Difference between revisions of "House Rules/Mage"
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* 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]] for more detail on how much they gain | + | See [[Mage Charts]] ('Paradox' at lower right) for more detail on how much they gain. |
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). | 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). | ||
+ | |||
+ | If your Paradox + Quintessence ever exceeds 20, then you lose Quintessence to bring the total down to 20. (MtA 128) | ||
+ | |||
+ | Backlash timing: | ||
+ | * If you gain Paradox during turn N, then you take backlash at the end of turn N+1. (This clarifies "a turn or two" from MtA 194.) | ||
+ | ** If you also gain Paradox during turn N+1, then you also take backlash at the end of turn N+2 (if you still have any Paradox left at that point). | ||
+ | ** Exception: When you gain Paradox, you can choose to immediately spend a Willpower, in which case you don't take backlash until the end of the scene. (MtA 195) | ||
+ | |||
+ | Backlash damage: | ||
+ | * Roll your total Paradox (hereafter N) vs 6, not just your most recent gain. Lose one Paradox per success. (MtA 153) Also treat it as a combat damage roll: (MtA 195) | ||
+ | ** N = 1-10: Take N dice of bashing damage (soakable). | ||
+ | ** N = 11-20: Take (N-10) dice of lethal damage (unsoakable, possible exception if you can normally soak lethal for some reason). | ||
+ | ** N = 21+: Take (N-20) dice of aggravated damage (unsoakable, possible exception if you can normally soak agg for some reason). | ||
+ | ** Additional backlash effects still occur per the book, this is just clarifying the damage portion. | ||
+ | |||
+ | Dissipation: If your Paradox is 10 or less, and remains constant for a week, then 1 point dissipates. (MtA 128) | ||
+ | |||
+ | '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.). | ||
=Seekings= | =Seekings= |
Revision as of 13:10, 9 June 2018
"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 Backgrounds
Avatar StormSee Maelstrom 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 (provided it doesn't reach outside the realm during casting). Creating or increasing the size of a Realm works like creating or increasing the power of a node, except using Spirit instead of Prime. 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). Merits/Flaws
Miscellaneous
Nodes
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. 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. 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:
ParadoxMages gain Paradox:
See Mage Charts ('Paradox' at lower right) for more detail on how much they gain. 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). If your Paradox + Quintessence ever exceeds 20, then you lose Quintessence to bring the total down to 20. (MtA 128) Backlash timing:
Backlash damage:
Dissipation: If your Paradox is 10 or less, and remains constant for a week, then 1 point dissipates. (MtA 128) '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.). SeekingsNormally, a Seeking is required for a Mage to increase their Arete. Instead, we limit the rate. The XP cost is also house-ruled.
A mage who studies a Grimoire/Principia can raise Arete sooner, see '+rules grimoire' for details. The time limits do not apply to a character who Awakens after chargen, as Awakening can take you straight to Arete 2 or 3 (MtA 124). 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. | ||||||||||||||||||||||||||||||||||||||||