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Arigon

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Mages are by far the most powerful. If a particular mage is scholarly and not really field ready then the werewolf would have an edge depending on the generation of the vampire. Below 8th generation vampires can be hellish. By spending just a few blood, well within their limits, they can get the effect of rage, gnosis and willpower over the werewolf, thus wolf rug. Above 9th gen it definitely favors the werewolf over the vampire. An 8th gen vampire can beat any given Ahroun on any given day if he has potence, celerity, and fortitude. If he has a presence power then the werewolf is toast at his leisure. Same could be said for any vampire with the right discipline.

Battle type mages. No. Vampire won't win. Wolf won't win. Atomic Warhead won't win.
Given a free pass to make an elder werewolf, elder vampire and equivalent mage, mage wins every time.
Mummies/Demons/Angels are the only wildcard on that table, as all three are much more powerful than Vampires or Werewolves, and the battlemage needs to know it is fighting a mummy/demon/angel. Mage can overcome or just negate rage effects (all), speed/celerity, fortitude, pretty much anything else in the World of Darkness(if prepared, then possibly demonic or angelic powers, and mummy sorcery). This is why the mage book comes with ways to make vampires and werewolves use similar powers so as not to be completely outclassed.

Mage was really never meant to be played with the other genres. Ars Magicka was the founding father for all of that, but mostly mages. This is why running a mixed campaign of all of that is best cut off at the Mummy level, as there is at least a decent chance to put a mummy down by either of the other 2 (vampires and werewolves/were anything) Mages do not use incantations. They can use Rotes which are kind of like magic with predictable results. True mages will simply will something to be and it will be. Sorcerers (mortal not Mummies) can be very powerful/Witches/Necromancers/Thaumaturgists, Summoners, etc. None of those use True Magic. Gnosis is not True Magic, Disciplines are not True Magic, Spells of any sort are not True Magic. Glamour tricks are not True Magic. Demonic and Angelic powers and Mummy Hekau are as close as it gets to True Magic outside of Mage.

So why were they even considered to be allowed in the game? The good folks at White Wolf and Black Dog relied on the Storyteller to be an absolute NAZI when it comes to this little thing called Paradox. Without limiting what reality allows to happen, then you are operating in the Mythic Age. Our time pretty much does not believe in magic. Paradox occurs and accrues when someone performs an action from True Magic. Rotes minimize Paradox impact, and mummies, vampires, werewolves are each operating in a paradigm which allows for such things. Thus no Paradox for them. Which makes the scenario Ayhsel even more problematic. Werewolves, Vampires and their associates are very familiar with the fact that paranormal shit can happen. So in that room mentioned above, that mage is pretty much getting a free pass to nuke the living shit out of them, rip their limbs off like Multiple Man from Marvel, gut them, shoot them, use head explosion micro grenades teleported into their skulls. All happening before the afore mentioned folks get a clue as to what is happening. If the mage in question has high numbers of Spheres in Time, well folks, he can do what he wants....

There are two main groups-not going to complicate this more than it is. Traditionalists and Technomancers. The Tech mages use technological disguises for their powers to minimize Paradox, and Traditionalists use things like tripping, airplanes crashing, blind luck, believable yet weird shit they come up with. It is complicated to play a mage.

There was a statement made by Mark Rein-Hagan at one of their gathers, that just because a journeyman mage CAN turn an Antediluvian into a lawn chair, doesn't mean he Should..... I think that there is nothing more eloquent than that, that I can add.
Peace friends!
 
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True Magic spheres are the single most flexible "magical power" in the inspirational material. Beginner mages with only 1 dot and 2 dot spheres are chum for vamps and shifters, but mid to high level mages can combine multiple mid to high level spheres into conjunctional effects that are pretty OP. A mage adept or experienced disciple could from the safety of his own home scry on a vampire remotely and "blow up the gas main" that is coincidentally under the vamp's feet. The vampire would never even know what hit him.

In the same room the winner would be the wolf thanks to their raw power. Mages are the OP class but they can't do much in close quarter combat without preparation. Common vampires aren't rivals for common werewolves.
Werewolves are naturally geared for close quarters combat. For mages and vamps, the typical character isn't a close combat specialist. Even the combat oriented vampire clans don't get all of the combat abilities that werewolves do automatically.* And for mages in particular, close combat requires both a great deal of investment and prior preparation. Their powers aren't innate, and even an Akashic Brotherhood master doesn't have time to cast half a dozen combat rotes to level the field against a werewolf opponent after combat has started. But as you've noted, preparation for mages is key, as mages can use rituals to cast permanent or semi-permanent effects long before combat even starts.

That said, despite what the fluffy parts of some of the books say (these people didn't read the rules in their own books), an experienced Akashic Brotherhood disciple (not a starting character) with the right spheres and a few permanent or semi-permanent rote effects prepared in advance (extra actions, aggro damage, regeneration, dim mak, etc) can take apart an ahroun werewolf elder or 8th gen Brujah or Gangrel elder in close combat. Crunch>>Fluff

*OTOH werewolves are highly vulnerable to vamp mindfuckery.
 
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Arigon

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True Magic spheres are the single most flexible "magical power" in the inspirational material. Beginner mages with only 1 dot and 2 dot spheres are chum for vamps and shifters, but mid to high level mages can combine multiple mid to high level spheres into conjunctional effects that are pretty OP. A mage adept or experienced disciple could from the safety of his own home scry on a vampire remotely and "blow up the gas main" that is coincidentally under the vamp's feet. The vampire would never even know what hit him.



Werewolves are naturally geared for close quarters combat. For mages and vamps, the typical character isn't a close combat specialist. Even the combat oriented vampire clans don't get all of the combat abilities that werewolves do automatically.* And for mages in particular, close combat requires both a great deal of investment and prior preparation. Their powers aren't innate, and even an Akashic Brotherhood master doesn't have time to cast half a dozen combat rotes to level the field against a werewolf opponent after combat has started. But as you've noted, preparation for mages is key, as mages can use rituals to cast permanent or semi-permanent effects long before combat even starts.

That said, despite what the fluffy parts of some of the books say (these people didn't read the rules in their own books), an experienced Akashic Brotherhood disciple (not a starting character) with the right spheres and a few permanent or semi-permanent rote effects prepared in advance can take apart an ahroun werewolf elder or 8th gen Brujah or Gangrel elder in close combat. Crunch>>Fluff

*OTOH werewolves are highly vulnerable to vamp mindfuckery.
While this is for the most part true, my esteemed colleague neglected some of the basics. With no prep whatsoever, a battlemage type with a few dots in time will simply suspend time, and all becomes moot. No fight, just slaughter. The games were never mean to be put in the same campaign. That said, the gas main can also have been lined with silver plating and the junction that blew was particularly laden with silver... Ash and spatch filled room.

Note the last line BST put in his post, even a 13th gen vamp with the right mindfuckery could beat a werewolf.

There is a reason that the werewolves are becoming extinct and all the other changers are happy to see them go. A little reading in this regard will point out one of the most annoying non chronologically correct fuckups in the "games" namely the Impergium.

Note that there are some changers in the world that make a werewolf look like a puppy. And they could, for the most part, not give a fucking shit that the flea bags are getting wasted nightly by normal humans with silver or silver nitrate bullets.

Personally I really like running a werewolf game, and I will mix in a few oddities like vampires, gypsies, sorcery, and what not. Werewolves have two different mindframes which predominate. One is similar to the Nordic tales of the gods with Ragnorok, very fatalistic. The others, generally Children of Gaia or Glasswalkers think that it can all work out.

V5 is totally fucked up on the vamps. I do not consider it canon and since it is not owned by the same folks anymore, and they want to generate cash, I imagine many perfectly good materials will be thrown out to suit their game.
Fuck them and I hope they die.... but financially that is tied to a number of things I would like to succeed, so I still say fuck THEM and I hope THEY die, but the other folks don't!

on that note!
Peace
 
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While this is for the most part true, my esteemed colleague neglected some of the basics. With no prep whatsoever, a battlemage type with a few dots in time will simply suspend time, and all becomes moot. No fight, just slaughter. The games were never mean to be put in the same campaign.
Time Determinism, a 4 dot time effect, would only gain you one magical action at the cost of the magical action you used to cast it as the effect would be shattered as soon as you attacked. So it wouldn't gain you anything. Using Time Immunity, a 5 dot time effect, in that manner would be really hard to pull off (Difficulty 10 roll) in the middle of combat . Even still, an ahroun with Spirit of the Fray could potentially one shot kill you before you even had a chance to cast your effect.

I was specifically talking about lower level mages, disciples and adepts vs vampires and werewolves, as that's what most players play. You appear to have escalated to master mages, which of course have even more power. Nevertheless, using master level spheres vulgarly and off the cuff in close combat is highly risky given the high difficulty of the rolls and the small pool of arete dice.

That said, the gas main can also have been lined with silver plating and the junction that blew was particularly laden with silver... Ash and spatch filled room.
I'd consider that vulgar, not coincidental. A gas main lined with silver stretches credibility a bit too much.
 
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BigStuffedTiger seems to have forgotten the many games in which mages can keep casting until a given limit is reached ... not just one shot per turn ... particularly real time games in which you toe to toe until the last falls. And once they have time stop or the like they can be effective 'gods'. Mages and sorcerers usually start out as really weak and have to work hard not to die, but in the end they are usually OP comparted to most other 'classes' .. for example your typically a 'coming of age' type game. But its 'horses for courses' and people choose the classes that they enjoy to play ... which is different than a VN or fixed class game such as Rebirth. I am happy just to enjoy the fruits of the creators labour and not get too hung up on semantics.
 
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BigStuffedTiger seems to have forgotten the many games in which mages can keep casting until a given limit is reached ...
not just one shot per turn ...
andrew david irving seems to have forgotten the original question which I answered with respect to the source material as requested.

Video games rarely stick to the source material. Game developers take liberties. You are more than welcome to see them as equally valid if you wish.
 
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Hi BigStuffedTiger, and no, no I didn't forget the original question quote:

Arigon said:
While this is for the most part true, my esteemed colleague neglected some of the basics. With no prep whatsoever, a battlemage type with a few dots in time will simply suspend time, and all becomes moot. No fight, just slaughter. The games were never mean to be put in the same campaign.
Generally speaking no genre tends to 'stick to the original source material' unless it is in a series by the same creator, no matter the genre is film, books, computer games including mmos, and so on, and 'breaking the mould/mix and match/...' thereby deviating from the conventional wisdom is in fact quite a common phenomenon. This phenomenon is called 'artistic freedom' I believe, as I am sure that you are aware. As I said, I am happy just to enjoy the fruits of the creator of whatever media I am immersed in at the time.
 
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Hi BigStuffedTiger, and no, no I didn't forget the original question quote:
The original question to which I was replying was Ayhsel's, not Arigon's.

So question for our regular scholars... I remember that reading/listening that in the source material if you had a vampire, a werewolf and mage in the same room, the mage would obliterate the other two with barely any effort..

is that the case? So far we have seen no mage.. but I wonder.
 
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Arigon

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andrew david irving seems to have forgotten the original question which I answered with respect to the source material as requested.
Ah my friend, but so did I. The thing is this, a mage has many options open to them. Ungodly amounts. If we make 3 equal numbers of dots or freebies or experience or however you want to count it, (the way we usually set games up was to equate everything to freebie points, give everyone the same number, and get out of the way for whatever they wanted to make EXCEPT a mage, demon/angel, or mummy) so for an elder campaign, a werewolf has some great options open to them for their development. Still, Klaive, or Claw and Fangs will be very high on the list of what they choose. The same is said for a beginning werewolf, (minus the Klaive part usually). A Vampire at this level is probably going to be extremely dangerous. They can win fights without lifting their arm or baring their fangs, where as a beginning vampire is going to hope they have some absorbent armor, fortitude, and Celerity. (silver bullet loaded uzi or USAS 12 would not be bad either). A mage at this level has so many fricking options to just not even fight, or as I mentioned earlier do something hideous.. so translocates away, does some crazy shit, comes back a few seconds later and if anything is still alive, ends it, or as you mentioned, not even be there and kill remotely. Now we could argue that you want coincidental magic at that point, but you really do not need it as no normals are involved and there would be minimal if any Paradox and I am a Paradox Nazi. It occurs to me that we have not discussed Paradox:

So for those not familiar, paradox is the 3rd law of Newton cast into a magical form.. For every action that is non plausible in any normal fashion as a coincidental or technological effect is going to cause a feedback in the form of Paradox. This can really vary greatly in how it affects a given mage, dependent on the vulgarity (blatantness of the magick ), number of witnessess, type of witnessess, etc. The actual affect can range from the mildly annoying and comical, to the horrifically (still humorous to those of us who are sick fucks) There are numerous ways to mitigate these things, but paradox accumulates. It does not necessarily go BOOM and hit you right then, which would be preferred in most cases as it will in general be less severe. Things from items like staves, or familiars, or locations, or your own sanctum (the ideal location) or a Horizon Realm.

Ok so Paradox is bad. Other things which affect a mage-Arete. Hard to really explain except to say sort of a collection of intuitive giftedness, affinity for magick, how adept you are at actually using the knowledge you have gained.
Spheres- Spheres are the broadest areas of power base in all the games. I think BigStuffedTiger already pointed that out. You have mastery/affinity to different types of powers. Time, location, force, blood magick/witchcrafty druidy shit, body (monk Akashic Brotherhood Qui Kane Shang kind of Kung Fu (and they are not even the battle mages of choice for me, but they can surely get the job done. A tattoo here, an amulet there, minimal stuff, maximum effect) Willpower- True Magick is called Will Working, pretty much because whatever the practitioner wants to do badly enough, they will do.

As BST alluded to, there are dice rolls. Not everything is left to chance, but a botched roll is a botched roll. The Ahroun Power that he referenced "Spirit of the Fray" is easily the most significant reason, besides a lack of calm or an abundance of rage, as to why Ahroun are the Warriors in a race of Gaia's Warriors. That is your vampire killer. That would be something to potentially cause a mage an issue. If I sound like I am perhaps giving mages more credit than BigStuffedTiger, it is probably because I have been running WoD games since the beginning, and was told in person by one of the creators that it is too powerful to mix with the others but if you are going to even try then (insert long long diatribe which basically says limit the fuck out of them and then be a Nazi on paradox and it still won't be enough). Stupid me, then promptly took the alpha docs which I got as a fan boy and started trying to implement them. So like a moron I allowed folks to play what they wanted. We moved to a new city, one steeped in magick and vampires and things that go bump in the night. New Orleans. Fitting as I would eventually work there after Katrina for a while. Simply put, having mages as player controlled characters was a fail, as voted by the players. We tried again at launch and while I collected everything for it, we only ever played it as a filler for when some time was going to pass in either the campaign, or if the guy who was running his Shadow Run/Earthdawn morph needed a break.

As a storyteller character to be a part of the story, mages were great. To be player characters in a mage only game, also great, actually not true, As players both they and the various other things that go bump worked fine when all were converted to the mage system.

Anyhow while we may not all agree, I hope you got a feel for an answer Ayhsel
Peace
 

Deleted member 2412505

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Ah my friend, but so did I. The thing is this, a mage has many options open to them. Ungodly amounts. If we make 3 equal numbers of dots or freebies or experience or however you want to count it, (the way we usually set games up was to equate everything to freebie points, give everyone the same number, and get out of the way for whatever they wanted to make EXCEPT a mage, demon/angel, or mummy) so for an elder campaign, a werewolf has some great options open to them for their development. Still, Klaive, or Claw and Fangs will be very high on the list of what they choose. The same is said for a beginning werewolf, (minus the Klaive part usually). A Vampire at this level is probably going to be extremely dangerous. They can win fights without lifting their arm or baring their fangs, where as a beginning vampire is going to hope they have some absorbent armor, fortitude, and Celerity. (silver bullet loaded uzi or USAS 12 would not be bad either). A mage at this level has so many fricking options to just not even fight, or as I mentioned earlier do something hideous.. so translocates away, does some crazy shit, comes back a few seconds later and if anything is still alive, ends it, or as you mentioned, not even be there and kill remotely. Now we could argue that you want coincidental magic at that point, but you really do not need it as no normals are involved and there would be minimal if any Paradox and I am a Paradox Nazi. It occurs to me that we have not discussed Paradox:

So for those not familiar, paradox is the 3rd law of Newton cast into a magical form.. For every action that is non plausible in any normal fashion as a coincidental or technological effect is going to cause a feedback in the form of Paradox. This can really vary greatly in how it affects a given mage, dependent on the vulgarity (blatantness of the magick ), number of witnessess, type of witnessess, etc. The actual affect can range from the mildly annoying and comical, to the horrifically (still humorous to those of us who are sick fucks) There are numerous ways to mitigate these things, but paradox accumulates. It does not necessarily go BOOM and hit you right then, which would be preferred in most cases as it will in general be less severe. Things from items like staves, or familiars, or locations, or your own sanctum (the ideal location) or a Horizon Realm.

Ok so Paradox is bad. Other things which affect a mage-Arete. Hard to really explain except to say sort of a collection of intuitive giftedness, affinity for magick, how adept you are at actually using the knowledge you have gained.
Spheres- Spheres are the broadest areas of power base in all the games. I think BigStuffedTiger already pointed that out. You have mastery/affinity to different types of powers. Time, location, force, blood magick/witchcrafty druidy shit, body (monk Akashic Brotherhood Qui Kane Shang kind of Kung Fu (and they are not even the battle mages of choice for me, but they can surely get the job done. A tattoo here, an amulet there, minimal stuff, maximum effect) Willpower- True Magick is called Will Working, pretty much because whatever the practitioner wants to do badly enough, they will do.

As BST alluded to, there are dice rolls. Not everything is left to chance, but a botched roll is a botched roll. The Ahroun Power that he referenced "Spirit of the Fray" is easily the most significant reason, besides a lack of calm or an abundance of rage, as to why Ahroun are the Warriors in a race of Gaia's Warriors. That is your vampire killer. That would be something to potentially cause a mage an issue. If I sound like I am perhaps giving mages more credit than BigStuffedTiger, it is probably because I have been running WoD games since the beginning, and was told in person by one of the creators that it is too powerful to mix with the others but if you are going to even try then (insert long long diatribe which basically says limit the fuck out of them and then be a Nazi on paradox and it still won't be enough). Stupid me, then promptly took the alpha docs which I got as a fan boy and started trying to implement them. So like a moron I allowed folks to play what they wanted. We moved to a new city, one steeped in magick and vampires and things that go bump in the night. New Orleans. Fitting as I would eventually work there after Katrina for a while. Simply put, having mages as player controlled characters was a fail, as voted by the players. We tried again at launch and while I collected everything for it, we only ever played it as a filler for when some time was going to pass in either the campaign, or if the guy who was running his Shadow Run/Earthdawn morph needed a break.

As a storyteller character to be a part of the story, mages were great. To be player characters in a mage only game, also great, actually not true, As players both they and the various other things that go bump worked fine when all were converted to the mage system.

Anyhow while we may not all agree, I hope you got a feel for an answer Ayhsel
Peace
You sure love to theorize about vampires. Not that it's wrong.
 
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I played and ST'd a lot of mage (and vampire and werewolf and even changeling) back in the day, and presided over several long-running crossover games which were hairy to run because as Arigon has mentioned, the games weren't originally designed to be run together and the published crossover rules were a kluge. As long as you don't have mage players battling vamp or shifter players it can be made to work however. The ST just needs to keep in mind that the rules were designed to be player-centric for homogeneous player groups all of the same supernatural type. As long as the player characters are all on the same side the crossover rules can be made to work with a bit of care as each super type (except changeling) has their niche, and thus their players can feel like they're meaningfully contributing to the group.
 
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Arigon

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You sure love to theorize about vampires. Not that it's wrong.
So here is the thing.
Retired legit Rocket Scientist. Master's Aerospace Engineering, undergrad Physics, minors applied math, computer science and philosophy lol.
4 kids (3 grown) 3 grandkids
lots of time
Play Star Trek Online, Fallout 4, all of the White Wolf Tabled Top Games ( and the few digital), WH 40k, WH Fantasy (both tabled and digital. Writing my own dark fantasy novel.
Theory crafting is kind of my thing. Vampires and Werewolves are favs. Also love Scion.
So this is what I do...
:D
peace
 

Ayhsel

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1st, I really appreciate the answers from all of you. Special thanks to our true source material specialists Arigon and BigStuffedTiger for such detailed answers.

It really seems they were not expecting mixed campaigns, which if you ask me it is kind of ridiculous if you are going to set up everything in the same world. This is particularly true for such a story telling game, as I always mention, at some point you need to explain why can't an OP character simply force everyone to their will? specially in settings like this where there is not clear right or wrong so the simple "I am too much of a nice character" would simply not do.

2nd, you all seem to have forgotten that Chocolate magic is the strongest, really! In level 10, every person that likes chocolate* around 10 meters of the caster gets automatically turned into a chocolate copy of themselves which can be eaten by other players. It is really fucked OP and, more importantly, delicious! I myself are only level 5, though... being a supervillain I suffer penalties as supervillains are not usually considered in the lore to like sweet things.. yes, the goddess that made me had absolutely no idea what she was doing and really messed up the concepts... she was even creating a girl, for fuck's sake!

*only weakness is that persons that dislike chocolate are totally immune to all chocolate magic, which means against those persons we are totally powerless. But seriously... who dislike chocolate? if you meet someone like that, I would not be afraid of them, I would pity them.
 
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Hmmm...

A basic chocolate copier would be a Prime 2/Matter 2 conjunctional effect. Prime 2 gives you the ability to make something from nothing by diverting small streams of Prime force and quintessential energy into the dark chocolatey pattern copied/created with Matter 2.

If you want it to appear in a wrapper that's too complex for Matter 2, Matter 4 is required.

If you wanted to teleport the results directly into your pocket that would require Correspondence 3.

Finally, if you want to create a conditional effect on standby that will automatically replace the chocolate you just pulled out of your pocket so you always have one more to pull out, that would require Time 4, and the final rote would be a Time 4/Prime 2/Matter 4 /Correspondence 3 effect.

Yes, a mage could create a "hanging" effect that would ensure he or she always has chocolate in his/her pocket. This is why Mages are the most powerful of all the supernatural types in the source material. The duration would depend on the number of successes rolled, but a truly dedicated chocolatemancer would use a ritual to make it permanent. I have no doubt that there are Cult of Ecstasy mages who have done exactly this.

There are other options too, Forces 2 as part of a hanging effect could be used to prevent the chocolate from melting in your pocket if the temperature gets too hot, Mind 2 could be used to read surface thoughts and automatically make the type of chocolate you or a guest are most interested in, and Entropy 2 could be used to randomize the chocolate produced from a variety of preset patterns. With Spirit 3 you could even awaken the Chocolate Spirit inside a piece of chocolate.
 
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Arigon

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Hmmm...

A basic chocolate copier would be a Prime 2/Matter 2 conjunctional effect. Prime 2 gives you the ability to make something from nothing by diverting small streams of Prime force and quintessential energy into the dark chocolatey pattern copied/created with Matter 2.

If you want it to appear in a wrapper that's too complex for Matter 2, Matter 4 is required.

If you wanted to teleport the results directly into your pocket that would require Correspondence 3.

Finally, if you want to create a conditional effect on standby that will automatically replace the chocolate you just pulled out of your pocket so you always have one more to pull out, that would require Time 4, and the final rote would be a Time 4/Prime 2/Matter 4 /Correspondence 3 effect.

Yes, a mage could create a "hanging" effect that would ensure he or she always has chocolate in his/her pocket. This is why Mages are the most powerful of all the supernatural types in the source material. The duration would depend on the number of successes rolled, but a truly dedicated chocolatemancer would use a ritual to make it permanent. I have no doubt that there are Cult of Ecstasy mages who have done exactly this.

There are other options too, Forces 2 as part of a hanging spell could be used to prevent the chocolate from melting in your pocket if the temperature gets too hot, Mind 2 could be used to read surface thoughts and automatically make the type of chocolate you or a guest are most interested in, and Entropy 2 could be used to randomize the chocolate produced from a variety of preset patterns. With Spirit 3 you could awaken the Chocolate Spirit inside a piece of chocolate.
Awesome "Chocolate Sauce"!
 

c3p0

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2nd, you all seem to have forgotten that Chocolate magic is the strongest, really! In level 10, every person that likes chocolate* around 10 meters of the caster gets automatically turned into a chocolate copy of themselves which can be eaten by other players. It is really fucked OP and, more importantly, delicious! I myself are only level 5, though... being a supervillain I suffer penalties as supervillains are not usually considered in the lore to like sweet things.. yes, the goddess that made me had absolutely no idea what she was doing and really messed up the concepts... she was even creating a girl, for fuck's sake!
You forgotten my friend, that most of the swiss people developed a natural immunity against chocolate magic. Otherwise we couldn't make world-renowned chocolate without eating all ourselves.
And beeing a supervillain suck, I agree. The disagreeing look from the others, the yearly debatte with the tax authority why I can't detract the latest "Being a supervillain, the new challenge in the year 2022" from my income - Seriously I need to be up to date otherwise I don't have a chance against the other supervillains.
And then the constraint for my doomsday machine - they need to be 100% eco friendly, use only regenerative power source and need to have a CE :(. How could any supervillain work under this conditions?!:ROFLMAO::devilish:
 

UncleFredo

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Mages vs Vampires vs werewolves (or any were creature)
Baby mages are chum but at some point, pretty much regardless of the magic system that describes magical power, in their growth they achieve action at a distance. That means that they can instantly act, in a wide variety of ways, on anything or anyone they perceive. At that point, given the scope of magical perception, they become virtually unstoppable.

If you think about the various narratives where a powerful mage gets taken down, there's alway a weakness. Pride, arrogance, lack of awareness, unacknowledged magical resistance. I can't think of a single storyline where a powerful mage, paying close attention, who doesn't under estimate his/her opponent, doesn't mop the floor with the opposition. There's a reason that most magic systems plateau mages as they gain power. Used properly, action at a distance is overwhelmingly powerful.
 
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Warscared

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10,552
2nd, you all seem to have forgotten that Chocolate magic is the strongest, really! In level 10, every person that likes chocolate* around 10 meters of the caster gets automatically turned into a chocolate copy of themselves which can be eaten by other players. It is really fucked OP and, more importantly, delicious! I myself are only level 5, though... being a supervillain I suffer penalties as supervillains are not usually considered in the lore to like sweet things.. yes, the goddess that made me had absolutely no idea what she was doing and really messed up the concepts... she was even creating a girl, for fuck's sake!
that only works if you can keep the chocolat solid or chocolat oozes away all its magic into just a disgusting goo and i am so hot everyone melts and gets wet thats how powerful of a sex appeal i am!

Ofc i am not a super hero a hero or a villain much less a super villain i am just the anti-hero!

Besides current chocolat Magic is mainly an illusion if anyone tried to eat cocoa directly without the adding of the refined sugar most people could not do it nowadays!

In accordance to the laws of Magic the vast majority of magic chocolat users are doping and are therefore cheaters! refined sugar is forbidden you bunch of cheaters!

the reason why there are so few chocolat magic users is mainly because the refined sugar altough effective in the short term to exponential magic but in the long run it causes teeth decay thus slowly but surely depriving everyone of their feeding fangs, and thus starving those who use with the inability to feed themselves!

I wonder as anyone with rotten teeth ever beet bitten by a vampire and starved to death due to tooth decay and roth?

So question for our regular scholars... I remember that reading/listening that in the source material if you had a vampire, a werewolf and mage in the same room, the mage would obliterate the other two with barely any effort..

is that the case? So far we have seen no mage.. but I wonder.
technically we have, the templar is a batle mage vampire! if he as his sword i think he might be unbeatable in short range or melee!

do remember he is a medieval knight and they where trained from infancy and he seems like 35(?) that is almost 30 years of muscle memory! plus 700 years of whatever arts he dedicated himself to since he was turned!
 
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