Difference between revisions of "House Rules/Mage"
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* If B is not explicitly stated, then B = L*2. | * If B is not explicitly stated, then B = L*2. | ||
* If ''only'' B is explicitly stated, then L = B/2 (rounded up). | * If ''only'' B is explicitly stated, then L = B/2 (rounded up). | ||
− | * If | + | * If both B and L are stated, but they don't match the usual 2:1 ratio: |
+ | ** If B < L*2, then for these rules, use B = L*2. | ||
+ | ** If B > L*2, then for these rules, use L = B/2 (rounded up). | ||
N dots in the Device background gives N items, costed using L. | N dots in the Device background gives N items, costed using L. |
Revision as of 20:36, 31 January 2019
"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 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 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 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). However, hunters do count as sleeper witnesses. If your Paradox + Quintessence ever exceeds 20, then you lose Quintessence to bring the total down to 20. (MtA 128) Backlash timing:
Backlash damage:
Backlash burnoff:
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 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. 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. | ||||||||||||||||||||||||||||||||||||||||