URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       
  HTML https://anywherecafe.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Rules and Lore Discussions
       *****************************************************
       #Post#: 293--------------------------------------------------
       Resonance, M20, and us. 
       By: Chance Date: December 8, 2024, 10:45 am
       ---------------------------------------------------------
       With some prompting, I have been looking over the M20 Resonance
       rules and I swear to the gods, I hate them. There is no need for
       two different kinds of magical resonance, and I honestly think
       the system in Rev for determining Resonance worked better.
       I was also reminded that I had created a system for working with
       Resonance for MageRev back in Dusk days, and having re-read it,
       I think it works pretty well. I'd like to hear from all the Mage
       players what they think of the Resonance rules in M20, if they
       understand them at all, and if they'd be up to considering the
       old revision I did for Dusk.
       The old Resonance system I'd created is below.
       [hr]
       Resonance is the mystical 'flavor' of all the magic your
       character works. It describes his magical effects and their
       'aura', if you will. This allows you to give your mage a style
       all his own, and as your character advances
       All additional dots in Resonance after character creation must
       be approved by the Mage ST. See the rules on How to Gain
       Resonance, below.
       Resonance is divided into three groupings:
       Dynamic: Things in motion, change, new ideas in action.
       Examples: Quick, Smooth, Hopeful, Angry
       Entropic: Destruction, death, decay, renewal, primordiality.
       Examples: Bitter, Rotting, Unweaving, Unmaking
       Static: Principles of definition and construction.
       Examples: Logical, Artistic, Steady, Unyielding
       A mage starts with three traits in Resonance, to be assigned
       within these groupings. In general, the strongest resonances in
       your magic will be tied to your Essence, your Nature, and your
       Demeanor. Your initial Resonances will have one dot in each
       category. Choose these descriptors carefully, as they will
       define your magic throughout your career.
       Example: Joe Tytalus is a fire mage of the Dynamic essence, with
       a Bravo demeanor and a Competitor nature. He is known for his
       fiery temper, and his tendency to tackle a problem head-on,
       often unwisely. Joe's resonance might be rendered as:
       Dynamic: Blazing ●
       Static: Dominant ●
       Entropic: Ashen ●
       Each of these traits may gain additional dots later on, or you
       may gain additional traits within a category; this describes the
       relative strength of each aspect of your magic in relation to
       the others. Two dots in a specific resonance trait will make it
       appear twice as strong as a single dot, and so forth.
       House Rules:
       Since Mage Revised did very little with the concept of
       Resonance, we have worked up some house rules to use it in play
       to give Mage its own special feel, and to make the willworking
       aspect of magic more obvious and more interesting to play.
       Gaining Resonance
       As a mage grows in power or becomes more focused in a certain
       sphere or type of magic, he may gain additional Resonance
       traits. These Resonance traits can gain him additional ability
       with magic that is within his normal paradigm and pattern.
       Note that you may have more than one descriptor in a category,
       over time. Joe, in the example above, could wind up adding
       Crackling to his Dynamic Resonance traits, for example.
       Benefits of Resonance
       Any Resonance of 3 dots or more can grant you a -1 difficulty
       with magic of that type. Note that this is cumulative with all
       other difficulty reductions for magic from Quintessence, etc.;
       the total reduction in difficulty is still -3 maximum. In
       addition, casting magic in which you have a high related
       Resonance can negate a single 1 on rolls for that specific type
       of effect for the purpose of avoiding botches.
       Let's return to Joe as an example. Joe advances in Arete and
       gains more experience with his Forces magic in particular. His
       Resonances have become:
       Dynamic: Blazing ●●●, Crackling ●
       Static: Dominant ●
       Entropic: Ashen ●
       If Joe casts destructive fire magic, he can now draw on his
       Dynamic/Blazing resonance to make those effects easier. He gains
       a -1 difficulty for having 3 dots in Blazing, only to be applied
       to destructive fire magic, and if he rolls any 1s, one of those
       can be negated and turned to a 2 for the effect of calculating
       botches. This is cumulative with all other difficulty modifiers.
       .
       The Down Side of Resonances
       In addition, any magic that opposes a strong Resonance within
       you is cast at +1 difficulty. Example from above: Joe wishes to
       cast an effect that summons water to put out a house fire. This
       is directly opposed to his Resonance, so he will gain a +1
       difficulty for doing so. This is cumulative with all other
       difficulty modifiers.
       .
       How to Gain Resonance Dots
       Note that you cannot buy up dots in Resonance. You gain
       Resonance in two ways: from magical workings, and from Seekings.
       Magical workings: Any time you garner a botch, or cast an effect
       with 20 or more successes, roll the total number of successes or
       1s as appropriate at a difficulty of (11 - highest sphere used).
       To gain a new Resonance trait, you must attain as many, or more,
       successes as you have total dots in Resonance.
       Note that all of these rolls must be logged and mailed to the
       staff for approval. You should request the type of trait you
       want, and describe the effect that you were casting when this
       happened. The ST will decide where to assign the dot from the
       information you provide, so give as much detail as possible.
       You may gain, at most, 1 point of Resonance per month.
       Seeking: When your character undergoes a Seeking for higher
       Arete, he gains a dot in a Resonance of your choice as well.
       .
       Identifying Magic Based on Resonance:
       Another mage can use Prime magic to 'read' the Resonance
       lingering in an area where you worked magic recently. Each
       success on the Prime scan roll will give the scanning mage one
       dot of your Resonance, with the highest ones first.
       How Long Does Resonance Linger?
       Resonance lingers based on the number of successes you garnered,
       and the number of dots you have in Resonances. The more dots you
       have in any one Resonance, the longer it will take to fade.
       Each sphere dot used in the effect (total ALL dots used, not
       just the highest one): 1 hour
       Each success garnered on the roll: 1 hour
       Each dot of resonance you possess: 1 hour
       Botch: 1 day per dot of the highest sphere used, plus 1 day per
       dot of Resonance you possess.
       Optional Advanced Rules
       This set of Resonance trait rules is optional -- a player has
       the option of using these rules, but is not obligated to do so.
       If you choose to use them, please list your modifiers on your
       sheet along with your Resonance for reference.
       1:
       -1 difficulty to detect similar effects +1 difficulty to detect
       opposed effects
       2:
       -1 difficulty to analyze similar effects using Enigmas or Magic
       Theory; all above, plus +1 difficulty to analyze opposed effects
       using Enigmas or Magic Theory
       3:
       all above, plus -1 difficulty to cast similar effects; all
       above, plus +1 difficulty to cast opposed effects
       4:
       all above, plus -1 difficulty to counter similar effects; all
       above, plus +1 difficulty to counter opposed effects
       5:
       all above, plus -1 difficulty to unweave similar effects; all
       above, plus +1 difficulty to unweave opposed effects
       Resonance-Related Rotes
       Cleanse Resonance (●●● Prime) - This rote
       allows you to remove the traces of your personal Resonance after
       casting a magical effect. Note that this rote cannot be
       fast-cast. It requires an extended roll, at ten minutes per
       additional roll. Each success garnered can negate one dot of
       personal Resonance.
       Read Resonance (● Prime) - This rote allows you to detect
       the traces of any magical effect cast in an area. Use the
       timetable above to see how long after the casting it can be
       detected. Note that this rote cannot be fast-cast. It requires
       an extended roll, at ten minutes per additional roll. Each
       success on the Prime scan roll will give the scanning mage one
       dot of the casting mage's Resonance, with the highest ones
       first. A complimentary Perception + Awareness roll may be made
       alongside each Arete roll, with every two successes on the Per +
       Aware granting you one success to the Arete extended roll for
       detection. Note that you must recast this rote for each mage's
       workings in an area that you wish to read.
       *****************************************************