Difference between revisions of "House Rules/Mage"
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* 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. 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). | ||
* 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). |
Revision as of 12:09, 28 May 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 for more detail on how much they gain, and how to get rid of it. 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). 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. | ||||||||||||||||||||||||||||||||||||||||