By Jeremy Streeter (streeter@christa.unh.edu)
(Also called Mitakoyoy-asin)
Since that time, Alexandra has raised the attendance to her Spanner seminars to over 250 Hollow Ones on a monthly basis. She has since begun to teach powerful rotes, and to help the Mages learn, she had begun to provide some limited resources and libraries, as well as some tutors. Her influence has been enough and has formed this Craft into a formidable one, however still weak.
"We Like Traffic Lights", Deluminal-Transcendence
2 Entropy, 2 Forces, 2 Prime
By inducing this rote, the mage is able to control the changing of traffic lights, or any light in the general facility and make them bend to her will. It took years of practice to perfect teaching this, let alone using it. It works say in cases like car chases, even moving at 200 mph, the spell will remain if Prime is used to feed Quintessence into the entropy and forces (light) manipulation. This rote is also used by some members at nightclubs to gain attention from a crowd by having certain lights follow her, or by having strobe lights blink to illuminate her dancing, as well as move in sequence with the lights. As long as a light can be turned on and off, this power can be used on them; however it is considered vulgar if you are sitting in a diner and point at a light and it suddenly goes out (and you are the one who made it go out). Otherwise, this rotes is not considered vulgar by the universe, mainly because you are not greatly disturbing the course of things, nor is this power too complex and dynamic for the universe to whip you across the head for using it.
Universal Soldier, Dimensional Manipulation
2 Entropy, 3 Spirit, 3 Matter, 3 Forces, 3 Time, 2 Prime
By initiating knowledge and feedback from the universe, one can predict successfully the next strike an opponent in combat may make. However, combining that while in combat is incredibly difficult. This rote is possibly one of the most vulgar magics, and unless the opponent is killed during that first attack and is not Awakened, chances are that the universe wil make you go into Quiet so fast you didn't even get a chance to block the guy's next attack. You may attack, and strike your opponent with as many success as you wish, anywhere on that opponent's body during this combat round after using this spell. This is done by slowing time, making umbral pockets for your fists and feet, and creating small ripples in the universe where your direct density, mass, and weight are higher than normal. As well, with Forces, you create the strength and force behind the strikes enough to kill any Sleeper being struck. Only the best martial arts masters could survive this onslaught normally, or one of those really big tough guys in front of a bar, or perhaps you messed with a Kindred... (whoops). Well, you are there now, and all damage is quadrupled in force for this rote. The number of attacks you have is determined by how many success you get, and you gain first intiative to attack again next round. Not bad, but most likely, you have gained 5-6 Paradox points for this action, in addition to a Backlash, normally concerning loss of friction, temporal perception changes, and umbral ripples knock you over as if they were physical objects. Got to suck around Garou.
Invoke Paradox, Invoke Transcendence
Prime 4, Life 4, Spirit 4, Mind 4, Time 4
By initiating this Rote, a Mage can transfer Paradox of her own to another individual. And infuse the Paradox into that individual's soul, thusly dumping her Paradox on others. Normally, this is treated as vulgar magic, once she touches the person, the target begins to scream and fall to its knees in extreme pain from the entire process. As long as the being has a soul or a mind, this process can take place. Vampires and Garou merely receive Aggravated damage for the process and are paralyzed during the process as well. Mortals and Mages feel pain, but take no damage. Instead, they gain a Paradox rating. By doing this, the caster of this rote is able to send mortals tumbling into Quiet, and Mages to suffer incredibly.
*** Once initiated this Spell cannot be directly countered as a normal rote. The Mage countering must spend, or lose (either way you see it), a point of Quintessence to stop the process, for each success the Mage casting has.
Paradoxial Bonds (7 pt. Supernatural Merit): This is the closest one can get to being a Paradox Spirit without being one. You are living on the edge; you are close to the universe and yet it punishes you constantly. For this Merit, you can remove a point of Paradox by spending 2 experience points when you are resting, or when initially receiving Paradox. Study Points do not work towards this Merit and cannot be used here. Other Mages may notice the Paradox being released and if so, you may be treated as an enemy unless the condition is explained. You must have an Occult of 4 to understand what this Merit is, however, you do not have to have an Occult of 4 to use it's benefits. If you have an Occult of 4, make an initial Intelligence+Occult roll at difficulty 6. If the roll is successful before beginning the role playing, you will be able to explain and role play what you may know out of character.
Spanner Initiate (7 pt. Mage Society Merit): With this Merit, you receive more backgrounds; ideally you roll a D10 and the number you get is the number of Background points you receive in addition to your initial points. As well, you have Transcended once and survived. This gives you 6 points more to distribute in your Abilities, (any of them), (you have gained knowledge by tapping into the universal continuum). There is a downside to all of this, as Paradox is now closer to you, or perhaps still not nice to you... (Unless you take the 7 pt. Merit above this one). You often can receive Backlashes, and have a more likeliness of encountering Paradox Spirits that have come to kick your butt. Hopefully you'll have some friends around...
Dying Avatar (5 pt. Supernatural Flaw): Your Avatar and your past lives are fading from existence and from memory, and with them, may your powers and enlightenment. It is your duty to save your Avatar or lose it forever. An Avatar, with a rating of 1, will be lost in a year, up to an Avatar rating of 5 which will be lost in five years. You must seek Ascendance now, or Transcend, or even visit Quiet. Your only other chance is to die and give your next life the chance to remove the taint from it's past. Characters with this Flaw cannot take the Backgrounds Destiny, Dream, and Arcane.
Rote Mastery (5-7 pt. Supernatural Merit): You have mastered one of your Rotes, and have done so to an effect where you receive no Paradox for the Rote, no matter how Vulgar. The more Vulgar however, the more this Merit costs. No rote can be mastered in this way if it contains any Spheres with a rating over 3. The most complex Rotes that have been mastered are rare and ingenious, and your GM may not allow this Merit, and or may limit you to a selection of Rotes within your spheres. Those with Rote Mastery may not take Sphere Adept.
"The Natural", (True Mage 10 pt. Supernatural Merit): You were born with your powers and could use them inNately as a baby and a small child. You grew up a genius and learned things faster than anybody else around you. Your powers spawned such energy that Paradox sometimes does not effect you directly, even for Dynamic or Vulgar Magicks. You can use Magicks that are not in the Spheres that you have studied, and the powers are almost natural, as if you were a node of energy that can spawn spontaneous Quintessence effects. If you spend a Willpower Point, and make an Arete roll, you can cast spells without taking Paradox. Remember however, that once this power is discovered, you will be hunted by other Mages and probably killed or feared forever. Even Marauders would fear you. In addition, you may raise your Arete at Current Rating x 6. However, if you actually get Paradox for a spell, it is extra hard to get rid of, and when you go to a Node to Meditate to remove Paradox, your difficulty for success is a 9.