Difference between revisions of "House Rules/Mage"
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** If attached to another flaw, add a +note, but don't add the flaw to +sheet (staff will perform the swap if/when the geas is violated). | ** If attached to another flaw, add a +note, but don't add the flaw to +sheet (staff will perform the swap if/when the geas is violated). | ||
* Confidence: Both modifiers depend on someone trying to mislead or intimidate you. | * Confidence: Both modifiers depend on someone trying to mislead or intimidate you. | ||
+ | * 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. | ||
+ | * 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). | ||
+ | ** You can allocate as many or as few of these dots to each individual ally as you want. | ||
+ | ** Each ally starts with 4 (not 5) dots to divide between Willpower/Rage/Gnosis. | ||
+ | ** Each ally gets (its level + 3) background points worth of totem-style powers. | ||
=Nodes= | =Nodes= |
Revision as of 21:01, 20 January 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 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). 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:
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. | ||||||||||||||||||||||||||||||||||||||||