Arcane xp and Rotes
Rotes may be purchased with Arcane xp at the same cost as as with Mundane xp
To the Limit
Once per encounter you can push a an arcana to one higher than you can cast. The spell becomes vulgar and you get +3 dice to your paradox roll.
Fighting Style Merits are Banned
- Either completely overpowered or a waste of experience points
- A massive, game-changing advantage for the guy who has them
- A crippling liability for the guy who doesn’t
- The realm of description and situational modifiers anyway
Morality tracks are abandoned
- This is not to say that morality isn’t important, just that it isn’t tracked in a numerical way.
- For mechanics that rely on Morality, other dice pools are substituted:
|Game||Morality Trait||Effect/Dice Pool||Alternate Suggestions|
|Vampire: The Requiem||Humanity||Base time spent in torpor||Stamina + Resolve|
|Remaining awake during the day||Stamina + Resolve – Blood Potency|
|Interacting with mortals||Blood Potency acts as negative modifier to appropriate rolls|
|Werewolf: The Forsaken||Harmony||Death Rage Stimuli||Storyteller’s judgment|
|Dealing with spirits||Bonuses/penalties are based on sum of Primal Urge + Occult|
|Mage: The Awakening||Wisdom||Dealing with spirits||Bonuses/penalties are based on sum of Gnosis + Occult|
|Contesting Abyssal beings||Bonuses/penalties are based on sum of Gnosis + Stamina|
|Determining Paradox effects/duration||Intelligence + Wits|
|Promethean: The Created||Humanity||Avoiding Torment||Resolve + Composure|
|Creating a new Promethean||Intelligence + Occult|
|Reaching the New Dawn||Azoth (the Storyteller should consider being lenient with modifiers if using this method)|
|Changeling: The Lost||Clarity||Perception||Bonuses/penalties are based on sum of Wyrd + Wits|
|Kenning||Wits + Wyrd|
|Hunter: The Vigil||Morality||N/A||N/A|
|Geist: The Sin-Eaters||Synergy||Opening Avernian Gates||Bonuses/penalties are based on sum of Psyche + Manipulation|
|Dealing with geists/Kerberoi||Bonuses/penalties are based on sum of Psyche + Presence|
|Conducting Ceremonies||Bonuses/penalties are based on sum of Psyche + Manipulation|
|Navigating the Underworld||Bonuses/penalties are based on sum of Psyche + Wits|
Bashing absorbed from Paradox lasts longer
Bashing from paradox heals at a rate of 1 per scene/hour and is still resistant.
Alternate paradox levels
Absorbing Paradox as Backlash
It requires a point of Willpower to absorb Paradox as Backlash.
Backlash only reduces the degree not what
Absorbing paradox as backlash only reduces the degree and extent of the paradox, not what type.
Study is Important
Without the tutelage of another mage of the desired rank a mage can only become an Adept (••••) in their ruling arcana, a Disciple (•••) of common arcana and an Initiate (••) of their inferior arcanum. Grimoires and soul stones may serve in lieu of another mage so long as the author or original owner had obtained the requisite level of mastery beforehand. Obviously, accessing a mage’s knowledge through a soul stone in this way is considered one of the three favors granted by its possession.
Furthermore, in order to increase a his or her Gnosis rating, a Mage must revisit their Watchtower and reinforce their inscribed name. Since journeys through the Astral realms require a powerful hallow, most Mages rely on their Order for assistance. This doesn’t seem to be the case for Banishers and some Scelesti, however, implying there might be other, less scrupulous ways to rise in power.
Extended Spellcasting with Awakened Magic
Ritual casting spell factors are totaled up as per instant casting. Each interval of ritual casting (as determined by the caster’s Gnosis) removes up to 2 dice in penalties. At the end of the ritual, the mage rolls his/her Gnosis + Arcana – any remaining penalties. A rote spell uses Attribute + Skill + Arcana – any remaining penalties. A mage cannot negate more dice in penalties than he/she has total in the spell’s unmodified dice pool.
Example: Arctos is setting up his first sanctum and wants to protect it with magical defenses. Being a disciple (•••) of the Space arcanum with Gnosis 3, Arctos decides to set up a ward to prevent unwanted scrying.
An indefinite duration is a bridge too far, but Arctos decides that a week should suffice for -4. Since his sanctum is a single room, Arctos decides that a 4-yard radius will suffice for an additional -2. Arctos wants the ward to be at least fairly powerful, and decides that a potency of 4 would be good, at a -6.
Three hours of ritual casting reduce Arctos’ total penalties from -12 to -6, which would still leave him rolling a chance dice. By spending a point of willpower, Arctos rolls three dice and gets a success. His ward is in place, for a week at least.