((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))
Mage: The Awakening v2 – “The Fallen World Chronicle”
Rules Supplement for Mage II: The Dethroned Queen
First Draft by Chronicle Storyteller Jerad Sayler on 22 Oct 2015
Version 0.1
• A mage cannot use magic to
bolster any Attribute or Skill beyond what their Gnosis allows. Until Gnosis 6 they are capped at a max of 5
points in any attribute or skill. The
fragile human patterns simply cannot take any more perfecting until more of
their soul has transcended.
• Spells Effected (not a complete list) – Honing the Form (Life 3), Supreme Honing (Life 4), Muscle Memory (Life 2), Supreme Muscle Memory (Life 3), Augment the Mind (Mind 3), Supreme Augmentation (Mind 4), Gain Skill (Mind 2), Supreme Gain Skill (Mind 3).
• Spells that boost rolls associated with a skill or attribute is not the same thing as boosting the attribute or skill and can augment past the cap but are similarly limited to no more than +5 for characters under Gnosis 6 and are usually capped at the Mage’s understanding of the Arcana being utilized for the spell.
• Boosts to dice rolls fall into five categories, each is capped by Gnosis’s limits on Attributes and Skill. Each stack with each other. So no roll should get higher than 30 until the mage reaches Gnosis 6.
• Spells that effect Spell
Tolerance without boosting Stamina no longer function and may be sold for a
full refund. Items lose this ability and
may be re-tooled for experience buy-backs in order to normalize what is already
in play. (Affects spells such as Augment the Soul (Prime 3) or Fulgore’s
Knotwork (Prime 3).
Rules Supplement for Mage II: The Dethroned Queen
First Draft by Chronicle Storyteller Jerad Sayler on 22 Oct 2015
Version 0.1
II.
Magic Supplemental Rules
a. Attribute and Skill Caps
• Spells Effected (not a complete list) – Honing the Form (Life 3), Supreme Honing (Life 4), Muscle Memory (Life 2), Supreme Muscle Memory (Life 3), Augment the Mind (Mind 3), Supreme Augmentation (Mind 4), Gain Skill (Mind 2), Supreme Gain Skill (Mind 3).
• Spells that boost rolls associated with a skill or attribute is not the same thing as boosting the attribute or skill and can augment past the cap but are similarly limited to no more than +5 for characters under Gnosis 6 and are usually capped at the Mage’s understanding of the Arcana being utilized for the spell.
• Boosts to dice rolls fall into five categories, each is capped by Gnosis’s limits on Attributes and Skill. Each stack with each other. So no roll should get higher than 30 until the mage reaches Gnosis 6.
-
Perfecting
Skills and Attributes – Actually boosts Skills and Attributes and all
derived advantages are similarly re-calculated.
-
Boosting Rolls
– abilities that boost certain types of rolls rather than a Skill or
Attribute. These may or may not be tied
to Attributes and Skills.
-
Circumstantial
Bonuses – The situation may be favorable. Or unfavorable and magic can help
make that happen. One specific subset of Circumstantial Bonuses is using Yantras when casting spells.
-
Equipment Mods
– Mundane or supernatural items and equipment provide their own bonuses to
getting things done.
-
Dice Tricks –
Manipulating luck or having an almost rote-action level of training allows the
user to take advantage of the 9 again, 8 again, and Rote dice tricks. Magic of course can also provide these
benefits.
b. Augmenting Spell Tolerance
• Since
Spell Tolerance is directly related to Stamina, both cap at 5 until Gnosis 6
with or without magical augmentation.
Starting at Gnosis 3 a mage can combine two effects into one spell,
these are counted on a 1:1 basis with the Spell Tolerance they occupy in a
person’s pattern.
• Imbued
items that suffuse a mage’s pattern count against spell tolerance and each
spell effect counts for ½ a spell tolerance slot as half the spell resides in
the item that provides the magic.
Combined spells cannot be added to items to further optimize them.
c. Spell Tolerance in Items
• Items
now have their own Spell Tolerance for items imbued into them, enchanted by, or
affected by magic. If spells are
maintained in the pattern of the materials it counts. Spells with a duration of Lasting do not
count against Spell Tolerance. Spells
that boost an items durability or size are capped but also increase the Spell
Tolerance of the item.
• How
many spells you can place on an item is a function of their density and
size. There is a limited amount of
metaphysical “room” that a spell construct must occupy. Spell Tolerance is based on an item’s
Structure Rating which is adding the Durability rating to the Size rating.
• Spells
cast into items only occupy ½ Spell Tolerance slot on the item in which they
are enchanted (creating Enchanted, Enhanced, or Imbued items). Temporary spells cast on items count as using
1 Spell Tolerance slot.
• As
with living patterns, you can choose to overload an item and put more spells
upon it then it can hold without the spells interfering with each other. Each spell cast on it above its Spell
Tolerance reduces the effective potency of each spell by 1 and all rolls with
the items bonuses or spells suffer a -1.
• With
all the benefits items grant they also have an obvious drawback: items can be
destroyed. If an item at full capacity
than any time it takes a structural damage the owner has to choose which spell
is also destroyed. (Example: Seraph hits
Casstiel’s Amulet (Durability 5, Size 1, and Structure 6) and does 6
damage. This overcomes the durability
and inflicts 1 point of structure damage.
The amulet only has 4 spells cast on item which take up only 2 of the
items Spell Tolerance slots. The amulet
can take up to 4 structure damage before the spells are also destroyed.
• As
with living patterns, you can choose to overload an item and put more spells
upon it then it can hold without the spells interfering with each other. Each spell cast on it above its Spell
Tolerance reduces the effective potency of each spell by 1 and all rolls with
the items bonuses or spells suffer a -1.
• Certain
items such as Silver Ladder Shards and Platonic Exemplars have higher Spell
Tolerance than normal items. Ask your
Storyteller to provide this mechanic.
d. Starting Merits and Gnosis
• Starting
Merits (of which a new Characters get 10 Merit points instead of 7) can no
longer be used to purchase increasing starting Gnosis. It actually is most cost effective to buy
tiered Merits.
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