Mage Core: Mage the Ascension in Fate Core

chantry

I’ve seen plenty of discussion of how someone might adapt Mage the Ascension to Fate Core’s rules, but I didn’t find someone who had actually laid out how to handle the hack. I like the idea, and I wanted to present something that’s immediately usable. So, what follows is my own hack, which I think you could just take and run with if you wanted to.

First, changes to the baseline metaphysics. I’ve narrowed Mage down to seven spheres rather than nine. I dropped Entropy because I have always thought that it probably just reduced down to Time, and didn’t think that both were necessary. For a Fate Core adaptation of Mage, I decided to drop Prime, because the Quintessence/Paradox economy is doing to work differently in a Fate game than it does in Ascension. The Fate point economy mimics the Quintessence economy somewhat, and I decided to make Paradox into a stress/consequence track alongside the mental and physical tracks.

Aspects

A high concept Aspect, a trouble/Paradox Aspect, an Avatar Aspect, a Tradition/paradigm Aspect, and a mundane Aspect.

Starting with a high concept, of course, I like the idea that the trouble Aspect could be rooted in Paradox if that makes sense. If I was running Mage Core I would recommend that to players. Then there is the Avatar Aspect, which I think should be a source of plenty of compels during the course of a game as the Avatar pushes the Mage to grow and change. A Tradition or paradigm Aspect also makes sense as a way to further define the character. Last is the mundane Aspect, as I like the idea, especially early on, of reality-bending Mages trying to hold down jobs and raise families.

Custom Skill List

Awareness (includes Empathy and Notice)

Contacts (includes Rapport)

Drive

Expression (includes artistic Crafts)

Fight

Investigate

Lore

Manipulate (includes Deceive and Provoke)

Resources

Shoot

Stealth

Streetwise (includes Burglary)

Tech (includes technical Crafts)

Will

In Mage Core, the top of the Skill pyramid is +4. I noted what I changed, in terms of combining or splitting up Fate Core default Skills to help with finding Stunts.

Spheres as Extras

OK, so, here we go. As mentioned above, I’ve narrowed Mage down to seven Spheres: Correspondence, Forces, Life, Matter, Mind, Spirit and Time. Time absorbs Entropy and Prime fades away because it isn’t as necessary in Mage Core, as it is mostly a meta-Sphere in Mage itself.

I’m taking from Ryan Macklin, and setting difficulties for Sphere use at intervals of 2, for the same reasons he lists in his own post about “Mage the Coreing.”

Here’s what I have so far: each Sphere is an Extra, rated from +1 to +5. Basically the same scale as in the books. But the difficulty for various magical effects varies from +0 to +8. This is to help adapt to how Fate points change the math, and also to force situations where mages succeed but take Paradox. For effects that require two Spheres, base the difficulty on the highest Sphere and then increase it by 1 for each additional Sphere. A character begins with 6 Extras to spend on Spheres, just like the initial 6 dots in Ascension. Following are example effects for each level of each Sphere:

Correspondence

Use of a Sphere at a distance requires Correspondence

+0 Perfect spatial perceptions

+2 Clairvoyance/clairaudience into nearby space, create a ward, pull a small object through space

+4 Create a pocket of space, scry/search through space, teleport, quick/slow travel

+6 Create doors/portals between locations, colocate two places, create space from nothing, destroy space

+8 Perfect co-location, step outside of space, create a permanent portal

Forces

Forces effects deal +1 damage

+0 Sense energy

+2 Increase or decrease present forces

+4 Transform or destroy a force

+6 Change properties of force (so electricity grows and consumes like fire, fire is attracted to metal, light is smothering like pressure, etc.), create force from nothing

+8 Create new types of force, so you can make plasma that passes through all matter, drop a room to absolute zero, eliminate friction temporarily, cause fission or fusion reactions, make atomic bonds fall apart, or change Earth’s magnetic field.  Affect exotic types of forces, e.g. dark matter and dark energy, plasma, gravity

Life

+1 damage to living things

+0 Perceive living things, sense health

+2 Treat a mild physical consequence, speed or slow recovery, Skill bonus, clear physical stress, affect simple life like plants

+4 Treat a moderate physical consequence, increase physical stress boxes for a scene, deal damage to living things, augment a Skill for a scene

+6 Treat a severe physical consequence, transfer properties from one form of life to another, create life from nothing, shapeshift between plant and animal forms

+8 Complete transformation, imbue life with unique properties, transform into a mythological creature

Matter

+1 damage of objects

+0 Perceive matter, including composition, chemistry, etc.

+2 Change shape of matter, make it malleable

+4 Alter density, destroy matter, alter properties within constraints of the material

+6 A blade can be light as air, or a metal can be almost indestructible, or a shirt can be bullet-proof, create matter from nothing

+8 You can now give objects and substances unreasonable properties, allowing them to pass through walls, or have edges only a molecule wide, batteries that recharge themselves, or a body of liquid metal that can change forms and hunt down John Connor

Mind

+1 emotional stress when dealing damage

+0 Detect minds, read emotions

+2 Command, read surface thoughts, increase or decrease emotions

+4 Enter dreams, see Dreaming, read thoughts, destroy thoughts, change memories, bonus Skill for a scene, alter perceptions in target and create illusions

+6 Project into the Astral Plane, possession, create an illusion over an area, create a personality trait from nothing (with Prime), create a basic intelligence 

+8 Sever mind from body, open a portal to the Astral, create an illusory world and plunge someone into it, recreate personality (rewrite Aspects)

Spirit

+0 Spirit sense (Umbra, Dreaming, Shadowlands)

+2 Reach across the Gauntlet, affect spirits

+4 Step across the Gauntlet, strengthen or weaken the Gauntlet, bind a Wraith, heal/rend spirit-stuff, let a spirit manifest

+6 Open a portal in the Gauntlet, bring a spirit across into the material world, awaken the spirit of an object, open a portal from one spirit world to another, shapechange in the spirit world

+8 Awaken the spirit of a place, co-locate the spirit world and material world

Time

+0 See fate and probability, perfect time-sense

+2 Increase/decrease probability, augury – see into the past or the future

+4 Create/destroy probability, slow/speed time for one target, reach into an immediate past/future

+6 Determine fate, create a pocket of time, grant extra actions, hang an if-then effect, travel into a future or a past

+8 Change a timeline permanently, rewind or fast forward time for an area, create a portal in time, go outside of time

Paradox

Rather than impose Paradox for particular magical effects, I think it makes sense in Fate Core that Paradox is a way to succeed with a cost when using magic. You throw more hubris into the effect, draw on your resonance, try to force it, basically, and you still succeed but at the cost of Paradox.

In Mage Core, Paradox is a stress track, and also has it’s own dedicated consequence track, apart from the mental and physical. Paradox is its own thing in Mage, and Paradox consequences result in things like Quiet.

The Paradox track would start with two stress boxes, of course, and there isn’t currently an obvious choice of Skill to add additional boxes. That doesn’t seem like something a Skill should do, really. Maybe higher Sphere levels could add boxes – three boxes for a +3, four for a +4 and five for a +5 in your highest Sphere perhaps.

Rotes

I have a special rule that I’ve used with Fate Core in the past that I want to adapt to Mage Core. When a character makes use of a rote, and describes it, then the player can set aside one Fate die and set it to “+”. This is similar to a +1 to the roll, but also means that there will be less volatility in the result, which will now range from -2 to +4 instead of -4 to +4. This will, just as in Ascension, encourage players to come up with plenty of cool rotes and procedures for their characters. At least that’s the goal.

Traditions and Other Setting Stuff

I backed the 20th Anniversary Edition of Mage the Ascension, and it is superb. The work they did updating the setting and game assumptions for a 21st Century audience is good. The problem is, when I sit down and want to run a Mage game, especially with people who are not already used to OWoD, it’s daunting. WoD games made a lot of sense in college and after, when we all had way more time, no matter how busy we thought we were, to do things like soak damage and memorize magical effects and so on. I just find that I need a game that is faster and more loose, and I think that the fluidity and flexibility of Fate Core lends itself very well to Mage the Ascension.

What did I miss? Anything you want to add? 

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