The Hack would work thusly. In place of Attributes and Skills a Mage instead has practices (as presented on Page 572). Practices rate 1 - 5 dots, and describe the Mage's talent with a specific branch of her Art. When a Mage wants to perform an action, any action, she uses her Spheres and rolls Arete + Practice. This would, almost unavoidably, result in the abandonment of most of the other systems. All conflicts would be reduced to Arete + Practice vs Arete + Practice (Within reason of course, using Martial Arts to defend against a physical application of Dominance makes perfect sense, High Ritual Magic wouldn't be so reasonable an option).
A Sample Character Might Look Like This:
Weapons, Armor, Equipment, etc. all become modifiers. A Samurai with a Katana naturally is better at Martial Arts, conversely facing a suit of Full Plate Armor would penalize the Samurai's rolls (as his Paradigm indicates this is an effective defense). The same full plate would offer little help against a ray gun, or physic onslaught.
Obviously Practices shouldn't be limited to the short list in chapter 10, some of the Secondary Abilities fit quite nicely, and I'd need to figure how to handle sleepers and sleepwalkers (probably allow them access to more mundane Practices, limited to one or two dots). Probably also needs to be an allowance for working within the established Consensus (+1 Die and always Coincidental)
Perhaps this has been proposed before, even covered in a book, I don't know. But my fondness for dice light gameplay, and simplified systems draws me towards it.
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