Difference between revisions of "House Rules/Mage"
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* Spirit Allies (Dreamspeakers 61): | * Spirit Allies (Dreamspeakers 61): | ||
** Total background level can go up to 10 dots (but costs the same XP as regular backgrounds, not the cheaper Totem rate). | ** Total background level can go up to 10 dots (but costs the same XP as regular backgrounds, not the cheaper Totem rate). | ||
| + | ** Background points pay for the level of the spirit ally. Can take multiple lower level spirit allies. | ||
** Capped at spending 2 background points on additional points as per totem creation table (see pg.#58) | ** Capped at spending 2 background points on additional points as per totem creation table (see pg.#58) | ||
** Cannot take points in "Totem is respected by other Umbrood" or "Per Innate Ability the Totem grants to the Shaman" | ** Cannot take points in "Totem is respected by other Umbrood" or "Per Innate Ability the Totem grants to the Shaman" | ||
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=Merits/Flaws= | =Merits/Flaws= | ||
| + | * Dual Perception: Must have Spirit Sight to take this merit. Lets you temporarily turn off parts of Spirit Sight so you can concentrate better. See '+rules spirit sight' for details. | ||
* Spark of Life: If you and someone else are both in perfect health, then physical contact just feels good. Really, unusually, addictively so, depending how long it's kept up. Gives -1 diff to M+ healing powers. | * Spark of Life: If you and someone else are both in perfect health, then physical contact just feels good. Really, unusually, addictively so, depending how long it's kept up. Gives -1 diff to M+ healing powers. | ||
* Twin Souls: The "additional measure of Quintessence" is equal to the higher Avatar rating between the twins. (Twins with 3 and 2 have a total joint pool of 3+2+3=8. Twins with 4 and 4 have a total of 4+4+4=12.) | * Twin Souls: The "additional measure of Quintessence" is equal to the higher Avatar rating between the twins. (Twins with 3 and 2 have a total joint pool of 3+2+3=8. Twins with 4 and 4 have a total of 4+4+4=12.) | ||
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Large nodes (4+) are subject to staff discretion. A mage's Node background may correspond to two or more smaller nodes, but they won't be right next door to each other; consider how much territory you can reliably defend. | Large nodes (4+) are subject to staff discretion. A mage's Node background may correspond to two or more smaller nodes, but they won't be right next door to each other; consider how much territory you can reliably defend. | ||
| − | = | + | =Paradox= |
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| − | = | + | {| |
| − | Mages gain Paradox: | + | | style="vertical-align: top; width: 45%; padding-right: 25px" | |
| + | Mages '''gain''' Paradox: | ||
* When they use vulgar magic (even if they succeed and no one is watching). | * When they use vulgar magic (even if they succeed and no one is watching). | ||
* When they botch (even if the magic was coincidental). | * When they botch (even if the magic was coincidental). | ||
See [[Mage Charts]] ('Paradox' at lower right) for more detail on how much they gain. | See [[Mage Charts]] ('Paradox' at lower right) for more detail on how much they gain. | ||
| + | If your Paradox + Quintessence ever exceeds 20, then you lose Quintessence to bring the total down to 20. (MtA 128) | ||
| + | |||
| + | ==Who counts as a sleeper witness?== | ||
Staff ruling for what is considered 'sleeper witnesses' are plain, simple, vanilla, everyday mortals/animals with no supernatural powers at all, and not already accepting of vulgar magic (so your acolyte is OK even if they don't have any powers of their own yet). However, hunters ''do'' count as sleeper witnesses. | Staff ruling for what is considered 'sleeper witnesses' are plain, simple, vanilla, everyday mortals/animals with no supernatural powers at all, and not already accepting of vulgar magic (so your acolyte is OK even if they don't have any powers of their own yet). However, hunters ''do'' count as sleeper witnesses. | ||
| + | ==What counts as vulgar?== | ||
Staff ruling for what is considered 'vulgar' is anything that a sleeper witness would perceive via mundane senses (or actually does perceive by any means, including e.g. Awareness or hunter powers) as obviously unnatural. | Staff ruling for what is considered 'vulgar' is anything that a sleeper witness would perceive via mundane senses (or actually does perceive by any means, including e.g. Awareness or hunter powers) as obviously unnatural. | ||
* This includes (but is not limited to) getting more successes on a non-Arete roll assisted by mage magic than a sleeper could get solely by maxing out relevant stats (+rules stat caps) and rolling all 10s. | * This includes (but is not limited to) getting more successes on a non-Arete roll assisted by mage magic than a sleeper could get solely by maxing out relevant stats (+rules stat caps) and rolling all 10s. | ||
* Telepathy is generally OK because sleepers can't perceive it, however if you're projecting thoughts directly into a sleeper's mind then that's vulgar (with witness). | * Telepathy is generally OK because sleepers can't perceive it, however if you're projecting thoughts directly into a sleeper's mind then that's vulgar (with witness). | ||
| − | + | | style="vertical-align: top" | | |
| + | Mages '''lose''' Paradox through either backlash or dissipation. | ||
| + | |||
| + | ==Backlash== | ||
Backlash timing: | Backlash timing: | ||
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** Other backlash variations (ST Handbook 10-11) are omitted for simplicity. | ** Other backlash variations (ST Handbook 10-11) are omitted for simplicity. | ||
| + | <div style="float: right; padding-left: 10px"> | ||
| + | {| class="wikitable" | ||
| + | ! Paradox (N) !! # of damage dice !! Damage type | ||
| + | |- | ||
| + | | 1 to 10 || N || Bashing | ||
| + | |- | ||
| + | | 11 to 20 || N - 10 || Lethal | ||
| + | |- | ||
| + | | 21 or more || N - 20 || Aggravated | ||
| + | |} | ||
| + | </div> | ||
Backlash damage: | Backlash damage: | ||
| − | * N is your total Paradox, not just your most recent gain. (MtA 195) | + | * See table at right. N is your '''total accumulated''' Paradox, not just your most recent gain. (MtA 195) |
| − | + | * This damage is soakable as usual (typically bashing but not lethal/agg). | |
| − | + | * Additional backlash effects still occur per the book, this is just clarifying the damage portion. | |
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Backlash burnoff: | Backlash burnoff: | ||
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* This is separate from the damage roll above. | * This is separate from the damage roll above. | ||
| − | Dissipation | + | ==Dissipation== |
| + | |||
| + | If your Paradox is 10 or less, and remains constant for a week, then 1 point dissipates. (MtA 128) | ||
| + | * That first part is important. If your Paradox is 11 or more, it '''never''' dissipates (until you gain some more, at which point backlash burnoff may reduce it to 10 or less). | ||
| + | |||
| + | =='Permanent' Paradox== | ||
'Permanent' Paradox (e.g. Enhancement background, raising an attribute above 5 for long enough) can only be lost by removing the cause (removing the Enhancement, lowering your attribute to 5 or less, etc.). | 'Permanent' Paradox (e.g. Enhancement background, raising an attribute above 5 for long enough) can only be lost by removing the cause (removing the Enhancement, lowering your attribute to 5 or less, etc.). | ||
| + | |} | ||
=Pattern bleeding= | =Pattern bleeding= | ||
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If the ritual is disrupted by an outside force, roll Willpower vs 8 to avoid botching the whole thing. (MtA 150) | If the ritual is disrupted by an outside force, roll Willpower vs 8 to avoid botching the whole thing. (MtA 150) | ||
* For acting in concert, each participant rolls individually to avoid losing their contribution. If all participants fail, then the whole thing is botched. | * For acting in concert, each participant rolls individually to avoid losing their contribution. If all participants fail, then the whole thing is botched. | ||
| + | |||
| + | =Seeing through illusions= | ||
| + | In order to pierce mental illusions/effects of any kind (such as Obfuscate, Chimerstry, Dementation, and unless otherwise specified in the rules), a Mage must: | ||
| + | * Have activated a Mind 2 defensive effect beforehand. | ||
| + | * Roll Perception + Awareness vs 7 against the power's dice pool vs 7. | ||
| + | ** When the effect doesn't have dice pool, roll <Level of power/gift/item> + Subterfuge vs 7. | ||
| + | ** Ties are in favor of the illusion/effect. | ||
| + | ** The mage must be actively searching to pierce an effect/illusion or detect an invisible person. (See: +rules sniping) | ||
=Seekings= | =Seekings= | ||
Latest revision as of 21:38, 5 December 2025
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"I am somewhat preoccupied with telling the laws of physics to shut up and sit down."
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Awakening post-chargenSee IC Awakening Guidelines Sketch Avatar StormSee Maelstrom Backgrounds
Horizon RealmsA chantry can acquire a Horizon Realm by investing in the Chantry background and using it to support the Sanctum background. They can create a new one or find an existing gateway (see below). An individual can acquire a personal Horizon Realm by buying the Sanctum background directly, but only if they create a new one. The level of Sanctum determines the size of the realm. All magic cast there is coincidental or vulgar according to the realm's local rules (provided it doesn't reach outside the realm during casting). The Sanctum must be anchored by one or more nodes (communal and/or personal) whose total level equals or exceeds the Sanctum level; this ties up half their Quintessence and Tass production, rounded up (+rules nodes). Creating or increasing the size of a Realm works like creating or increasing the power of a node, except it requires Spirit 5 Matter 4 Prime 4. Finding a gateway to a Realm just requires buying the background, subject to same restrictions as finding a node. Traveling to or from a Realm requires an ongoing Spirit 4 Correspondence 4 effect, or alternatively each traveler can cast Spirit 3 each time (but can't bring anyone else with them). For the purpose of these rules, Dimensional Science can be substituted for Spirit. References: Book of Worlds 102, Void Engineers (old) 48, Book of Chantries 138 Mage Spheres
Merits/Flaws
Miscellaneous
Nephandi / InfernalistsBook of Madness covers Nephandi (whose goal is to destroy the world) in chapter 1 and Infernalists (whose goal is to gain power over the world) in chapter 3, but chapter 1 also uses the term 'Infernalist' inconsistently. Chapter 1 breaks Nephandi down into these sub-groups: Chapter 3: We interpret 'Infernal Malfeans' as b), 'Infernal Nephandi' as a), other uses of 'Infernal' as either a) or d) based on context. All of these PCs can get Investments:
For a) and d), the 'demon' may in fact be a DtF demon, in which case it's a Ravener NPC or PC (or a badly misinformed PC of another faction). We do not use Qlippothic spheres. See also: Nodes
Quintessence gained via meditation does count against this limit. (MtA 122) Quintessence cannot be stockpiled, except by transferring it into an object (creating Tass) or mage or periapt. Tass may be stockpiled up to three months. Creating or increasing the power of a node requires Prime 5, in addition to buying the background. Finding a node just requires buying the background, but it won't be right next door to your existing building. (Erecting a new building around it is fine.) For a building previously owned by another PC, you can buy the background from 0 to its previous level as quickly or slowly as you want. Until then, the rest is assumed to not benefit you because the resonance isn't quite right. If they didn't have a Node there, then you can handwave an undiscovered one if you request it promptly after acquiring the building. Large nodes (4+) are subject to staff discretion. A mage's Node background may correspond to two or more smaller nodes, but they won't be right next door to each other; consider how much territory you can reliably defend. Paradox
Pattern bleedingIf a mage increases a physical or mental attribute and leaves it that way for more than a day, then the target takes 1 level of lethal damage per full day per attribute.
(References: MtA 168, 176) RitualsThis refers to mage effects cast using extended rolls. Rituals may be cast either slowly or quickly.
Failed/botched rolls accumulate penalties as usual. (MtA 150) The mage may make a number of Arete rolls equal to permanent Willpower. To try to keep going longer:
For acting in concert (MtA 154), each participant follows this process individually (even if they're not actually rolling Arete) to determine how long they can keep participating. If the ritual is disrupted by an outside force, roll Willpower vs 8 to avoid botching the whole thing. (MtA 150)
Seeing through illusionsIn order to pierce mental illusions/effects of any kind (such as Obfuscate, Chimerstry, Dementation, and unless otherwise specified in the rules), a Mage must:
SeekingsNormally, a Seeking is required for a Mage to increase their Arete. Instead, we limit the rate at which mages can raise Arete above 3. The XP cost is also house-ruled.
A mage who studies a Grimoire/Principia can raise Arete sooner, see '+rules grimoire' for details. As Awakening can take you straight to Arete 2 or 3 (MtA 124), we only time-limit raising Arete above 3. If you retire a mage with Arete 4+, then you may raise a new mage's Arete faster, effectively one or two levels lower on the usual minimum-times chart:
Targeting other places and power sourcesThese rules are still in draft status and not yet official. Using another power pool (e.g. vitae, Glamour) as Quintessence requires 2+ dots in the relevant Lore (e.g. Vampire, Changeling). It will have strong resonance depending on source. This includes using another power location (e.g. caern) as a Node. If the Lore requirement is met:
Technocratic equipmentThese rules pertain to the Device, Enhancement, and Requisitions backgrounds. Each item has a level value (L) and a "Background Cost" value (B).
N dots in the Device background gives N items, costed using L.
N dots in the Requisitions background gives 5*N items, costed using B.
N dots in the Enhancement background gives one of the following:
Additional restrictions on Enhancement:
ThresholdsIf a mage effect would otherwise be difficulty 9+N (after applying all modifiers), roll at diff 9 and cancel N successes. If this cancels all successes, it's only a botch if the mage rolled a 1. For extended effects, apply this rule to each roll individually. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||