OAF, possibly Immobile, for -1 to -2)
Active Cost: 5/+1 Skill Level
Real Cost: 2/+1 Skill Level

I) Node—These are places where Quintessence pools into concrete form called Tass. They are typically built as Bases with the Quintessence power as described for Avatars, except the Quintessence powers take the additional limitations Focus (usually OAF, -1) and Charges take one weekt o recover (-1/4). A mage's personal Quintessence pool (from his Avatar) can also be recharged at a Node.

J) Talisman (aka Wonders)—These are magick items. Talismans/Wonders can be produced during game play from a mage's VPP as Powers with the Focus limitation. However, if purchased with character points by a mage during character creation, Talismans can take the Independent limitation (-2) to bring down their cost.

Disadvantages

Disadvantage Value
Normal Characteristic Maxima -20
Paradox: 2d6 Transform versus EGO (mage to mage with Paradox condition), partial transform (+1/2), when vulgar magick is performed, Uncommon, Instant -20
Secret Identity: Mage -15

Paradox—Paradox is the reaction of the Universe to a mage's efforts to twist Reality. When the mage performs Vulgar magick, he suffers a 2d6 Transform attack versus EGO. This attack may repeat itself if the magick is particularly Vulgar, or performed in front of non-Awakened witnesses. The BODY rolled heals back at 5 points/month. Once the Transform total equals or exceeds 2�EGO, the mage develops a Paradox condition, which can take one of the following forms:
(1) Direct damage done to the mage (e.g., the mage blows up)
(2) The mage acquires one of the Paradox Flaws described in the M:tA core book.
(3) A Paradox Spirit comes to attack/scold/curse the mage
(4) The mage disappears into a Paradox Realm, or succumbs to a Mindscape.

These Paradox conditions can manifest whenver the GM thinks it convenient or dramatic. The GM may allow the mage to make an EGO roll to avoid the backlash of a Paradox condition for a while.

The severity of the Paradox condition should be roughly proportional to the Transform total. A mage whose has a Transform total much greater than 2�EGO may manisfest a devastating, possibly even lethal Paradox condition. Depending on the form of the Paradox condition, the mage can bleed off his Transform total rapidly by letting the Paradox condition unfold.

Magickal Factions and Paradigms

I) The Traditions

A) The Akashic Brotherhood (Akashayana) - For these mages, magick is not something that is deliberately invoked so much as it is a natural consequence of achieving harmony and unity of the self (Body, Mind, and Spirit) with the Universe. This harmony is accomplished through rigorous physical training, meditation, and study of ancient philosophies and sacred wisdom, all of which teaches the initiate to turn his back on greed, desire, and power and seek one's natural place in the All. As a consequence, the Akashic Brother acquires mastery over himself and, in turn, the Universe.

An Akashic Brother's magick often manisfests itself as amazing feats of martial arts that, though mind-boggling to behold, aren't quite Vulgar. Akashic magick can also take the form of various sorts of rites that derive from a variety of Eastern religions and magical traditions (including Eastern alchemy), or the construction of mighty weapons of power and Eastern mystical artifacts. Each Arete Rank that an Akashic Brother acquires also involves the purchase of more skills of a certain kind that the mage must buy in addition to the extra Power Skill: Arete Skill Level and buying down the Variable Limitations. For Arete Rank 1, the Akashic mage must purchase at least 12 points of martial arts-related skills (group A) and 3 points of non-martial arts skills (group B), and must spend an additional 4 points on one of these groups. Each additional Rank requires another 5 points to be spent on one skills from one of these groups. In addition, the mage must purchase the Psych. Lim.: Code of Ashakarma and Draladharma at either the Common, Strong (-15) level for Ranks 1—5, or at the Common, Total (-20) level for Ranks 6—10. This Psych. Lim., together with the skills from groups A and B, are collectively referred to as "Do" or "the Way", and represent the training, meditation, and study the Akashic mage must pursue in order to learn True Magick.

Do Skill Requirements for Arete Rank
Group A (Martial Arts-related skills): Martial Arts maneuvers, KS: Particular Martial Art, Combat Skill Levels, Weapon Familiarities, Analyze Style, Fast Draw, Weaponsmith, Breakfall, Acrobatics

Group B (Non-martial arts skills): KS: Chinese Medicine, KS: Mandalas, PS: Calligraphy, PS: Cooking, PS: Dancing (Lion or otherwise), KS: Asian Philosophy or particular Asian Religion, SC: Alchemy, PS: Particular Craft, KS or PS: Poetry, Asian Languages

Limitations for fulfilling Variable Limitations requirement ("Foci")
Concentrate (meditation)
Extra Time (meditation)
Increased END
Costs END
Gestures (dance, katas)
Foci (chimes, incense, potions, weapons, prayer sashes)
Incantations (chanting, k'ai shouts)
Side Effects (BODY Drain—the cost of spending one's own Chi, much like what happens to the Shih)
Nonpersistent/Instant

Sample Rotes
The Akashayana paradigm is pretty homogenous, and these rotes can be used by most Akashic mages. For more kewl Akashic-type rotes, see The Ultimate Martial Artist and Ninja HERO.

1) The Thousand Fists—With this rote, the Akashic Brother becomes a blur of motion in combat.
The Thousand Fists—+5 SPD, Costs END (-1/2), Concentrate (0 DCV, -1/2), Extra Time (full phase, -1/2), Gestures (katas, -1/4), Focus (prayer sash, OIF, -1/2), Only for combat actions (-1/4), Requires Power Skill: Arete roll (-1/2)
Active Cost: 50
Real Cost: 13

2) The Bridge of the Tide Dragon—This rote allows the Akashic Brother to run on top of water.
The Bridge of the Tide Dragon—5" Flight, Increased END (3�, -1), Concentrate (0 DCV, -1/2), Extra Time (full phase, -1/2), Only in contact with water surfaces (-1), Requires Power Skill: Arete roll (-1/2)
Active Cost: 10
Real Cost: 2

3) Pass Without Trace—The ability to travel from one point to a nearby point without passing through the intervening space.
Pass Without Trace—15" Teleportation, Extra Time (full phase, -1/2), Increased END (4�, -1 1/2), Gestures (-1/4), Concentrate (1/2 DCV, -1/4), Requires Power Skill: Arete roll (-1/2)
Active Cost: 30
Real Cost: 7

4) Kiai Shout - This war-shout demoralizes opponents.
Kiai Shout—+25 PRE, Costs END (-1/2), Increased END (3�, -1), Incantations (shout, -1/4), Instant (-1/2), Only to make offensive Presence Attacks (-1/2), Requires Power Skill: Arete roll (-1/2)
Active Cost: 25
Real Cost: 6

5) Chi Healing—This rote allows the Akashic mage to heal others by spending his own life force.
Chi Healing—5d6 BODY Healing, Concentrate (0 DCV, -1/2), Extra Time (1 minute, -1 1/2), Side Effects (1d6 BODY Drain, Recover 5 points/month, always occurs, -1/2), Requires Power Skill: Arete roll (-1/2)
Active Cost: 50
Real Cost: 12

6) Thunder Fist—This rote enables the Akashic martial artist to do unbelievable amounts of damage with his bare hands.
Thunder Fist—+8d6 HA, Armor Piercing (+1/2), Requires CON roll (in addition to Power Skill: Arete, -1/4), Concentrate (1/2 DCV, -1/4), Gestures (katas, -1/4), Focus (amulet, OAF, -1), Incantations (kiai shout, -1/4), Hand-to-Hand Attack (-1/2), Requires Power Skill: Arete roll (-1/2)
Active Cost: 60
Real Cost: 15

7) Calm Mind—This rote is what's responsible for the Akashic mage's perpetually unperturbed appearance, and also makes his mind difficult to manipulate.
Calm Mind—(a) 5 points. Mental Defense, Charges (1, lasts 1 day, +1/4), , (b) 5 points. Power Defense, only against BOECV attacks, Charges (1, lasts 1 day, +1/4), (c) +10 PRE, Charges (1, lasts 1 day, +1/4), Only to defend against Presence Attacks (-1)
Limitations in common: Extra Time (20 minutes, -2 1/2), Concentrate (0 DCV, -1/2), Requires Power Skill: Arete roll (-1/2)
Active Cost: (a) 6, (b) 6, (c) 12
Real Cost: (a) 1, (b) 1, (c) 2

8) Reading the Akashic Record—This rote allows the Akashic mage to see what transpired in an area.
Reading the Akashic Record—Clairsentience with Sight Group, Retrocognition, Concentrate (0 DCV, -1/2), Extra Time (1 minute, -1 1/2), Time Modifiers (-1/2), Vague and Unclear(-1/2), Retrocognition only (-1), Requires Power Skill: Arete roll (-1/2)
Active Cost: 40
Real Cost: 7

B) The Celestial Chorus—These mages see themselves as agents of the One and Prime Divinity, the Ineffable Ground of Being from which all things spring and with whom the mages of this Tradition feel a special and profound connection. According to the Choristers, their Avatars have been blessed with the ability to work the will of the One in the Tellurian. Most Choristers operate under a Judeo-Christian Paradigm, but mages from other religions are also found in this Tradition and practice magick that reflects their religious beliefs. All members of this Tradition must take Psych. Lim.: Code of Conduct (Moral tenets of chosen religion) and/or Psych. Lim.: Vows.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Concentrate (prayer, visualization)
Extra Time (prayer, visualization)
Incantations (prayer, singing)
Focus (holy symbol, sacred literature [Bible], intoxicants, "lots", items to be sacrificed [food, virgins, etc.])
Conditional Power: Must fast/deny sleep/remain in silence and/or solitude
Gestures (dancing)
"No Range" on ranged powers (laying on of hands)
Side Effects (BODY Drain—appearance of stigmata)

Sample Rotes
The religion from which these rotes emerge is listed next to the name.

1) Dispel Children of Caine (Christianity)—This rote enables the Chorister to drive the vampires away from his flock.
Dispel Children of Caine—12d6 Mind Control, Incantations (prayer, -1/4), Focus (crucifix, OAF, -1), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4), Limited Class of Minds (only vampires, -1), Single command ("Depart from our presence", -1/2), Requires Power Skill: Arete roll (-1/2)
Active Cost: 60
Real Cost: 12

2) Faith Healing (Christianity)—Self-explanatory rote. The Powers in this rote are not Linked and can be used separately.
Faith Healing—(a) 6d6 BODY Healing, Can Heal Limbs (+5 points), (b) 1d6 Major Transform (person with deformity to healthy and restored person), Continuous (+1), No Range (-1/2), Limited Target (humans, -1/2), (c) Life Support: Immunity to all terrestrial diseases and biowarfare agents, Only protects against diseases with which target is currently afflicted (-1) [Base Cost: 5 points], Usable By Others (one other, persistent, +3/4), Uncontrolled (+1/2)
Limitations in common: Incantations (prayer, -1/4), Focus (Holy Bible, OAF, -1), Extra Time (5 minutes, -2), Concentrate (0 DCV, -1/2), Requires Power Skill: Arete roll (-1/2)
Active Cost: (a) 65, (b) 30, (c) 11
Real Cost: (a) 12, (b) 5, (c) 2

3) Intercession (Christianity)—This rote enables the Chorister to lift a curse, or bless an individual with luck in a particular endeavor.
Intercession—(a) 10d6 Dispel versus "curse" powers, one at a time (+1/4), Cumulative (+1/2), No Range (-1/2), (b) 3d6 Luck, Charges (1, doesn't recover, -4) [Base Cost: 3], Usable by Others (1 other, persistent, +3/4), Uncontrolled (+1/2), (c) 1d6 Healing versus Transform, Reset Interval of 1 Turn (+1 1/2), Continuous (+1), Only versus "curse" Transforms (-1/2)
Limitations in common: Incantations (prayer, -1/4), Extra Time (1 minute, -1 1/2), Concentrate (0 DCV, -1/2), Requires Power Skill: Arete roll (-1/2)
Active Cost: (a) 52, (b) 7, (c) 35
Real Cost: (a) 12, (b) 2, (c) 8

4) Wings of Enlightenment (Buddhism)—This rote allows the Chorister to fly.
Wings of Enlightenment—10" Flight, Concentrate (0 DCV, -1/2), Extra Time (full phase, -1/2), Incantations (prayer, -1/4), Focus (jade buddha, IAF, -1/2), Requires Power Skill: Arete roll (-1/2)
Active Cost: 20
Real Cost: 6

5) Breath of Mithras (Mithras)—With this rote, the Chorister can breathe fire at those who threaten others. This is a rather Vulgar bit of magick.
Breath of Mithras—1 1/2d6 RKA, Area Effect (Cone, +1), Concentrate (0 DCV, -1/2), Extra Time (full phase, -1/2), Incantations (prayer, -1/4), Requires Power Skill: Arete roll (-1/2)
Active Cost: 50
Real Cost: 18

6) Visions (many faiths)—This rote allows the Chorister to receive visions or prophecies of some future event.
Visions—Clairsentience (Sight and Hearing Groups), Precognition, Concentrate (0 DCV, -1/2), Extra Time (20 minutes, -2 1/2), Vague and Unclear(-1/2), Precognition only (-1), Requires Power Skill: Arete roll (-1/2)
Active Cost: 50
Real Cost: 8

C) The Cult of Ecstasy—These mages acquire the ability to perform magick by indulging in a wide variety of practices designed to bring about an altered state of consciousness, in which the illusionary barriers of Reality are transcended and anything becomes possible. These practices range from ingestion of drugs to meditation to contemplation/creation of works of art to philosophical discussion.

Usually, the Cultist of Ecstasy must do something to alter his consciousness before he can do magick. Upon completing this requirement, the Cultist is free to do whatever magick fits his Paradigm and/or Resonance. To reflect this structure, effects in the Cultist of Ecstasy VPP are usually built with the advantage Delayed Effect (+1/4) so that the Cultist can produce any magick effects that are possible for him at a time of his choosing. Effects are also built with limitations that simulate the requirements to bring about the altered state of consciousness. Because altered states of consciousness fade after a while, an additional limitation is imposed to reflect this fact.

As a Cultist's Arete Rank increases, he finds that small things that remind him of his experiences in achieving altered states of consciousness in the past (scars, mementos, a few seconds of meditation) are sufficient to re-create the altered state, enabling him to work his will upon Reality without doing what he had to do in the past to alter his consciousness. Magick talismans created by the Cultist require an altered state of consciousness to create, but not to use.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (taken at half value, to reflect the fact that the mage is not hindered after completing this requirement)
Concentrate (meditation, contemplation of art/beauty)
Gestures (dancing)
Conditional: Must perform crazy stunt; must ingest harmful drugs; must subject self to an ordeal (fasting, pain). These last two should use Side Effects as a guide for value.
Focus (drugs, musical instrument, art)

In addition to the above, powers may be purchased with a limitation placed on the Delayed Effect points.

Delayed Effect Must Be Used Within... Value Focus examples
1 day or longer -1/4 Monster hit of acid
6 hr -1/2 Normal hit of acid, attending a concert
1 hr -1 Tantric sex, Smoking a joint
20 min -1 1/2 Jogger's high (endorphins)
5 min -1 3/4 Listening to a Sex Pistols tape
1 min -2 Playing "chicken" with a train

This limitation is determined by the "focus" used to bring about the Ecstatic state, and does not count towards the Variable Limitations requirement and bonus.

Enhanced Senses
Upon successfully altering one's consciousness, all Ecstatic mages acquire expanded and enhanced senses. These senses vary depending upon the technique used to bring about the Ecstatic state and the personality/Resonance of the mage. The mage can select as many senses as is reasonable from the following list:

Absolute Range Sense
Absolute Time Sense
Bump of Direction
Detect "Vibes"
Detect Age
Detect Aura
Detect Emotions
Detect Gender
Detect Health
Detect Luck
Detect Magic(k)
Detect Quintessence
Detect Spirits
Detect Umbra
Find Weakness
IR/UV Vision
Spatial Awareness
Ultrasonic Perception

The Detects are purchased with Sense and, when appropriate, Ranged and Discriminatory.

Sample Rotes
The kind of magick and nature of the rotes cast by an Ecstatic vary according to the personality and Resonance of the mage. Peace-loving Ecstatics generally won't launch offensive magicks, while angry Ecstatics can be devastating in combat.

1) All the World Should Be Flowers—This rote turns a target into an equivalent mass of flowers.
All the World Should be Flowers—1d6 Major Transform (target to flowers), BOECV (+1), Continous (+1), Reduced END (1/2; +1/4), Delayed Effect (+1/4), Extra Time (5 minutes, -1), Focus (acid, IAF, -1/2), Conditional Power: Must use while zonked on LSD (-1/2), Requires Power Skill: Arete roll (-1/2), Effect must be used within 6 hr (-1/2 on Delayed Effect)
Active Cost: 52
Real Cost: 14

2) Mood Swing—This rote, often cast at parties and rituals, spreads emotions of the caster's choosing to everyone in a given area. The spell grows progressively stronger.
Mood Swing—4d6 Mind Control, Telepathic (+1/4), Area Effect (Radius, non-selective target, +3/4), Continuous (+1), Cumulative (4� maximum, +1), Delayed Effect (+1/4), Extra Time (20 minutes, no other actions, -1 1/2), Focus (musical instrument, OAF, -1), Gestures (play instrument, -1/4), Gradual Effect (5 minutes, -3/4), Only to control emotions (-1/2), Requires Power Skill: Arete roll (-1/2), Effect must be used within 1 hr (-1/2 on Delayed Effect)
Active Cost: 85
Real Cost: 15

3) Dionysus's Gift -- This rote changes people into animals or plants, something that Dionysus was fabled to do to those who displeased him. Dionysus was also known to change his own shape, and this rote confers that ability too.
Dionysus's Gift—(a) 1d6 Major Transform, (person to animal or plant), Improved Target Group (+1/2), Continous (+1), Reduced END (1/2; +1/4), Delayed Effect (+1/4), (b) Multiform (animals), Delayed Effect (+1/4)
Limitations in common: Extra Time (1 hr, -1 1/2), Focus (alcohol, IAF, -1/2), Conditional Power: Must use while zonked on booze (-2), Requires Power Skill: Arete roll (-1/2), Effect must be used within 6 hr (-1/2 on Delayed Effect)
Active Cost: (a) 45, (b) varies
Real Cost: (a) 8, (b) Active/5.5 (Delayed
Effect points/6)

4) Purify—This rote allows the Ecstatic mage to rid a person's system of drugs and poisons. The same can be done with materials (e.g. poisoned water).
Purify—(a) Life Support: Immunity to all terrestrial drugs and poisons, Only protects against diseases with which target is currently afflicted (-1) [Base Cost: 5 points], Usable By Others (one other, persistent, +3/4), Delayed Effect (+1/4), Uncontrolled (+1/2), (b) 1d6 Major Transform, poisoned substance to substance without contaminating poison, Continous (+1), Reduced END (1/2; +1/4), Delayed Effect (+1/4), Limited Target (unliving substances contaminated with poison, -1/4)
Limitations in common: Extra Time (1 hr, -1 1/2), Focus (device to play recorded music and a tape/CD/whatever of appropriate music, OAF, -1), Requires Power Skill: Arete roll (-1/2), Effect must be used within 20 min (-1 1/2 on Delayed Effect points)
Active Cost: (a) 12, (b) 37
Real Cost: (a) 4, (b) 8

D) The Dreamspeakers—These mages are spiritualists and shamans who specialize in magick that involves spirits and the Umbra. Much of Dreamspeaker magick is invoked in a manner similar to Cult of Ecstasy magick, in that Dreamspeakers must alter their consciousness to able to manipulate the fabric of the spirit world and the Gauntlet. How they alter their consciousness depends on the cultural tradition in which the mage has been trained. Magick done this way is purchased like Cultist of Ecstasy magick, with Delayed Effect (+1/4) and Uncontrolled (+1/2). Some magick does not require achieving such a trance.

Sometimes, the spirit world impinges itself on the Dreamspeaker's senses, resulting in feats of sensory magick. These should be built as Enhanced Senses with No Concious Control. Dreamspeakers can also produce Fetishes that can be used to perform magickal feats. Fetishes are purchased as Foci , but not with the Delayed Effect and Uncontrolled Advantages applied to other Dreamspeaker magick. Dreamspeakers often have a totem (Contact) and/or other spirit companion or ally (built as a Follower).

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (taken at half value, to reflect the fact that the mage is not hindered after completing this requirement)
Concentrate (meditation, chanting)
Incantations (chanting, singing)
Gestures (dancing)
Conditional: Must must ingest harmful drugs; must subject self to an ordeal (fasting, pain). Use Side Effects as a guide for value.
Focus (drugs, musical instrument, bones/animal parts, art, circles, crystals/other stones, fluid/fire, herbs, ritual clothing)

The mage also takes limitations in the points due to Delayed Effect using the same table listed for the Cult of Ecstasy. Generally, the Dreamspeakers' rituals give them the ability to do magick for at least at hour.

The Dreamspeaker can sometimes perceive the spirit world without a lengthy ritual. This ability also extends from his VPP, and is built as follows:
Spirit Sense—The ability to have unbidden experiences of spirits or places in the Umbra. This sense can take the form of seeing dead people, imaginary childhood friends, spirits of places or things, or visions of other Umbral realms.
Spirit Sense—(a) Detect Spirit (5 points), Ranged (+5 points), Sense (+2 points), Dimensional (+5 points), (b) Clairsentience (Sight or Hearing Groups), Transdimensional (a single dimension to be specified, +1/2)
Limitations in common: No Conscious Control (-2)
Active Cost: (a) 17, (b) 30
Real Cost: (a) 6, (b) 10
Mages of low power (Arete Rank 1 or 2) must take additional limitations in order to receive such visions. The extra limitations can be things like Only through dreams/while sleeping (-1), Blackout (-1/2), or one of the limitations from the "Foci" list.

Sample Rotes
The rituals performed by Dreamspeaker shaman-mages vary according to the cultural traditions followed by the Dreamspeaker, but often have the same effects.

1) Moving the World Walls—This rote raises or lowers the strength of the local Gauntlet, to either block against spiritual attack or facilitate spirit magicks. The maximum effect generally achievable is represented below.
Moving the World Walls—(a) Change Environment (stronger Gauntlet), 8" radius (+15 points), -5 to all rolls required for Transdimensional effects (+16 points), Delayed Effect (+1/4), Reduced END (0; +1/2), (b) +5 Skill Levels with rolls required for Transdimensional effects (+15 points), Only available within a defined region (-1/4) [Base Cost: 12], Usable on others (8 others and mage simultaneously at range +1 3/4), Delayed Effect (+1/4)
Limitations in common: Extra Time (1 hour, -1 1/2), Focus (shamanic clothing and artifacts, OIF, -1/2), Incantations (-1/4), Requires Power Skill: Arete roll (-1/2), Effect must be used within 6 hr (-1/2 on Delayed Effect)
Active Cost: (a) 63, (b) 36
Real Cost: (a) 17, (b) 10

2) Awaken Spirit—This rote is used to awaken the spirits present in mundane items (cars, guns, apartments, etc.). An item with an awakened spirit will give warning when it's about to malfunction, or do what it can to alert the mage or others to its misuse (for example, an automobile with an awakened spirit may start honking if someone attempts to steal it), or just refuse to work for a user if it doesn't like what's happening (a gun used against the mage that awakened its spirit may misfire, for example). The awakened spirits of mundane items can communicate directly with the mage occasionally through the Spirit Sense power describe above, or whenever the mage performs the appropriate ritual for doing spirit magick.
Awaken Spirit—1d6 Major Transform (item to item with awakened spirit), Continous (+1), Delayed Effect (+1/4), Limited Target (mundane items, -1/4), Extra Time (1 hour, -1 1/2), Focus (shamanic clothing and artifacts, OIF, -1/2), Incantations (-1/4), Requires Power Skill: Arete roll (-1/2), Effect must be used within 1 hr (-1 on Delayed Effect)
Active Cost: 34
Real Cost: 8

3) Spirit Slaying—With this rote, the Dreamspeaker can infuse a weapon with magickal energy such that it can now strike and kill spirits in the Umbra.
Spirit Slaying—1d6 HKA (more with STR), Transdimensional (single dimension to be specified, +1/2), Delayed Effect (+1/4), Extra Time (1 hour, -1 1/2), Focus (shamanic clothing and artifacts, OIF, -1/2), Incantations (-1/4), Requires Power Skill: Arete roll (-1/2), Effect must be used within 1 hr (-1 on Delayed Effect)
Active Cost: 26
Real Cost: 7

4) Healing Slumber—This rote puts the target into a deep sleep, during which healing spirits repair his body and drive out disease spirits.
Healing Slumber—(a) 2d6 Suppress STUN, Continous (+1), Invisible Power Effects (+1), Reduced END (0; +1/2), Delayed Effect (+1/4), (b) 6d6 BODY Healing, Delayed Effect (+1/4), Gradual Effect (-1 1/2), (c) Life Support: Immunity to all terrestrial diseases and biowarfare agents, Only protects against diseases with which target is currently afflicted (-1) [Base Cost: 5 points], Usable By Others (one other, persistent, +3/4), Delayed Effect (+1/4), Uncontrolled (+1/2), Gradual Effect (-1 1/2)
Limitations in common: Extra Time (5 minutes, -1), Focus (shamanic clothing and artifacts, OIF, -1/2), Incantations (-1/4), Concentration (1/2 DCV, throughout duration, -1/2), Requires Power Skill: Arete roll (-1/2), Effect must be used within 1 hr (-1 on Delayed Effect)
Active Cost: (a) 37, (b) 75, (c) 12
Real Cost: (a) 10, (b) 14, (c) 2

5) Coerce Spirit—This rote allows the shaman to command spirits to do his bidding. Below is a powerful version of this rote.
Coerce Spirit—12d6 Mind Control, Transdimensional (dimension to be specified, +1/2), Delayed Effect (+1/4), Extra Time (5 minutes, -1), Focus (peyote, shamanic clothing and artifacts, OIF, -1/2), Conditional Power: Must use while zonked on peyote (-1/2), Incantations (-1/4), Requires Power Skill: Arete roll (-1/2), Limited Class of Minds (spirits, -1/2), Stops working if mage is knocked out (-1/4), Effect must be used within 6 hr (-1/2 on Delayed Effect)
Active Cost: 105
Real Cost: 23

6) Stepping Sideways—The rote for travelling to the Umbra.
Stepping Sideways—EDM to the Umbra (any location in any dimension), Delayed Effect (+1/4), Mage must pass through "intervening" dimensions (-1), Extra Time (5 minutes, -1), Focus (peyote, shamanic clothing and artifacts, OIF, -1/2), Conditional Power: Must use while zonked on peyote (-1/2), Concentrate (0 DCV, -1/2), Incantations (-1/4), Requires Power Skill: Arete roll (-1/2), Effect must be used within 6 hr (-1/2 on Delayed Effect)
Active Cost: 50
Real Cost: 9

E) Euthanatos - These mages practice an eclectic form of magick that draws from many cultures, but focuses on Death, Necromancy, the Underworlds, Fate, and the Wheel of Existence. Their magick can spring from rituals done to achieve a state of meditative absorption (with effects purchased with Delayed Effect and halved values of Extra Time), or brief rituals done on the spot, or the production of magick talismans.

Thanatoic mages also take Psych. Lim.: Code of Conduct (Chodona; Uncommon, Total, -15) and an additional Susceptibility (Jhor: 2d6 Transform versus EGO—mage to mage with death magick taint—when entering the Underworld, spending a lot of time studying the deadlands, associating with death, or uses magick that directly destroys mind or body, Uncommon, Instant, -15). There are five stages to Jhor, which are achieved after each successful accumulation of 2� EGO Transform total:
(1) Mage dresses in mournful colors, speaks of morbid things.
(2) Mage spends time in graveyards, reads Romantic poetry, hangs out with dead things.
(3) Mage only goes out at night, can't make conversation without bringing up death, has frequent nightmares, and unsettles children and small animals.
(4) Mage's aura blackens, he stinks of the "Wyrm" to the Garou, and he talks incessantly of death, frightens children and small animals, and makes others very uncomfortable.
(5) Mage gives in to homocidal urges, acquires a "death aura" that kills insects and plants around him, unconsciously drains psychic energy from people around him, and drives people away.

The first three stages can be healed from normally (REC/month). Stages 4 and 5 require True Magick to undo. Jhor can also accumulate from performing vulgar death magick, and also can manifest as a Paradox Condition in mages of any stripe.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (ascetism, rituals, dance, exposure to the elements, purification rites, tantric sex, meditation, sacrifices; taken at half value if the mage is not hindered after completing this requirement)
Concentrate (meditation)
Gestures (dancing)
Conditional: Must ingest harmful drugs and poisons; must subject self to an ordeal (fasting, pain), must cast magick under certain weather conditions.
Focus (drugs/poisons, bells, drums, wraith Fetters, bones, corpses, ,mystic designs, items to be sacrificed, weapons, computers)
Incantations (songs, mantras, spoken poems)
"Requires eye contact" limitation

Sample Rotes
Thanatoic magick is performed in many different ways, but it all focuses around the themes of Death, Fate, and the Wheel of Existence.

1) View the Scattered Lotus Petals—This rote (along with a dose of poison) gives the mage the clarity of vision required to see the future.
View the Scattered Lotus Petals—Clairsentience (Sight Group), Precognition, Extra Time (5 minutes, -2), Focus (poison to be ingested, OIF, -1/2), Conditional Power: Must poison oneself (-2), Time Modifiers (-1/2), Vague and Unclear (-1), Precognition only (-1), Requires Power Skill: Arete skill roll (-1/2)
Active Cost: 40
Real Cost: 5

2) Persephone's Nectar—This rote turns an innocuous drink into a poison that effects one pre-specified target. The transformed liquid is undetectable as a toxin by ordinary means.
Persephone's Nectar—1d6 BODY Drain + 1d6 CON Drain, Recover 5 points/day (+1 1/2), Invisible Power Effects (Fully Invisible, +1), Continuous (+1), Uncontrolled (+1/2), Trigger (ingestion of focus, +1/4), Charges (1 clip of 8, -1/2), Extra Time (20 minutes, -2 1/2), Incantations (prayer to appropriate Greek god, -1/4), Focus (liquid of some sort, OIF, -1/2), Limited Target: Only one pre-selected person (-2), Requires Power Skill: Arete roll (-1/2)
Active Cost: 105
Real Cost: 14

3) Agama Re Sojourn—This rote will take the mage into the land of the Dead, and give him cover so that he isn't noticed.
Agama Re Sojourn—EDM to the Shadowlands, Extra Time (5 minutes, -2), Focus (poison to be ingested, OIF, -1/2), Conditional Power: Must poison oneself (-2), Meat Body (physical body left behind, can't move, perceive, or act, damage to digital or physical form can kill character, -1), Requires Power Skill: Arete roll (-1/2)
Active Cost: 20
Real Cost: 3

4) Reanimation—This rote imbues corpses with the ability to move about. In other words, it creates zombies.
Reanimation—Summon Zombie, Extra Time (5 minutes, -2), Focus (corpse and rattle, OAF, Bulky -1 1/2), Incantations (-1/4), Requires Power Skill: Arete roll (-1/2)
Active Cost: Points in Zombie/5
Real Cost: Active Cost/5.25

F) The Order of Hermes—These mages practice high thaumaturgy and are masters of spell and formalized ritual. Their magick derives from the wizard-priest sorcery of ancient Egypt, Greek mystery cults, the Kabbalah, Gnosticism, Persian religion, and Rome's cult of Mercury. Centuries of development and the incorporation of other mystical traditions have resulted in a elaborate, flexible, and powerful brand of magick, steeped in ancient wisdom. The Order is a tight-knit group of mages that govern themselves and follow a code of behavior (Psych. Lim.: Code of Hermes)

The Hermetic mage's training and development requires the intense pursuit of wisdom, knowledge, mastery, and perfection. In the process, the Hermetic mage becomes accomplished in many areas of scholarship and ability. Hermetic mages at Arete Rank 1 must purchase 12 points of skills and other abilities from the following list, followed by 4 additional points of skills per Arete Rank.

"Pursuit of Knowledge" Skill Requirements:
Computer Programming, Cramming, Cryptography, Eidetic Memory, High Society, Knowledge Skills (Cultures, Styles of Magic[k], Supernatural Beings, Umbral Places, Umbrood, Mages of Note, Talismans of Note), Languages (Latin, French, German, Yiddish, Hebrew, Persian, Arabic, Gaelic, Welsh, Mandarin, Greek, Spanish, Norwegian, Sanskrit, Enochian, Hindustani, and many, many others), Lightning Calculator, Oratory, Perfect Pitch, Professional Skill (Alchemist, Cartographer, Goldsmith, Jeweler, Historian, Philosopher, Theologian, Occultist, University Professor), Science Skill (Alchemy, Archaeology, Anthropology, Astrology, Astronomy, Botany, Geology, Climatology, Mathematics, Numerology, Metallurgy, Pharmacology, Psychology, Sociology, Statistics), Speed Reading, Weaponsmith (muscle-powered melee and ranged weapons).

Limitations for fulfilling Variable Limitations requirement ("Foci")
Incantations (incantations, Words of Power, chants in Enochian or other arcane tongues)
Extra Time (spells and rituals, study, cleansing rites)
Concentrate (rituals)
Gestures (tracing symbols and formulae, ritual insertion of one object in another)
Focus (circle/pentacle, spell books, herbs, braziers, charts and maps, geometric shapes, knives, cancles, bells, other ritual objects)

Sample Rotes
A Hermetic's rotes depend on which House he belongs to. House Flambeau mages are inclined to cast spells with flashy, flame-filled effects, while House Thig manipulates "urban" elementals with their magicks.

1) Parma Magica -- A venerable old rote of protection that ensures peaceful interactions amongst magi. The protection spell is focused on a shield-shaped scultpure made from an item of personal symbolic significance to the mage, and can be invoked at any time.
Parma Magica—(a) Power Defense, Linked to Mental Defense (-1/2), (b) +5 Mental Defense (7 points total), Linked to Power Defense (-1/4), (c) Armor (5 PD/5 ED), Linked to Power Defense (-1/4), (d) Dispel 17d6, Expanded Effect (Magic[k]al Effects, One At A Time; +1/4), 6 Charges (-3/4), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4)
Limitations in common: (a), (b), (c) Only Works Against Magic(k) (Limited Type of Attack; -1/2), 4 Continuing Charges lasting 5 Minutes each (+0), Extra Time (Full Phase; -1/2), Nonpersistent (-1/4), (all effects) Focus (IIF, fragile, small shield made from something of symbolic importance, -1/2), Requires Power Skill: Arete Roll (-1/2)
Active Cost: (a) 5, (b) 5, (c)15, (d) 64
Real Cost: (a) 1, (b) 1, (c) 4, (d) 18

2) Ignis—This fire manipulation meta-rote is something most House Flambeau mages know and practice. It comes in a variety of flavors, three of which are detailed below.

Ignis: Standard Fireball—Energy Blast 8d6 (versus ED), Explosion (-1 DC/1"; +1/2), Extra Time (Full Phase; -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 60
Real Cost: 22

Ignis: Wall of Flame—Killing Attack—Ranged 2d6 (versus ED), Area Of Effect (24" Line; +1), Continuous (+1), Focus (OAF, scepter containing a bound fire elemental, -1), Gestures (-1/4), Requires both hands (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 90
Real Cost: 26

Ignis: Spontaneous Combustion—Killing Attack—Ranged 1d6 (versus ED), Indirect (Same origin, always fired away from attacker; +1/4), Based On EGO Combat Value (Mental Defense; +1), Continuous (+1), Does BODY (+1), Concentration (throughout use,1/2 DCV; -1/2), Extra Time (Full Phase; -1/2), Gestures (-1/4), Incantations (-1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 64
Real Cost: 21

3) Ward the Inner Santum—This powerful ward prevents entry into an area, either physically or by other means.
Ward the Inner Sanctum—Force Wall (15 PD), Hardened (+1/4), Transparent (ED; +1/2), Affects Desolidified (Any form of Desolidification; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Extra Time (1 Hour; -3), Focus (OAF, chalk, candles, other ritual stuff, -1), , Gestures (draw circle/pentacle) (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 122
Real Cost: 19

4) Ball of Abysmal Flame—The tactical nuke of the Hermetic mage's arsenal. This flagrantly Vulgar rote is used when extreme force is absolutely needed.
Ball of Abysmal Flame—Killing Attack—Ranged 3d6 +1 (versus ED), Explosion (-1 DC/3"; +1) OAF (Focus (scepter with bound fire elemental); -1), Concentration (0 DCV; -1/2), Extra Time (Full Phase; -1/2), Gestures (-1/4), Requires both hands (-1/4), Incantations (-1/4), Requires Power Skill: Arete Roll (-1/2),
Active Cost: 100
Real Cost: 23

5) Compel the Unseen—This rote forces spirits to materialize into corporeal form (assuming they are capable of doing this in the first place). This will generally tend to tick off the spirit in question, but make it more vulnerable to physical manipulation.
Compel the Unseen—Mind Control 10d6, Transdimensional (The Penumbra/Near Umbra, +3/4), Extra Time (Extra Phase; -3/4), Character May Take No Other Actions (-1/4), Concentration (0 DCV; -1/2), Set Effect (-1/2), Limited Class Of Minds (Spirits; -1/2), Incantations (-1/4), Does Not Provide Mental Awareness (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 87
Real Cost: 18

6) Azoth Elixir - Paracelsus's cure-all, which purportedly can resurrect those who have recently died. Only one dose is achieved after a procedure that requires 9 months.
Azoth Elixir—(a) Life Support (Immunity: All terrestrial diseases and biowarfare agents), Trigger (drink elixir, +1/4), 1 Continuing Charges lasting 1 Season each (+1), Only protects against diseases with which the target is currently inflicted (-1 1/2), Linked to Healing (-1/2), (b) Healing 8d6, Can Heal Limbs, Resurrection, Trigger (drink elixir, +1/4), Charges (1, -2), Linked to Life Support (-1/4)
Limitations in common: Extra Time (Nine months; -5 3/4), Focus (OAF, Fragile, Expendable, potion; -1 1/2), Requires Power Skill: Arete Roll (-1/2)
Active Cost: (a) 22, (b) 131
Real Cost: (a) 2, (b) 12

G) Sons of Ether - These mages are aren't actually mages in the traditional sense—they are scientists and engineers who pursue theories discarded by the scientific mainstream, and the "magickal feats" they perform are merely consequences of, or applications arising from, their scientific pursuits. Their "magick" often takes the form of wondrous technological items that seem to defy contemporary, accepted scientific wisdom about how the universe works.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Focus (technological items—machines, pharmaceuticals, and so forth)
Extra Time (to make the items, or to operate them, or to invoke psi powers)
Concentrate (to invoke psi powers, or make bizarre Rube Goldberg contraptions work)

Sample Rotes
Each Son of Ether works under a unique paradigm centered on their field of study and pet theories, and rotes for one Son of Ether generally aren't known by, or won't work for, another Son of Ether.
Below are rotes practiced by one Dr. Nigel Gray, Son of Ether. His "magick" is based on the idea that the quantum mechanical properties of subatomic particles in the microtubules of the brain's neurons, when properly manipulated, can confer abilities such as telepathy and the ability to move from point to another without passing through the intervening space. Dr. Gray has developed a compound, which he calls "Compound X", which he can inject into himself to alter the subatomic particles of his brain's neuronal microtubules and perform feats that appear to violate the laws of physics (although they are perfectly explainable in terms of quantum mechanics and quantum electrodynamics!).

1) Quantum Tunnelling—The ability to teleport from one spot to another. Nigel opens up a hole in space that leads into a black tunnel illuminated by purple light, and a hole appears at Nigel's destination. Nigel simply steps into the hole next to him and out of the hole at his destination. This meta-rote comes in a few different incarnations.
Quantum Tunnelling: Personal Transportation—Teleportation 20", Delayed Effect, (+1/4), Focus (IAF, Fragile, Expendable; Compound X, -1), Extra Time, Only to Activate Constant or Persistent Power (1 Minute; -3/4), Gestures (inject Compound X) (-1/4), Must use Delayed Effect wtihin one hour after injection of Compound X (-1 on Delayed Effect points), Requires Power Skill: Arete roll (-1/4)
Active Cost: 50
Real Cost: 13

Quantum Tunnelling: Tunnels Usable By Others—Teleportation 20", Usable by Others (two others and Nigel simultaneously, +3/4), Delayed Effect, (+1/4), Focus (IAF, Fragile, Expendable; Compound X, -1), Extra Time, Only to Activate Constant or Persistent Power (1 Minute; -3/4), Gestures (inject Compound X) (-1/4), Must use Delayed Effect wtihin one hour after injection of Compound X (-1 on Delayed Effect points), Requires Power Skill: Arete roll (-1/4)
Active Cost: 80
Real Cost: 22

Quantum Tunnelling: Grabbing Things Via Quantum Tunnel—Teleportation 20", Usable As Attack (Ranged, Defense is being something that Nigel couldn't ordinarily grab or lift, +1 1/2), Delayed Effect, (+1/4), Focus (IAF, Fragile, Expendable; Compound X, -1), Extra Time, Only to Activate Constant or Persistent Power (1 Minute; -3/4), Gestures (inject Compound X) (-1/4), Must use Delayed Effect wtihin one hour after injection of Compound X (-1 on Delayed Effect points), Requires Power Skill: Arete roll (-1/4)
Active Cost: 110
Real Cost: 30

2) Direct Brainwave Acquisition—The ability to receive the energy signatures of other people's brains, i. e. mind-reading.
Direct Brainwave Acquisition—Telepathy 8d6, Delayed Effect, (+1/4), Does Not Provide Mental Awareness (-1/4), Focus (IAF, Fragile, Expendable; Compound X, -1), Extra Time, Only to Activate Constant or Persistent Power (1 Minute; -3/4), Gestures (inject Compound X) (-1/4), Must use Delayed Effect wtihin one hour after injection of Compound X (-1 on Delayed Effect points), Requires Power Skill: Arete roll (-1/4)
Active Cost: 50
Real Cost: 13

3) Quantum Vision—The ability to focus one's sight so that one can see through the space between subatomic particles. In other words, the ability to see through anything and everything not made of heavy elements.
Quantum Vision—N-Ray Perception, Delayed Effect, (+1/4), Focus (IAF, Fragile, Expendable; Compound X, -1), Extra Time, Only to Activate Constant or Persistent Power (1 Minute; -3/4), Gestures (inject Compound X) (-1/4), Must use Delayed Effect wtihin one hour after injection of Compound X (-1 on Delayed Effect points), Requires Power Skill: Arete roll (-1/4)
Active Cost: 12
Real Cost: 2

4) Collapsing the Wave Function—This horrific rote is an extension of Quantum Tunnelling. Basically, Nigel opens up a Quantum Tunnel and attacks a target with the tunnel's exit. If the exit has encompassed a body part or a part of an object that can fit in the hole when Nigel collapses the tunnel, that part is neatly excised. If the target's head is inside the tunnel's exit when this happens, the target likely will be decapitated!
Collapsing the Wave Function—Killing Attack—Ranged 3d6 (versus PD), Delayed Effect, (+1/4), Indirect (Same origin, always fired away from attacker; +1/4), Does BODY (+1), No Normal Defense (any sort of force field or force wall; +1), Limited Power (No damage if hit location rolled is not a limb, the head, or part of target that could fit into a hole; -1/2), Focus (IAF, Fragile, Expendable; Compound X, -1), Extra Time, Only to Activate Constant or Persistent Power (1 Minute; -3/4), Gestures (inject Compound X) (-1/4), Must use Delayed Effect wtihin one hour after injection of Compound X (-1 on Delayed Effect points), Requires Power Skill: Arete roll (-1/4)
Active Cost: 157
Real Cost: 38

H) Verbena - These mages are the more primitive, non-intellectual siblings of the Order of Hermes. They practice a form of nature-based mysticism. Their spells and rituals often look like Hermetic spells and rituals without the books and foreign languages and with lots of blood, pain, dirt, hysterics, and carnal indulgences.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Focus (altars, athame, blood, cauldrons, herbs, cups[chalices], incense, runes, animals to be sacrificed, wands, animal skins and other animal parts, paten [ceremonial plate], ritual vestments, circles/pentacles)
Extra Time (ordeals, sacrifices, preparations, chants)
Concentrate (chants, preparation, meditative trances)
Gestures (dance, drawing circles/pentacles)
Incantations (chants, rhymes)
Side Effects (BODY damage from spilling one's blood)
Conditional Power (Must be nude, must be barefoot)

Sample Rotes—Verbena rotes by and large fit the stereotype for spells that witches, neo-pagans, and New Age practicioners would be expeced to cast.

1) Healer's Sight—This rote enables a witch to gauge the general health and biological condition of whomever she stares at.
Healer's Sight—Detect Health, Pregnancy, and Bodily Pollutants, Discriminatory, Ranged, Extra Time (1 Turn, -1 1/4), Concentration (0 DCV; -1/2), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 25
Real Cost: 8

2) Dousing—The ability to detect water with a stick. Because so many idiotic Sleepers believe that this is actually possible, this rote is completely and entirely Coincidental.
Dousing—Detect Water, Discriminatory, Range, Sense, Targeting Sense, Focus (OAF, Dousing rod, -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Extra Time (Full Phase; -1/2), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 27
Real Cost: 8

3) Banish Blessing—This spell sets up conditions that help the witch get rid of someone she does not want to deal with. The event that draws the unwanted person away is of a positive nature (i. e. winning the lottery, getting a new, higher-paying job in another town, etc.)
Banish Blessing—Luck 5d6, Limited Power (Only to have something happen to get rid of an unwanted person, in a way beneficial to the unwanted person, -1 1/2), Requires Power Skill: Arete Roll (-1/2), Concentration (1/2 DCV; -1/4), Focus (IIF, good luck charm, -1/4)
Active Cost: 25
Real Cost: 7

4) Circle Ward—This protective circle helps to fend off most types of magickal attacks.
Circle Ward—Force Wall (10 PD/10 ED/8 Mental Defense/8 Power Defense), Hardened (+1/4), Extra Time (Extra Phase, Character May Take No Other Actions; -3/4), Only Works Against Limited Type Of Attack (Only versus Magick attacks; -1/2), Focus (IAF, incense, -1/2), Requires Power Skill: Arete Roll (-1/2), Gestures (draw circle, -1/4), Incantations (-1/4)
Active Cost: 112
Real Cost: 28

5) Taliesin's Song—This rote allows the witch to sway a target with her singing voice. If an EGO + 20 roll is not achieved in order to avoid detection of the manipulation by the target, the effect does not happen.
Taliesin's Song—Mind Control 10d6, Telepathic (+1/4), Extra Time (1 Minute; -1 1/2), Mandatory Effect (EGO +20; -1/2), Requires Power Skill: Arete Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (singing, -1/4), Concentration (1/2 DCV; -1/4)
Active Cost: 62
Real Cost: 14

6) Call the Tempest—This ritual alters local weather patterns, allowing the witch to conjure a rainstorm.
Call the Tempest—Change Environment 1" radius, -1 : DCV, -1 : OCV, -1 PER Roll: Normal Hearing, -1 PER Roll: Normal Sight, -1 Points of Telekinetic STR, -1" of any one mode of Movement, 1 Temperature Level Adjustment, Long-Lasting: 20 Minutes, Reduced Endurance (0 END; +1/2), Megascale (1" = 100 km; +3/4), Extra Time (1 Turn, -1 1/4), Focus (OAF, athame, or object of symbolic importance, -1), Gradual Effect (5 Minutes; -3/4), Requires Power Skill: Arete Roll (-1/2), Conditional Power (Mage must be nude; -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4)
Active Cost: 70
Real Cost: 13

7) Curse - This horrendous rote is reserved for the truly evil fuckheads that the witch wants to see dead. Just using this rote constitutes a step towards Nephandi-hood—how long of a step depends on the extenuating circumstances. The witch performs this ritual with a particular fuckhead in mind, then spits on him to partially trigger the spell. When the target puts himself in a potentially dangerous situation (like crossing a traffic-heavy street), the trigger is completed and the effect takes place.
Curse—Killing Attack—Ranged 3d6 (versus PD), Trigger (spit on target, then target puts himself in potentially dangerous situation, +1/4), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1), Extra Time (1 Hour; -3), Focus (OAF Immobile, Arrangement; altar, athame, animal to be sacrificed, candles and incense-2 1/4), Requires Power Skill: Arete Roll (-1/2), Incantations (-1/4)
Active Cost: 135
Real Cost: 19

H) Virtual Adepts - These mages are technomancers whose "magick" involves the extrapolation of advanced computer, communication, and information technology and theory.
The Virtual Adepts have created an entire dimension of the Umbra, the Digital Web, in which they can roam about.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Focus (computers, other IT items, items that appear in the icon's hand in the Digital Web)
Extra Time (to make the items, or to operate them)
Concentrate (to invoke powers for one's icon to use)

Sample Rotes—Because so much of what Virtual Adepts do magick-wise is done on the Digital Web, rotes for making devices that take them there are common.

1) Logging on to Reality 2.0: Sensory Accessing—This device, used in conjunction with an appropriate computer, allows the user to surf the "internet" (the Digital Web) in Virtual Reality format. The surfer's icon (a visible effect of the Clairsentience) can't actually do anything—if an Adept is surfing this way, he has to run other programs (i.e. use magick) to manipulate data. However, anything that disrupts the icon shuts down the websurfing experience.
Logging on to Reality 2.0: Sensory Accessing—Clairsentience (Sight Group; Additional Sense: Normal Hearing, Single Dimension—the Digital Web, x512 Range), Reduced Endurance (Half END; +1/4), Focus (computer + accessories, OAF, Bulky; -1 1/2), Extra Time (1 Turn; -1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power (Clairsentience shut down if visible effect of Clairsentience [the icon] is disrupted; -1/2), Gestures (apply electrodes/other devices, -1/4)
Active Cost: 100
Real Cost: 20
Making the rig for "Logging on to Reality 2.0: Sensory Accessing"—Base Cost of 20 points, Usable By Other (+1/4), Ranged (+1/2), Persistent (+1/2), Uncontrolled (+1/2), Extra Time, Only to Activate Constant or Persistent Power (1 Week; -2 1/4), Focus (OAF, Arrangement, computer/electronics components,—1 1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 55
Real Cost: 11

2) Logging on to Reality 2.0: Astral Immersion—This device transports the user's consciousness to the Digital Web. The user's icon is more solid in this case and can manipulate data. Some of the damage done to the icon feeds back to the user's physical body, and a sufficiently high quantity of damage will fry the user's brain. Rigs built for Astral Immersion can usually also do Sensory Accessing as well.
Logging on to Reality 2.0: Astral Immersion—(a) Extra-Dimensional Movement (Digital Web, Any Location), Focus (computer + accessories, OAF Bulky, -1 1/2), Extra Time (1 Minute; -1 1/2), Limited Power (Meat Body—physical body left behind, can't act or perceive, damage to digital or physical form can kill character; -1), Gestures (apply electrodes/other device, -1/4), (b) Energy and Physical Damage Reduction, Resistant, 75%, Limited Power (Only to protect Meat Body from damage inflicted on digital form; -1 1/2), Limited Power (Not versus damage that occurs via the "chaos dump" route; -1/4)
Active Cost: (a) 25, (b) 120
Real Cost: (a) 5, (b) 44
Making the rig for " Logging on to Reality 2.0: Astral Immersion"—Base Cost of 49 points, Usable By Other (+1/4), Ranged (+1/2), Persistent (+1/2), Uncontrolled (+1/2), Extra Time, Only to Activate Constant or Persistent Power (1 Week; -2 1/4), Focus (OAF, Arrangement, computer/electronics components,—1 1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 135
Real Cost: 27

3) Logging on to Reality 2.0: Holistic Immersion - This device digitizes the user's body and reintegrates it in the Digital Web. The user's icon is his body, unless he can change it with the appropriate program, and any damage done to it will remain with the user when he returns to Reality 1.x. Because the user is physically inside the Digital Web, Adept-style magick becomes a lot easier to do. Rigs that carry out Holistic Immersion are typically quite a bit more complicated than rigs that do Astral Immersion and Sensory Accessing.
Logging on to Reality 2.0: Holistic Immersion—(a) Extra-Dimensional Movement (Digital Web, Any Location), Extra Time (5 Minutes; -2), Focus (computer + accessories, OAF Bulky, -1 1/2), Gestures (use device, -1/4), (b) +8 3-point Skill Levels, Limited Power (Only adds to Power Skill: Arete rolls for computer-based magick in the Digital Web after holistic immersion; -1)
Active Cost: (a) 25, (b) 24
Real Cost: (a) 5, (b) 12
Making the rig for "Logging on to Reality 2.0: Holistic Immersion"—Base Cost of 17 points, Usable By Other (+1/4), Ranged (+1/2), Persistent (+1/2), Uncontrolled (+1/2), Extra Time, Only to Activate Constant or Persistent Power (1 Week; -2 1/4), Focus (OAF, Arrangement, computer/electronics components,—1 1/4), Requires Power Skill: Arete Roll (at -1/5 Active points, -1)
Active Cost: 47
Real Cost: 8

4) Custom Icon—This rote enables the Virtual Adept to program icons to deal with any situation he might encounter while he's in the Digital Web.
Custom Icon—Multiform (250 Character Points in the most expensive form), Extra Time, Only to Activate Constant or Persistent Power (20 Minutes; -1 1/4), Limited Power (Only in the Digital Web; -1), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 50
Real Cost: 13

5) Feedback—With offensive script, a mage in the Digital Web who is facing an enemy can cause damage to the enemy's Meat Body. Feedback comes in two flavors, Mental and Lethal.
Mental Feedback—Ego Attack 3d6, Limited Power (Only usable in the Digital Web; -1), Requires Power Skill: Arete Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4)
Active Cost: 30
Real Cost: 10

Lethal Feedback—Ego Attack 3d6, Does BODY (+1), Limited Power (Only usable in the Digital Web; -1), Requires Power Skill: Arete Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4)
Active Cost: 60
Real Cost: 20

6) Create Virtual Object—This program allows a Virtual Adept to create code for objects that their icons can use in the Digital Web.
Create Virtual Object—Transform 3d6: nothing to object (Major), Improved Target Group (any reasonable object, +1/2), Extra Time (1 Minute; -1 1/2), Limited Power (Only usable in the Digital Web; -1), Requires Power Skill: Arete Roll (-1/2), Concentration (1/2 DCV; -1/4)
Active Cost: 67
Real Cost: 16

7) Locate User - With an appropriately juiced up computer and an internet connection, the Virtual Adept can use this program to physically locate anyone who is currently on-line. The program doesn't work unless the mage rolls EGO + 20 to get an effect that the target doesn't detect.
Locate User—Mind Scan 9d6 (+12 ECV), Extra Time (5 Minutes; -2), Focus (OAF, Bulky, computer with internet connection, -1 1/2), Mandatory Effect (EGO +20; -1/2), Requires Power Skill: Arete Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Target must be on-line (-1)
Active Cost: 69
Real Cost: 10

8) Subliminal Suggestion—With this program, the Virtual Adept can plant a suggestion in the mind of a target who is currently on-line by manipulating the appearance of the target's display. The program doesn't work unless the mage rolls EGO + 20 to get an effect that the target doesn't detect.
Subliminal Suggestion—Mind Control 10d6, Telepathic (+1/4), Focus (OAF, Bulky, computer and internet connection, -1 1/2), Extra Time (1 Turn, -1 1/4), Gradual Effect (5 Minutes; -3/4), Mandatory Effect (EGO +20; -1/2), Requires Power Skill: Arete Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Target must be on-line (-1)
Active Cost: 62
Real Cost: 9

II) The Technocracy

A) Iteration X—The scientists and engineers of this Technocracy Convention specialize in cybernetic enhancements; cyborgs, robots, and androids; high-tech tools, instruments, weapons, machines, and vehicles; statistical analysis of complex systems (such as human behavior and societal trends); and artificial intelligence. Much of their "magick" involves fusing man with machine in various ways, or making machines that are increasingly life-like.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Focus (weapons, instruments, tools, and the raw materials and finished components to make them)
Extra Time (to make high-tech items, or to operate them)
Cybersystem (Kazei-5, p.35)
Various limitations relating to high-tech items and enhancements (STR Minimum, Does not affect figure characteristics, etc.)
Concentrate (analyze/look for trends in statistical data)

Sample RotesKazei 5, by Michael Surbrook, is an excellent HERO reference for cybernetic enhancements, cyborgs, and high-tech weapons, armor, and other items, and should be consulted when building standard Iteration X procedures and products.

1) HIT Mark V—This is the procedure for producing one of the most dreaded foot soldiers of the Technocracy. The Paradox that accrues when Sleepers discover the true nature of one of these creations may result in its breakdown or insanity. Insane constructs tend to seek out their creators, while a broken construct in the hands of Sleepers will almost certainly get the creator in hot water with the Iteration X power structure.
HIT Mark V—Summon 425-point Robot/Android, Amicable (Slavishly Devoted; +1), Extra Time (1 Season; -5 1/2), Focus (OAF, Immobile, Expendable, Arrangement; tools, materials, components, laborers, a high-tech manufacturing facility; -2 1/2), Requires Power Skill: Advanced Science roll (-1/2)
Active Cost: 170
Real Cost: 18

2) Cybernetic Enhancements—The implantation of cybernetic enhancements into another person is built as a Transform (person to cybernetically enhanced person, reversible by surgery or the appropriate Tradition magick). The procedure requires devices and materials custom-designed to be compatible with the patient's anatomy or physiology.
If the Iteration X mage blows his Power Skill: Advanced Science roll, the recipient of the cybernetic enhancement suffers potentially lethal Side Effects at some time after the procedure is completed. Also, cybernetic enhancements that can't be easily explained in terms of Sleeper technology tend to accrue Paradox, with the eventual result being the malfunction of the implant or the insanity of the cyber-enhanced person. Although this Paradox doesn't affect the Iteration X mage directly, it does create uncomfortable social and political situations for him. Cybernetic Enhancements almost always constitute a Major Transform of the patient.
Cybernetic Enhancements—Transform 5d6: organism to cybernetically enhanced organism (Major), Improved Target Group (any cybernetic enhancement, +1/4); Extra Time (1 hour, no other actions; -3 1/4), Focus (OAF, Immobile, Expendable, Arrangement; components, high-tech laboratory and surgical facilities, and cybernetic devices; -2 1/2), Side Effects (Equivalent Transform, person to disfigured, maimed, crippled, or insane person, or a BODY Drain; Side Effect only affects the recipient of the benefits of the Power -3/4), Requires Power Skill: Advanced Science Roll (-1/2), Limited Target (animal species that can handle implants; -1/4)
Active Cost: 94
Real Cost: 11

3) Planned Projection—The ability to use complex statistical models to predict the future of any project or person. This requires a powerful computer and as much data on the subject as can be obtained. Skimpy data may result in penalties to the Power Skill: Advanced Science roll. The output is in the form of percentages, and if several outcomes have similar probabilities, the Iteration X statistician may be faced with an uncomfortable amount of uncertainty.
Planned Projection—Clairsentience (Sight Group; Precognition); Extra Time (1 Hour; -3), Focus (OAF, Bulky, Fragile; sufficiently powerful computer, -1 3/4), Precognition/Retrocognition Only (-1), Conditional Power (Requires as much current data on subject of analysis as possible; -1/2), Requires Power Skill: Advanced Science Roll (-1/2), Limited Power (Future outcomes given as percentages; -1/4)
Active Cost: 40
Real Cost: 5

B) The New World Order—This Convention focuses on mass media manipulation, Psych Ops, intelligence gathering, and the detection, observation, and (in many cases) assassination of supernaturals. NWO agents have a profound understanding of psychology, and their "seemingly" magickal effects often involve subtle mental manipulation at both the individual and group level. Agents in the field also carry hi-tech gadgets and other items designed and constructed by other Conventions or by their own cross-Convention laboratory.

NWO agents at an Advanced Science Rank of 1 start with 12 points of skills selected from the list below, and must purchase an additional 6 points per additional Rank.

NWO Agent Skill Requirements:
Breakfall, Bugging, Bureaucratics, Combat Driving/Piloting, Concealment, Conversation, Cramming, Criminology, Deduction, Defense Maneuver, Demolitions, Fast Draw, Interrogation, Knowledge Skills (Reality Deviants, City Knowledge, Law), Languages (Spanish, Arabic, Hindi, Chinese, Japanese), Lipreading, Lock Picking, Martial Arts, Paramedic, Persuasion, Professional Skill (Spy, Bodyguard, Law Enforcement Officer, University Professor), Rapid Attack, Science Skill (Pharmacology, Psychology, Sociology, Statistics), Security Systems, Shadowing, Sleight of Hand, Stealthy, System Operations, Two-Weapon Fighting, Weapon Familiarities (modern and hi-tech weaponry)

Limitations for fulfilling Variable Limitations requirement ("Foci")
Focus (gadgets [if constructed by oneself], computers, files)
Incantations (interrogation, conversation, commanding tone of voice)
Extra Time (wearing down a target of Psych Ops)
Concentrate (analyze/look for trends in statistical data)

Sample Rotes—A NWO agent's rotes tend to enhance his ability to gather intelligence and manipulate others.

1) Mindscaping—With this powerful rote, the NWO agent can tease the truth out of a resistant subject or manipulate him into a particular course of action by putting the target into a dream sequence. The agent injects the target with any kind of psychotropic drug and just uses the power of his voice to create the Mindscape.
Mindscaping—Mental Illusions 12d6 (60 Active Points); Extra Time (1 Minute; -1 1/2), Focus (OAF, Fragile, drug to be injected into target, -1 1/4), Requires Power Skill:Advanced Science Roll (-1/2), Gestures (get drug into target's system, -1/4), Incantations (talk to target, -1/4)
Active Cost: 60
Real Cost: 13

2) Reading Between the Lines—With this rote, the Agent can read/see/hear a news story about a person or event and know what will occur with regard to that person or event in the near future, as well as be able to divine things about the person or event that aren't in the news story.
Reading Between the Lines—Clairsentience (Sight Group; Precognition), Extra Time (5 Minutes; -2), Time Modifiers (-1/2), Vague and Unclear (-1/2), Focus (OIF, newspaper or news story in some medium about target of Clairsentience, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires Power Skill:Advanced Science Roll (-1/2)
Active Cost: 40
Real Cost: 7

3) Unseen Approach—If an NWO agent knows something about the layout of an area and has places to hide, he can use this rote to move around in the area without being seen or heard (even by security cameras!).
Unseen Approach—Invisibility to Sight Group, Normal Hearing, Only When Not Attacking (-1/2), Conditional Power (Agent must know something about area's layout and security; -1/2), Limited Power (Doesn't work in wide open spaces; -1/2), Requires Power Skill:Advanced Science Roll (-1/2)
Active Cost: 23
Real Cost: 8

4) Interrogation—The original ball-busting rote of the NWO, which is used to extract information out of recalcitrant subjects via psychological pressure.
Interrogation—Telepathy 12d6, Extra Time (1 Hour; -3), Receive Only (-1/2), Mandatory Effect (EGO +20; -1/2), Requires Power Skill:Advanced Science Roll (-1/2)
, Language Barrier (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (question target, -1/4)
Active Cost: 60
Real Cost: 9

5) Social Conditioning—This rote changes a worthless and/or dangerous rebel into conforming, productive member of "society".
Social Conditioning—Transform 4d6: Person to person with goals and personality in line with Technocracy objectives (Major), Based On EGO Combat Value (Mental Defense; +1), Range Modifiers Apply (-1/4), Extra Time (1 Week; -4 1/2), Requires Power Skill: Advanced Science Roll (-1/2), Limited Target (persons; -1/4), Incantations (incessant propagandizing, -1/4)
Active Cost: 105
Real Cost: 16

6) Manchurian Candidate—With this rote, an Agent can turn Joe Average into an unwitting but deadly assassin.
Manchurian Candidate—Mind Control 16d6, Trigger (variable, +1/2), Extra Time (20 Minutes; -2 1/2), Focus (IAF, Bulky, some kind of strobe or other trance-inducing device, -1), Set Effect (kill somebody, or other set command, -1/2), Mandatory Effect (EGO +20; -1/2), Requires Power Skill: Advanced Science Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (provide details on task to be performed and trigger word, -1/4), Concentration (1/2 DCV; -1/4)
Active Cost: 120
Real Cost: 18

7) Psychological Profile—If the Agent has a file with details about the life of a target, he can use the information to (a) pick the target's brain, and (b) manipulate him into a course of action of the Agent's choosing.
Psychological Profile—(a) Telepathy 12d6, Receive Only (-1/2), Mandatory Effect (EGO +20; -1/2), Language Barrier (-1/2), Normal Range (-1/4), Does Not Provide Mental Awareness (-1/4), (b) Mind Control 12d6, Telepathic (+1/4), Mandatory Effect (EGO +20; -1/2), Normal Range (-1/4)
Limitations in common: Extra Time (5 Minutes; -2), Character May Take No Other Actions (-1/4), Focus (IAF Fragile, data file containing details about the target, -3/4), Requires Power Skill: Advanced Science Roll (-1/2), Incantations (question target, -1/4)
Active Cost: (a) 60, (b) 75
Real Cost: (a) 9, (b) 14

C) The Progenitors—The scientists of this Convention have a God-like mastery of life at the genetic, biochemical, physiological, developmental, and organismal levels. Their "magickal" effects manisfest themselves as amazing wonder drugs, wondrous surgical procedures, genetically engineered wonder species, and identical clones of people and animals.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Focus (laboratory equipment, reagents, facilities)
Extra Time (producing clones and genetically engineered life forms, performing surgery, synthesizing pharmaceuticals)
Gestures (surgery)
Concentrate (surgery, laboratory procedures)

Sample Rotes—Progenitors generally do their "magick" in a laboratory, and (in coordination with NWO, Syndicate, or Iteration X agents) deploy the products of their procedures in the field. Their drugs are very popular amongst Technocrats, and are built as expendable items, with Charges and whatever limitations are associated with their construction. Drugs are also built with a Side Effects limitation to represent the potential for addiction or overdose. For examples of hi-tech drugs and details on how to build addiction and overdose Side Effects, see Michael Surbrook's Kazei-5.

1) Clone - This procedure results in a genetically identical clone of any individual person or animal. The clone does not have all the memories, experience, skills, or special abilities of the original, but can be "programmed" with enough information and skill knowledge to pass for the original.
Clone—Summon 100-point clone of specific individual, Weak-Willed (-4 on EGO Rolls; +1/2), Specific Being (+1), Extra Time (1 Season; -5 1/2), Focus (OAF, Immobile, Arrangement; facilities, equipment, and reagents, -2), Requires Power Skill: Advanced Science Roll (-1/2)
Active Cost: 50
Real Cost: 5

2) Enhanced Guard Dog—This procedure produces a mentally and physically superior version of the traditional German shepherd guard dog. Genetically engineered animals that are subtle improvements of the original breed do not draw Paradox, but a talking German shepherd with a scorpion's tail and bat wings would definitely bring Paradox down on both the Progenitor and his creation, should it step into the light of day among Sleepers.
Enhanced Guard Dog—Summon 135-point genetically engineered German shepherd (x8 Number Of Beings), Amicable (Devoted; +3/4), Extra Time (1 Season; -5 1/2), Focus (OAF, Immobile, Arrangement; facilities, equipment, and reagents, -2), Requires Power Skill: Advanced Science Roll (-1/2)
Active Cost: 73
Real Cost: 8

3) Surgical Enhancements—This set of rotes allow the Progenitor to provide surgical enhancements (such as livers engineered to provide toxin resistance) to agents of the Technocracy. Surgical Enhancements are handled much like cybernetic enhancements, with the possibility of death or disfigurement if the Progenitor blows his Power Skill: Advanced Science roll. The procedure requires laboratory-grown organs or tissues genetically engineered to be compatible with the patient's immune system or physiology. Enhancements can be major, minor, or cosmetic.
Surgical Enhancements (Major Enhancement)—Transform 5d6: organism to surgically enhanced organism (Major), Improved Target Group (any surgical enhancement, +1/4); Extra Time (1 hour, no other actions, -3 1/4), Focus (OAF, Immobile, Expendable, Arrangement; high-tech laboratory and surgical facilities, instruments, and genetically engineered organ or tissue, -2 1/2), Side Effects (Equivalent Transform [person to disfigured, maimed, crippled person] or BODY Drain, Side Effect only affects the recipient of the benefits of the Power at some point after completion of the procedure, -3/4), Requires Power Skill: Advanced Science Roll (-1/2), Limited Target (animal species that can handle implants; -1/4)
Active Cost: 94
Real Cost: 11
Minor Surgical Enhancements: Active Cost 62, Real Cost 8
Costmetic Surgical Enhancements: Active Cost 31, Real Cost 4

D) The Syndicate—This Convention is concerned with value—not ethics, not aesthetics, but the importance and significance of things to people, as measured in terms of money. Syndicate members have a profound understanding of how money affects people and governs the way societies work. This understanding is at the core of their "magick". The Syndicate works to influence all levels of money as a measure of value, from street-level crime and commerce, to national and international economies, to metaphysical ruminations about value itself.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Focus (stock/financial reports, computers, clothes)
Extra Time (analysis of stock/financial reports, account books)
Concentrate (report/account analysis, influencing people)
Incantations (use of vocabular and tone of voice)

Sample Rotes—Syndicate rotes control all aspects of money in very subtle ways.

1) Spin Control—The Syndicate shares the NWO's concerns with media message, and this rote enables a Syndicate member to influence how a news story is written.
Spin Control—Mind Control 12d6, Telepathic (+1/4), Extra Time (1 Minute; -1 1/2), Mandatory Effect (EGO +20; -1/2), Set Effect ("Write this story the way I want it written", -1/2), Requires Power Skill: Advanced Science Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (talk to journalist, -1/4)
Active Cost: 75
Real Cost: 17

2) Sell Job/Impulse Buy—This sales rote plants suggestions about the value of given item or goal, thus influencing the behavior of the target with respect to that item or goal.
Sell Job/Impulse Buy—Mind Control 12d6, Extra Time (1 Minute; -1 1/2), Set Effect ("This thing/goal/idea is very valuable to you", -1/2), Mandatory Effect (EGO +20; -1/2), Requires Power Skill: Advanced Science Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4)
Active Cost: 60
Real Cost: 13

3) Predict Economic Trends—This rote allows the Syndicate member to predict the future success or failure of any sort of economic endeavor, ranging from stock markets, to individual businesses, to individual sales efforts or business projects. The Syndicate mage study financial data on the endeavor to make the prediction.
Predict Economic Trends—Clairsentience (Sight Group; Precognition), Megascale (1" = 10000 km; Can Be Scaled Down: 1" = 100 m , +1 1/2), Extra Time (5 Minutes; -2), Precognition Only (-1), Limited Power (Only to predict future of economic endeavors (stock market, profits, survival of business, etc., -1), Focus (IAF, Fragile, file with data on economic endeavors, -3/4), Time Modifiers (-1/2), Requires Power Skill: Advanced Science Roll (-1/2), Concentration (1/2 DCV; -1/4)
Active Cost: 100
Real Cost: 14

4) The Clothes Make the Man—The Syndicate's member's understanding of wealth, material possessions, style of dress, etc. and what they say about a person is so profound that he can glean details about an individual just by studying his dress, movement, manner of speaking, type of car owned, and so forth. Also, he can dress, move and speak in such a way so as to gain the upper hand in social situations. This ability is represented with this meta-rote.
The Clothes Make the Man #1—Telepathy 10d6, Extra Time (1 Turn, -1 1/4), Receive Only (-1/2), Mandatory Effect (EGO +20; -1/2), Requires Power Skill: Advanced Science Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4)
Active Cost: 50
Real Cost: 12

The Clothes Make the Man #2—+15 PRE (15 Active Points); Extra Time (to dress, comb hair, don and adjust various components of focus; 5 Minutes; -2), Requires Power Skill: Advanced Science Roll (-1/2), Focus (IIF, appropriate clothes, other accoutrements, -1/4), Nonpersistent (-1/4)
Active Cost: 15
Real Cost: 4

5) Financial Report/Account Books—With this rote, the Syndicate member can look at financial and stock reports and/or account books of a business and "see" all the shenanigans that are occurring at that business.
Financial Report/Account Books—Clairsentience (Sight Group; Retrocognition), Megascale (1" = 10000 km; Can Be Scaled Down: 1" = 1km , +1 1/2), Extra Time (20 Minutes; -2 1/2), Character May Take No Other Actions (-1/4), Retrocognition Only (-1), Limited Power (Only to see goings-on at the company for which the mage has reports/books; -1), Focus (IAF, Fragile, file with financial information on company, or accounting books of a company, -3/4), Requires Power Skill: Advanced Science Roll (-1/2), Concentration (1/2 DCV; -1/4)
Active Cost: 100
Real Cost: 16

E) The Void Engineers—These scientists, engineers, and explorers travel through the unexplored parts of Reality, raising the flag of the Technocracy over all undiscovered territories. They also work to protect Earth from extradimensional incursions of "aliens", spirits, and other Reality Deviants.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Focus (hi-tech weapons, vehicles, environmental suits, and other assorted gadgets; equipment and facilties to make hi-tech stuff)
Extra Time (construction and operation of hi-tech items)

Sample Rotes—The mages of this Convention rely almost exclusively on hi-tech items (with a notable exception being the Cybernauts, those Void Engineers that explore the Digital Web). Their specialty is the construction of vehicles that travel efficiently in any kind of environment, from the cold, vast emptiness of space to the crushing, pitch black depths of ocean floors. See The Ultimate Vehicle and Star HERO for rules on building hi-tech vehicles and environmental suits. Devices that restrict travel across Umbral barriers and weapons targeted against extradimensional Reality Deviants are also Void Engineer specialties.

1) Dimensional Barrier Augmentation Field - This device, which consists of a central transmitter and a series of rod-shaped receivers to be placed at the perimeter, generates a field that blocks the penetration of the Gauntlet by Reality Deviants from alternate dimensions.
Dimensional Barrier Augmentation Field—Change Environment (stronger Gauntlet) 32" radius, -5 rolls associated with Transdimensional effects, Reduced Endurance (0 END; +1/2) (69 Active Points); Extra Time (1 Turn, no other actions, -1 1/2), Focus (OAF, Focus, field-generating device, -1)
Active Cost: 69
Real Cost: 20

Construction of Dimensional Barrier Augmentation Field: Base Cost of 20, Usable By Other (+1/4), Persistent (+1/2), Ranged (+1/2), Uncontrolled (+1/2), Extra Time, Only to Activate Constant or Persistent Power (1 Month; -2 1/2), Focus (OAF, Immobile, Arrangement, equipment, materials, and facilities, -2 1/4), Requires Power Skill: Advanced Science Roll (-1/2)
Active Cost: 55
Real Cost: 9

2) Ectoplasmic Disruptor Rifle—This weapon fires bolts of energy that do terrible (aggravated) damage to the ectoplasm of wraiths and spirits.
Ectoplasmic Disruptor Rifle—Killing Attack—Ranged 2d6 (versus ED), 32 Charges (+1/4), Variable Advantage (Transdimensional or Affects Desolidified; +3/4), Focus (OAF, -1), Limited Power (Only versus spirits and wraiths; -1), STR Min of 5 (STR does not add to damage, -3/4), Required Hands (Two-Handed; -1/2), Beam (-1/4), Real Weapon (-1/4)
Active Cost: 60
Real Cost: 13

Construction of Ectoplasmic Disruptor Rifle: Base Cost of 13 , Usable By Other (+1/4), Persistent (+1/2), Ranged (+1/2), Uncontrolled (+1/2), Extra Time, Only to Activate Constant or Persistent Power (1 Month; -2 1/2), Focus (OAF, Immobile, Arrangement, equipment, materials, and facilities, -2 1/4), Requires Power Skill: Advanced Science Roll (-1/2)
Active Cost: 36
Real Cost: 6

III) Crafts and Orphans

A) Ahl-i-Batin—This group is a Middle East version of the Order of Hermes, the Celestial Chorus, and the Cult of Ecstasy rolled into one. It includes Kabbalists, Arabic alchemists, and whirling dervishes.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (ecstatic trance, mathematical calculation)
Concentrate (meditation, trance, mathematical calculation)
Focus (mirrors, maps/charts/compasses, amulets, crystal-topped staff, clockwork machines, alchemical items, scrolls)
Incantations (carefully inflected words or phrases, prayers, chanting)
Gestures (dance)

Sample Rotes—Ahl-i-Batin rotes reflect the wide variety of magickal styles present in this Craft.

1) Adaptation—This rote allows the Batini mage to survive the rigors of the desert.
Adaptation—Life Support (Eating: Character only has to eat once per week, Safe in Intense Heat), Extra Time (1 Minute; -1 1/2), Concentration (0 DCV; -1/2), Requires Power Skill: Arete Roll (-1/2), Nonpersistent (-1/4)
Active Cost: 3
Real Cost: 1

2) Jabarut - This is the classic whirling dervish rote. After whirling oneself into an ecstatic trance, the Batini becomes a lethal combat machine.
Jabarut—(a) +5 STR, +5 DEX, +2 SPD, +20 END, +10 STUN, (b) +2 with All Combat
Limitations in common: Extra Time (5 Minutes; -2), Gestures (dervish dance, -1/4), Requires both hands (-1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: (a) 60, (b) 16
Real Cost: (a) 14, (b) 4

B) Bata'a—This group of mages practice the type of magick that developed in West Africa, the Carribean and Central America—namely, voodoo and Santeria. Bata'a magick revolves around interactions with spirits.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (trance, rites)
Concentrate (trance)
Gestures (dancing)
Focus (altars, body parts, powers[salt, sugar, grave dust], serpents, whips, blades, various items to be sacrificed)
Incantations (prayer, song)

Sample Rotes
Bata'a rotes include standard voodoo stuff, like zombi-making.

1) Hear and Obey—With this rote, the bokor mojo (practiticioner of Bata'a) kills a person, traps his soul in his corpse, and commands him to rise and serve the bokor.
Hear and Obey—Summon 178-point Zombi, Amicable (Slavishly Devoted; +1), Extra Time (20 Minutes; -2 1/2), Focus (OAF, Immobile, Arrangement, altar, icons, and corpse of person killed by bokor; -2 1/4), Requires Power Skill: Arete Roll (-1/2), Incantations (-1/4)
Active Cost: 71
Real Cost: 11

2) Possession—This rote allows one of the loas to occupy the bokor's body. The bokor loses the ability to perform True Magick, but his strength, speed, and resilience are enhanced and he can use the loa's powers. A lesser version of this rote just allows the bokor to speak with the loa's voice (Images)
Possession—Multiform (400 Character Points in the most expensive form), Reversion (+0), Personality Loss (First Roll After 6 Hours; -3/4), Costs END (Only To Change; -1/2), Extra Time (20 Minutes; -2 1/2), Focus (OAF, sacrifice item, -1), Gestures (dance, requires both hands, -1/2), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 80
Real Cost: 12

C) Children of Knowledge (Solificati)—Once a member of the Council of the Nine Traditions, this group focuses on the alchemy that originated with the Egyptians and was later developed by the Moors of Spain and the alchemists of Europe. A branch of these alchemists now the constitute the House Solificati of the Order of Hermes.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (protocols for making alchemical items)
Gestures (drink potion, burn pastille, pop pill, rub on unguent, sprinkle powder)
Focus (potions, pastilles, pills, unguents, powders, and the reagents and facilities needed to make them)

Sample Rotes
Children of Knowledge work exclusively through alchemy.

1) Homunculus—This procedure creates a miniature servant.
Homunculus: Summon 89-point, Amicable (Slavishly Devoted; +1), Extra Time (1 Month; -5), Focus (OAF, Immobile, Arrangment, equipment, facilities, reagents, -2 1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 36
Real Cost: 4

2) Proof Against Immolation—This pastille, when burned, protects the person who stands in its smoke against fire.
Proof Against Immolation—Armor (0 PD/12 ED), 6 Continuing Charges lasting 1 Hour each (+3/4) (31 Active Points); Extra Time (1 Minute; -1 1/2), Limited Power (Only protects against fire; -1), Focus (IAF, Fragile,Expendable, pastiche; Difficult to obtain new Focus; -1), Gestures (light pastiche, stand in flames, -1/4)
Active Cost: 31
Real Cost: 6

Synthesis of Pastiches for "Proof Against Immolation": Base Cost of 6 points , Usable By Other (+1/4), Persistent (+1/2), Ranged (+1/2), Uncontrolled (+1/2), Focus (OAF Immobile, Arrangement, laboratory, reagents; -2 1/4), Extra Time, Only to Activate Constant or Persistent Power (1 Hour; -1 1/2), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 16
Real Cost: 3

D) Hem-Ka Sobk—These bizarre, scar-covered mage-assassins are worshippers and agents of the pre-pharaonic, crocodile-headed Eygptian god Sobk.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (rituals)
Concentrate (rituals)
Gestures (trace liquid or other substances over scars, specific body parts, or into open wounds)
Focus (water, other fluids)

Sample Rotes
Hem-Ka Sobk rotes are focused on discovering those whom Sobk hath decreed to be destroyed and destroying those persons.

1) Hersh ("To Be Patient")—This rote is a pre-requisite for all other Hem-Ka Sobk magick. It places the mage into a semi-meditative trance in which his senses are enhanced and his doubts and fears are erased.
Herse—(a) Enhanced Perception (+3 to PER Rolls for All Sense Groups); Linked to PRE (-1/2), (b) +15 PRE; Limited Power (Only to protect against PRE attacks; -1), Linked to Mental Defense (-1/4), (c) +10 Mental Defense, Limited Power (Only protects against mental powers that cause fear, or have fear as a special effect; -1 1/2), Linked to PRE (-1/2)
Limitations in common: (1 Turn; -1 1/4), Concentration (0 DCV; -1/2), Gestures (rub spittle over closed eyelids, -1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: (a) 9, (b) 15, (c) 10
Real Cost: (a) 2, (b) 3, (c) 2

2) Aai-Ab ("Washing the Heart")—This rote provides the mage with information (in a symbolic form) on a person's nature and whether or not Sobk has decreed him for destruction.
Aai-Ab—Detect Type of Being and Those Sobk Hath Decreed for Destruction, Discriminatory, Focus (OIF, feather, -1/2), Extra Time (Full Phase; -1/2), Requires Power Skill: Arete Roll (-1/2), Conditional Power (Must cast Hersh first; -1/4), Gestures (trace scar pattern over heart with feather, -1/4), Concentration (1/2 DCV; -1/4)
Active Cost: 25
Real Cost: 8

3) The Endless Pool—This rote enchants a large puddle or pool such that a person who steps into it will be transported either (a) to a place where the Hem-Ka Sobk can more easily dispatch of the person, or (b) to a dimension where time is suspended, where the person spends an eternity underwater, unable to drown or age or die.
The Endless Pool—(a) EDM to Region of Suspended Time and Space: Extra-Dimensional Movement (Single Dimension), Trigger (target steps into pool) (+1/4), Usable As Attack (+1); (b) Teleportation: 10", Megascale (1" = 1 km; +1/4), Can Be Scaled Down: 1" = 100 m (+1/4), Trigger (target steps into pool) (+1/4), Usable As Attack (+1); Floating Fixed Location (1 Locations), Can Only Teleport To Fixed Locations (Floating Fixed Locations; -1/2)
Limitations in common: Extra Time (1 Minute; -1 1/2), Character May Take No Other Actions (-1/4), Focus (OAF, Bulky, sufficiently large pool of water, -1 1/2), Requires Power Skill: Arete Roll (-1/2), Gestures (spit/piss around pool, -1/4)
Active Cost: (a) 45, (b) 66
Real Cost: (a) 9, (b) 12

E) The Hollow Ones—These primarily American and European mages are self-trained and employ magick in a way that resembles bastardized versions of Tradition magick. No one purpose, philosophy, or theme defines their magick, save perhaps survival and a nihilistic despair tinged with a flair for the dramatic.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (spells and rituals, applying makeup, channeling spirits, seances, astrology)
Concentrate (rituals)
Gestures (dancing)
Focus (makeup, special clothing, tattoos, jewelry, trinkets with symbolic value, tarot cards, spell books, runes, sigils)
Incantations (incantations, spoken poems)

Sample Rotes
Hollow Ones like to stick to low-level, coincidental magick to avoid unwanted attention.

1) Being Invisible—With this rote, the mage becomes unnoticeable if he simply stands still with his arms folded and assumes a cool posture.
Being Invisible—Invisibility to Sight Group, Chameleon (-1/2), Concentration (0 DCV; -1/2), Extra Time (Full Phase; -1/2), Focus (Cloak, IIF, -1/4), Requires an Arete Skill Roll (-1/2)
Active Cost: 20
Real Cost: 6

2) Dark Streets - The caster draws darkness around him to mask his presence and identity. This usually manifests itself coincidentally as street lights flickering out as the mage passes by.
Dark Streets—Change Environment 1" radius (-3 PER Roll: Sight Group), Extra Time (1 Turn , -1 1/4), Concentration (0 DCV; -1/2), Focus (Trenchcoat; IIF, -1/4), Requires A Power Skill: Arete Roll (-1/2)
Active Cost: 11
Real Cost: 3

3) Bum A Dollar From The Universe - This rote provides cash to help the mage get along in the World of the Lame Sleepers. Although the HERO System rules state that Transform will produce $1000/BODY of Transform, this amount of money appearing out of nowhere (even if "found" underneath a couch cushion) would be Vulgar, so most mages settle for $20 or so.
Bum A Dollar From The Universe—Transform 1d6: Air to Money (Major), Extra Time (5 Minutes; -2), Concentration (1/2 DCV; -1/4), Requires A Power Skill: Arete Roll (-1/2)
Active Cost: 15
Real Cost: 4

4) Cool Glamor—With a combination of the right clothes and the right make-up, the mage using this rote adapts an impressive air and gains a measure of confidence against persons, things, and situations that might normally intimidate him.
Cool Glamor—+15 PRE, Delayed Effect (+1/4), Nonpersistent (-1/4), Extra Time, (20 Minutes; -1 1/4), Focus (clothes and makeup, IIF, -1/4), Requires A Power Skill: Arete Roll (-1/2)
Active Cost: 19
Real Cost: 6

F) Kopa Loei—These mages are Hawaian nature mystics, some with connections to the Rokea, that have been driven underground by the Technocracy and the white man.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (rituals, purification/cleansing)
Concentrate (rituals)
Focus (kahili [feather-tipped staff], chuck of lava or other artifact of nature, ritual clothing, paint to be applied to body, white tapa banners, drums, fishhook, divination bones, fire, special poultices or drinks)
Incantations (chants, prayers to nature deities)
Gestures (hand gestures)

Sample Rotes—Kopa Loei rotes harvest the power of nature to perform feats.

1) Bug Off—This rote summons a swarm of insects (generally of the flying, stinging variety) with which to pester enemies of the Kopa Loei.
Bug Off—Summon 112-point Insect Swarm, Weak-Willed (-4 on EGO Rolls; +1/2), Focus (OAF, feather-topped staff, -1), Summoned Being Must Inhabit Locale (-1/2), Extra Time (Full Phase; -1/2), Requires Power Skill: Arete Roll (-1/2), Incantations (-1/4)
Active Cost: 34
Real Cost: 9

2) Back to Earth—This rote reduces artificial, man-made items and materials to their natural components.
Back to Earth—Transform 3d6: artificial objects to raw material components (Major), Improved Target Group (+1/4) (56 Active Points); Focus (OIF, chunk of lava rock, -1/2), Extra Time (Full Phase; -1/2), Requires Power Skill: Arete Roll (-1/2), Limited Target (artificial, man-made objects; -1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
Active Cost: 56
Real Cost: 17

3) Mele Lapa'au—These prayers provides the mage with temporary tolerances to natural elements that would kill others.
Mele Lapa'au—(a) Pele: Life Support (Safe in Intense Heat), (b) Ku: Armor (2 PD/2 ED), (c) Lono: Life Support (Safe in Intense Cold), (d) Kamo-ho'ali'i: Life Support (Expanded Breathing—Underwater)
Limitations in common: Focus (OAF, special drink, -1), Costs Endurance (Costs END Every Phase; -1/2), Extra Time (Full Phase; -1/2), Incantations (prayer to appropriate nature deity, -1/4), Concentration (1/2 DCV; -1/4)
Active Cost: (a) 2, (b) 6, (c) 2, (d) 5
Real Cost: (a) 1, (b) 2, (c) 1, (d) 1

G) Miscellaneous Orphans—This is a catch-all category for orphan mages that are not Hollow Ones. Most such mages will usually practice some derivative form of an established occult practice or technomagick. Orphan styles include the following (from The Orphans Survival Guide):
(1) "Back-Room" technomagick, which resembles Virtual Adept or Etherite technomagick;
(2) "Black" magick, fueled by hate and often including bargains struck with the Infernal;
(3) "Brujeria", like Santeria, but with more emphasis on Catholic mysticism and Latin American mythology;
(4) "ClubKraft", in which magickal feats are constructed in night clubs by disc jockeys using light, sound, and drugs
(5)"Pagan" (old age) or "Self-Help" (New Age) witchcraft;
(6) "Victorian" occultism, which resembles Hermetic thaumaturgy;
(7) Voodoo;
(8) "Wishcraft", a particularly rough, naked, and Vulgar form of will-working where the mage just uses Concentration, Extra Time, and maybe Incantations to transform an object or cause an event to occur.

H) Sisters of Hippolyta—This group of exclusively female mages are a peaceful offshoot of the ancient Amazons. Their eclectic magick has references to and is inspired by ancient Greek mythology and female divinities and metaphors.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (rituals)
Concentrate (rituals)
Focus (potions, herbal remedies, healing salves, mirrors, seeds, incense, candles, other ancient Greek stuff)
Incantations (chants, prayers to female deities, singing)
Gestures (dance)
Limited Power: Spell requires participation of a chorale (7 women, including caster)

Sample Rotes—Rotes of the Sisters of Hippolyta focus on defense, healing, and fertility, though there are offensive rotes that a Sister will use if necessary.

1) The Weeping Willow—This rote is usually used to assist women in dire circumstances by turning them into a tree. After all, what persistent wife-beater in this day and age would suspect that his wife had become a tree? Clearly, this rote can also be used to turn people the Sisters don't like into trees as well.
The Weeping Willow—Transform 1d6: person to weeping willow tree (Major), Continuous (+1), Extra Time (1 Turn; -1 1/4), Conditional Power (Requires participation of 6 others ; -1), Requires Power Skill: Arete Roll (-1/2), Limited Target (persons; -1/4), Incantations (singing, -1/4)
Active Cost: 30
Real Cost: 7

2) Conclave Wellness—This ritual, performed at the beginning of each season, tells the mage what physical and mental ills her conclave (or community of Sisters and attached personnel) are suffering from.
Conclave Wellness—Detect Mental Ills and Physical Ills, Discriminatory, Increased Arc of Perception: 360-Degree, Range, Telescopic (+4) (29 Active Points); Focus (OAF, Fragile, incense to be burned, -1 1/4), Concentration (0 DCV; -1/2), Character is totally unaware of nearby events (-1/4), Requires Power Skill: Arete Roll (-1/2), Incantations (chanting, -1/4)
Active Cost: 29
Real Cost: 8

I) Taftani—This group of Middle Eastern mages practices an ancient, primarily Persian, and often very Vulgar form of magick.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (construction of objects of art)
Focus (bottles, carpets, rings, swords, other objects of art)
Incantations (incantations, poetry)
Gestures (dance)

Sample Rotes—Taftani magick is often performed through objects they create (rings, carpets and so forth).

1) Devouring Gullet of Flame—This horrifically Vulgar rote creates a mass of flame into which others nearby are drawn.
Devouring Gullet of Flame—Telekinesis (15 STR), Reduced Endurance (1/2 END; +1/4), Area Of Effect (14" Line; +1), Limited Power (Only to push targets towards RKA hex; -1), (b) Killing Attack—Ranged 2d6 (versus ED), Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2), Continuous (+1), No Knockback (-1/4)
Limitations in common: Trigger (throw ring, +1/4); Extra Time (1 day to make ring; -4), Character May Take No Other Actions (-1/4), Focus (OAF, Expendable, ring, -1), Requires Power Skill: Arete Roll (-1/2), Range Limited by Strength (-1/4)
Active Cost: (a) 56, (b) 90
Real Cost: (a) 7, (b) 12

2) Kohl Sight—By painting one's eyes with kohl, the Taftani vision is sharpened such that he can see accurately at long distances and through the sun's glare, the shimmering of the desert heat, and sandstorms. More powerful variations of this rote allow the Taftani to see into the Spirit World.
Kohl Sight—(a) Enhanced Perception (+3 to PER Rolls for Single Sense), Limited Power (Only to compensate for penalties due to glare, heat shimmer, and sand storms; -1/2), (b) Telescopic +8 to PER Rolls (only to offset the Range Modifier) (Sight Group)
Limitations in common: Extra Time (1 Minute; -1 1/2), Requires Power Skill: Arete Roll (-1/2), Focus (IIF, kohl, to be painted around eyes, -1/4)
Active Cost: (a) 3, (b) 12
Real Cost: (a) 1, (b) 4

3) Bottle of Djinn—With this rote, the Taftani to force a djinn into a pre-prepared vessel. The vessel must be sealed soon afterwards, or else the djinn will escape.
Bottle of Djinn—Extra-Dimensional Movement (Single Dimension), Ranged (+1/2), Usable As Attack (+1), Focus (OAF, vessel to hold djinn; -1), Extra Time (Full Phase; -1/2), Requires Power Skill: Arete Roll (-1/2), Incantations (-1/4), Conditional Power (EDM reversed if bottle is not sealed within a Turn after successful attack; -1/4)
Active Cost: 50
Real Cost: 14

J) Templars—This modern-day incarnation of the monastic knight order works to promote their version of Christendom, defend innocents from the supernatural, defeat the Technocracy, and hide and protect the order itself from its enemies. Their magick is an extension of their religious faith. The Templars are nominally part of the Celestial Chorus, though most pay only lip service to the goals of that organization, and for the most part mages trained and working within the order have little interaction with Celestial Chorus mages.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (religious ceremony, prayer)
Concentrate (prayer)
Focus (sword, Bible/hymnal, altar, crucifix, incense, shield, article of clothing with the knight's mantle on it, monstrance, Eucharist wafer)
Incantations (chants, prayers to the Lord)
Gestures
Side Effects (HKA from flagellation)

Sample Rotes—The Templars are a very secret organization now and use secretive magick.

1) A Thief in the Night—After a silent prayer to the Lord or to the appropriate saint, the Templar receives a divine revelation of the security systems protecting an abode into which he wishes to enter.
A Thief in the Night—Detect Security Systems, Analyze, Discriminatory, Range, Extra Time (1 Turn, -1 1/4), Concentration (0 DCV; -1/2), Focus (IAF, crucifix, -1/2), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 20
Real Cost: 5

2) Quo Vadis—With divine guidance, the Templar using this rote can track a target and determine where he's heading.
Quo Vadis—Clairsentience (Sight Group; Precognition), Limited Power (Only to see where someone being pursued by the mage is going; -1), Time Modifiers (-1/2), Focus (IAF, crucifix, -1/2), Concentration (1/2 DCV; -1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 40
Real Cost: 11

3) Samson's Gloves - These gloves, which took the form of gauntlets during medieval times, provide the wearer with the strength of the biblical hero Samson
Samson's Gloves—+15 STR (15 Active Points); No Figured Characteristics (-1/2), Focus (IIF, ornate gloves, -1/4)
Active Cost: 15
Real Cost: 8

Holy Rite to Consecrate "Samson's Gloves"—Base Cost of 8, Usable By Other (+1/4), Persistent (+1/2), Uncontrolled (+1/2), Ranged (+1/2), Extra Time (1 Month, only to activate; -2 1/2), Focus (OAF, Arrangement, Immobile, materials, holy place, priest's blessing -2 1/4), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 22
Real Cost: 3

K) Wu Lung—This group of mages, also referred to as the Dragon Wizards, derives from the court wizards of the ancient Chinese dynasties. Their magick is a function of their ability to appeal to their ancestors, Heaven, and the Celestial Bureaucracy to command Reality to do their bidding.

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (ceremonies and rituals)
Concentrate (ceremonies and rituals)
Focus (I Ching, alchemical items, swords, food and drink [and other ritual offerings], genealogical tablets, portraits, fu [paper charms])
Gestures (ritual movement)
Incantations (invocation to Heaven)

Sample Rotes—As former court magicians, the Wu Lung have very flashy and powerful rotes.

1) Summon the Earthly Gods - This ritual compels an individual shen to make an appearance before the Dragon Wizard for the purposes of negotiation.
Summon the Earthly Gods—(a) Mind Scan 9d6 (+12 ECV), Extra Time (6 Hours; -3 1/2), Limited Class Of Minds (shen; -1/2), Does Not Provide Mental Awareness (-1/4), (b) Mind Control 12d6, Set Effect (Appear before the summoner and negotiate; -1/2), Limited Class Of Minds (shen; -1/2), Linked to Mind Scan (-1/2), Concentration (0 DCV; -1/2), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4)
Limitations in common: Focus (OAF, Bulky, Fragile, Arrangement, ritual meal, scroll with mandate, etc., -2), Requires Power Skill: Arete Roll (-1/2)
Active Cost: (a) 69, (b) 60
Real Cost: (a) 10, (b) 9

2) Thunder Bridge—This spectacularly Vulgar rote summons a lightning bolt that the Wu Lung can ride to a cloud in the sky. The Wu Lung then rides the cloud to his destination, and uses another lightning bolt to descend to the ground.
Thunder Bridge—(a) Teleportation 1", Megascale (1" = 10 km; +1/2), Limited Power (Only to travel up into the sky and back down again; -1 1/2), (b) Flight 20", x4 Noncombat, Limited Power (Only atop clouds accessed by Teleportation; -1/2), (c) Armor (3 PD/0 ED), Only Works Against Limited Type Of Attack (Only against metal weapons; -1/2), Linked to Teleportation (-1/4), (d) Killing Attack—Ranged 3d6 (versus ED), Damage Shield (+1/2), Linked to Teleportation (-1/4)
Limitations in common: Focus (OAF, sword; -1), Gestures (sword dance, -1/4), Requires both hands (-1/4), Extra Time (Full Phase; -1/2), Requires Power Skill: Arete Roll (-1/2), Incantations (invocation to Heaven, -1/4)
Active Cost: (a) 3, (b) 45, (c) 5, (d) 67
Real Cost: (a) 1, (b) 10, (c) 1, (d) 17

L) Wu Keng—These magi, derived from Chinese peasant shamans and herbalists, made a pact with the demons of Feng Tu out of desperation arising from being outlawed by the Chou Dynasty. As a consequence, the Wu Keng are now an Infernalist sect, even though many of their number are unaware that they serve demons. Many Wu Keng have Demonic Investments (extra powers granted them by their diabolical masters).

Limitations for fulfilling Variable Limitations requirement ("Foci")
Extra Time (trance)
Concentrate (trance)
Focus (oracle bones [carved tortoise shells and ox shoulder bones], clappers [wooden carvings of tortoise shells], pits, music/wine/fire to going into trances, poems and other written charms)
Incantations (singing/poetry)

Sample Rotes—Usually the Wu Keng use extended, subtle rituals, but will resort to quick, aggressive, Paradox-accruing magicks if the situation calls for it.

1) Kiss of the Virtuous Maiden—This rote, prepared in advance, allows the mage to spit a weapon out of his mouth at an opponent when locked in hand-to-hand combat. Usually the weapon is something that could, in principle, fit in the mage's mouth, but if the mage is desperate, he may spit out something ludicrous, like a poleaxe.
Kiss of the Virtuous Maiden—Killing Attack—Ranged 1d6 +1 (versus ED), Delayed Effect (+1/4), Extra Time (1 Minute; -1 1/2), Focus (OAF, weapon, and poem to be burned during ritual; -1), Requires Power Skill: Arete Roll (-1/2)
Active Cost: 25
Real Cost: 6

2) Twisted Yarrow Stalks—This ritual protects the Wu Keng against magic(k)al scrying.
Twisted Yarrow Stalks—(a) +10 Mental Defense, Only Works Against Limited Type Of Attack (Mind Scans; -1), Nonpersistent (-1/4), (b) Sight Group Images, +/-4 to PER Roll, Costs END only to activate (+1/4), Limited Power (Only against Clairsentience; -1), Set Effect (Image of person other than caster, -1/2)
Limitations in common: Focus (OAF, yarrow stalks to be twisted, oracle bones to be smashed; -1), Arrangement (-1/4), Extra Time (1 Turn, -1 1/4), Requires Power Skill: Arete Roll (-1/2), Concentration (1/2 DCV; -1/4)
Active Cost: (a) 10, (b) 27
Real Cost: (a) 2, (b) 5