House Rules/Mage

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House Rules - Mage

"I am somewhat preoccupied with telling the laws of physics to shut up and sit down."

-Vaarsuvius, The Order of the Stick


Awakening post-chargen

See IC Awakening Guidelines Sketch

Avatar Storm

See Maelstrom

Nodes

Node level Quint per week Tass per month Magick difficulty
1 1 1 -1
2 3 2 -1
3 6 3 -2
4 10 5 -2
5 15 8 -3

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.

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 illusions

In order to pierce mental illusions/effects of any kind (such as Obfuscate, Chimerstry, Dementation, and unless otherwise specified in the rules), a Mage must:

  • Have activated a Mind 2 defensive effect beforehand.
  • Roll Perception + Awareness vs 7 against the power's dice pool vs 7.
    • When the effect doesn't have dice pool, roll <Level of power/gift/item> + Subterfuge vs 7.
    • Ties are in favor of the illusion/effect.
    • The mage must be actively searching to pierce an effect/illusion or detect an invisible person. (See: +rules sniping)

Seekings

Normally, a Seeking is required for a Mage to increase their Arete. Instead, we limit the rate and charge XP:

Arete Minimum time XP
1 to 2 1 month 8
2 to 3 3 months 16
3 to 4 6 months 24
4 to 5 8 months 32

Thresholds

Thresholds are not in use.