Instant Reaction (Time 1 Mind 1)
- When the mage expects a certain event, he can focus his attention on
it to be able to respond reflexively at the same time. For example, if a
thug threatens him with a gun, he can program his body to dodge at the
exact moment the thug pulls the trigger or respond with magick. A
stand-off between two mages both using this rote can be quite deadly,
since they will both react at the exact same time.
[ If the rote succeeds the mage will act just before the event, as
long as the condition predates it slightly (like the act of pulling a
trigger). The number of successes denotes how long the mage can
concentrate himself. He has to be completely concentrated on the
condition to act, and cannot do anything else (unless he uses
multitasking, of course).]
No-Time (Time 1 Entropy 2 Mind 1/3)
- This bizarre rote removes the sense of time from the subject or the
mage. It becomes impossible to plan for the future or remember the
past, all that exists is an eternal now. By combining this with entropy
it becomes impossible to predict what the subject will do, even with
Time. The Cult of Ecstasy usually invoke this by extreme intoxication,
loud music and then by placing the ring on a finger; as long as it
remains, the rote will be active.
Sounds of Pain (Time 2 Life 1)
- This little rote allows a mage to mentally hear the sounds of
whatever caused a wound. Some truly twisted cultists have used it to
play music on sick people.
[Adding Forces 3 Prime 2 the sounds can be made audible].
Prophylactic (Time 2 Life 3/4)
- Some mages know they are going to get hurt in the future, and take
steps to limit the damage. By reaching into the potential futures and
choosing one where the damage isn9t that bad, they can avoid the worst
possibilities. This is usually coincidental; a wound turns out to be
much less severe than expected or a weapon just makes a glancing blow.
The rote will just protect against the next wound. Among the Cult of
Ecstasy, this rote is usually done by dressing imagined wounds, followed
by a period of intoxication where the mage removes the bandages happily
proclaiming "It doesn't look that bad!"
Enhanced Regeneration (Time 3 Life 2)
- Time mages are able to selectively speed up the healing and
regenerative abilities of an organism, making it recuperate much faster.
This is very useful, although it is often accompanied with hunger and
extreme itchiness. The Sons of Ether apply electricity in precisely
calculated patterns to the wounds, while the Cult of Ecstasy gives the
patient such a good time they forget about being hurt.
[One success halves the healing time, two successes divide it with
three, three with four, etc. ]