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Roleplay Resources (Rotes)

1471 Rotes

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0 A B C D E F G H I J K L M
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25 results for 'M'


Tradition: Mc Luhan's Kids

Life : 5

This Schtick allows the Mage to be as resilient as a cartoon character. It is a constant transformation from one form to another, to better accept the damage. However, each action weakens the carto...


Tradition: Mc Luhan's Kids

Forces : 2
Life : 3

With this Schtick, the Kid becomes the creature of his target's nightmare. The modifications are as per the Prop, which is the performance of the previous Schtick....


Tradition: Marauder

Prime : 4

This Marauder rote is essentially the exact opposite of anti-magick (see BoS for details). The marauder dissolves the supporting threads of the local Tapestry, allowing reality the flow more freely...


Tradition: Mc Luhan's Kids

Life : 5

This _extremely_ nasty Schtick only works versus _one_ thing: a Verbena. 'Nuff said....


Tradition: Marauder

Life : 5
Prime : 2
Spirit : 2

Please refer to tBoS:p147...


Tradition: Marauder

Mind : 3

Billy created this rote in order to better persuade potential customers. While this spell is slow in its effect, it has a large radius, and produces great results. [The rote works by influencing...


Tradition: Marauder

Entropy : 3
Prime : 2

The marauder draws more randomness and weirdness into the local area, empowering them. Unlikely things start to happen, people get straight flushes all the time, long lost relatives pay visits, bull...


Tradition: Mc Luhan's Kids

Mind : 3

When the Kid is roughed around, he can activate this schtick to terrify those who are attacking him. Mental illusions are sent out to all those surrounding, one at a time, if neccessary, that the m...


Tradition: Mc Luhan's Kids

Correspondence : 3
Mind : 2

This Sctick enables the mage to suddenly appear where the target _least_ expects it. The Prop is either a hockey mask, or a vampire's costume....


Tradition: Mc Luhan's Kids

Time : 5

The Kids who become Masters of Time develop an exceedingly powerful rote that allows them to actually replay the past 5 seconds. Doing so inflicts a permanent 1 pt. Paradox flaw, however, each time...


Tradition: Marauder

Correspondence : 4
Life : 4
Matter : 4
Mind : 4
Prime : 3

This rote allows the mage to Blood-Bond drinkers to Roe, without the victims' knowledge. In order to cast this spell, the Acolytes whip their flesh, until the skin breaks (a cosmetic effect, that d...


Tradition: Memetic Engineers

Entropy : 1
Mind : 4

an advanced level of memetics. Users of this procedure analyse a situation to see whether it is conducive to the spread of a desire meme. Mind then writes the meme as a impulse in a key person wh...


Tradition: Memetic Engineers

Matter : 2
Mind : 3
Prime : 2

designed to preserve the thoughts in physical form. The Memetic Engineer initiates a brief mental link into a dreaming mind, then forms material objects based on the images found in the scan. Dep...


Tradition: Memetic Engineers

Mind : 2

a basic form of memetic engineering. The caster chooses an object or place which has connections to a particular meme that is to be reinforced. A simple thought or emotion is imprinted through Mi...


Tradition: Memetic Engineers

Mind : 5
Spirit : 5

one of the sources of the Memetic Engineers' power. This procedure enables a mage to weave ephemera in ways that turn abstract memes into spirit objects. Mind implants a psyche that is the meme i...


Tradition: Marauder

Correspondence : 2
Mind : 3

This rote is originally a Marauder rote, used to harass the Technocracy. The mage simply connects all the minds in the vicinity to each other, allowing them to share their thoughts and feelings. Th...


Tradition: Marauder

Correspondence : 5
Life : 5
Mind : 3
Prime : 2

No one knows where this rote came from. It seemed to appear as if from nowhere. It is strongly believed to be the work of a Marauder Oracle however, as every mage who actively studies the Mad Ones...


Tradition: Marauder

Life : 4

Simply convert someones insides so that they produce cacti instead of the usual waste product. Very Painful!...


Tradition: Marauder

Forces : 2
Life : 5
Mind : 3
Prime : 2

Invented by Mackgnash I and Lily, the Schizo-Virus is the ì means by which the Marauders plan to gain control over Proteusì

[the caster of this rote, causes a being to be ì transformed into a ...


Tradition: Marauder

Spirit : 2

This rote summons one type of spirit, known just as the Beings of Change. They don't have any visible appearance, but can be seen due to their effects. The Beings are roughly shaped like thin surfa...


Tradition: Mc Luhan's Kids

Mind : 3

When this Schtick plays, everything seems incredibly tragic. Targets must make a willpower roll (diff 6) to prevent crying....


Tradition: Mc Luhan's Kids

Mind : 3

When the Kid activates this Schtick, everything becomes funny. While the effect is in place (the length of the prop), it is difficult to take anything seriously. THis has a tendency to aggravate se...


Tradition: Mc Luhan's Kids

Mind : 3

When this Schtick plays, nerves are placed on edge. Perceptions are +1 die, and Initiatives are +1, but targets act very irrational....


Tradition: Mc Luhan's Kids

Mind : 4

This is a soaring piece of music, targeted at two individuals. The two immediately become attracted to one another. The control lasts only as long as the Prop, but there is some residual attraction...


Tradition: Mc Luhan's Kids

Correspondence : 4
Mind : 3

With this Schtick, the Kid can create a duplicate of herself that _doesn't_ do everything she does. The Prop is generally one acting bizarrely, with an outrageous English accent....


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