Some Correspondence and Entropy Rotes
By Anders SandbergWhere Am I? (Corr. 1)
The mage will know his position relative another, known place (like his home or his starting point). When the mage moves away from this place he will still know where it is and feel direction and distance to it.
Beacon of Jeron (Corr. 1, Prime 2)
The mage "marks" an object, which he afterwards will be able to find (just like the place in "Where Am I?"). Members of the Order of Hermes draw a pentagram around the object using the Seal, while Virtual Adepts enter information about the object into their computer, which will keep track of it.
Summon Demon Process (Corr. 1, Spirit 2)
The mage summons one of the spirits of technology and communication from a network of some kind. The spirits are quick, efficient entities who know almost everything about their own medium, but unfortunately not much about anything else (many spirits deny the existence of anything outside their network). The spirits can, for example, tell the mage about where information has been transmitted or stored, but nothing about what the information means, since it is incomprehensible to them. Virtual Adepts summon and talk to these spirits using query languages or their own weird dialect of LISP.
Window Manager (Corr. 2)
The Adept opens a window on his screen, showing another place. He can see and hear what is going on there and move his vantage point, zoom in and out, store images and otherwise transform the image. Using virtual reality the mage can even move around in a virtual copy of the place, seeing, hearing and feeling things (but he still cannot interact with the place).
1-800-QUINTESSENCE (Corr. 2, Prime 1)
This rote was invented by Virtual Adepts having problems getting quintessence when they were far from their nodes. However, by using the ordinary phone network or Internet to call a computer or phone near their home node, the Adepts can connect to it and absorb needed quintessence. This rote has been expanded to higher levels, using the networks as conduits for quintessence to their uses.
Aleph (Corr. 2, Mind 3)
The Adept points his terminal towards a victim and makes it flicker a never ending stream of images into the victim's brain. The victim is forced to see everything in the vicinity, without any order. The victim experiences everything from every angle, from the inside out. He will be unable to do much. Prolonged use of this rote can lead to catatonia or (in rare cases) enlightenment.
Activate Demon Process (Corr. 3, Spirit 2)
The adept reaches out into the network, releasing search programs and invocation routines to activate one of the present elementals. The spirit can perform small tasks, like debugging, searching, surveillance or help with programming.
Each success will give the spirit one dot in a mental attribute or ability. If the mage got 4 successes, he could summon a spirit with 5 intelligence, or a spirit with computer 4 or any other combination.
Grip of Darth Vader (Corr. 4)
The Adept wears a virtual-reality gauntlet and makes a strangling grip in the air. A victim, who can be anywhere, suddenly feels the strangling grip around his neck as the mage bilocates the pressure of the gauntlet. Since there is nothing for the victim to pry loose, even the most physically weak adept can strangle people.
Curse of Raistlin (Entropy 1, Mind 2)
The mage opens the mind of the victim to the presence of entropy in all things. Euthanatos point their bone against the victim, mumbling something incoherent and mournful. The victim is cursed, forced to see the entropy present in everything. Nothing the victim feels is free from the taint of decay. He will feel how everyone is slowly dying and nothing will remain forever. This curse will make most normal people very depressed and if the curse persists long enough many victims become insane or commit suicide.
Summon the Servitors of Decay (Entropy 1, Spirit 2)
The mage summons some of the spirits in an area of entropy, like a garbage dump, a dying person or a condemned house. Euthanatoi usually do this by asking a question while rattling the rattle and then throw the bones. The answer is found depending on how the bones fall. The spirits of entropy are not very good at answering questions about anything that does not involve entropy and randomness. They cannot tell if anyone has passed them, but can give detailed descriptions of the flow of entropy around a murder victim or tell in what way a glass was broken.
Protection against the Winds of Randomness (Entropy 2)
The mage surrounds himself with a field of negative randomness, giving him some protection against random events (like getting the poisoned drink on the tray, winning on lottery or being hit by a falling flower pot). When the mage uses this rote, he takes some item from the vicinity, like a four-leaf clower, a napkin or a coin. This object will become the "lucky thing". This item will partially show how much "luck" remains or if the rote successfully defends the mage. When the rote ends, the "lucky thing" will be lost or destroyed.
Each success protects against one random event. Random events are events where the different possibilities are about the same probability and do not depend on someone or something's conscious decision. The rote will protect against all randomness, even beneficial. It will not work against coincidental magick.
Random Message (Entropy 2, Corr. 2)
Used mainly by the Players and Cultists but some Virtual Adepts have developed their own video game version. By reaching out with his mind, a player of a game of chance can contact another player, if he is playing the game somewhere else. By influencing the game, he can send messages to the other. These messages are naturally limited to what the game can show and what the other mage can interpret (for example 9 of Swords, 10 of Swords, the Tower, 9 of Wands and Death is a quite obvious "Get the hell out of there!").
The Wheel Cannot Hold (Entropy 3)
The mage quickly rotates a small bone on a string and lets it go, or throws their dice so they drop off the table. The mage channels randomness into an area (for example, a building). The result is lots of random and disorderly things start to happen. Sprinklers will activate, printers will start to print gibberish, computers crash, documents are lost, wallpaper comes loose and the lettering on doors fall partially off, revealing new, interesting messages.
This Corrosion (Entropy 3, Prime 2)
A classic rote of the Hollow Ones. The mage touches an object, creating a spreading pattern of entropy. While the object appears unchanged on the surface, it decays inside. The effect spreads inside the object, and may infect other objects which touch it. The affected object will break if it is stressed in the least. If the mage uses this rote on the chassis of a car, it will spread to the motor and wheels. When someone touches or tries to use the car, it will disintegrate. Some mages direct the spread of entropy towards certain objects.
