Mage Rules
Mage Rules
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The Game
Mage: The Ascension presents 21st-century demented visions of Descent and madness, corrupting the world
miracle-workers and the conflicts they endure. or tearing it apart at the seams. And many others – often referred
Divided, more often than not, into factions to simply as orphans because they lack “parental guidance” – exist
based on magic, faith, science and insanity, between the cracks, seeking Enlightenment and power wherever
these “mages” wage a shadowy “Ascension War” they can find it. Players take on the roles of these characters, and
over the different visions of reality they seek. the game revolves around their struggles in that world.
Some follow the crafts of classical mysticism,
embracing the ways of True Magick and its
crosscurrents in Enlightened Science. Others Factions and Sects
strive to govern the world through hypertech The many factions and sects of the Awakened world weave
disciplines, weeding out the “reality deviants” a complicated dance through the setting of Mage. Even so, four
who threaten humanity’s survival. Handfuls of them pursue factions stand out most clearly:
The Game 5
• The Council of Nine Mystic Traditions, an embattled
fellowship of sorcerers, witches, unorthodox technicians,
and other devotees of esoteric orders. Bitter enemies of
the Technocratic Union, they appear to have been losing
the battle for reality.
• The Verbenae: Devotees of rough Nature and mystic • Certain Traits that reflect your character’s abilities;
blood-Arts, these “witch-folk” command primal magicks
and pagan refinements of technology. • Magick, the talent for changing reality in ways that most
people cannot manage. Even when a given character
• The Virtual Adepts, or VAs: Reality-hackers devoted to doesn’t consider such talents to be “magical,” the game-
rebooting their world, the Adepts perfect the political term for that ability is still called magick;
ideals and esoteric uses of information technology.
• Focus , the combination of belief, practice and
The Technocratic Conventions instruments that allow your mage to employ magick.
Despite a fearsome (and well-earned) reputation as ruthless
oppressors, the agents of the Technocratic Union strive to unite Arete and the Avatar
humanity within a safely controlled technological ideal… under Regardless of her faction or practices, every mage has
their Enlightened guidance and protection, of course. Arete (“excellence”) that reflects her enlightenment, and an
Awakened Avatar – an “inner self” that helps her channel her
• Iteration X: Perfectors of the human machine, these
knowledge and imagination into magickal acts.
“machine people” combine esoteric cybernetics with
industrial precision. Certain groups, notably the Technocracy, don’t think
of such things in mystical terms. They prefer to call Arete
• The New World Order: Custodians of social order Enlightenment, and use the term Eidolon if and when they speak
and global stability, NWO operatives provide safety of the “avatar” at all. In game terms, however, it’s all the same
and security for the Masses while eliminating Reality thing. For simplicity’s sake, just think of them as Arete and
Deviants who threaten the human realm. the Avatar for now.
The higher your character’s Arete becomes, the more power
• The Progenitors: Innovators dedicated to the potential
she can use when casting spells. A high Avatar simply reflects
of organic life, these “mad doctors” challenge biological
the power of that mage’s inner self; although the Avatar has a
limitation in their quest to rectify nature’s “mistakes.”
range of other abilities in Mage: The Ascension, we just present
• The Syndicate: Masters of the financial realm, social the basics here. A low Avatar, then, reflects a faint “presence”
advancement and the power of wealth, these sharp within the mage’s mind, while a high Avatar represents a spirit
operators understand the true meaning of “value” that seems as real – to that mage – as anyone else she knows.
beyond mere monetary gain. Among the characters in this booklet, Chopper has a low
Avatar, while Jinx has a very powerful one.
• The Void Engineers: Courageous and often eccentric
operatives, the Engineers explore and protect Earthly Traits
and extradimensional space. Each character in Mage has a collection of Attributes (innate
capacities of body, mind, and social savvy), Abilities (Talents,
Unaligned Mages Skills and Knowledges), and Backgrounds (benefits that your
Other mages and sects – often referred to, disparagingly, character enjoys – friends, allies, financial resources, and so
as “orphans” and “crafts” – exist outside of this Ascension War, forth). Those Traits represent the in-game capabilities of your
either because they choose to avoid it, or because they don’t mage. Measured in dots – usually along a scale between 1 and
even realize it exists. Mage: The Ascension 20th Anniversary 5 – they reflect the character’s relative ability and tell you how
Edition explores the Crafts in greater detail, while this quickstart many dice to roll when determining what she can do. For each
booklet features a group of “orphans” as a simple introduction dot in the appropriate Trait, you take one die to determine
Characters and the Things They Can Do 7
your chance of succeeding at a given task. Added together, these terms, magick is what makes a mage a mage. The specifics
dice become your dice pool; the bigger your pool, the greater can be found below, in the rules about magick. For now, just
your ability. For details, see Rules of the Game, below, and remember that your mage employs nine Spheres when casting
the character sheets for the various characters described later spells; his ability with a given Sphere reflects what he’s able to
in this booklet. do with it. You roll your mage’s Arete Trait when using magick,
and the better you roll, the more you accomplish.
When building your Mage character, you spend certain
amounts of points on various Traits. The exact amounts depend
Focus
upon the Trait in question. A zero-dot rating in a Trait reflects
Focus represents the things your mage does in order to
the total absence of that characteristic, while six dots or more in
employ her magick, and is the combination of belief, practice
an Ability, Attribute or Background reflects an inhuman degree
and instruments. Although different groups favor different
of expertise. Certain Traits – Arete, Willpower, Quintessence
approaches and disciplines, each mage has a focus that suits
and Paradox – work on a different scale, ranging from 0 to 10.
that individual’s paradigm – the “model of reality” that reflects
Aside from Willpower, non-mages don’t have these Traits at
her beliefs about life, magick, the universe, and everything.
all. Such large-scale Traits represent the differences between a
mage and any other sort of character. Essentially, a focus takes the mage’s beliefs, puts them into
a practice, and then uses certain instruments to make things
For the majority of your Traits, think of your character’s happen. Those “instruments” don’t have to be objects, either;
abilities along this range: a martial artist, for example, can use meditation, physical
X No Capability movements, mental concentration, and sacred teachings as
the instruments of her practice.
• Poor/ Novice
Let’s take that martial artist as an example: She believes
•• Average/ Beginning Professional in perfection and transcendence of the self through mastery of
••• Good/ Experienced Professional physical, mental and metaphysical forces; that’s her paradigm.
Her focus would be martial arts, and her instruments, as
•••• Exceptional/ Highly Skilled Professional mentioned earlier, include various types of meditation, strikes
••••• World-Class and kicks, physical exercise, and so on.
To keep things simple, think of focus this way:
••••• • Beyond Normal Human Range
What does the mage believe? = paradigm
Most folks range between 1 and 3 in their various Attributes, How does the mage turn belief into action? = practice
and between 0 and 3 in assorted Abilities. For the details
involved in character creation, see Mage: The Ascension 20th What does the mage use to do so? = instruments
Anniversary Edition, Chapter Six. All three combined = focus
Each of the characters in this booklet feature entries about
Magick the ways in which those characters focus their magick. For details,
Each mage can perform magick. Whether a given mage see those entries, as well as the Focus and the Arts section in
considers it to be magick depends upon his beliefs, but in game Mage: The Ascension 20th Anniversary Edition, Chapter Ten.
• Thrown Weapons: Dexterity + Athletics. • Aggravated damage, which inflicts massive tissue and
organ damage (fire, radiation, electricity) or metaphysical
• Hand-Held Weapons: Dexterity + Melee. harm (vampire claws, spiritual attacks, etc.).
Combat Rules 11
The Health Chart
Health Dice Pool
Levels Penalty Movement Penalty
Bruised 0 Minor pain and swelling; he’s banged up but otherwise fine.
Hurt -1 Cuts, bruises, aches, perhaps bleeding but no major impairment.
Injured -1 Minor and painful injuries limit the character to half his normal movement.
Wounded -2 Notable injuries handicap him; the character can’t run, but may still walk.
Mauled -2 Significant internal and external damage; character can hobble around (three
yards/ turn) but not move normally.
Crippled -5 Catastrophic injuries; character can only crawl (one yard/ turn).
Incapacitated N/A Character’s unconscious from pain and trauma; no movement possible.
Dead N/A Another soul greets the Great Mystery.
Notes
#1 = Attacker rolls Dexterity + Melee at +1 difficulty; if successes exceed opponent’s Strength score, he drops weapon. If
not, attacker inflicts usual damage. On botched roll, attacker loses own weapon. Bare-handed disarm is Dexterity + Brawl,
difficulty 8, minus one die from usual attack pool.
#2 = Knockdown: if blow succeeds, antagonist winds up on ground.
#3 = Requires at least two yards to achieve effective momentum. Each combatant needs successful Dexterity + Athletics roll
(difficulty 6 for the attacker, difficulty 6 + the attacker’s successes for the target) or wind up on ground. May damage attacker.
Dirty-Fighting Maneuvers
(min. three dots in Brawl)
Maneuver Traits Difficulty Damage
Blinding Dexterity + Subterfuge 9 Special #1
Body Slam Dexterity + Brawl 6 Strength + 2/B or L
Curbstomp Strength + Brawl 6
Strength +2 /L
Haymaker Dexterity + Brawl 7 Strength +2/ B +
Knockdown
Low Blow Dexterity + Brawl 7 Strength + Stun /B or L
Pistol Whip Dexterity + Melee 7 Strength +2 /L
Notes
#1 = Enemy blinded for one turn per success, loses two dice from his dice pools until he recovers. Perhaps lasting injury,
depending upon attack.
Charts 13
Melee Weapons
Weapon Difficulty Damage/Type Conceal Notes
AXES
Hatchet 6 Strength +1/L J
Tomahawk 6 Strength +2/L J
Axe 7 Strength +3/L N
Great Axe 7 Strength +6/L N #1
Polearm 7 Strength +3/L N #2
BLADES
Stiletto 4 Strength +1/L P #3
Knife 4 Strength +1/L P
Short Sword 5 Strength +2/L J
Sword 6 Strength +2/L T
Katana 6 Strength +3/L T #4
Great Sword 5 Strength +6/L N #1
Sai 5 Strength +1/L J #5, #6
CLUBBING WEAPONS
Bo Stick
Staff 6 Strength +1/B N
Mace 6 Strength +2/L N
Notes
Difficulty: The normal difficulty at which the weapons is used.
Damage: The number of damage dice rolled when employing *3 = Penetrates up to three points of armor.
this weapon. *4 = May be used two-handed for an additional +1 damage die.
Type: B = Bashing L = Lethal A = Aggravated *5 = +1 to dice pool when used to block.
Conceal: P = Pocket J = Jacket T= Trenchcoat N= N/A *6= +2 to dice pool for disarm attempts.
*1 = Two-handed weapon; very heavy – requires min. Strength *7 = +1 difficulty to opponent’s block attempts.
3 to employ.
*8 = Breaks after three uses.
*2 = Requires two hands to employ properly; +2 difficulty if
used one-handed. *9 = On a botch, user inflicts damage upon self.
Charts 15
Ranged Weapons
Type Damage Range Rate Clip Conceal Notes
Revolver, Lt. 4 12 3 6 P
SW M640 (.38 Special)
Revolver, Hvy. 6 35 2 6 J
Colt Anaconda (.44 Magnum)
Semi-Automatic Pistol, 4 20 4 17+1 P
Lt.
Glock 17 (9mm)
Semi-Automatic Pistol, 5 30 3 7+1 J
Hvy.
IMI Desert Eagle (.50 AE)
Rifle 8 200 1 5+1 N
Remington M-700 (30.06)
SMG, Small 4 25 3 30+1 J #1
Ingram Mac-10 (9mm)
SMG, Large 4 50 3 30+1 T
HK MP-5 (9mm)
Assault Rifle 7 150 3 42+1 N #1
AK-47 (7.62x39mm)
Shotgun, Sawed-Off 8 10 2 2 J
Winchester Model 24 double-barrel (12 Gauge)
Shotgun 8 20 1 5+1 T
Ithaca M-37 (12 Gauge)
Taser 5 5 1 1 P #2
Tear Gas 3 3 1 5 P #2
Pacification Spray 5 3 1 5 P #2
Notes
Damage: All damage from firearms is lethal.
Range: Within listed range (in yards), difficulty is 6; at twice listed Range, difficulty is 8; within two yards, difficulty is 4.
Rate: Maximum number of bullets or three-rounds bursts the gun can fire in a single turn.
Clip: Maximum number of bullets the gun can hold. Some guns, listed as “+1”, can hold a full clip with a round ready
in the chamber.
Conceal: See Melee Weapons chart.
#1 = Gun may fire full-auto, three-round bursts, and strafing sprays.
#2 = Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas and Technocratic pacification
spray also reduce target’s dice pools by two dice for one turn per success.
Magick Rules 17
Thanks to such perceptions, a mage’s focus can make a Paradox Points Generated
huge difference when he’s using magick. If, for example, Synder
chants arcane words, sprinkles bone-dust in the air, and then ON A SUCCESS
points her finger at a dude’s face, giving him a bloody nose Coincidental None
from a distance, then she’s committing vulgar magick. If she Vulgar One point
mutters something under her breath and then belts him in the
ON A BOTCH
teeth, however, the resulting carnage can be explained away
as “a really good punch,” and thus a coincidence. In Mage Coincidental One per dot in highest Sphere
the way you do something is often more important than the Vulgar Without Witnesses One + one per dot in highest
thing you do. Sphere
(For more details about focus, see the section of that Vulgar With Witnesses Two + two per dot highest
name, above, and the various Focus entries on each character’s Sphere
description.)
Paradox Backlash Roll
Casting Magick Successes Effects of Discharge
Okay, so how, in game terms, does your character cast a spell?
Botch All Paradox points discharge harmlessly.
• Step One – Effect: Based on your character’s abilities No successes No effects, but no Paradox points discharge.
and needs, you decide what you want to do and how
1-5 One point of Paradox discharged per
you want to do it. This is called the Effect: the thing you success. Mage also suffers one level of
want to accomplish with your magick. bashing damage per success, and acquires
a trivial Paradox Flaw.
• Step Two – Ability: Based on your mage’s focus and
Spheres, figure out if you can create the Effect you want 6-10 One point of Paradox discharged per
success. Mage also suffers a “burn” of one
to create… and if so, how your character will make it level of bashing damage per success, and
happen in story terms. acquires a minor Paradox Flaw.
• Step Three – Roll: Roll one die for every dot in your 11-15 Usual Paradox point discharge, as well as
(successes -10) levels of lethal damage and
Arete Trait. The difficulty of that roll depends upon one of the following effects: a significant
the Effect you’re trying to use; whether it’s vulgar or Paradox Flaw, a Paradox Spirit visitation,
coincidental; and whether or not someone’s watching or a mild Quiet.
you: 16-20 Usual Paradox point discharge, as well as
(successes -10) levels of lethal damage
ºº Coincidental: Difficulty = highest Sphere + 3 and two of the following effects: a severe
Paradox Flaw, a Paradox spirit visitation,
ºº Vulgar Without Witnesses: Difficulty = highest a moderate Quiet, one point of permanent
Sphere + 4 Paradox, or banishment to a Paradox
Realm.
ºº Vulgar With Witnesses: Difficulty = highest 21+ Usual Paradox discharge; plus (successes
Sphere + 5 -20) levels of aggravated damage; two
severe, or one drastic, Paradox Flaws; one
If you’re trying to hit a target with an attack (sword, gun, point of permanent Paradox; and perhaps
fireball, etc.), then roll the appropriate attack roll; see Combat a Paradox spirit visitation, a severe Quiet,
Rules, above, for details. or banishment to a Paradox Realm.
• Step Four – Results: The number of successes that
you roll determines whether or not you succeed. If you the mage sprawling, tear him apart on a metaphysical level,
fall short of your goal, you may roll again to get more drive him insane, or even kick him out of this world and into
successes. If you fail, the Effect fizzles out. And if you an otherworldly Paradox Realm… aka “reality jail.”
botch, bad things happen. The full rules for Paradox and its many calamities can be
found in Mage 20th Anniversary Edition. The basics, though,
Paradox are easy:
When a mage pushes too hard in his efforts to change reality, • If your mage casts a coincidental Effect, then he gets no
reality pushes back; the stronger the push from that mage, the Paradox if he’s successful, and one point of Paradox for
harder the pushback against his efforts. In a phenomenon that each dot in the highest Sphere if he botches. (See Botching
mages often call the Paradox Effect, that pushback can knock and the Rule of One, above, and The Spheres, below.
Each Sphere features five different levels of progress and Damage and Duration
result. That progression gets represented by the number of dots When Effects cause or heal damage, the amount of that damage
in your character’s Sphere Trait. Each successive level allows depends upon the Damage or Duration chart, below. Certain
your mage to understand a bit more about the principles of that Spheres inflict bashing damage, others lethal, and still others
Magick Rules 19
aggravated. See the chart for details. In most cases, characters can’t Correspondence, Spirit and
soak damage that’s inflicted directly by Life, Mind, or high-level Time-Sphere Effects
Entropy magick. Damage that’s inflicted by magickally created
The mysterious Spheres of Correspondence, Spirit and
attacks, however (like fire, bullets, flying rocks, and so forth) can
Time work differently than other Spheres. Each one has certain
be soaked by anyone who can soak the appropriate kind of attack.
game-based effects that – like damage and duration – are based
A falling ceiling tile, for instance, would inflict bashing damage,
upon the number of successes you roll:
which anyone can try to soak. A Forces-based fire attack, however,
would involve fire, which most characters cannot soak. • Correspondence allows a mage to reach or perceive across
For Effects that last a certain amount of time – like a distances. The more successes you roll, the further you
dimensional gateway or a shift into fox-form – the duration is also can extend yourself.
based upon the number of successes you roll. You can find the
• Spirit allows you to see through, or cross over, the Gauntlet
duration lengths on the Damage or Duration chart as well. That
between the physical world and the spirit-realm called
chart measures only damage or duration, not both! A given Effect
the Umbra. (For details, see Mage: The Ascension 20th
either inflicts damage instantly, or else alters reality for a particular
Anniversary Edition, Chapters Four and Nine.)
period of time. (Mage: The Ascension 20th Anniversary Edition
covers more complex combinations of damage and duration, but • Time allows the mage to dilate time, speed things up, slow
those rules go beyond the scope of this booklet.) things down, or perceive things that exist at different
points of the past or future.
Damage or Duration
In all three cases, the appropriate charts list the successes
Successes Damage Duration you need to roll in order to achieve certain levels of effect with
One None One turn these Spheres.
Two Two levels One scene
Correspondence Sphere Ranges
Three Six levels One day
Successes Range Connection
Four Eight levels One story
One Line of sight Body sample
Five Ten levels Six months
Two Very familiar Close possession or
Six+ Number of Storyteller’s option companion
Successes x 2
Three Familiar Possession or casual
Magickal Damage friend
• Bashing Damage: Mind-Sphere Effects. Four Visited Once Casual acquaintance, or
object used once
• Lethal Damage: Most other Sphere Effects.
Five Described Briefly touched or met
location object or person
• Aggravated Damage: Any Sphere when “charged” with
Prime 2 and a point of Quintessence. Six+ Anywhere on No connection
Earth
ºº Fire or electrical Forces Effects.
Spirit Sphere Gauntlet Ratings
ºº Vulgar Entropy-, Life- or Prime-based Effects that
Area Difficulty Successes Needed
directly disrupt the target’s Pattern.
Node 3 One
Correspondence and Time inflict no damage unless they’re
Deep Wilderness 5 Two
combined with other Spheres.
The Forces Sphere adds one automatic success to Damage. Rural Countryside 6 Three
Entropy inflicts damage only through indirect attacks until Most Urban Areas 7 Four
Rank Four; after that, damage is aggravated. Downtown 8 Five
Damage also reflects the amount of health levels healed Technocracy Lab 9 Five
by the Life Sphere, or the points of Quintessence channeled
by the Prime Sphere. Notes
To preserve game balance, the Storyteller may choose to An area’s Gauntlet Difficulty may vary with time and
circumstances. For example, a dark alley on Halloween night
cap damage at 20 health levels (10 successes, or nine successes might have a Gauntlet of 6, while a rigidly cultivated garden at
for Forces-Sphere attacks). noon could have a Gauntlet of 8.
Magick Rules 21
PERCEPTION & PSYCHIC POWERS Fuel New Pattern Prime 2/ appropriate
Sphere
Astral Projection Mind 4+
Share/ Prime 3
Clairvoyance Correspondence Exchange Quintessence
2 (or Mind 3/
Correspondence 2) SPIRIT POWERS
Conceal/ Alter Aura Mind 1 or Prime 2 Bless/ Curse Entropy 3
Conceal Avatar Spirit 2/ Mind 1 Command Spirit Mind 4/ Spirit 4
Conceal Thoughts Mind 1 Conjure Spirit Spirit 3
Conjure Mental Illusions Mind 2+ Drain Spirit’s Essence Prime 4/ Spirit 4
Influence Mood Mind 2 Harm Spirit/ Wraith Spirit 3
Influence Subconscious Mind 3+ Open/ Close Gateway Spirit 4
Mind Control Mind 4 See Spirits Spirit 1
Prophecy/ Hindsight Mind 2/ Time 2 Speak to Spirits Spirit 2
(or Time 2)
Step Sideways Spirit 3
Scramble Thoughts Mind 3
Touch Spirit Spirit 2
See Through Another’s Eyes Mind 3
TIME & DISTANCE *
Sense Energies (appropriate Sphere) 1
Affect Distant Object/ Being Correspondence 2+
Share Perceptions Mind 1/ (appropriate
Sphere) 1 Aging/ Reversing Age Time 3 + Life 4 (living
being) or Matter 2
Shield Mind Mind 2 (object)
Tear Mind Apart Mind 3 (Mind 3/ Life 3 Conjure Earthly Being Correspondence 4/
for agg. Damage) Life 2
Telepathy Mind 3 Create Multiple Images Correspondence 3 (or
Forces 2+)/ Prime 2
Telekinesis Forces 2+
Create Multiple Objects Correspondence 5/
Translate Languages Mind 3 (Mind 3/ Forces Matter 3/ Prime 2
2 for a group)
Open Gateway Between Correspondence 4
QUINTESSENCE ENERGY Locations
Absorb Quintessence Prime 3 “Rewind” Time Time 3
Channel Quintessence Prime 3 Set Time Trigger Time 4
Destroy by Draining Prime 4 (object) or Prime Speed/ Slow Time Time 3
Quintessence 5 (creature)
Teleport Correspondence 3 (4)
Drain Node Prime 4
Time Travel Time 5
Drain Quintessence Prime 3
*= Such Effects are almost always vulgar magick.
Alertness ____________
OOOOO Crafts______________
OOOOO Academics___________
OOOOO
Art______________ OOOOO Drive_____________ OOOOO Computer__________ OOOOO
Athletics_____________
OOOOO Etiquette____________
OOOOO Cosmology_____________
OOOOO
Awareness____________
OOOOO Firearms____________
OOOOO Enigmas____________OOOOO
Brawl____________ OOOOO Martial Arts_________
OOOOO Esoterica_________OOOOO
Empathy_____________
OOOOO Meditation__________
OOOOO Investigation________
OOOOO
Expression____________
OOOOO Melee ____________ OOOOO Law______________ OOOOO
Intimidation_______OOOOO Research__________ OOOOO Medicine_____________
OOOOO
Leadership___________
OOOOO Stealth _____________
OOOOO Occult___________OOOOO
Streetwise ____________
OOOOO Survival ____________
OOOOO Politics____________
OOOOO
Subterfuge__________
OOOOO Technology __________
OOOOO Science __________OOOOO
Correspondence________
OOOOO Life______________
OOOOO Prime____________OOOOO
Entropy__________OOOOO Matter___________OOOOO Spirit____________OOOOO
Forces_____________
OOOOO Mind_____________OOOOO Time_____________ OOOOO
________________OOOOO O
●O O O O O O O O O Bruised -0
________________OOOOO Hurt -1
________________OOOOO Injured -1
________________OOOOO Wounded -2
________________OOOOO O O O O O O O O O O
Mauled -2
________________OOOOO
Crippled -5
Incapacitated
________________OOOOO
________________OOOOO
________________OOOOO
________________OOOOO •
________________OOOOO
________________OOOOO
________________OOOOO