Difference between revisions of "Draft expanded renown"
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{{tab}}Claws, fangs, horns, hooves and tail barbs come in varying sizes. the above list assumes you've got the smallest gauge. For an additional point, you can get a somewhat larger size, and another point beyond that gets you ''el grande'', each size larger doing an additional +1 point of damage. However, this is not necessarily a great idea. Wolf claws can be painted and passed off as an expensive manicure, but vulture talons are a bit harder to hide, and a set of giant bear claws are not only incredibly conspicuous but will prevent you from doing things like typing or driving. Likewise a nice pair of goat horns can be hidden under a top hat, but a set of oryx horns will need a sombrero, and there's no hiding a full rack of stag antlers, especially if you've got two points for every year of your age.<br> | {{tab}}Claws, fangs, horns, hooves and tail barbs come in varying sizes. the above list assumes you've got the smallest gauge. For an additional point, you can get a somewhat larger size, and another point beyond that gets you ''el grande'', each size larger doing an additional +1 point of damage. However, this is not necessarily a great idea. Wolf claws can be painted and passed off as an expensive manicure, but vulture talons are a bit harder to hide, and a set of giant bear claws are not only incredibly conspicuous but will prevent you from doing things like typing or driving. Likewise a nice pair of goat horns can be hidden under a top hat, but a set of oryx horns will need a sombrero, and there's no hiding a full rack of stag antlers, especially if you've got two points for every year of your age.<br> | ||
− | {{tab}}At Storyteller option, claws and so forth can be made retractable for an additional +1 per unit of size, like vampire fangs can be pulled back in for one point; for two points jumbo fangs (the type that stick down over your lip) can be pulled | + | {{tab}}At Storyteller option, claws and so forth can be made retractable for an additional +1 per unit of size, like vampire fangs can be pulled back in for one point; for two points jumbo fangs (the type that stick down over your lip) can be pulled bacj into like with regular teeth, and for three points, even boar or walrus tusks can be made to disappear - though there will have to be a good explanation given for why this works.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Guide to the Traditions, page #228 | ''Book Ref:'' Guide to the Traditions, page #228 | ||
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| WW4603 | | WW4603 | ||
| ''Synopsis:'' There is one peril to which your character is completely immune, even to the magical versions. Perhaps like Mithridates, your mage slowly built up an immunity to all poisons, even those concocted by the Euthanatos. Perhaps she had an accident in the lab and now all metal phases harmlessly through his body, even magic swords and comic-book alloys - or it bounces off his chest. Perhaps it still cuts, but the wounds don't bleed and they seal up immediately.<br> | | ''Synopsis:'' There is one peril to which your character is completely immune, even to the magical versions. Perhaps like Mithridates, your mage slowly built up an immunity to all poisons, even those concocted by the Euthanatos. Perhaps she had an accident in the lab and now all metal phases harmlessly through his body, even magic swords and comic-book alloys - or it bounces off his chest. Perhaps it still cuts, but the wounds don't bleed and they seal up immediately.<br> | ||
− | ''System:'' However, this invulnerability is only to the particular thing, not to any secondary or tertiary effects - Fenris may have blessed your character so that he is unscathed by teeth and claws of wolves, even werewolves, but that does nothing to stop the werewolf's silver sword or even the | + | ''System:'' However, this invulnerability is only to the particular thing, not to any secondary or tertiary effects - Fenris may have blessed your character so that he is unscathed by teeth and claws of wolves, even werewolves, but that does nothing to stop the werewolf's silver sword or even the damange when the werewolf poinds your mage's head into a wall. (Fenris, after all, said you'd be unharmed by wolves, not by architecture.) Likewise, even if metal doesn't exist for your mage, it does for his lab coat, and a bulet's going to pach quite a whollop efore it shreds the cloth. And even if the faeries at your christening said that no mortal man could ever harm you, that proviso doesn't apply to vampires, or the magics that mortal man might command, or even - for that matter - to his 1957 Chevy Bel Aire.<br> |
{{tab}}Your mage might be immune to all physical harm, save one thing, like beheading, incineration or being stabbed through the heart with a dagger thrice blessed by three separate Popes; or he might be immune to all things save in one spot, like Achilles' heel or Siegfried's shoulder. However, this will not prevent him from being turned into a rutabaga, having his soul stolen, being sealed in Lucite or sent into orbit, though his body (if not his sanity) will withstand all these things. He'll merely be an invulnerable soulless rutabaga orbiting the earth in a Lucite block while his enemies look for a third Pope to bless a dagger.<br> | {{tab}}Your mage might be immune to all physical harm, save one thing, like beheading, incineration or being stabbed through the heart with a dagger thrice blessed by three separate Popes; or he might be immune to all things save in one spot, like Achilles' heel or Siegfried's shoulder. However, this will not prevent him from being turned into a rutabaga, having his soul stolen, being sealed in Lucite or sent into orbit, though his body (if not his sanity) will withstand all these things. He'll merely be an invulnerable soulless rutabaga orbiting the earth in a Lucite block while his enemies look for a third Pope to bless a dagger.<br> | ||
− | {{tab}}''Immunities'' vary in price, depending on their lethality and their frequency, much as ''Vulnerabilities'' do. You must buy each ''Immunity'' separately, although the Storyteller may allow a number of similar ''Immunities'' ( | + | {{tab}}''Immunities'' vary in price, depending on their lethality and their frequency, much as ''Vulnerabilities'' do. You must buy each ''Immunity'' separately, although the Storyteller may allow a number of similar ''Immunities'' (basiliscks, snakes, toadstools, iocaine powder) to be packaged as one more common ''Immunity''. Total immunity continues to go up in price price depending on the size of the chink in your armor.<br> |
{{tab}}Alternately, for half the price of any given ''Immunity'', your character may be ''Resistant'' to a particular bane - taking only half damage, rounded down, or reducing your soak roll difficulties by 3... your choice. Anything doing only one die of damage, you ignore.<br> | {{tab}}Alternately, for half the price of any given ''Immunity'', your character may be ''Resistant'' to a particular bane - taking only half damage, rounded down, or reducing your soak roll difficulties by 3... your choice. Anything doing only one die of damage, you ignore.<br> | ||
*2 points: A minor nuisance (poison oak, common cold) or a very rare threat (basilisks, the Ebola virus)<br> | *2 points: A minor nuisance (poison oak, common cold) or a very rare threat (basilisks, the Ebola virus)<br> | ||
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| Magic Supernatural | | Magic Supernatural | ||
| WW4600 | | WW4600 | ||
− | | ''Synopsis:'' There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on | + | | ''Synopsis:'' There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdaus, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.<br> |
{{tab}}The conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.<br> | {{tab}}The conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.<br> | ||
{|class="wikitable" style="text-align: center;" width="25%" | {|class="wikitable" style="text-align: center;" width="25%" | ||
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| Magic Supernatural | | Magic Supernatural | ||
| WW4600 | | WW4600 | ||
− | | ''Synopsis:'' Your mage has a superhuman Attribute, something in which he has the potential to be greater than human. Although this Attribute is not necessarily ''automatically'' better, the mage could potentially exceed the bounds of human ability. Such a gift is rare and precious, and many people with this capacity never even manage to | + | | ''Synopsis:'' Your mage has a superhuman Attribute, something in which he has the potential to be greater than human. Although this Attribute is not necessarily ''automatically'' better, the mage could potentially exceed the bounds of human ability. Such a gift is rare and precious, and many people with this capacity never even manage to fulfil their true potential.<br> |
''System:'' In your character's legendary Attribute, your character has the potential for a rating of six dots. Thus, your mage might have the Strength of Hercules or the Intelligence of Occam. This Merit does not confer such a rating automatically; it must still be purchased with Attribute points, freebie points, or experience.<br> | ''System:'' In your character's legendary Attribute, your character has the potential for a rating of six dots. Thus, your mage might have the Strength of Hercules or the Intelligence of Occam. This Merit does not confer such a rating automatically; it must still be purchased with Attribute points, freebie points, or experience.<br> | ||
{{tab}}In addition to the potential for human power, your character has some miraculous capability tied to that Attribute. A mage with legendary Stamina might have the ability to roll a soak against ''any'' form of damage, for instance, while a mage with legendary Wits might be able to shift his initiative category by one place in any given turn automatically. This power is generally automatic, and it is subject to the Storyteller's approval. it's potency varies with the character's actual Attribute rating, so a character with a legendary Stamina of 1 has a weak legendary power that might grow with time and experience.<br> | {{tab}}In addition to the potential for human power, your character has some miraculous capability tied to that Attribute. A mage with legendary Stamina might have the ability to roll a soak against ''any'' form of damage, for instance, while a mage with legendary Wits might be able to shift his initiative category by one place in any given turn automatically. This power is generally automatic, and it is subject to the Storyteller's approval. it's potency varies with the character's actual Attribute rating, so a character with a legendary Stamina of 1 has a weak legendary power that might grow with time and experience.<br> | ||
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| WW4603 | | WW4603 | ||
| ''Synopsis:'' Dame Fortune has favored your mage with the ability to come as close as possible to mortal peril and still survive.<br> | | ''Synopsis:'' Dame Fortune has favored your mage with the ability to come as close as possible to mortal peril and still survive.<br> | ||
− | ''System:'' When a roll occurs that would result in your character's death, the roll is made again. If the next roll succeeds, then your mage | + | ''System:'' When a roll occurs that would result in your character's death, the roll is made again. If the next roll succeeds, then your mage lifes - and one of your nine lives is used up. if that subsequent roll fails, then another re-roll is made until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Guide to the Traditions, page #229 | ''Book Ref:'' Guide to the Traditions, page #229 | ||
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| WW4600 | | WW4600 | ||
| ''Synopsis:'' Most people see their Avatars only during Seekings, if at all. Your mage's drops by every day for tea, if it doesn't hang out 'round the clock. This avatar is completely invisible to everyone but your character (and those who can read her mind), unless you take this Merit in combination with the ''Allies'' Background, creating the body of a person or familiar for your Avatar. In this case, your Avatar becomes your ''bamf!''ing buddy, popping in and out of existence when it feels like it. If it's killed, only the mortal shell dies, not your Avatar - unless you also have the ''Phylactery'' Flaw, in which case your Avatar's form is immune to all physical harm, but is is manifested permanently. If such is the case, it is able to be kidnapped, transformed and so on.<br> | | ''Synopsis:'' Most people see their Avatars only during Seekings, if at all. Your mage's drops by every day for tea, if it doesn't hang out 'round the clock. This avatar is completely invisible to everyone but your character (and those who can read her mind), unless you take this Merit in combination with the ''Allies'' Background, creating the body of a person or familiar for your Avatar. In this case, your Avatar becomes your ''bamf!''ing buddy, popping in and out of existence when it feels like it. If it's killed, only the mortal shell dies, not your Avatar - unless you also have the ''Phylactery'' Flaw, in which case your Avatar's form is immune to all physical harm, but is is manifested permanently. If such is the case, it is able to be kidnapped, transformed and so on.<br> | ||
− | ''System:'' Storytellers should note that an Avatar doesn't have to ''say'' it's an Avatar, and just because an Avatar is invested | + | ''System:'' Storytellers should note that an Avatar doesn't have to ''say'' it's an Avatar, and just because an Avatar is invested intoa phylactery doesn't mean that everything that phylactery tells you is a pronouncement from your Avatar. A VA may have his laptop as a phylatery, but unless he's also taken ''Manifest Avatar'' as a Merit, his laptop's warnings to update his virus software are nothing more significant than that. Likewise, you may have invested your Avatar into your best friend, but that doesn't mean that everything (or anything) he says are pronouncements from your personal spirit guide. Such only happens to be the case if you take ''Manifest Avatar''. Even then, why ''should'' your Avatar tell you he's anyone except your best friend?<br> |
{{tab}}A manifest Avatar can chat with you and other people like the intelligences that show up on the Web to guide Virtual Adepts and converse with their contemporaries. With the right tricks, it can even materialize to harangue you, to fight, to push you around, or just make for a hot date.<br> | {{tab}}A manifest Avatar can chat with you and other people like the intelligences that show up on the Web to guide Virtual Adepts and converse with their contemporaries. With the right tricks, it can even materialize to harangue you, to fight, to push you around, or just make for a hot date.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
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| WW4600 | | WW4600 | ||
| ''Synopsis:'' Although not necessarily weak, your character's Avatar has been broken to pieces. Your mage has one splinter - your ''Avatar'' rating, if you have one, purchased at the normal cost for that Background - and the other pieces are scattered elsewhere. However, what has been broken can be put back together, at least in this case. If you can find the other pieces of your mage's Avatar through questing and roleplaying, you may increase your ''Avatar'' rating after Character Generation.<br> | | ''Synopsis:'' Although not necessarily weak, your character's Avatar has been broken to pieces. Your mage has one splinter - your ''Avatar'' rating, if you have one, purchased at the normal cost for that Background - and the other pieces are scattered elsewhere. However, what has been broken can be put back together, at least in this case. If you can find the other pieces of your mage's Avatar through questing and roleplaying, you may increase your ''Avatar'' rating after Character Generation.<br> | ||
− | {{tab}}The other pieces of your character's Avatar may be scattered about the cosmos, secreted in | + | {{tab}}The other pieces of your character's Avatar may be scattered about the cosmos, secreted in extradimensional hidey-holes with sphinxes and other creatures guarding them, or they may be part of a phylactery, of which you have one or more pieces. For instance, perhaps your mage's Avatar is invested in 10 mighty rings, 3 of which she has (and a corresponding ''Avatar'' rating of 3), but she must go and retrieve the others from those who have them. Or perhaps there are other mages who share your character's Avatar, and whenever your mage kills one, her ''Avatar'' rating grows by their ''Avatar'' rating. Unfortunately, the other mages who have this Avatar are out to kill her as well...<br> |
{{tab}}Design the nature of your shattering with your storyteller and decide beforehand what your character must do to regain a piece of his broken spirit.<br> | {{tab}}Design the nature of your shattering with your storyteller and decide beforehand what your character must do to regain a piece of his broken spirit.<br> | ||
''System:'' <br> | ''System:'' <br> | ||
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| Mage Mental | | Mage Mental | ||
| WW4044 | | WW4044 | ||
− | | ''Synopsis:'' Like the stonecutter in the old Chinese folktale, your character has been a deer, a tiger, the rain, the wind, a rock, and a stonecutter. Or at least, if she hasn't been all these things, she can easily ''imagine'' being all those things, and imagination is the most important thing. If your mage is ever placed in a different body, the experience is perfectly natural. A man? Fine. A woman? Of course. A stoat? No problem. A 50-headed, 20 horned, million | + | | ''Synopsis:'' Like the stonecutter in the old Chinese folktale, your character has been a deer, a tiger, the rain, the wind, a rock, and a stonecutter. Or at least, if she hasn't been all these things, she can easily ''imagine'' being all those things, and imagination is the most important thing. If your mage is ever placed in a different body, the experience is perfectly natural. A man? Fine. A woman? Of course. A stoat? No problem. A 50-headed, 20 horned, million tentackled thingie, like something from Japanese anime as reinterpreted by St John the Baptist? Sure, sounds good.<br> |
− | ''System:'' if your mage is a shapechanger or body snatcher, or even a Virtual Adept who changes his icons on the Digital Web frequently, this Merit is almost a necessity. The alternative is to be faced with an unfamiliar body each time, or live existence with a limited catalog of familiar forms (see Mage: The | + | ''System:'' if your mage is a shapechanger or body snatcher, or even a Virtual Adept who changes his icons on the Digital Web frequently, this Merit is almost a necessity. The alternative is to be faced with an unfamiliar body each time, or live existence with a limited catalog of familiar forms (see Mage: The Asension p. 171). As an added benefit, you do not need to make Willpower checks when sighting Progenitor monstrosities, horrors from the Deep Umbra, Crinos form werewolves or Tzimisce Zulo forms because ''you've been there''. Or at least your character's imagination has.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Disciple's Handbook: The Bitter Road, page #117 | ''Book Ref:'' Disciple's Handbook: The Bitter Road, page #117 | ||
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| ''Synopsis:'' Your character has been recognized by the Traditions as a formal herald. He is granted safe passage in all Tradition territory, such as Chantries and Nodes, and he can expect hospitality from Tradition mages. In the modern age, this hospitality may just include crash space on a couch and a meal from McDonald's, but it's enough to survive.<br> | | ''Synopsis:'' Your character has been recognized by the Traditions as a formal herald. He is granted safe passage in all Tradition territory, such as Chantries and Nodes, and he can expect hospitality from Tradition mages. In the modern age, this hospitality may just include crash space on a couch and a meal from McDonald's, but it's enough to survive.<br> | ||
''System:'' Your mage may be asked to carry messages physically, since magical methods can be detected and intercepted while he can (theoretically) defend himself. Although you cannot expect to enter the inner Sanctums of most Traditions, he can ask for audience with their heads and expect to be heard (at some point). You can also expect passage into and through territory that's special to a tradition, such as admittance to a historic Akashic monastery where other mages are normally not permitted, for instance.<br> | ''System:'' Your mage may be asked to carry messages physically, since magical methods can be detected and intercepted while he can (theoretically) defend himself. Although you cannot expect to enter the inner Sanctums of most Traditions, he can ask for audience with their heads and expect to be heard (at some point). You can also expect passage into and through territory that's special to a tradition, such as admittance to a historic Akashic monastery where other mages are normally not permitted, for instance.<br> | ||
− | {{tab}}Furthermore, any Traditionalist who attacks your character except in self-defense is subject to | + | {{tab}}Furthermore, any Traditionalist who attacks your character except in self-defense is subject to consure and branding. If your character aggravates the attack (taunting someone until he attacks), he may also be stripped of his position and branded. In general, however, he's safe from direct fighting among the Traditions. A herald can still be challenged to certamen, though. He can speak the truth freely or even insult people in a diplomatic capacity, but he'd better make sure that he's ''right''.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Disciple's Handbook: The Bitter Road, page #117 | ''Book Ref:'' Disciple's Handbook: The Bitter Road, page #117 | ||
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| WW4657 | | WW4657 | ||
| ''Synopsis:'' Your people love you. You stood up to a corrupt official, ended a drought, got a new hospital built, or did any number of things that endeared you to the people in your community. When you're there, they'll do almost anything to help you, as long as you maintain your previous upstanding behavior.<br> | | ''Synopsis:'' Your people love you. You stood up to a corrupt official, ended a drought, got a new hospital built, or did any number of things that endeared you to the people in your community. When you're there, they'll do almost anything to help you, as long as you maintain your previous upstanding behavior.<br> | ||
− | ''System:'' A | + | ''System:'' A signiture merit for Li-Hai, ''Folk Hero'' gives you a blanket -2 difficulty on Social rolls with people from the community you helped. Furthermore, your character can always get basic food and shelter there, and if he's in trouble with the law or just needs a place to hide, they'll find him a garage or back room to lay his head. Just keep two things in mind: First, these are ordinary working class or agrarian people; your character isn't going to be borrowing a jet or a laptop from them (though he might get a bicycle). Second, while they don't expect him to rescue every cat and till every rocky field for his sick neighbor, they do expect him to stand up for his community when times are tough. If he turns his back on them, they'll turn their backs on him.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Tradition Book: Akashic Brotherhood (Revised), page #59 | ''Book Ref:'' Tradition Book: Akashic Brotherhood (Revised), page #59 | ||
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''System:'' The two point version of this Merit allows your character to use technological foci that are more commonly associated with the Virtual Adepts or the Sons of Ether as long as there is some mystical or religiously orientated content associated with them. (Your character might use a religious website for a Mind Effect, for example.)<br> | ''System:'' The two point version of this Merit allows your character to use technological foci that are more commonly associated with the Virtual Adepts or the Sons of Ether as long as there is some mystical or religiously orientated content associated with them. (Your character might use a religious website for a Mind Effect, for example.)<br> | ||
{{tab}}The six point version also allows the user to have both Prime (or her faction's primary Sphere) and either Matter or Correspondence as her primary spheres.<br> | {{tab}}The six point version also allows the user to have both Prime (or her faction's primary Sphere) and either Matter or Correspondence as her primary spheres.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tradition Book: Celestial Chorus (Revised), page #62 | ||
+ | |- | ||
+ | | '''Cupid's Gift''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW4665 | ||
+ | | ''Synopsis:'' <br> | ||
+ | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Tradition Book: Celestial Chorus (Revised), page #62 | ''Book Ref:'' Tradition Book: Celestial Chorus (Revised), page #62 | ||
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| WW4661 | | WW4661 | ||
| ''Synopsis:'' One of your mage's areas of Resonance also reflects a strong internal tie to one of the Nine Sacred Passions (p. 39 of Tradition Book: Cult of Ecstasy Revised). C<br> | | ''Synopsis:'' One of your mage's areas of Resonance also reflects a strong internal tie to one of the Nine Sacred Passions (p. 39 of Tradition Book: Cult of Ecstasy Revised). C<br> | ||
− | ''System:'' | + | ''System:'' hoose one of your character's Resonance Traits. Whenever your mage performs magic that gains a bonus from that Resonance, you gain a two point difficulty break instead of one.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Tradition Book: Cult of Ecstasy (Revised), page #69 | ''Book Ref:'' Tradition Book: Cult of Ecstasy (Revised), page #69 | ||
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| Sorcerer Mental | | Sorcerer Mental | ||
| WW4254 | | WW4254 | ||
− | | ''Synopsis:'' Your psychic has the rare ability to view his psychic abilities as | + | | ''Synopsis:'' Your psychic has the rare ability to view his psychic abilities as seperate from his physical existence and can maintain this distance even under adverse conditions. <br> |
− | ''System:'' Wound penalties don't affect your use of psychic powers until your character reaches Incapacitated. if he's Incapacitated, then you may spend a Willpower point to use a psychic power at half the normal dice pool (rounded down). This action may be performed only once per scene, after which the character falls | + | ''System:'' Wound penalties don't affect your use of psychic powers until your character reaches Incapacitated. if he's Incapacitated, then you may spend a Willpower point to use a psychic power at half the normal dice pool (rounded down). This action may be performed only once per scene, after which the character falls unconcious, so choose last-ditch efforts carefully.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Sorcerer (Revised), page #54 | ''Book Ref:'' Sorcerer (Revised), page #54 | ||
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| Sorcerer Mental | | Sorcerer Mental | ||
| WW4254 | | WW4254 | ||
− | | ''Synopsis:'' Your character has trained her mind to tap into the deep reserves of mystical energy she possesses. Flooded with increased power of thought or perception, her mental faculties are temporarily increased greatly, and she finds whatever task she undertakes much easier to accomplish. Your sorcerer may channel her mystical | + | | ''Synopsis:'' Your character has trained her mind to tap into the deep reserves of mystical energy she possesses. Flooded with increased power of thought or perception, her mental faculties are temporarily increased greatly, and she finds whatever task she undertakes much easier to accomplish. Your sorcerer may channel her mystical energu into mental activities other than magic. <br> |
''System:'' You may spend Mana points to reduce the difficulty target number of any die pool for a mental action. The difficulty may not be reduced below 2, nor be reduced by more than three points. Depending on the use in question, her psyche empowers her perceptive nature, grants her insight into the strange tongue or plunges toward a solution to her puzzle.<br> | ''System:'' You may spend Mana points to reduce the difficulty target number of any die pool for a mental action. The difficulty may not be reduced below 2, nor be reduced by more than three points. Depending on the use in question, her psyche empowers her perceptive nature, grants her insight into the strange tongue or plunges toward a solution to her puzzle.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
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|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
+ | |||
{{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=#7FFFD4}} | {{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=#7FFFD4}} | ||
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| Sorcerer Social | | Sorcerer Social | ||
| WW4254 | | WW4254 | ||
− | | ''Synopsis:'' Awakened mages may be the visionaries who help the traditions and Conventions build the future, but it is the linear mages who provide the bedrock foundation upon which new recruits, cultural identity, stable Chantries and hopes for the future are actually built. Whether due to a special distinction for conserving the past glories of a Tradition or a solid reputation as one of the | + | | ''Synopsis:'' Awakened mages may be the visionaries who help the traditions and Conventions build the future, but it is the linear mages who provide the bedrock foundation upon which new recruits, cultural identity, stable Chantries and hopes for the future are actually built. Whether due to a special distinction for conserving the past glories of a Tradition or a solid reputation as one of the backhones of organizational power, you command respect in your Tradition or Convention. This is important because the worldwide influences of the mighty keystone associations of magicians trancend most of the smaller societies that manage to survive the ages.<br> |
''System:'' Modify all Social rolls connected to Tradition or Convention Status or decision-making by two points of difficulty in your favor.<br> | ''System:'' Modify all Social rolls connected to Tradition or Convention Status or decision-making by two points of difficulty in your favor.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
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| Sorcerer Supernatural | | Sorcerer Supernatural | ||
| WW4254 | | WW4254 | ||
− | | ''Synopsis:'' Your psychic is a true rarity | + | | ''Synopsis:'' Your psychic is a true rarity amongs the pure practiotioners of the Arts of mental magic. Some realization of the importance of the universe has crept into his subconcious sufficiently that he has even managed to create a ritual that allows him to perform some extended psychic effect. <br> |
''System:'' You need to create a ritual, approved by your Storyteller, for one of the levels of one of your character's psychic Paths. When your character performs this ritual, you may use the normal rules for rituals and extended magic rules, with minor necessary changes. Obviously, as your psychic does not gain Paradox, the penalty for a botch falls to the Storyteller, greatly increasing the horrific effects of the catastrophic failure. Your roll is limited to no more dice than your psychic's Stamina + Parapsychology. (In this case, you may roll simply your Stamina dice, even if you don't have the Parapsychology Knowledge.)<br> | ''System:'' You need to create a ritual, approved by your Storyteller, for one of the levels of one of your character's psychic Paths. When your character performs this ritual, you may use the normal rules for rituals and extended magic rules, with minor necessary changes. Obviously, as your psychic does not gain Paradox, the penalty for a botch falls to the Storyteller, greatly increasing the horrific effects of the catastrophic failure. Your roll is limited to no more dice than your psychic's Stamina + Parapsychology. (In this case, you may roll simply your Stamina dice, even if you don't have the Parapsychology Knowledge.)<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
Line 943: | Line 953: | ||
| Sorcerer Supernatural | | Sorcerer Supernatural | ||
| WW4254 | | WW4254 | ||
− | | ''Synopsis:'' For most mages, the act of Awakening is a sudden explosion of realization, regardless of how long the study has taken to get her there. For some, however, the trip to understanding | + | | ''Synopsis:'' For most mages, the act of Awakening is a sudden explosion of realization, regardless of how long the study has taken to get her there. For some, however, the trip to understanding affinitive magic is a bout of glimmering spitters, and this traipsing back and forth across the veil may even happen to sorcerers. A subtle understanding of the broad theories that bind together vast forces of the universe can briefly seem crystal clear and quickly dissolve into a vague sense of loss. In the face of the empty feeling of a deeper understanding, the linear mage once again takes up the reins of power that have been so thoroughly ingrained in her nature, until the glibber recurs.<br> |
− | ''System:'' Whenever the player tries to call upon his Avatar's struggling magic instead of just practicing his normal Paths and rituals, he must first declare what he is trying to do. The Storyteller then rolls a single die. A result of a one is a botch - yes, the Awakening is dangerous - with the most likely result being some | + | ''System:'' Whenever the player tries to call upon his Avatar's struggling magic instead of just practicing his normal Paths and rituals, he must first declare what he is trying to do. The Storyteller then rolls a single die. A result of a one is a botch - yes, the Awakening is dangerous - with the most likely result being some episide of Quiet as the sorcerer strives to come to terms with his consciousness. Otherwise, calculate the effects rating in Arete and Spheres. If the single die roll equals or exceeds this total, then the player rolls normally to cast the effect, using the minimum dice possible - that is, trying to affect minor forces (Forces 2) would require at least a four on the initial single die (two for the Forces, two for the Arete) and would allow the player to roll two dice for an effect. If the single die roll falls short, then the magician probably gets some minor effect in the desired direction, but fails to do anything spectacular. All other rules apply as normal to a mage, including suffering the forces of Paradox. Fortunately, specialization also applies: All rolls of 10 garner a free additional roll, and a roll of 10 on the initial single die grants one automatic success to the magical effect itself.<br> |
{{tab}}As one example, Conrad wants to summon an angel to the aid of his Red Monk sorcerer, but does not have the necessary Paths or rituals. His pedagogue of an Avatar pushes him to try anyway. Jess rolls a die and gets a 10, lucky for Conrad. Merely calling a spirit is a Level Two Spirit effect and therefore Conrad's character gets to roll an Arete of two (the minimum required) for the effect. The ten on the Struggling Awake Merit roll does grant him one automatic success, however. Rolling with an Arete of two, Conrad proves exceptionally lucky scoring a success and a 10, allowing him to roll again, which grants him another success for a total of four. Jess rules that a lesser angel hears and decides to make an appearance. Unfortunately for Conrad, this is definitely vulgar, and there is a sleeper present (surprise), so his Red Monk garners three Paradox points. "The Lord is meant to move in secret," he laments to himself. If the die rolled a mere two, Conrad's sorcerer would have had but one Arete and one level of Spirit available, and he would be potentially granted a vision of the local spirit realms and any angels that might be there. In desperate trouble, he might soon find himself joining them.<br> | {{tab}}As one example, Conrad wants to summon an angel to the aid of his Red Monk sorcerer, but does not have the necessary Paths or rituals. His pedagogue of an Avatar pushes him to try anyway. Jess rolls a die and gets a 10, lucky for Conrad. Merely calling a spirit is a Level Two Spirit effect and therefore Conrad's character gets to roll an Arete of two (the minimum required) for the effect. The ten on the Struggling Awake Merit roll does grant him one automatic success, however. Rolling with an Arete of two, Conrad proves exceptionally lucky scoring a success and a 10, allowing him to roll again, which grants him another success for a total of four. Jess rules that a lesser angel hears and decides to make an appearance. Unfortunately for Conrad, this is definitely vulgar, and there is a sleeper present (surprise), so his Red Monk garners three Paradox points. "The Lord is meant to move in secret," he laments to himself. If the die rolled a mere two, Conrad's sorcerer would have had but one Arete and one level of Spirit available, and he would be potentially granted a vision of the local spirit realms and any angels that might be there. In desperate trouble, he might soon find himself joining them.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> |
Revision as of 19:55, 5 November 2019
Mage
Any Magick User
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