MAGE20 ST Posted September 6, 2015 Share Posted September 6, 2015 these are the current house we will operate under. They may change as time goes on and there may be additions.House Rules rolling 1s do not remove Successes.Botches only occur if you roll a one with no successes. This means botches will be more rare but when they occurs they will mean more.A roll of 10 on a dice indicates 2 SuxSpecialties, which in the book give two sux on a 10 rolled with that skill, now add one dice to your pool instead. specialties may be taken more than once to a total of 3 per skill.Ability cost have been errata'd new cost to raise an ability score is current score x 2, any ability that was bought prier to this change is grandfather but use this cost going forward. Link to comment Share on other sites More sharing options...
MAGE20 ST Posted September 9, 2015 Author Share Posted September 9, 2015 This is the casting modifiers page from the rule book listing all the modifiers i have changes on thing I have removed the net modifier noteso use this chart in place of the official bookMagickal Difficulty ModifiersActivity Difficulty ModifierTools and RitualsUsing a personalized instrument -1Using a unique instrument -1Using a unique and specialized instrument -2 (total)Working with unfamiliar instruments +2/ +1Working without usual instruments +3Using instruments when you don’t need to -1Using personal item from target (sympathetic magick) -1 to -3Appropriate Resonance (personal, instrument, ritual, or Tass) -1Opposed Resonance (personal, instrument, ritual, or Tass) +1Manipulating Mythic Threads/ hypernarrative -1Time and EffortSpending Quintessence -1 per point, max. -3Spending extra time (per additional turn each roll; max. -3) -1Fast-casting +1Turning time backwards +3General CircumstancesResearches lore about subject before using magick -1 to -3Near a Node -1 to -3Distant or hidden target or subject +1Juggling several Effects at once +1 per two EffectsMage distracted +1 to +3Mage in conflict with Avatar +1 to +3Domino Effect +1 per two coincidences after first; see p. 539.Outlandish to godlike feat +1 to +3 Notes<Maximum net modifier +3 or -3.> this no longer applies all modifiers both positive and negative may be applied. Minimum difficulty 3, maximum difficulty 10. If you employ the Thresholds option, max difficulty is 9; in the latter case,extra modifiers add to threshold, requiring one additional success per +1 difficulty modifier.Modifiers that would take the difficulty above 10 add additional successes at a one-to-one ratio; a +3 modifier todifficulty 10, for example, would demand at least three successes.If you use both the threshold option and modifiers that take the difficulty above 10, then each additional +1 difficulty over9 demands an extra success. A +3 modifier to difficulty 9 would require at least three successes.Degrees of Success• Botch: Character makes a critical mistake, wasting the Effect and all associated efforts. Mage gets Paradox points basedupon the Spheres and level of vulgarity involved.• Total Failure: No successes. Effect falls short. Mage can try again at +1 difficulty.• Partial Success: Player scores roughly half of the Suggested Successes, giving imperfect results. Mage can keepgoing, at +1 difficulty.• Success: Player scores at least 100% of the Suggested Successes. Effect goes as planned.• Extraordinary Success: Player scores at least three successes above the Suggested Successes. Mage enjoys somebonus – extra Damage or Duration, high-quality item, loyal spirit, etc. – to be decided at Storyteller’s option based uponnature of the Effect. Link to comment Share on other sites More sharing options...
MAGE20 ST Posted March 27, 2016 Author Share Posted March 27, 2016 New rule. I am removing Arete from the xp expenditure. I will have you raise them at an appropriate time so dont worry about saving points to raise it use them for spheres and skills and what not. Arete is back to costing XP to raise. Link to comment Share on other sites More sharing options...
Richard Reynes Posted March 27, 2016 Share Posted March 27, 2016 WHOO Link to comment Share on other sites More sharing options...
SalmonMax Posted March 27, 2016 Share Posted March 27, 2016 Oh shucks, I was gonna raise that! Hah! Okay, I will buy other stuff. Spheres. Oh hey, that reminds me....do we need training time and RP to buy moar magic? How does this work, storywise? Link to comment Share on other sites More sharing options...
Nina Posted March 27, 2016 Share Posted March 27, 2016 if it is something you already have and you are just raising it no training time is needed. if it is a new skill or sphere you will have to wait for me to designate down time. Link to comment Share on other sites More sharing options...
Richard Reynes Posted March 28, 2016 Share Posted March 28, 2016 okay Link to comment Share on other sites More sharing options...
MAGE20 ST Posted June 7, 2016 Author Share Posted June 7, 2016 Casting magick big change Roll Arete + highest sphere used, if additional spheres are used subtract one dice for each additional sphere in the spell. Link to comment Share on other sites More sharing options...
Cade Posted June 7, 2016 Share Posted June 7, 2016 woo Link to comment Share on other sites More sharing options...
Nina Posted June 10, 2016 Share Posted June 10, 2016 These backgounds can be raised above 5 dots Allies, Backup, Influence, Library, Node, Resources, Requisitions, and Spies The following Backgrounds can be shared within a single group: Allies, Backup, Influence, Laboratory, Library, Mentor, Node, Patron, Resources, Requisitions, Spies and Wonder If you have Pooled your points into shared backgrounds you can still use other points for personal use.in buying personal backgrounds of the same type. Link to comment Share on other sites More sharing options...
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