General Mage Help
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Mage Specific +commands
Suspended till sometime after game play starts
+chantry - displays your chantry information
+chantry/jump - Teleports you to your chantry
Use of the above command is considered IC. Someone could follow you if they wanted to. (get staff if this comes up)
+chantry/info <person> - show you information they player thinks you should know about the character that
pertains to the chantry. (such as tradition, sub-sect of tradition, rank, cabal name, heritage, etc)
&chaninfo me=<information to be shared> - This sets the info that people see with with +chantry/info
+chantry/show - will show you the name of the place the chantry is based earth-side.
Abilities Enhancing Magick
When a character uses an appropriate Ability just before working a magickal Effect – and, in game terms,
it takes at least a turn or two to do so – make a roll to reflect your success with that activity.
Ref: M20 page 533
Each success on the Attribute + Ability roll reduces the difficulty on the associated Effect by -1, to a maximum
reduction of -3.
Magick Enhancing Abilities
The right spell or Procedure can make certain mundane tasks easier, too. A little Mind-magick push, for example, can
beef up a facedown or debate. In this case, you cast the magick just before the task and either keep it running throughout the
task (see below), or else get the ball rolling with magick and then follow through with straight-up skill.
Ref: M20 pg 533
A successful Arete roll lowers the difficulty of the Attribute + Ability roll by a factor of -1 difficulty for each
success rolled with your Arete, to a maximum reduction of -3.
You could lower the difficulty of this Arete roll by any of the standard methods, not to exceed -3.
Surpassing Foci
Mages are sometimes put in dire straits where they may not have time or means to complete their rituals with all their foci.
If your mage is caught without a focus you can still attempt a magical effect by sheer force of will. (Spend 1 willpower)
Attempting to surpass a foci imposes a +3 difficulty to the arete roll(s).
Note: Virtual Adepts, Sons of Ether or Technocratic mages must always have their foci to work magic till they become enlightened enough to drop them.
Miscellaneous Mage Help
Resetting Realties
In the unlikely event you should use 'home' to go to a home that is
Earthside or @tel out of the horizon realm, be aware this will cause
problems with you seeing the proper descs on rooms.
+realreset will reset your realities to the REAL realm only.
Duels and Challenges
Mage Certamen | }
Coincidental vs Vulgar - The Gray Area
Counter MagickCounter Magick does count as a mage's magickal action; since a mage can only perform one magickal action in a turn, counter magick
is a defensive tactic.
Protocols of the NineRESPECT THOSE OF GREATER KNOWLEDGE.
Chantries and Chantry BackgroundWORK IN PROGRESS We are using the M20 version of Chantries with a small modification.
In M20 the Chantry background represents as follows: Chantries of the following sizes are allowed in M20 with modification where marked:
Chantry ChartersTo be granted a charter the members of the cabal wishing to leave Perseus Ascendant to start a new chantry must be in good standing on the game. They must have a prove track record of being active and contributing to the game as a whole. NPC Chantry will retain oversight rights on the child chantry and any major issues its members create. In the event that a Mage gets into IC trouble, it will be discussed between the Consuls of Homely Hearth and Leaders of the chantry the mage belongs to. So everyone knows what is going on. Depending on the degree of the infraction: First Offense: they will likely be dealt with by their own chantry leaders. (likely punishments are Censure or time-limited Ostracism) Chantry Charters must include the following: 1. Name of the Chantry (usually the name of the cabal will transfer into chantry name) Chantry BuildingThe physical location of player chantries must be fixed. Mobile chantries are not allowed. The size of the player chantry building is restricted by the combined resources of all full members (anyone with Chantry 2+) at a ratio TBD. Not all room quota must be built at the same time to facilitate additional add-ons as needed. However after initial build is approved any additions must go through staff again for building, approval and linking. Chantry PositionsGovernanceChantries are governed by four modes of rulership: Roles
Chantry ResourcesRefer to M20. At the time of Chartering, a new chantry must declare where/how they are spending their pool of points. "...Backgrounds that are connected to the Chantry must be purchased separately. The following Backgrounds may be added to a Chantry: Allies, Arcane, Backup, Cult, Familiar, Influence, Library, Mentor, Node, Patron, Retainers, Resources, Sanctum, Spies, and Wonder." Familiar: Scale 0 - 5 Currently not allowed for a chantry. Being researched. Influence: Scale 0 - 10. Must declare a sect/type of influence. Ex. medical, media, etc Library: Deviation from M20. Instead of calculating a chantry/cabal's library stat as in M20, this will be a separate buy-able, like previous resources. Mentor: Deviation from M20. Not Buy-able. Parent Chantry and its resources are the Mentor. Node: Not allowed above 4 dots for a player cabal/chantry. Node amounts still being determined. Must have a room designated for the node. Patron: Deviation from M20. Not purchasable for player cabal/chantry at this time. Retainers: Scale 0-5. One retainer per dot. Must be statted out and noted by staff."Retainers aren’t skilled in the mystic Arts or combat; unlike Backup or Spies, they’re not faceless guns or founts of information. Each retainer is a devoted servant, employee, mind-controlled servitor, lab-built construct, or even a very minor spirit who does your bidding with a decent sense of loyalty." Resources: Deviation from M20. Not currently buy-able for chantry/cabals. Still determining how to figure player chantry resources. Potentially a portion of the of all members that have resources. Sanctum: This is a communal sanctum to facilitate group working. Must spend 1 build point per tradition the sanctum is to accommodate. Must have a designated room in the chantry for this. It is exceedingly rare for a sanctum to hold all 9 traditions. Spies: A collection of little birds in various nests keeps you well-informed. These informants aren’t necessarily your friends – they may, in fact, hate you with the burning intensity of a thousand fiery suns. Only 1 or 2 dots allowed for Player Chantry/Cabals Wonder: Will likely charge double build points for a chantry/cabal wonder. This wonder is meant to reflect your chantry/cabal protective wards. Dice rolls will still have to be witnessed by staff and effects approved. Will require 1 quint per success, no matter the size of the wonder. Chantry WarsChantry Wars between Player chantries is allowed, though not encouraged, with good reason. Must be approved through staff and staff will have oversight. Justification must be provided and logs to back this up must be available. ROTE STRAINPER M20 pg 528-529 Our Take: You've cast a Mind Shield on yourself and allocated enough success to have it 'last forever' Strain example 1: Strain example 2: Affects cast on yourself where you haven't rolled enough successes to be considered "permanent" counts towards rote strain.
Working in ConcertCommon Ground
probably do more harm than good. That said, mages from distinct yet allied groups – differing Traditions or
Technocratic Conventions – can certainly collaborate if they approach one another’s practices with respect
and attention. Story-wise, those collaborators need to hash out some common cues and protocols… which, in
game terms, will probably involve a few social feat rolls before all is said and done. Once they’ve established a
common base to work from, the allies can focus their intentions through a shared ritual. Collaborators
automatic success to the Effect, up to a maximum of five successes, total. These successes, however, DO NOT
APPLY to cancel out a botch. If the caster botches the roll, then those assistants’ successes disappear.
The additional successes count only to enhance a successful Effect.
M20 states that only one of these options can be used, we do not follow that rule. Unawakened Helpers
Paradox BacklashParadox backlashes will be played out and enforced. These will anywhere from minor inconveniences to nightmarish or Quiet. StatusThis background represents your overall reputation among your Awakened peers, within your tradition. With a Status of 4 or 5 you may be known within your faction; they may call you by your preferred name, open doors for you, small favors, etc. In game terms, you may add this Background to your dice pool during Social rolls when dealing with your peers; an admired Virtual Adept, for instance, would add four dice to her Social rolls among the Adepts. That bonus is halved (round up) among mages from a different but allied sect; the same Adept would get a two-dice bonus among other Traditions. You don’t get that bonus among enemies or strangers, though they might acknowledge you in story terms. (“Our files on you, Ms. Vasquez – or perhaps I should call you ‘Voodoo’ – are most… impressive…”) Status must be based on something you do or have done. Beginning mages can not have Status 5. (Basic chargen characters are limited to Status 1 or 2.) This background can not be raised with XP after chargen. This Background is granted, post chargen, by the Storyteller as a reward for your actions throughout the chronicle. You can also lose Status by failing to live up to it; an agent known for cowardice won’t command respect for long. X No special status. |