(Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening
Chronicle Storyteller: Jerad Sayler))
More adjustments, clarifications, elaborations and corrections to certain aspects of the new system. I hope you all enjoy!
Changes in Focused Mage Sights: Scrutiny
• Scrutiny (Scrutinizing)
– Studying the deeper nature of the world and seeing its truth through the
len of the Supernal World.
-
(Instant) Scrutiny -
The mage can take an Instant Action and concentrate on a subject to glean
deeper insights. The mage rolls Intelligence + Occult + 1 (if the
applicable sight helps with what they are looking for) + Scrutiny Item Bonuses (Diamonds, glass, and other materials you see
through grant bonuses on Scrutinizing things
– Resonance Density. Further Successes
on this roll cannot be accumulated unless Mana
Shaping is used. The mage can
re-attempt to Scrutinize but losses the successes of the last attempt and takes
an accumulative -1.
-
(Extended) Scrutiny - As long as the mage can stand to concentrate without
taking any other action they can continue to do rolls and accumulate successes
by spending 10 minutes a piece. The
number of rolls that can be made is limited to the size of the base dice pool
of Intelligence + Occult.
• Scrutiny (Resonance
Density) – Some things are easier to study and scrutinize than others. This is largely based on the density of the
physical object or thing, which is a reflection of how real it is in the Fallen
World. Use the following guidelines to
penalize scrutiny rolls:
- Extremely Dense Subjects – (-3) Supernaturally
rereinforced materials -3, lead, uranium, etc
-
Very Dense Subjects
– (-2) Stone, metal, concrete, etc
-
Dense Subjects
– (-1) a corpse, dead organic
material, wood, ivory, bone, etc
-
Normal
– (+0) sleepers, living things,
magical items, other mages, some minor supernatural templates, spells cast
there previously
-
Refined –
(+1) mages at Gnosis 6, ephemeral
objects, offrendas, some major supernatural templates such as Werewolves,
active spells, raw tass,
-
Very Refined
– (+2) mages at Gnosis 7, ephemeral
beings, ghosts, spirits, artifacts, raw mana
-
Transcendent - (+3-5) – Reserved for beings or items leaking magic or
especially other worldly, Archbeings with power splat 8-10, Supernal Entities,
• Scrutiny (Gleaning
Information) – Scrutiny immediately provides information back to the
mage. Here is what kinds of information:
1.
Scrutinizing Spells: (these are guidelines for STs only, players can
allocate their successes declaring what they want to learn)
a.
Compositions –
one success is needed per Arcana used to create the spell. An additional success for each arcana used is
needed to identify the practice and further will give you a sense of what the
spell is intended to do, how its functions.
b.
Potency
– 1 success is needed for every 10 points of potency in order to determine the
exact strength of the spell. If they don’t
get enough successes they just know its greater than whatever amount they are
sure of.
c.
Spell Factors –
1 success is needed per type of spell factor used in the spell. You gain how many spell factor points could
have been used. How many points were
actually allocated for that category requires additional successes, approximately
1 success per point to confirm what was incorporated into the spell.
d.
Yantras
– 1 success per Yantra used is required to identify what sort of Yantras were
used in the spell. Further successes
will give more exact information. This
is usually 1 success more for improvised spells per Yantra, 3 for Praxis Spells
and 5 successes for Rote spells.
e.
Duration
– 1 success pins down how long the spell should have lasted with its design,
further are needed to identify Time or Fate triggers.
f.
Exact Spell Identification – to pinpoint exactly what the spell does and what it
is called as well as how it works 1 success is needed for Improvised Spells and
3 successes are needed for Rote Spells, 2 for Praxis Spells.
g.
Caster Resonance Identification – 1 for Improvised/3 for Praxis /5 successes for Rotes
will allow the inspector to compare resonance with resonance previously
identified, most importantly, with identifying the caster of the spell.
h.
Caster’s Power – by
netting successes equal to the caster’s gnosis the mage can determine a general
level of enlightenment of the caster.
This comes as low (1-2 Gnosis), medium (3-4 Gnosis), high (5-6) or
masterful (7+)
i.
Caster’s Mastery – 1
for Improvised/3 for Praxis /5 successes for Rotes reveals the caster’s mastery
of the primary or dominate Arcanum used to cast the spell. If other Arcana are used to create the spell
additional successes can reveal the knowledge level of the caster at 1 success
each. If the mage Reached for the spell
in question these results may be a bit skewed.
2.
Scrutinizing Everything:
a.
Identification - the
ability with a few successes to fingerprint a certain resonant component or the
subject’s resonance as a whole to be compared with other things. A mage can remember and get exact matches
with resonance they have studied and committed to memory.
b.
Nature
in which every success peels back layers of meaning, truth, and metaphor. One success provides enough to get a taste of
what social archetype they seem to be.
5+ successes reveal something’s true underlying nature of the subject
overall.
c.
Concealment
– Supernatural beings can obfuscate their powers and nature as well as
mages. Generally there are three types:
i.
Occulted - Some
types of concealment such as Occultation apply a penalty to the scrutiny roll.
ii.
Masked - Things
like Disguise Resonance the mage doesn’t know the subject is tampered with
unless they gain more successes on the scrutiny roll that exceed the successes of the concealment power.
iii.
Obfuscated - Other
concealments hide the fact that a spell, object, or person is there at
all. Usually a perception check using
the Peripheral Mage Sights to notice something is around followed by a contested roll between the potency of
the concealment verses the perception or scrutiny roll.
d.
Qualities –
additional successes can determine the composition of non-spells, seeing the Resonance
that makes up the Nature. 1-5 successes per quality can provide a
wealth of information and vital clues.
e.
Connection – once
a Resonance is scrutinized the mage is considered to have an Acquainted sympathetic connection to
it.
• The Shape of
Mana– The mage can release mana while Scrutinizing
to see what shape, meaning, and resonance it assumes, being part of the
Supernal World. The mage can expend Mana
per turn equal to what their Gnosis rating will allow and take any number of
turns of sustained and uninterrupted concentration to expend as much as needed. For each Mana expended the mage gains Automatic Successes to the Instant Scrutiny rolls. Extended
Scrutiny rolls gain one success per mana spent per roll. This allows the player/character to bid Mana
with the Storyteller in addition to their roll, spending no more Mana then is
required to uncover the truth or the clues about something’s nature.
Changes in Long-Term Nimbus: Potency of Effects
Long-Term Nimbus Potency:
Gnosis 1-2 – Purely random acts of coincidence that occur sporadically. +0 or -0 to subtle influences of the Nimbus.
Gnosis 3-4 – Things associated with the Mage’s nimbus have a way of harmonizing with normal events. +1 or -1 to subtle influences of the Nimbus.
Gnosis 5-6 – Random but highly unnerving and frequent things happen around the mage with regularity. +2 or -2 to subtle influences of the Nimbus.
Gnosis 7-8 – People, especially sleepers, are compelled to do or say certain things as the nimbus actually bends their will in harmony with the mage’s supernal realm. +3 or -3 to subtle influences of the Nimbus.
Gnosis 9-10 – The world and people surrounding the Mage are influenced by omens and portents resonant with the mage’s powers and nimbus. The mage is the curtain in front of their Supernal Realm. +4-5 or -4-5 to subtle influences of the Nimbus.
Changes in Immediate Nimbus: Nimbus Tilts
Nimbus Flare – When
a mage casts a Vulgar Spell the mage’s Nimbus flares brightly for a few
seconds. To other supernatural creatures it is a blinding halo, the stuff of
raw creation. Even Sleepers can see
these flares albeit a much muted version. All Witnesses must roll to resist The Nimbus Tilt.
• Voluntary
Uncloaking– A mage can cause a Nimbus
Flare on command by rolling Resolve
+ Gnosis to inflict The Nimbus Tilt.
If the mage is being influenced by Conditions.
• The Nimbus Tilt
– Witnesses of a Nimbus Flare must
roll to resist the effects of a Tilt unique to the character’s Nimbus. The character rolls their Resolve + Gnosis vs the Resolve + Power Trait of all witnesses
(usually taking the highest Resolve for all sleepers and rolling the
supernatural crowds’ separately) and successes denote the strength of the
Tilt. When designing the Nimbus Tilt of a character you can
decide if the Tilt will inflict penalties or bonuses to certain actions or some
combination. Keep in mind that the
character doesn’t get to decide what his Tilt does but can learn to exploit it.
Mages of lower Gnosis are the only ones affected and must Uncloak their Nimbus in order to resist per Class of Wills. The Duration
of the Tilt is determined by the Wisdom of the flaring mage. In Social
settings and where appropriate the Numbus
Tilt may be substituted with appropriate Conditions exactly of the level appropriate to the Long-Term Nimbus
rules above.
• Clash of Wills–
If a mage is affected by Conditions or Tilts caused by Supernatural
Creatures or Aura abilities the mage can Uncloak
their Nimbus and roll Resistance
Attribute + Gnosis to contest the effect.
• Sleeper
Witnesses – When the Nimbus is uncloaked before sleepers they notice and
see it but cannot truly interpret or believe what is seen. They fall prey to the effects of the Sleeping Curse (The Quiescence) as soon
as the Tilt’s duration ends but are subtly or dramatically affected by their Nimbus
on a subconscious or psychic level. Any
Vulgar magic that follows from the mage will definitely suffer an increase to
Paradox until the mage is out of sight again. The Nimbus does not provoke disbelief. Sleepers do not take a
breaking point for this display or succumbing to a Nimbus Tilt as they tend to
forget it much more easily than Vulgar magic.
Immediate Nimbus Contested
Modifiers: (Potency is based on the
Resolve + Gnosis check)
Gnosis 1-2
– +0 to Resolve + Gnosis roll, -0 to class of wills
Gnosis 3-4 +1
to Resolve + Gnosis roll, -1 to class of wills
Gnosis 5-6 – +2
to Resolve + Gnosis roll, -2 to class of wills
Gnosis 7-8 – +3
to Resolve + Gnosis roll, -3 to class of wills
Gnosis 9 – +4
to Resolve + Gnosis roll, -4 to class of wills
Gnosis 10 – +5
to Resolve + Gnosis roll, -5 to class of wills
Immediate Nimbus Tilt
Duration:
Wisdom 10
– The Tilt lasts only during the mage’s turn.
Wisdom 9
– The Tilt lasts for one Round
Wisdom 8
– The Tilt lasts for two Rounds
Wisdom 7
– The Tilt lasts for three Rounds
Wisdom 6
– The Tilt lasts for four Rounds
Wisdom 5 –
The Tilt lasts for five Rounds
Wisdom 4
– The Tilt lasts for one minute (20 rounds)
Wisdom 3
– The Tilt lasts for three minutes
Wisdom 2
– The Tilt lasts for five minute
Wisdom 1
– The Tilt lasts for ten minutes
Wisdom 0 –
The Tilt lasts for the entire Scene
Changes in Paradox: Quiescence
The Sleeping Curse (Quiescence)– When a Sleeper Witnesses Vulgar Mage they suffer
a breaking point. This is the Standard
Resolve + Composure + Integrity Modifier +2 or -2 based on applicable Sub-Vice
and Sub-Virtue. This Breaking Point is
taken using the following penalties:
Gnosis Breaking Point Penalty
1-2 -0
3-4 -1
5-6 -2
7-8 -3
9 -4
10 -5
Quiescence Condition Duration:
Wisdom 10
– The Condition lasts for 30 minutes.
Wisdom 9
– The Condition lasts for one Scene/1 Hour.
Wisdom 8
– The Condition lasts for two hours.
Wisdom 7
– The Condition lasts for 12 hours.
Wisdom 6
– The Condition lasts for 24 hours.
Wisdom 5 –
The Condition lasts for two days.
Wisdom 4
– The Condition lasts for one week.
Wisdom 3
– The Condition lasts for two weeks.
Wisdom 2
– The Condition lasts for 1 month.
Wisdom 1
– The Condition lasts for 1 year.
Wisdom 0 –
The Condition is indefinite.
Breaking Point Results:
1.
Exceptional Success – The Sleeper recovers one Willpower Point and
takes a beat. They remember everything
about their experience will a certain amount of clarity despite what others
will say. Also, they are prone to
Awakening, becoming a Sleepwalker, or being affected by other Supernal magics
and activities. They gain the Condition:
Receptive
-
(QUIESCENCE) SUPERNALLY RECEPTIVE: Your character has opened to the Supernal World,
as result of overcoming the Sleeping Curse for a moment. She cannot resist
possession or the effects of Supernal creatures and influences and she bleeds Mana.
Every day, she generates Mana equal to her Resolve score. Entities can consume
the Mana by touching her but mages must use magic or sacrifice them. The receptive takes -2 to resist the effects
of magic. The receptive also is
considered Manifest “Open” Condition for Supernal entities. They also can hear High Speech and other
magical acts with an intact memory. Possible
Sources: Witnesses Vulgar
Magic, contact with Supernal Magic Resolution: Based on Wisdom Duration Beat: Your character experiences grave danger as
result of her experience with the Supernal World
2.
Success – The
Sleeper retains their Integrity score and gains the condition Existential Dissonance and one more
condition.
-
(QUIESCENCE) EXISTENTIAL DISSONANCE: Your character continues to struggle against the
Sleeping Curse after witnessing Vulgar magic.
They forget what they just saw in a vague way but are deeply unsettled
by the experience. They enter a pseudo-fugue
state. Other aspects are manifested by another condition. Later they can only remember what happened in
a foggy vague way. The memory doesn’t
feel real, dream-like, and begins to assert rationality to make up for the
negative feelings involved. Possible
Sources: Witnesses Vulgar
Magic, contact with Supernal Magic or beings, Resolution: Based on Wisdom Duration Beat: Your character’s existential crisis causes a
significant problem for them.
-
Other Conditions Applied: (Duration determined by Wisdom of caster) Pick
one condition below to represent the issues mentioned above in addition to
Existential Dissoance:
o Delusional
o Awestruck
(acute)
o Demoralized
o Obsession
(acute)
o Amnesia
(acute)
o Shadow
Paranoia
o Cowed
3.
Failure –
The Sleeper witness loses one point of Integrity and goes into full denial of
all Supernal Magics. The Sleeper instantly forgets everything witnessed as soon
as the magic is gone but carries psychic trauma. This rejection can be so harsh is may cause
any number of conditions but almost always Amnesia. Attempts to dig up these memories are met
with direct denials and rejections. Pick Amnesia and one other condition:
o Paranoid
o Unaware
o Confused
o
Amnesia (Persistent) - always
o Shaken
o Spooked
4.
Dramatic Failure – Witnessing the Vulgar spell breaks the mind. The dissonance between the enforced consensus
reality of the Fallen World and the endless possibly and utter subjective
Truths of the Supernal World and it rends the mind. The person becomes
Manifestation “Open” to Abyssal entities and similar forms of corruption. They
can remember what they saw and what happened but they have been so broken by
the experience that it all comes out wrong.
Common conditions include: (Pick
one!)
o Amnesia
(Persistent)
o Broken
(Persistent)
o Fugue (Persistent)
o Madness
(Persistent)
o Delusional
(Persistent)
o Obsession
(Persistent)
o Shadow
Paranoia (Persistent)
5.
RELATED CONDITIONS:
AWESTRUCK: Your character sees
before her a glorious and terrifying figure, and something in her brain kicks
her to kneel and grovel. She suffers a –2 penalty to attack rolls against the
source of the Condition. She also suffers a –3 penalty to contested rolls against
social actions from the source of the Condition, and a –3 penalty to her
Composure and Resolve against actions and powers that the source of the
Condition uses on her.
Possible Sources: Compulsion from
supernatural powers.
Resolution: The source of the Condition leaves your character’s presence
Beat: Your character takes an action that serves the demands of the
Condition’s source.
AMNESIA (Persistent): Your character is
missing a portion of her memory. An entire period of her life is just gone.
This causes massive difficulties with friends and loved ones.
Resolution: You regain your
memory and learn the truth. Depending on the circumstances, this may constitute
a breaking point.
Beat: Something problematic
arises, such as a forgotten arrest warrant or old enemy.
CONFUSED: Your character cannot think
straight. She suffers a –2 penalty to all Intelligence and Wits rolls.Possible Sources: Facing overwhelming sensory
information, some Gifts. Resolution: Take half an hour to clear the
mind. Take any amount of lethal damage. Beat: n/a
DEMORALIZED: Your character is demoralized and
hesitant in the face of the enemy. Spending a Willpower point only adds one die
to her attack pool rather than the usual three. She also suffers a –4 penalty
to her Initiative, and a –2 penalty to her Resolve and Composure whenever they
are used to resist or contest a dice pool. Possible Sources: Attempting something momentous and
failing at the last hurdle, some powers. Resolution:
The
character achieves an exceptional success on an attack roll, wins a combat, or
survives a combat unharmed. A week passes. Beat: n/a
COWED: Your character has been put in her
place through the
violence
and dominance of another. She suffers a –2 penalty on any Physical and Social rolls
to oppose the character who
inflicted
this Condition if she does not spend Willpower.Possible Sources: Having another character determine
her superiority to yours, some supernatural powers. Resolution:
The
character successfully injures or intimidates the character who inflicted the
Condition. The character regains Willpower. Beat: n/a
DELUSION: Your character cannot make sense
of the world she perceives, and because of this, she avoids that which would
make her question. When facing the supernatural, or something she suspects to
be the source of this Condition, she flees. If she cannot flee, she shuts down.
Every action she takes that is not fleeing requires a Willpower point. Resolution: Your character reaffirms her sense of reality by expending
Willpower and learning something new, something deeply
secret about the source of the Condition. Possible Sources: Succumbing to Lunacy. Beat:
PARANOID: Your character has been reduced to
a state of rampant paranoia. She jumps at shadows, sees threats everywhere, and
finds it hard to trust. She suffers a –2 penalty to Perception rolls, Social
actions, and dice pools to draw upon the Allies, Contacts, Mentor, Retainer,
Staff, and Status Merits. (They are part of a conspiracy!) Possible Sources: Some Gifts. Resolution:
A
week without any threat actually manifesting; a friend or ally achieving an
exceptional success on a Social action to convince you of their
trustworthiness. Beat: n/a
MADNESS (Persistent): Your character saw or did
something that jarred her loose
from reality. This isn’t a mental
illness born of brain chemistry
— that, at least, might be
treatable. This madness is the
product of supernatural tampering
or witnessing something
that humanity was never meant to
comprehend. The Storyteller
has a pool of dice equal to 10 –
(character’s Integrity). Once
per chapter, the Storyteller can
apply those dice as a negative
modifier to any Mental or Social
roll made for the character. Possible Sources: Supernatural visions, losing a dot
of Integrity. Resolution:
Regain
a dot of Integrity, lose another
dot
of Integrity, or achieve an exceptional success on a breaking point. Beat: The character fails a roll because
of this Condition.
SHADOW PARANOIA: panic; she is jumpy and on edge,
afraid that every shadow might contain sharp teeth and sudden death. She
suffers a –2 penalty to all Perception rolls. Any failure on a Perception roll becomes
a dramatic failure as she thinks she sees an attacker or threat out of the
corner of her eye, and she will react with panic; if she’s carrying a firearm she
will likely start firing at shadows. Thinking rationally is difficult in the
face of such fear and she suffers a –2 penalty on all Intelligence- and Wits-based
dice pools. Possible
Sources: Some
Gifts. Resolution:
The
character reaches a place of safety. The character achieves an exceptional
success on a Perception roll. Beat: n/a
SHAKEN: Something has severely frightened
your character. Any time your character is taking an action where that fear
might hinder her, you may opt to fail the roll and resolve this Condition. This
Condition can be imposed by undergoing a breaking point roll. Possible Sources: Facing a breaking
point. Resolution: The character gives
into her fear and fails a roll as described above. Beat: n/a
SPOOKED: Your character has seen something
supernatural — not overt enough to terrify her, but unmistakably otherworldly How
your character responds to this is up to you, but it captivates her and
dominates her focus. Possible Sources: Facing a breaking point,
encountering the supernatural. Resolution:
This
Condition is resolved when your character’s fear and fascination causes her to
do something that hinders the group or complicates things (she goes off alone to
investigate a strange noise, stays up all night researching runs away instead of
holding her ground, etc.). Beat: n/a
UNAWARE: Your character has been dazed and
confused, distracted, and internalized. He’s so withdrawn inward, that he
cannot notice the proverbial (or literal) wolf at his door. Reduce his Composure
by ( – 1), with a minimum of –1 — if the Irraka has Cunning 4, it reduces
Composure by –3.) Possible Sources: Vulgar Magic Resolution:
Suffer
a wound penalty from lethal or aggravated wounds, or suffer a lethal wound in
your character’s last Health box. Beat: n/a
BROKEN (Persistent): Whatever you did or saw, something
inside you snapped. You can barely muster up the will to do your job anymore, and
anything more emotionally intense than a raised voice makes you flinch and back
down. Apply a –2 to all Social rolls and rolls involving Resolve and a –5 to
all use of the Intimidation Skill. Resolution: Regain a dot of Integrity, lose
another dot of Integrity, or achieve an exceptional success on a breaking point. Beat: You back down from a
confrontation or fail a roll due to this Condition.
FUGUE (Persistent): Something terrible happened.
Rather than deal with it or let it break you, your mind shuts it out. You are
prone to blackouts and lost time. Whenever circumstances become too similar to
the situation that led to your gaining this Condition,
the player rolls Resolve + Composure. If you fail the roll, the Storyteller
controls your character for the next scene; your character, left to his own
devices, will seek to avoid the conflict and get away from the area. Resolution: Regain a dot of Integrity, lose
another dot of Integrity, or achieve an exceptional success on a breaking point. Beat: You enter a fugue state as
described above.
OBSESSION
(Persistent) Your character saw something and just can’t
shake it. She gains the 9-again quality on all rolls related to pursuing her
obsession. On rolls that are unrelated to her obsession, she loses the 10-again
quality. Obsession can be a temporary quality per Storyteller approval. Resolution:
The character sheds or purges her fixation. Beat: Character fails to fulfill an obligation
due to pursuing her obsession.
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