From: mstutzm@aol.com (MStutzm) Newsgroups: alt.games.whitewolf Subject: Rote Library, Part 1 Date: 15 Jun 1995 16:54:18 -0400 Organization: America Online, Inc. (1-800-827-6364) Reply-To: mstutzm@aol.com (MStutzm) NNTP-Posting-Host: newsbf02.mail.aol.com
The Rote Library (v. 1.0) is the opus of a group of dedicated online individuals. Favorite rotes were sent in, and were subsequently compiled into a compact text file. This is only the first incarnation of the rote library. In the coming months, the RL will become a living Web page, where visitors are free to borrow and deposit rotes. Excelsior!
DISCLAIMER: The editor has repeatedly spellchecked and laid out this file for your convenience. He does not vouch for the game mechanics, accuracy, or consistency of any rote included in this tome. For that matter, he is not responsible for any rotes that you may find stupid. Remember, that same stupid rote may be the one a Man In Black fries you with. Lighten up, its just a game.
[Each success removes two success from any Discipline, Gift, or Arcanos roll to influence the protected mind. If Entropy 2 is used, it provides protection against attacks that are ranked less than or equal to the user's Arete. If Entropy 5 is used, it shields against all levels. (Encrypt Thoughts can provide some protection, but only against attacks ranked equal to or lower than the user's Sphere level.) Forces 3 or Mind 3,4 or 5 may be added toautomatically attack any would-be controller, but this usually makes the rote vulgar.]
[Functionally this Rote makes use of a relatively simple Matter 4 effect in the construction of the Homunculus. Next the Life sphere, aided by the spark of Prime, grants the form true life, and binds the pattern in to permanence. Great care must be taken in the design of the pattern as any(!) flaw in the pattern can cause the creature to die an agonizing death immidaiately after it's creation. As such, most mages who use this Rote take there time to insure that the patter is in no way flawed, designs of such intricacy have been known to take a full year or better to complete, as such this is not a rote to be under taken lightly. An umbrood spirit is then bound into the machine by a variation of the rote Imbue Flesh (Mage pg. 224 (1st Ed.)).
[The more successes rolled, the greater the chance that the machine will be self sufficient. Three successes is the minimum needed to create a viable homunculus. Any less and all that is created is a perfect, non-living, unreceptive to spiritual inhabitation, robot. At three successes the homunculus, is capable of survival on it's own as long as its physical requirements are provided for by it's master (i.e. it's alive it needs to eat, but it doesn't know how to find what it needs). At four successes the creature inherently knows it's needs and can acquire them without the aid of its master. At five successes, the creature is completely self-sufficient, and in fact instictively knows it's master's dietary requirements, and may even be capable of taking care of an ill creator. Note that as the Spirit sphere is used, to give it a "soul" the Mind sphere is not needed.]
[The Mage keeps his items in a safe place and reaches to it when needed. Sometimes he will use this method to pop into other places to get cash. Why use the ATM when you can access the vault?>
[When the Mage is concetrating on a problem, mental visitors receive this message, "[Mage’s name] is busy at the moment. Please leave a message at the gong." Note that Time can make this a more structured event.]
[Entropy/Prime causes the incoming effect to "leak" quintessence and thus lose its reality. Prime/Spirit sets up the Spirit field and supplies it w/ quint. Successes = # of automatic countermagic dice the mage gets. Unfortunately, the area is immobile. Normal "non-magical" effects would get through normally.]
[This rote lasts the standard duration. The highest level effect that can be opposed is equal to the number of success gained. Such an effect loses one success. For each level below the maximum, an additional success is taken away. This effect is cumulative with the mage's countermagick and resistance rolls, so it can render her nearly invulnerable to lesser magicks. However, any magic the mage casts on herself is also affected. Unlike regular countermagick, MShield does not offer any help to others targeted by the same spell as the caster, nor does it stop indirect effects (those that are not resisted by Willpower). This rote is static magic.]
The Mage plants a bug on the target, target inadvertently leaves an obvious trial (mud on his shoes, distinctive scent), bystanders point out the target, mage dusts the target with an invisible radioactive powder, mage tracks target using spy satellite, mage brilliantly deduces target's destination.
[The number of success rolled determines how long and at what distance (using the Correspondence range chart) the Lock can be maintained. Note that patterns of life change slowly over time, so a living creature could be traced for no more than a few days regardless of the number of success obtained. The caster knows the locked pattern's location well enough for it to be considered within line of sight. The spatial distortion caused by a Pattern Lock is much less obtrusive than normal Correspondence Perceptions, unless specifically searched for, it can be detected only by disciples of both correspondence and pattern magic, specifically looking for it, who make a Perception + Awareness roll (difficulty 8).]
[This is a straight forward teleportation rote. Between two and four successes are usually needed since line of sight is disallowed as is the 'anywhere in the world' range. The Rote only takes the mage to a general area, the exact point of arrival is random. The mage should keep a listing of her 'directory tree. This Rote is usually Vulgar>
The Rapid Avoidance Defensive System is an ongoing conjunctional effect that analyzes patterns that are about to contact the mage and, if they prove dangerous, removes her to the nearest safe location. It is imperfect - the mage can be hit by a skilled opponent. Less advanced RADS versions simply gauge the magnitude of forces involved and avoid those beyond a certain threshold. This can be annoying since the forces involved in a friendly pat on the back can exceed those of a curare-tipped dart. The rote takes into account only immediate, physical, threats so a mage could find herself displaced from a hiding place, separated from an injured comrade, or face to face with a Neqhandus master. If the displacement occurs when the mage is making an attack, her attack is usually spoiled as well.
[RADS can move the mage anywhere within range (based on the correspondence range chart) but always minimizes the distance travelled. Each success removes one success from any attempt to hit the mage that has the potential to do the threshold level of damage. This is cumulative with dodging, but the mage must decide to dodge before the attack is rolled. If RADS activates at the mage's initiative, she suffers the same penalty to her attack and may have to make a Wits + Alertness roll to retain her bearings. If the mage is caught in an area attack or attacked by forces magic, RADS will take her out of the area or break line of sight with the attacker. This often involves a long distance teleport to a familiar location - and the accumulation of paradox.]
This Rote allows the mage to move to any location within line of sight. A skilled caster can 'blink' among multiple locations almost instantly. Remember that correspondence sensing and co-location sensing provide line of sight. One common tactic is to use co-location sensing to remain aware of two different areas and then blink back and forth between them.
[The mage can make a number of blinks each turn equal to the number of successes scored. The mage controls both when and where she goes. Blinking will spoil one opponent's attack if the mage times it properly. All opponents trying to hit the mage have their difficulty raised by one per blink the mage has made so far that turn. In any turn that she blinks, the mage's own difficulties for physical actions are raised by one. The Rote lasts a normal duration but only those locations in line of sight during casting are accessible.]
[The maximum number of 'nodes' the mage can maintain is equal to his Perception attribute times the number of success obtained in Multi-Tasking (not the total number of 'Tasks' since one is used to co-ordinate). The numbr of links established at each casting is one plus one per success beyond those needed for the most difficult node. For instance, a mage trying to establish three nodes, two in familiar locations and one that he has only heard of, would need six successes - four to establish the node in the location described to him and one for each of the familiar areas. Nodes created in a single casting are in a 'star topology' - each one is connected only to the mage's location. To create a link between two distant nodes the mage must cast the spell from one node using the normal range chart instead of the Correspondence one. Since the node is in line of sight, four successes are required (unless the new node is totally unfamiliar). Note that this range is from the mage to the node from which the link is to be established, not the range from the established node the new one. When someone Stalks the Void from an end node, he simply reaches the next node in the network. If there are several connections the one found is random. Adepts who are wise to this trick can 'trace' the links - cascading across one link per success. However, in a complex network, it is likely the tracer will loop as it randomly chooses a path. The only coincidental effect I've ever heard of for this Rote is 'Hacking.' The mage simply 'breaks into' computer systems at each location she wishes to view, establishing a convoluted path of communications lines that enemies must trace to find her.]
[Site to Site Transport differs from the classic Seven League Stride primarily in that the target location is always well known. Two successes are all that is needed to remove the mage to the next programmed location. Extra successes are required if the mage wishes to 'cascade' through several localities, spending anywhere from a fraction of a second to a few turns in each intermediate location. As long as her computer is up and running, the V-dept can activate this Rote with no initiative penalty. This Rote is almost always Vulgar magick.]
This unusual Rote causes the mage to move through space with an apparently smooth motion through a series of micro-teleports. She can appear to walk, levitate, or even fly. The main advantage of this kind of movement is that it can be more easily covered by static effects. Even though she appears to be moving, the mage has no momentum and causes no damage in a collision.
[One success allows the mage to move at normal human speeds - no more than about 10 mph, two success allow ground vehicle speeds (under 100 mph), three grant aircraft-like speeds of hundreds of mph, four success allow super-sonic flight (no sonic booms though), and five will let the mage move at basically any speed she wishes.]
The Virtual Adepts use this Rote to estimate the relative danger posed by an opponent or other hazard. Threat Assessment does not reveal unknown dangers, it merely quantifies those the mage is already aware of. Thus, it is usually used in conjunction with another sense such as normal sight, Inertial Location or Composite Virtual Imaging. Threat Assessment gives the mage a good idea of the power of attacks the opponent can throw and of the attackers' speed and skill. Use of this Rote can make dodging attacks a little easier but does no otherwise overtly effect combat.
[The 'area' affected indicates the number of opponents 'Assessed.' For instance, one success would give the mage information about a single attacker in melee. Regardless of the number of successes, the mage can tell the approximate size of the subject's attack and damage dice pools. Assessed attacks can be dodged at a -1 difficulty. It has no effect on magical attacks unless the mage is a disciple of all the spheres involved.]
Many V-depts are classic 'computer nerds' with limited social skills. Sure, you can countermagick Thought Probes in your sleep, but the wily Toreador can tell almost as much from the way your eyelid's flutter when she asks you a question. This is what we call a non-trivial problem. The answer is Riker's Island, a Module that edits out unconscious reactions and body language - even controls respiration and galvanic skin response. With it you have the ultimate poker face and can even beat lie detectors. Iteration X uses this Rote under the name 'Machine Interface' and the Men In Black seem to have it hardwired into their brains.
[For the duration of the magick, all attempts to read the mage using skills like Subterfuge as well as non-magical lie detectors automatically fail. Users of subterfuge will note that the character is concealing something (even if he isn't) but can't tell what.]
[Range of this rote is more limited than for other Correspondence effects:
# Successes/Radius Perceived 1 6' - mage's personal space 2 20' - large room 3 20yds - good sized house 4 100yds - stadium, high rise 5 1/4 mile - city block, industrial parkFurthermore, if more than four spheres are being used, require an additional success. Remember the mage only gets all the above effects if she casts the Rote conjunctional with all nine spheres. Also note that all the mage gets for using Mind one is the ability to detect incoming Mind effects. Few coincidental effects will cover the broad range of senses granted. Examples include Sherlock Homes-like deduction, a 'thorough' briefing of the area, or (for short durations) lucky guesses or intuition.]
[To imprint a photographic memory, the mage rolls her Arete with the number of successes indicating how long (on the normal duration chart) the memory is retained with perfect clarity. During this duration the mage can look back just as if she were still experiencing the memory even to the point of noticing details for the first time. After the duration is up, the memory fades to normal levels of recall. To retrieve a forgotten experience, the mage rolls with successes read on the duration chart to indicate how far back she can remember. Clarity is high but she cannot notice new details - only those which she noted at some point but has forgotten. Photographic and Eidetic mnemonic abilities are a documented fact, making this Rote static magic.]
[Successes indicate the speed at which the mage can perform computations: 1 to 3 grant normal computer speeds from micro to mainframe, 4 give the mage the power of a supercomputer, and 5 or more allow virtually impossible computations (the kind it would take a Cray centuries to solve. Successes can be added directly to appropriate actions like cryptography. At the level of 1 to 3 successes this can be passed off as skill and mathematical 'tricks,' at higher levels it risks Paradox.]
The V-dept version of a classic Akashic Rote, Signal Filter evaluates incoming neural signals, intercepting excessive pain messages that might hamper the mages ability to function. Signal Filter is dangerous because the mage using it cannot tell the severity of her injury without carefully examining her pattern. She can feel enough to tell she was hurt and where the damage is but not how dangerous it is. In any case, the Rote in no way reduces the damage taken.
[Each success reduces the penalty and action restrictions on the wound chart by one level. The mage can even act while Incapacitated for up to one turn per success. Duration is otherwise normal. If the mage takes particularly strenuous or inappropriate actions, the Storyteller may call for a Stamina Roll (Difficulty = current wound level + 3) to avoid taking an additional wound.]
[The mage should make a Perception + Awareness roll to positively ID the spirit. She can then tell whether it is a familiar spirit and can recognize it the next time their paths cross. The information granted is also enough for the mage to Call the spirit later on, though he has no power over it of course. Umbral effect, no coincidences required.]
[The Guide combines the effects of Correspondence Perceptions with Spirit Sight and Plumb the Deep Umbra (see MAGE pps. 185, 212, 214). The Correspondence range chart is used with respect to the caster's familiarity with the umbral location to be scanned, not the corresponding mundane locality in the 'real' world. Though a standard coincidental effect is mentioned above, none is really necessary as this is an umbral effect.]
[Hostile spirits can fake a signal with a Wits+Enigmas roll, difficulty is the mage's Wits+5. If the spirit trying to make contact is distant, the Storyteller may call for a Perception + Alertness roll from the mage. Umbral effect, no coincidences required.]
[The mage gains a point of Rage per success. For the duration of the rote, he can act just as a garou with this Rage score, including spending rage, making rage rolls, and risking Frenzy. If cast as a Mind effect, the mage frenzies and must spend a total of one Willpower per success to bring himself out. Furthermore, he can't make Rage rolls without the spirit's continued encouragement, so once the Rage is spent, it's gone. If repeated in the same story, add at least +2 difficulty. Could be static magic if used among Garou.]
[The three previous Rotes have been known to be used all at the same time by some Mages, for fun as well as paranoid protection. Usually, one suffices. It is rumored these Rotes were invented by one of the regulars at the Spy's Demise for his amusement. It is also rumored that this same individual is an AI who does such things to see how much trouble Mages will bring on themselves. It is hard say for certain, as no one has seen this person offline in order to ascertain the truth. All is known is his online icon is that of a featureless humanoid made entirely of the static of a television tuned to a dead channel.]
[Every success allows the indicator to remain another round. The indicator will shift at the beginning of each round to the target's weakest point, and highlight it. The standard is a brightly glowing bull's-eye with arrows pointing to it. The "weak point" judgement is up to the ST; mine has allowed people hitting it an additional die of damage most of the time, and occassionally allowed it to uncover a "fatal flaw"...]
[A statue made of warm tar or similar substance (eg, molassas) is built, and a standing Mind 3 effect makes it appear to be the attacker's apparent victim. Poor lighting and giving the Tar Baby a fighting stance is highly recommended, unless the Mage plans to hang around and animate the phantasm.]
[The mage must have some part of the corpse from which to extrapolate the physical form, and a fair amount of some kind of modelling media (Clay, wet sand, blu-tak, whatever). Difficulty is a base of 6, but would be harder for older corpses (+1 to difficulty for 1 month since death, +2 for a year, +3 for a decade and so on). Similarly, the amount of cadaver the mage has to work on would affect difficulty - extrapolating a decapitated head from a whole body would be fairly easy, but a whole body from a couple of hairs is close to impossible.
[The level of detail available depends on the number of successes the mage gets, and the time the mage is willing to put into the project. Subtract 1 from the difficulty for every extra day the mage puts into the extrapolation. [1 success will give a rough shape (build, proportion) and a hint at facial features. 2 successes will give enough detail for the subject to be recognizable. 3 successes will give something which looks almost exactly like the subject; 4 or 5 successes will give things like birthmarks, moles, the finer structure of hair, and dissection of the clay model can yield information about the state of internal organs and such like]
[A largely coincidental effect, as the gun just appears to misfire badly. The mage lowers the melting point of the gun so that the high temperatures in the gun's chamber cause it to deform or explode, with catastrophic results]
[Prime 2 fuels the creation of a few pints of the mage's own blood. This is, of course, somewhat vulgar. But fun.]
[This rote is just as vulgar as the above but much more graphic. Take the volume of space taken up by an object (or person or area). Now there exists order to the parts in this area/volume. Now randomly reorder every particle in that area. With 2 or more successes on a mortal (sleeper) the effect you get is a homogenization of every part of thier body. For just a part of this effect you could take the femur and divide it up into thousands of particles, now relocated those particles all over the body. The net result is the person turns into a red featureless mass which falls to the ground with a jello like consistency.]
Successes Duration Space Multiplier 1 1 hour x2 2 6 hours x3 3 12 hours x4 4 1 day x5 5 2 days x6 6+ +1 day/success x7 (maximum)
[The way the successes are to be split is up to the player. For example, if I roll 7 successes, I may put 3 into the multiplication factor, and 4 into duration, thus giving me 4 times the space for 1 day.]
[Correspondence is used switch places with the target who threw/pushed the character. The target finds himself thrown instead of the mage. The difficulty of this rote may be raised by 1 or 2, depending on the circumstances. (E.g., switching places while falling towards the pavement at 20 mph.)]
[This rote subliminally plants a message in a person’s head. By the course of everyday speaking, the message is “passed on”. Correspondence insures that the message will reach its final destination. The more successes on the Magick roll, the less time it takes in transit. The inherent danger is that the Mage cannot control what channels it goes through; if a courier inadventantly talks to a Technocrat, the Technocrat may be able to “decode” the message and even determine who sent it.
[ This rote is designed to draw the attention of Paradox upon an antagonist. It amplifies sound and light emmissions from any magickal object: Magick guns fire at 1000 db in a burst of rainbow light. The idea is to attract the attention of surrounding sleepers, and thus stir up paradox in the area. As a rule, Magick becomes increasingly vulgar with each success. As a downside, the rote affects anyone in the area, and may trigger a domino effect in the area. (See: Book of Shadows)]
[Ennui uses Mind Control and Intellectual Entropy to make a target contemplate how small and trivial his life is in the great scheme of things. He falls into a state of chronic depression, refusing to eat, drink, or communicate with the outside world for the duration of the rote, slowly wasting away and possibly dying. This is deviously coincidental.
[The duration of the rote is two days per success, after which the target must make a Willpower roll (diff 6-8) to break free of the Ennui. Failing this roll indicates the target remains depressed for an extra week; a botch indicates permanent Ennui.]
[Forces allows the mage to "sense" the data on magnetic media (floppies, hard drives, cassettes, etc); Matter must be used to "see" the data on optical media (CD-ROM, Flopticals, etc). Mind is necessary to translate the information into something understandable, which otherwise would show up as nothing more than a bunch of ones and zeros. Encrypted information will translate as gibberish. Some Hollow Ones who couldn't afford a Discman have used Media Read on standard tapes and CDs; they just put a CD in their pocket and listen to it. Note: there is no way to "store" this much information besides the mage's memory without a higher Mind sphere. Touch-type (qv) might be used to spill out hardcopy of the disk.]
[This rote causes the cranes (actually minor talismans)to heal the patient. As a rule, each crane heals one level of damage (1/2 level aggravated), though degenerative diseases like AIDS and cancer continually eat away and diminish health levels. 1000 cranes or more will cure any mortal, no matter how sick. Because the effect is rooted in faith and folklore, it is still considered coincidental, no matter how miraculous a recovery. (The Technocracy will just chalk it up to "superior medical technology") Euthanatos, though, despise this rote (Cheating the Good Death--the very idea!) and may even drain the origami of their power (there is a tiny amount of tass in each crane).]
This rote allows a mage to adopt an icon (portrait, doll, book) to which she is tethered. As long as the icon remains intact, the mage will remain the same age as when the rote was cast. She is not immortal; the magickal icon simply holds back the forces that age the body. When it is time to die, she will indeed die (though she will leave a lovely corpse). The danger of this rote lies in the consequences of destroying the icon: the shock of aging 50 years is enough to kill most people.
[Life and Mind tie the mage macickally to the icon; prime “seals the deed”. Entropy forces the entropy of aging to age the icon instead of the mage. Should the icon be destroyed, the mage must make a stamina roll, difficulty 5+1 for every ten years since the rote was cast. Failure indicates the mage dies of shock. The icon also gains a point of Paradox for every ten years it has been used; if the mage survives, he absorbs the Paradox as well.
[I’ve mulled over this one for a while--Thing is, Vampires can heal such damage very quickly, so I’ve devised a way to put up a thin layer of steel between the cortexes as they are severed to prevent regrowth back into a normal pattern. (SEVER UNDEAD TIES, Matter 4)]
[This rote utilizes the co-location ability to send the communication data straight from a terminal to another mainframe without the need for a direct physical connection. This usually comes off as coincidental ("it's cellular")]
[Forces 4 to keep the bullets motions going and the bounce correct after hitting a wall or floor or whatever. Correspondence 2 to see the target after the bullet has bounced around the corner.]
First, get the victim to choose a cards at random. Correspondence 2 allows you to alter your viewpoint to behind the victim (and thereby see which cards he's looking at.)
[Entropy 2 allows you to make the card do what you want it to do, i.e. jump to the top of the deck, become the 13th card down, or whatever.]
[The mage utilises Mind 1 to flash through all her memories and then Entropy 2 (Control Randomness) to select one. The use of Entropy ensures that the thought selected is somehow relevant to the situation. The more successes gleaned the more information is gained. A failure indicates a mental block while a botch means that some completely irrelevant thought has just implanted itself in the mages consciousness. The mage may spend days (and they should roleplay this) wondering how such a thought could be relevant - "Pink, fluffy bunnies... what do pink fluffy bunnies have to do Lord Greesham's murder...Hmm, maybe I'll check out the petting zoo..." [This rote does require a great deal of storyteller/player co-operation (Hah! Don't make me laugh!) It can been used to allow player knowledge to become character knowledge but any storyteller who wishes to allow this should place strict control on what is allowed. The thoughts should be as vague as possible and have some relevance to the mages background. For instance, the character above, who clearly reads a lot of Agatha Christie, or the Order of Hermes Mage who marvels at the way the numbers on the signpost beneath which the Nephandus has buried a talisman are of occult significance ("See, if you add those two together you get 13, and if you subtract that number you get 7. Hah, these Nephandi, predictable as ever...")]
[The 4th rank of Life is required to effect another living human. Matter 3/Prime 2 is used to cause the appropriate solute to appear in the blood. An INT + MEDICINE roll should also be required in order to control the amounts in the blood. The more successes the closer the mage gets to being able to get the required effect. For instance, the mage may want to kill his victim in which case high successes means that he has succeeded in that, However, he may need to keep his victim alive in which case a successful roll is needed to get the right level of solute which will inconvenience but not kill. The storyteller should also consider the time-scale involved. Death within a short time of being exposed to the rote should be easier, as the body has few short term defences against hypernatraemia, but is more likely to be suspicious to investigating police and/or doctors. Long term (chronic) exposure to the rote should be more difficult (add 2 or even 3 to the difficulty of the medicine roll) due to the natural defenses but less suspicious.
[Calculate actual damage from the Life damage chart but describe the effects as internal problems rather than wounds. For instance, 1-2 health levels of damage should mean that the target is inconvenienced by the need to constantly go to the toilet and drink lots of fluids. 3+ health levels means that the victim is in a state of shock (with the attendant symptoms which should get worse the more damage is done) An incapacitated or dead result indicates irreversible shock and the victim will require a transfusion to prevent death. Other chemicals may enter the blood via this route. For instance, the Cult of Ecstasy use it to avoid all those problems with needles and syringes which often occur with drug use. The effects of such things entering the mages system is up to the storyteller. The mage may also use it to remove chemicals from the blood - poisons, drugs, even essential chemicals such as haemoglobin. One final note for the storyteller. The effects of this rote are quite good as paradox flaws as long as they are not fatal.]
The rote involves simpily picking out a car or other vehicle from the many passing by and setting out to follow it to its intended destination. The mage can select the car using a variety of criteria including its colour, shape, year - whatever takes the mages fancy at the time. It is, however, reccomended that the car be travelling in at least something resembling the right direction to start with if the effect is to be considered coincidental. With luck (sorry, with a willing avatar) the car the mage follows is just happening to be going somewhere near to the place where the mage wants to go. This rote can be quite disconcerting for passengers, especially if the cultist still requires a focus for some of the spheres. This can mean that the mage may need to employ narcotics or other illegal drugs while driving (God knows what (s)he will need to if her/his vice is playing the guitar or sex.) However, to offset the effects of this a Mind/Life effect can be instigated to keep the mage sober.
[The mage uses the sphere of Entropy to pick out a 'likely' vehicle based upon some criteria. For instance, it could be decided that the mage likes the colour red and would thus always follow red cars. More coincidental choices could come from reading the license plate -"It says California on the license so I assumed that it was going there..." or from following trucks and vans with company names on them. The number 29 bus to the area the mage wants to visit could also just happen to be passing at the time. Once the vehicle has been selected the mage locks onto it and follows it using Time and Correspondence to see where it is going and memorises the route using the sphere of Mind. Storytellers may well decide to enforce a roll of PER +Intuition (Diff 6) to see how well the mage understands the information.]
[Mind 2 is first employed to cause the driver of the car to believe that he should slow down and stop. This is often reinforced by the presence of an obvious police presence as the agent masquerades as an official officer of the law. For those victims who are reluctant to stop the Forces 4, Prime 2 effect is activated in order to create an opposing force to the kinetic energy powering the vehicle - the vehicle is thus forced to a stop whether the occupants want it to or not...]
[Basically this rote combines the effects of the Multitasking of Mind 1 and the Accelerate Time of Time 3. The Life is needed to tie into the coincidental effect.]
[For the 1st pt made by on the skill roll the mage is able to move 10 lbs. This increases exponentially i.e. 2pts=100lbs 3=1000lbs 4=10000lbs.]
[The rote uses spirit sight to see into the umbra, in this use of spirit sight the gauntlet must be broken. Once a clear connection is made, correspondence is then used to shift to where you're looking at. I know that the book of Madness says that Spirit travel can't be accomplished with correspondence, but it's a good rote.]
[Using Mind 1, the mage rids himself of using penalties from using his non-usual hand. With Correspondence 4, he then co-locates to as many positions as possible, and fires, splitting his dice pool evenly between the guns in each hand, hitting his opponent from differing locations at once. Damage is rolled as normal for each gun, and then multiplied by as many different locations at the mage has attained. Example: Bob rolls a 5, a 7,a 7, and an 8 on his roll. He co-locates to 3 different places, making 4 copies of himself. He splits his dice pool of 7 between his hands, 4 in one, 3 in the other. Both guns are at difficulty six, and he rolls 6, 6, 7, 8, and 4, 6, 7 on the firing attack, then rolls damage, and multiplies it by 4 (The number of total copies). Bloody, very bloody.]
THE END (Until version 2)
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