Difference between revisions of "House Rules/Mage"
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* Chantry: See '+rules chantry', also [[Home Base]] which is the non-mage version of the same shared-background mechanic. | * Chantry: See '+rules chantry', also [[Home Base]] which is the non-mage version of the same shared-background mechanic. | ||
* Nodes: See '+rules nodes' (or "Nodes" below). | * Nodes: See '+rules nodes' (or "Nodes" below). | ||
− | * Resources 6+: Limited to Syndicate. Capped at 5 in chargen, 10 with XP. Raising above 5 requires minimum (current * 2) months, halved for Financiers and Disbursements. | + | * Resources 6+: Limited to Syndicate (Syndicate-adjacent may reach 6 at staff discretion). Capped at 5 in chargen, 10 with XP. Raising above 5 requires minimum (current * 2) months, halved for Financiers and Disbursements. |
* Sanctum: May be non-contiguous (e.g. linked by a coincidental Correspondence 4 portal), but may not be mobile (a Sanctum Van is a cool idea but would be overpowered). | * Sanctum: May be non-contiguous (e.g. linked by a coincidental Correspondence 4 portal), but may not be mobile (a Sanctum Van is a cool idea but would be overpowered). | ||
* 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) |
− | ** | + | ** Cannot take points in "Totem is respected by other Umbrood" or "Per Innate Ability the Totem grants to the Shaman" |
+ | ** Spirits should be lesser spirits. Not meant to be very powerful, they are just allies. | ||
=Horizon Realms= | =Horizon Realms= | ||
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References: Book of Worlds 102, Void Engineers (old) 48, Book of Chantries 138 | References: Book of Worlds 102, Void Engineers (old) 48, Book of Chantries 138 | ||
+ | |||
+ | =Mage Spheres= | ||
+ | * Life: Healing other people requires Life 4 (MtA 170), except bashing which is possible at Life 3 (Verbena 59). Using /just/ Life works this way, multi-sphere effects are at staff discretion. (ex: Gift of Prana (Euthanatos 61) is one option.) | ||
+ | |||
+ | * Mind: If an unwanted mental effect is blocked by a Mind shield but would have succeeded otherwise, then a Mind 1 shield makes it obvious that there's a block, while a Mind 2 shield gives plausible but false results (unless the shielded PC gives themselves away by other means, e.g. you Dominate them to do something and then you see them not doing it). | ||
+ | |||
+ | * Attributes: Permanently altering your pattern for [[Rules_Entries#No_Free_Lunch|+rules no free lunch]] discount on attributes requires Life 4 (physical or Appearance) or Mind 5 (mental). | ||
+ | |||
=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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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.) | 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 | + | 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. | 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. | ||
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** 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). | ** 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) | ** 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) | ||
+ | ** Other backlash variations (ST Handbook 10-11) are omitted for simplicity. | ||
Backlash damage: | Backlash damage: | ||
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! Arete !! Minimum time !! XP | ! Arete !! Minimum time !! XP | ||
|- | |- | ||
− | | 1 to 2 || | + | | 1 to 2 || n/a || 8 |
|- | |- | ||
− | | 2 to 3 || | + | | 2 to 3 || n/a || 16 |
|- | |- | ||
| 3 to 4 || 6 months || 24 | | 3 to 4 || 6 months || 24 | ||
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As Awakening can take you straight to Arete 2 or 3 (MtA 124), we only time-limit raising Arete above 3. | 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: | |
+ | {| | ||
+ | | | ||
+ | {| class="wikitable" | ||
+ | ! Old mage's Arete !! New mage's Arete !! Minimum time | ||
+ | |- | ||
+ | | 4 || 3 to 4 || 3 months | ||
+ | |- | ||
+ | | 4 || 4 to 5 || 6 months | ||
+ | |} | ||
+ | | | ||
+ | | | ||
+ | {| class="wikitable" | ||
+ | ! Old mage's Arete !! New mage's Arete !! Minimum time | ||
+ | |- | ||
+ | | 5 || 3 to 4 || 1 months | ||
+ | |- | ||
+ | | 5 || 4 to 5 || 3 months | ||
+ | |} | ||
+ | |} | ||
=Targeting other places and power sources= | =Targeting other places and power sources= |
Latest revision as of 18:58, 13 March 2023
"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. 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. 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.
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.). 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)
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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||