Wednesday, January 27, 2016

[Chronicles of Darkness] The Devil's in the Details: nWoD 2nd Ed Review

((Out of Character (OOC):
Before the print on demand version of the book comes out, and Onyx Path Publishing works out all the Errata, here are my notes about what is cool and different between the new World of Darkness corebook, which originally was published in the early 2000s and the new Chronicles of Darkness corebook (aka new World of Darkness 2nd Edition, I wonder if they should just call it 3rd ed?)



The Devil’s In the Details:
Chronicles of Darkness (CoD) (WoD 2.0 Draft) Corebook Notes

Topic: Character Creation

Page 25 – New Term “Anchors:” Anchors in this sense have nothing to do with Ghosts.  They refer to the two traits that normal people have as Vice & Virtue (Or Subvirtue & Subvice in our case).  The reason they are now collectively called Anchors.  In Mage, one of these Anchors will be called Obsession, it replaces ViceIn Vampire: the Requiem these Anchors are called Dirge & Masquerade.

Page 26 – The Size Chart: Hey guys!  We have an honest-to-god size chart now!  It goes from Size 1 to 100 with examples!

Page 31-43 Skills: This is the coolest thing.  They literally have what you can accomplish, or your level of proficiency, for every single dot of skills from 1 to 5.  Apparently where two dots in an Attribute is considers an average person’s stats, in skills 1 dot is average.  Two dots means you are at a professional level of skill.  That means all PCs are super good at what they do.  For example, Investigation 5 is straight up Sherlock Holms.  Are you Sherlock Holms?

Tweak: If any of you want to sell back your skills to make your dots more realistic please get with me and I will work with you to refund you some experience points.  No harm, no foul.


Topic: Rolling Dice

Page 69 – Basic Dice Rolls – Hey, if roll an Exceptional Success on mundane dice rolls I owe you some kind of Beneficial Condition. 

Page 70 – Extended Action – Hold me to this because I always forget this.  Here is how Extended Actions are supposed to work:

-         -  Dramatic Failure – You take a Failure AND any further attempts take a -2 penalty
-          - Failure – You suffer a setback.  You must abandon your action or take a detrimental condition.
-          - Success – Things go as plan, make progress towards your goal
-          - Exceptional Successes – Choose one:
o   Reduce the number of successes required by your skill dots
o   Reduce the time on each roll by a quarter
o   Apply the Exceptional Success condition to the end result of the extended action

Page 72 – Successive Attempts - If you fail an action, and attempt it again I may impose accumulated -1 Penalties.



Topic: Investigations

Page 77 – Main Mechanic: INVESTIGATION – Seriously, this new system is awesome.  Use rolls to investigate and get elements.  Elements of searching for things using skills, generate Clues.  Clues can be spent as Conditions, a special kind of equipment that can be used for all sorts of things.  Clues add up to the Truth.  Get Dramatic Failures or Regular Failures and clues may be incomplete or have a downside.

Tweak: If you decide to take longer or have less time on Investigations I will apply a penalty or bonus.  Normal Investigations take 15 Minutes
o   Interval: 5 Mins - -2
o   Interval: 10 Mins -1
o   Interval: 15 Mins +0
o   Interval: 30 Mins +1
o   Interval: 60 Mins +2

Topic: Social Maneuvering

Page 81 – Main Mechanic: SOCIAL MANEUVERING – This hasn’t changed, but it has more details and how best to use them against other players or larger groups.

Topic: Chases

Page 84 – Main Mechanic: CHASES – This is made of win.  It also can be used as a mechanic to track down someone.  The Chase framework is no longer just for Foot Chases.  It is much broader and works for any chase you can design.



Topic: Combat

Page 86 – Main Mechanic: VIOLENCE – Let the main event begin!
Page 88 – Initiative – Sad, they actually say explicitly that the die doesn’t explode
Page 88 – Delaying Actions – clarifications on that
Page 88 – Surprise – Straight up, its Wits+Composure vs Dexterity+Stealth
Page 88 – Weapon Damage – Hey, you DON’T ignore the first success.  Successes are added DIRECTLY to Weapon Damage.
Page 88 – Defense – Did you know you can choose not to use your defense and save it up for harder hits in the same round?  Makes sense but you never see anyone who does that.
Page 88 – Dodge – Cool!  You can choose to Dodge any time before your action, just like counterspell, but you give up your action.  Dodge doesn’t double the Defense rating.  Instead you roll twice your defense rating in a contested roll against the attack.  If you Dramatically fail while Dodging you are Stunned.
Page 89 – Grapple – People in a Grapple only get to go ONCE per round and on the highest initiative of the participants.  Also, you get your Defense in a Grapple unless you are held with the HOLD Overpower Maneuver.
Page 90 – Aiming – If you use your defense in a round then you cannot Aim.  Aiming and Autofire are not compatable.
Page 90 – Firearms in Close Combat – If you are in close (adjacent) combat you get your Defense against Firearms.  In fact, you get a bonus if the gun is bigger than size 1 (bonus is increased by the gun’s Size + 1) 
Page 90-91 Recommend Brushing up on the Following:
-          Cover vs Concealment
-          Shooting into Close Combat (Avoiding friends is -2, avoiding a party in a grapple is -4)
-          Charging – you can double move and attack.  If you already applied your Defense you cannot charge.
-          Human Shields
-          Pulling Blows – the defender get +1 Defense if you are trying to do less damage.  You have to spend a willpower point to do Bashing damage with a weapon.
Page 94 – Armor – When Applying any armor to an Attack that deals Lethal Damage the character AUTOMATICALLY takes a minimium of 1 Bashing Damage from the shock of the blow! Oh!  And Agg Damage ignores all mundane Armor!
Page 96 – Medical Care – Better than ever, check it out.
Page 96 – Objects – Aggravated Damage Ignores Durability!

 Topic: Sources of Harm Page 96-98

-          Electricity does automatic Bashing damage per turn of exposure.  Roll Strength to let go of source.  Armor provides no protection.

-          Falling – its 1 Bashing per meter and Dex+Athletics to reduce damage.  30+ Meters does Automatic flat 10 Lethal and cannot be mitigated.  Armor doesn’t help.

-          Fire – Amor does help with fire, but only for its rating in turns before it stops working.  If the fire persists for more than a turn anything flammable catches fire.  A burning character takes full damage even removed from the source.  A Fire extinguisher can reduce by one point per turn and Dex+Survival can be rolled to put yourself out.

Topic: Vehicles (Page 99) – All in all these new rules for traits and crashes are awesome, read them!

Topic: Equipment

Page 100 – Equipment Types – Oh the things you can make:
- Physical Objects
-          - Organizations – usually disband after one game session unless purchased as Merits
-          - Repositories – A gathering of materials for future use.  This is represented as a bonus up to +5 that will stack with repository merits like Armory or Library.  They also disband unless purchased as Merit dots.
-          - Plans – Lets you build a orchestrated plans, essentially gives the team an equipment bonus to carry out your plan.  As soon as the plan fails or succeeds and we are off scrupt the bonus winks out of existence.
-          - Mystical Equipment – Minor supernatural trinkets, circles of salt, Sacraments, etc

-          Btw – all minor magic items (like Holy items) are just referred to as Bygones.

Page 101 – Main Mechanic: BUILDING EQUIPMENT – read the awesome, includes projects and upgrades, repairs, and Jury Rigging.  Includes equipment conditions when what you Jury Rigged is unstable or fragile and may blow up.



Topic: Ephemeral Beings (Ghosts, Spirits, and Angels) Page 122-138

The Highlights on minor tweaks:

-          - You may not know this but there are waaaay more Ghosts in Twilight then Spirits, always.

-          - All three of these beings have completely separate kinds of Ephemera.  Without special powers and without being Manifest these three types cannot sense or interact in any way!  This also ties into why - Death now only affects Ghosts and Spirit only can harm the Corpus of Spirits.

-          - The Rank Table now has recommending Influences and Numina so you know what your limits are.

-          - Ghosts on the material plane are almost always Rank 1 (echos and repeaters) and Rank 2 (conventional ghosts).  They cannot gain any more rank outside of the Underworld.  Though if one escapes the Underworld if can be stronger.

-          - These three entities can roll Finesse to disguise their rank, making it look as strong as the observer
-          Essence use is a lot different, make sure to take a look.  Including how all three feed and how often they feed.

-          - Gauntlet Strength now affects Reaching correctly

-          - Ghosts now how Influences, Bans, and Banes!  Usually the only Influence they have is their Anchor’s though.

-          - Specifics on what combination of Integrity/Vice/Virtue they all have and how they work

-          - Languages – what these ephemeral beings know or can do

-         -  Mentions Angels that speak a True Enochian glossolalia that sounds like electronic noise… very cool

-          - Better rules for Influence Effects, Durations, and what conditions they can create

Page 139 – Dealing With Ephemeral Beings
-          Research: Gives great rules for finding out about Angels, Ghosts and Spirits can how many successes of research are needed to get information.  What information you ask?
o   How to Summon or Exorcise It
o   How to Abjure it
o   How to Ward Against it or Bind it
o   What its Ban is
o   What its Bane is

-          Summoning & Exorcism – Page 139

-          Merit: Esoteric Armory Merit – hell yes.  If you have dots in this Merit that are equal or greater of the Rank of the being you will already have the stuff on hand!

-          Abjuration – Page 140

-          Warding & Binding – Page 140

What is missing?
The Book makes several references to a mechanic called “Fate” but doesn’t give any rules for how it works.  I know it has to do with what the God-Machine has in store for you.  Seems like it is another Adjective as Vice or Virtue to describe the future.  It also makes references to the Destiny Merit but now rules for it…

THE STORYTELLER CUT LINE- STORYTELLERS SEE BELOW:



Topic: Horrors & Nightmares – Someone finally got smart and came up with newer/better Hunter: The Vigil-esque mechanics for making cryptid-like monsters for mortal gameplay.  Also some great new scary things…

-          Horrors – are the bosses of a mortal game

-          Nightmares – Simplified dice pools for instant minion hordes

-          Dread Powers – representing all kinds of supernatural badness






Examples:
-          Black-Eyed Kids
-          The Horde – Zombies!
-          The House that Hates
-          Jersey Devil
-          Mothman
-          Mr. Let-Me-In
-          Nibbles the Clown
-          Pretty, Pretty Princess
-          Rachel Hrafn
-          The Swimming Hole
-          Vanishing Hitchiker





Tuesday, January 5, 2016

[Mage: The Awakening v1.9] Game Hax: Magic is Hard!

((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Chronicles of Darkness (nWoD 2e) - Mage: The Awakening (Fallen World Chronicle)
Authored by Jerad Sayler, Chronicle Storyteller))

Mage: The Awakening v1.9 – “Experience System”
Rules Supplement for Mage II: The Dethroned Queen
Supplement to First Draft by Chronicle Storyteller Jerad Sayler on 22 Oct 2015 found HERE.



Experience Game Hax: Magic is Hard!

So, in light of our most recent story arc "Patchwork" performed by Hannah Nyland (The Irreverent Revenant)  and starring Eos, Jack Bismuth, Ka'Karifiers, Ikiyouyou, Reaper, and Chimera, we have uncovered a few things with the 1.9 system we want to tweak.  

Game growth and balance is a very difficult thing.  We loved the new Chronicles of Darkness Beat system and how it lets us grow dynamically and during gameplay.  We didn't like how everything was insanely expensive but adjusting the gains of experience meant growing to powerful too quickly.  To that end our little grand experiment will be altered to follow the below guidance for the next couple story arcs (most likely "The Tournament" and "The Robe") before we readdress.

The following is enacted for use of experience on purchases and calculations from this day forward.  Previous purchases and rewards are grandfathered in and shall not be revoked from the characters in play.  NPCs and older characters are unaffected at this time.



1. Fractional Experiences Ratio:

Old Rule/Official: Five Beats earns a character an Experience point of the same type.  A Beat is 1/5th of an Experience.

New Rule: Four Beats earns a character an Experience point of the same type.  A Beat is 1/4th of an Experience.

Rationale: This will allow faster earning of Experiences.


2. Static (non-tiered/non-style) Merit Costs
      
Official Rule: Normally all Merits cost 1 Experience per Dot.

Old Rule: Tiered/Style Merits cost 1 Experience per Dot and Static Merits cost 1 Experience per 3 Dots.

 New Rule: Tiered/Style Merits cost 1 Experience per Dot and Static Merits cost 1 Experience per 2 Dots.

Rationale: This is an easier ratio to deal with mechanically and makes sense based on the rewards garnered for various Merits.


3. Minimum Experience per Chapter 

New Rule: For attending and participating in a gaming session or Chapter (not a play-by-post interaction) player's active Character will receive a minimum of  1 Experience point and 1 Arcane Experience point to be calculated and awarded at the end of game. Beats will be calculated and will be in addition to this reward.

Rationale: This will get the players something substantial for their time and better normalize growth rates across active and experienced players alike.


4. Adjusted Arcana and Gnosis Costs

Official Rule: Experience costs for these items has yet to be published but extrapolated in the old rule.

Old Rule: Buying Dots in a Mage's Ruling Arcana cost 3 Experiences per Dot, Common Arcana cost 4 Experiences per Dot, Inferior Arcana cost 5 Experiences per Dot, and Gnosis costs 5 Experiences per Dot.

 New Rule: Magic unlocks vast doors of power and should not be easily attained.  By comparing the cost increases of the nWoD Mage: The Awakening first edition rules with the suspected new rules system, we can find a middle ground in which learning basic Arcana is easy but advancing in the mysteries gets very hard.

Ruling Arcana Cost by Dot: (must be purchased in order)
O - 1 Experience
OO - 3 Experiences
OOO - 4 Experiences
OOOO - 6 Experiences
OOOOO - 8 Experiences
+O - +2 additional Experiences

Common Arcana Costs by Dot: (must be purchased in order)
O - 2 Experiences
OO - 4 Experiences
OOO - 6 Experiences
OOOO - 8 Experiences
OOOOO - 10 Experiences
+O - +2 additional Experiences

Inferior Arcana Costs by Dot: (must be purchased in order)
O - 3 Experiences
OO - 5 Experiences
OOO - 7 Experiences
OOOO - 9 Experiences
OOOOO - 11 Experiences
+O - +2 additional Experiences

Gnosis Costs by Dot: (must be purchased in order)
O - 0 Experience
OO - 3 Experiences
OOO - 5 Experiences
OOOO -  7 Experiences
OOOOO - 9 Experiences
Gnosis 6 - 11 Experiences
Gnosis 7 - 13 Experiences
Gnosis 8 - 15 Experiences
Gnosis 9 - 17 Experiences
Gnosis 10 - 19 Experiences




Friday, January 1, 2016

[Mage: The Awakening] Spirit Pact Guide

((Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Chronicles of Darkness (nWoD 2e) - Mage: The Awakening (Fallen World Chronicle)
Chronicle Storyteller: Jerad Sayler
Original Source: As seen in The Summoners Sourcebook for Mage: The Awakening
Thanks to Hannah Nyland (The Irreverent Revenant)  for putting this guide together))




A Guide to Spirit Pacts

A pact serves as a mechanical benefit granted to the character in exchange for a disadvantage he willingly undertakes. Pacts balance against themselves; they cost no experience. While a pact may grant temporary traits, experience is never paid to create a pact or to gain the benefits the pact grant.

To create a pact with a spirit, you must be able to summon the entity and communicate with it (and possibly bind it). This will most likely involve use of the Spirit Arcanum , specifically Spirit 2 “Spirit Pact.”  This is very different then pacts with the Fae, Infernals, or true Demons (fallen Angels), or Sanctifying an Oath.

A pact has four aspects:

1.     Request: What the character gains from the pact

2.     Cost: What the spirit gains from the pact

3.     Term: How long the request and cost must be paid by both parties

4.     Forfeiture: What the character sacrifices if they don’t uphold their side of the bargain.

Maximum Number of pacts at a time:
Gnosis 1: 3
Gnosis 2: 3
Gnosis 4: 4
Gnosis 5: 4
Gnosis 6: 5
Gnosis 7: 5
Gnosis 8: 5
Gnosis 9: 6
Gnosis 10: 6

Step One: Determine the request. What does the summoner want from the entity? Establish a positive value for it.

Step Two: Determine the cost. Choose a cost appropriate to the entity that counterbalances the value of the request. When the sum of the two values equals zero, they are balanced. Both parties must agree to both the pact’s request and its cost.

Step Three: Determine the term and forfeiture. This is the time the pact lasts and what the summoner risks if he doesn’t pay the cost. Because the length of the pact is directly related to the forfeiture, these should be chosen at the same time. Their value should sum to zero.

Step Four: Determine the necessary Willpower and Essence that must be expended to seal the pact. Unless the pact is extraordinary, the cost is one point of Willpower from the summoner and one point of Essence per request granted by the entity.

Step Five: The terms of the pact are agreed to by both parties. Once the necessary Willpower and Essence is spent the pact has been forged and sealed.



Possible Requests:

Minor Task: A minor task includes anything that the character can easily do herself but would rather not, whether it is because it is unpleasant, she doesn’t want to get into trouble, or any other minor reason. The task would not pose significant danger to the summoner. The summoner’s supernatural capabilities are taken into account when determining the value of the task. Powerful entities may feel insulted to be asked to provide a task of this insignificance and may attempt to trick the summoner into a less-than-equitable deal.

Medial Task: A medial task includes anything that the character could do herself, but would require significant effort or could pose a significant danger to her.

Major Task: A major task includes anything that falls outside of the character’s capabilities. It may include the use of a power that the mage cannot duplicate or the discovery of some piece of knowledge that could not be uncovered otherwise. Additionally, any task that poses a significant threat to the summoned entity is automatically a major task.

Minor Mana: The mage produces within herself one Mana per day (at a set time).

Medial Mana: The mage produces within herself two Mana per day (at a set time).

Major Mana: The mage produces within herself four Mana per day (at a set time).

Minor Investment: The entity grants the character a single additional dot to any single Skill. Medial Investment: The entity grants the character two additional dots to any single Skill.

Major Investment: The entity grants the character a large portion of its own power, granting her three additional dots to any single Skill or one additional dot to a single Attribute or Arcanum. Only Supernal entities can grant an investment to an Arcanum, and only in one of the two Arcana appropriate to the Supernal Realm from which it hails. Furthermore, a mage can only benefit from a single pact that involves the increase of an Arcanum at any time, and no entity can unlock the secrets of Archmastery for a mage, even temporarily (limiting dots available through a pact to 5).

Minor Artifact: The character gains the temporary possession of an Artifact rated at four dots. Does not have Legendary quality, may only have powers of the two Arcana of the realm it hails. Created by the ST without player input.

Medial Artifact: The character gains the temporary possession of an Artifact rated at six dots. Does not have Legendary quality, may only have powers of the two Arcana of the realm it hails. Created by the ST without player input.

Major Artifact: The character gains the temporary possession of an Artifact rated at eight dots. Does not have Legendary quality, may only have powers of the two Arcana of the realm it hails. Created by the ST without player input.

Minor Blessings: A minor blessing provides a single one-dot Merit or adds a single dot to a Merit measured in individual dots (such as most Social Merits). For example, a character might garner Barfly as a minor blessing, or she might choose to gain a dot of Allies, Contacts, Fame, Mentor, Resources, or Status (or any other Merit not specific to Mage: The Awakening that is measured in dots, such as a Fighting Style or Fleet of Foot). Note that an increase in Status may come with an increase in obligation to the group involved. Characters can gain the first dot in a Merit in which they have no dots with the exception of Status. No blessing of any level can grant a character Status in a supernatural society (such as a mage Order). A minor blessing cannot provide Merits that exist outside the specific scope of the core World of Darkness game. In other words, a minor blessing cannot provide Merits from Mage: The Awakening, Vampire: The Masquerade, Changeling: The Lost or any other setting (including supplements that provide supernatural options to mortals, such as Second Sight and Skinchangers). In other words, minor blessings cannot provide supernatural boons.

Medial Blessings: A medial blessing grants a single Merit rated at two dots or adds two dots to a Merit measured in individual dots. For example, a character might garner Danger Sense or add two dots to any of the Merits listed above. Alternatively, she may purchase Merits appropriate to her specific game setting; an Awakened mage, for example, might purchase two dots in Dream, Enhanced Item, Hallow, Imbued Item, Library, Occultation, Sanctum, or Sleepwalker Retainer. Blessings do have their limits, and a mage cannot gain the Destiny, Familiar, High Speech, Status or Thrall Merits from a summoned creature. Additionally, the Artifact background is handled above. As above, these dots can improve a Merit in which the character currently has no dots.

Major Blessings: A major blessing grants the character a single Merit rated at three dots (such as Stunt Driver) or adds three dots to a Merit measured in individual dots. The same limitations as above apply. Roll the rote dice Gnosis + Skill, but gain no benefit of Arcanum to dice pool.

Minor Contract: A minor contract provides a power that mimics a spell of the first or second dot of an Arcanum. Functions as a spirit numen and does not cause paradox or disbelief. Always causes 1 mana to use. Roll the rote dice Gnosis + Skill, but gain no benefit of Arcanum to dice pool.

Medial Contract: A medial contract provides a power that mimics a spell of the third dot of an Arcanum. Functions as a spirit numen and does not cause paradox or disbelief. Always causes 1 mana to use. Roll the rote dice Gnosis + Skill, but gain no benefit of Arcanum to dice pool.

Major Contract: A major contract provides a power that mimics a spell of the fourth dot of an Arcanum. Functions as a spirit numen and does not cause paradox or disbelief. Always causes 1 mana to use. Roll the rote dice Gnosis + Skill, but gain no benefit of Arcanum to dice pool.

Fortification (Examples): Break an Addiction: The character automatically and permanently breaks a previous addiction, whether physical or psychological. It can even break a supernatural addiction (such as that to the blood of vampires). She remains immune to addiction to the substance for the term of the pact.

Cure a Derangement: The character automatically and permanently recovers from a Derangement, whether it was gained from morality loss or not. Similarly, minor flaws can be removed through the use of this request, but the character ceases to gain bonus experience points for the flaw.

Permanently Regenerate a Limb: Some spirits can perform miracles outside the abilities of even a Master of the Life Arcanum. Regenerating a single limb counts as a fortification request.

Regeneration: The character gains the ability to quickly regenerate wounds inflicted upon her. For the duration of the pact, she can heal bashing and lethal damage at the rate of one per turn as an Instant action. By spending one point of Mana, she can do so reflexively for one turn.

Respite from Aging: The character ceases to age for the duration of the pact.



Possible Costs:

Minor Access: The character grants the entity a conduit into the world. It might take over a character’s embodied familiar (which likely infuriates it) or experience the world through the character’s senses (though it is unable to force the character to act in any way). Conversely, the character may allow the entity access to her dreams, allowing it to sculpt those dreams in whatever foul manner it desires.

Medial Access: The character grants the entity access to the physical world. The entity gains limited control over the character’s actions for a short time (no longer than 14 total hours over the course of each week of the term). The character completely loses control over her body during those periods, but is aware of everything that the entity does. The entity does not, however, have access to any of the character’s supernatural abilities.

Major Access: The character grants the entity access to her soul. The entity can utilize the character’s body and Awakened magic without interference from the character during a single period of one hour during the pact. Unfortunately, the timing of that hour is at the whim of the entity. Furthermore, the character does not automatically regain control of her being at the end of the hour. She must succeed at a Resolve + Composure roll to wrest control from the entity (though the entity can willingly give it up). She may make this roll once per hour after the passage of at least one hour of unfettered access.

Minor Endeavor: The character performs a simple undertaking for the entity. Either it requires a repeated performance of a nigh-effortless task or a single performance of something of only slight difficulty.

Medial Endeavor: The character performs a moderately difficult undertaking for the entity. Either the character performs a repeated task that requires the sacrifice of some time and resources or a single task of moderate difficulty (and possibly danger).

Major Endeavor: The character performs a difficult undertaking for the entity. Such endeavors require an activity that can only be accomplished through dedication and concerted effort. It may pose a significant danger to the summoner.

Major Fealty: The character pledges himself to the efforts of his chosen patron. This major cost essentially acts as a never-ending series of endeavors (see above) on behalf of the entity, and may range from the simple to the dangerous. This cost rarely accompanies any pact that does not include the vassalage request.

Medial Flaw: The character agrees to undertake some difficulty on the behalf of the summoned entity. She gains a Flaw (p. 217 of the World of Darkness Rulebook) for the duration of the pact but garners no experience when it troubles her. Instead the experience points transfer to the entity, making it stronger.

Minor Forbiddance: The forbidden action is easily avoided, but might cause some small inconveniences. Examples include avoiding specific buildings, specific modes of transportation or even specific words.

Medial Forbiddance: The forbidden action is somewhat more difficult to avoid, possibly because chances to engage in the action are more common, and causes some moderate inconvenience. Examples include avoiding interacting with a specific type of person or utilizing a specific class of technology.

Major Forbiddance: The forbidden action causes major difficulty and may change the way the character lives her life. Examples include a forbiddance against entering or leaving a region, indulging in Virtue or Vice, or sleeping under the same roof two nights in a row or vows of vegetarianism, silence or chastity.

Minor Life: A sacrifice of blood (necessitating the infliction of 3 lethal damage on either the summoner or a chosen sacrifice) or harvest (a Resources 2 purchase of fruits, vegetables and grains).

Medial Life: A sacrifice of an animal, necessitating its death. The character cannot garner Mana from the sacrifice.

Major Life: The sacrifice of a human, necessitating its death. The character cannot garner Mana from the sacrifice.

Minor Merit: The character must sacrifice a one point Merit or one point of a Merit.

Medial Merit: The character must sacrifice a two point Merit or two points of a Merit.

Major Merit: The character must sacrifice a three point Merit or three points of a Merit.



Terms:

Minor Term: Between a day and a week.

Medial Term: Between one week and one month.

Major Term: Between one month and one year and one day.

Epic Term: A character willing to stake his enlightened soul as a forfeiture may establish a term that ranges from a decade in length to lifelong. Rumors persist within mage society of the possibility of truly apocalyptic terms, such as those that affect a family line for generations. Some magi believe that such pacts established some of the major Proximi lines that flourish to this day.



Forfeiture:

Minor Boon Companion: The character risks the life of a casual acquaintance or beloved pet. Immediately lose an Integrity and make a derangement roll at a -2 when agreeing to this condition.

Medial Boon Companion: The character risks the life of a good friend, an extended family member or very young child. Immediately lose an Integrity and make a derangement roll at a -2 when agreeing to this condition.

Major Boon Companion: The character risks an older child, a romantic partner or extremely close friend. Additionally, any mage set as forfeiture counts, though the mage must be a friend or close ally to the summoner. She cannot forfeit her enemies. Immediately lose an Integrity and make a derangement roll at a -2 when agreeing to this condition.

Epic Enlightened Soul: This epic forfeiture risks the character’s enlightened soul. If the character fails to pay the cost of the pact, the entity reaps the character’s soul. The character becomes soulless (see Soul Loss, p 276 of Mage: The Awakening). Only a mage may forfeit his enlightened soul.

Minor Flaw: The character agrees to suffer a permanent Flaw if she fails to compensate the summoned. The character gains a Flaw, but never gains experience for it. The experience is instead reaped by the entity. The Flaw is permanent, but can be removed by a pact including the fortification request from the same entity that inflicted it.

Minor Life: The character immediately loses one quarter of her Health and one quarter of her remaining lifespan (as if it were taken by a mage using the Death 5 spell “Steal Lifespan,” save that the character cannot defend against it in any way).

Medial Life: The character immediately loses one half of her Health and one half of her remaining lifespan.

Major Life: The character immediately dies as if she had lost all of her Health to Lethal damage. Shecan be resuscitated if she gains immediate medical attention (calling 911 isn’t quick enough, but having a crash cart and a doctor present at the moment of death may be), but if she is, her remaining lifespan is reduced by three quarters. If the character dies, her soul continues to exist as a ghost (and thus she can be the subject of a Death 4 “Revenant” spell). Health lost to this forfeiture is not permanent, though years of life are. The Health lost is an immediate result of the brutal siphoning of the mage’s life.

Minor Merit: The character loses a four dot Merit or four dots of a single Merit.

Medial Merit: The character loses a five dot Merit or five dots of a single Merit.

Minor Paradox: The character draws the attention of the Abyss. Paradox rolls always assume that there is at least a single Sleeper present, adding at least 2 dice to the roll. If one or more Sleepers are actually present, then the use of rotes and order tools grant no penalty to the Paradox roll.

Medial Paradox: In addition to the effects of the minor Paradox forfeiture, the character’s Paradox is always considered one grade worse than it would otherwise be. For example, if a character’s spell causes what would normally be a Havoc Paradox, it instead causes Bedlam.

Major Paradox: The character must roll for Paradox every time he casts a spell, whether vulgar or covert. Such a character quickly garners the attentions of the Guardians of the Veil.

Minor Vulnerability: The character becomes vulnerable to a rare substance that would normally be harmful (such as a specific poison or specific and unusual type of wood) or to a common substance that would normally be relatively harmless (such as sunlight, the ringing of bells, or crosses).

Medial Vulnerability: As above, save that the substance can normally be utilized to do harm (such as iron, wood, silver or fire).



Sealing the Pact:

Once the aspects of the pact have been determined, the pact is sealed. This costs one Willpower point from the summoner and one point of Essence per request granted by the entity. If the pact includes an aspect of epic or apocalyptic value, the cost rises to one permanent Willpower dot and five points of Essence per request granted by the entity. Inability to pay the cost to seal the pact results in its failure to take hold.
For the pact to be valid, the total requests + costs must equal out to zero, as must the total terms + forfeitures.

Minor Request = +1, Minor Cost = -1, Minor Term = +1, Minor Forfeiture = -1

Medial Request = +2, Medial Cost = -2, Medial Term = +2, Medial Forfeiture = -2

Major Request = +3, Major Cost = -3, Major Term = +3, Major Forfeiture = -3

Epic Request = +4, Epic Cost = -4, Epic Term = +4, Epic Forfeiture = -4




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