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  Fallen Mechanics
Posted by: Storyteller J - 11-26-2018, 09:44 AM - Forum: House Rules - Replies (15)

Pacts and Relations with Other Supernaturals:

  1. Imbued: Imbued are the supernaturals most likely to cross paths with Fallen; Fallen are attracted to their abnormally high Faith, and Hunters know exactly which red flags to look for when a Fallen or any other type of demon sets up shop. While most Hunters would consider Fallen to be kill-on-sight, plenty of others would be willing to take an 'enemy of my enemy' approach with lower-Torment Fallen, and others still might be aware that redemption is always possible for Fallen who are willing to repent. Despite ostensibly already being in a 'Pact' of sorts with angels, not only is it possible for Fallen to form a Pact with the Imbued, Imbued have a default Faith Potential of 5, the highest rating possible. Note, however, that should an Imbued break their code and form an infernalist Pact, they will assuredly be viewed by the rest of their fellow Hunters as a pariah at best and a traitor at worst, regardless of the Torment of the Fallen or the merits of the Pact itself. Further, the Messengers would view such a Pact as the ultimate form of betrayal.
  2. Mages: Infernalism and Mages goes back centuries, even outside of the Nephandi. Many arrogant Mages think that they can get the better end of a deal with demons, and Fallen are no exception.  It is possible to form a Pact with a Mage. This is because the Avatar is a 'divine spark' found inside of every Mage, and it is this 'divine spark' that allows their magic to function. There may indeed be a connection between the Avatar, Quintessence, and Faith; after all, Mages are more or less precisely what Lucifer and the Ten envisioned when they wished to impart secrets of the divine unto humanity during the Age of Babel. Note, however, that Magick feels wrong to Fallen, and isn't quite what the Fallen had intended to teach humanity. Demonic Lores change the laws of reality that the Fallen initially wrote. Magick, on the other hand, outright breaks those laws, and Demons can feel the ambient Faith in an area be burned like fuel whenever Magick is used in their immediate vicinity. Remember that infernalism is a serious crime in both the Traditions and the Technocratic Conventions, punishable by gilgul. Enter into a Pact at your own risk.
  3. Vampires: Despite infernalism having a long, well-documented history among vampires dating back to before the Anarch Revolt, the Cainites, by default, have a Faith Potential of 0, meaning most modern Fallen believe that Pacts are not possible with vampires. However, for every rule, there is an exception; the Earthbound Kupala, for example, has a history with Clan Tzimisce, and there are Elders of the boogeymen of vampires everywhere, the Baali bloodline, who have claimed over the years to have formed Pacts with the Archdukes of Hell, Belial, Asmodeus, Azrael, Dagon, and Abaddon. Whether or not that is true, and if these potent Earthbound would ever be willing to share their secrets even if it is true, is another matter entirely. But then again, if anyone could have figured out a way to form Pacts with vampires despite them not having a Faith Potential, it would be the Archdukes. Keep in mind that infernalism is a crime punishable by Final Death by every major vampire sect, including the Camarilla, the Anarchs, and the Sabbat, and for a particularly underhanded vampire looking to get rid of a rival, making an accusation to the Prince of another vampire being an infernalist for associating with Fallen would be quite an easy way to do it. In every other sense, the Fallen and vampires see each other as competition; both need mortals (Fallen need Faith, vampires need blood), and both use more or less the same methods to gain and acquire power (posing as normal humans, putting Thralls and ghouls respectively in positions of power to use as puppets, etc.). See Page 66 of Demon: the Fallen Storytellers' Companion for more details.
  4. Shapechangers: Fera and Garou tend to be instinctually hostile to Fallen on sight, due to the scent of the Wyrm. The scent of a Fallen's Wyrm taint is proportional to a Fallen's Torment score; a High-Torment Fallen will invariably have a stronger taint than a Low-Torment Fallen. If, however, a Fera somehow manages to form a Pact with a Fallen despite this, the Fera or Garou will likewise become tainted, and will slowly driven insane until the Fera or Garou is hunted down and killed by his or her kin. See Demon: the Fallen Storytellers' Companion Page 69 for more details.
  5. Fae: The Fallen are notoriously banal to the Changelings, and few Fae can stand to be in their presence for long. Fae and Fallen tend to avoid one another; the Fae did not exist before the Fall, and are thus a total mystery to them. Meanwhile, Fae tend to view Fallen the same way every other type of supernatural views 'Demons,' even if they're perceptive enough to know that Fallen are not the same thing as, say, a Bane.
  6. Amenti: The Fallen violate the Balance with their very existence, due to having escaped their punishment in hell, regardless of whether or not their punishment was deserved. The pagan gods that the Amenti serve are likewise not fans of the Fallen, and in many cases, the feeling is mutual. For example, Anubis, God of the Underworld, is viewed by many of House Halaku as a usurper, whereas Anubis views the Fallen the same way he views any other angel: With contempt. The very nature of the Balance prevents mummies from forming a Pact with the Fallen. Any attempt by an Amenti to form a Pact will automatically fail, and that Amenti is going to have some explaining to do the next time she talks to the Judges...
  7. Wraiths: Wraiths are the wheelhouse of House Halaku. The Lore of Spirit is borderline sadistic toward Wraiths, and after the Fall, most of the Halaku have come to see Wraiths as little more than tools, rather than their responsibility to guide into the afterlife. For obvious reasons, Wraiths cannot form Pacts with Fallen. They're not alive, they have no 'divine spark,' and most Fallen can't even perceive them without the aid of the Lore of Spirit. They have a Faith Potential of 0, no exceptions.
What is Demonology?
'Demonology' is an Expert Knowledge introduced in Clanbook: Baali. Unlike Occult, which functions as 'Lore: Demons' as far as the Fallen are concerned, Demonology is explicitly related to the summoning of demons, and is the knowledge of choice for infernalists who wish to engage in diabolism, and thus would be known by characters such as Baali and Nephandi, or particularly dedicated hunters of the infernal. Demonology could possibly be used to summon Fallen from the Abyss, given that the Demonologist also knows that Fallen's True Name, but it could also be used to summon other creatures that many infernalists refer to as 'demons,' such as Banes, Malfeans, or even particularly powerful Spectres. Few true infernalists know - or even care to know - the difference, as their very existence is defined by service to their dark masters. Use this Expert Knowledge at your own risk!

But why are they calling me 'Firstborn?'
This isn't so much a mechanic as it is possibly useful information. Basically, Fallen have been in this game long enough for the inhabitants of Starke to recognize that Fallen, despite being colloquially known as 'demons' (something to which many Fallen themselves would not object), are not a monolith, and are not as universally malevolent as many would believe demons to be. Thus, 'demon' has become something of a pejorative term in Starke, and many non-Fallen tend to refer to Fallen instead as 'Firstborn' (as in, the 'first born' species, the first creations of God) as a sort of politically correct term. The Fallen themselves don't seem to care what they are called, and are content to let the other inhaitants of Starke refer to them as such if it makes them feel better.

  1. You will not receive a point of Temporary Torment for accidentally using the High-Torment form of an Evocation unless the results of the roll would violate the character's standing on the Hierarchy of Sins. You will, however, receive one if you use the High-Torment form of an Evocation on purpose. Torment will otherwise be accrued normally as per the Hierarchy of Sins.
  2. You can shed one Temporary Torment per month, so long as you did not accrue any Temporary Torment for that month. For example, if you gain one point of Temporary Torment in January, but gain no points in February, you will lose one point at the beginning of March. If you gain no more points in March, you'll lose another at the beginning of April. This is meant to be a quality of life rule for Demon players, but because Torment is fundamentally different than, say, Paradox for Mages, we cannot be as generous as their system is. Torment is very easy to gain and very hard to lose for a reason. Note that you cannot lose Permanent Torment in this fashion; if you have 0 Temporary Torment at the end of a month in which you did not gain any Torment, you don't suddenly drop down to a lower point of Permanent Torment.
  3. Players will be allowed to make one journal entry per week describing their character performing a 'good deed.' During this entry, the player may make a conscience roll, difficulty their Permanent Torment Score +1. This reflects how characters become increasingly indifferent to acts of kindness and lose their sense of compassion with each point of Torment. You may not use Willpower for an automatic success on this roll. If successful, the player loses one point of Temporary Torment upon ST confirmation. Permanent Torment may not be lowered this way, and must be lowered by spending XP. This roll cannot botch, but if it fails, obviously, your Temporary Torment stays the same, and you may not make another attempt until the following week. NOTE: In order for a good deed to be considered a good deed, the deed must be truly selfless in nature. That means your character gains nothing from it, so no, forming a Pact and curing a terminal cancer patient does not count. Using Lore of Awakening to cure a total stranger, however, would. When you complete a journal entry with a good deed that you believe could lower your Temporary Torment, just poke me on Discord to approve it. Note that you can make these entries in the same month that you gained a point of Temporary Torment, but not in the same week. This method is the only way that you can lose more than one point of Temporary Torment in the same month.
  4. You cannot reach Torment 0 by spending XP. The lowest level you can reach by spending XP is Torment 1. If, however, someone ever does reach Torment 1 and wishes to try to reach Torment 0 and thereby seek forgiveness from the Heavenly Host, it might be possible some other way...
  5. If a character somehow reaches Torment 10 (and hasn't been killed by the other player characters for being an utter monster in the process), that player has two choices: Temporarily retire their character and maybe have that character escape hell again in the future, or attempt to become Earthbound. If the character successfully becomes Earthbound, well... let's just cross that bridge if we come to it.
  6. We are using the rules in the Player's Hand Book Errata for Torment in Evocations:
    Quote:When making an evocation roll, compare your successes to your Torment- if more of the successes rolled show numbers equal to or less than the character's Torment, the high-Torment effect occurs.

    Example: Magdiel wishes to use Decay on the body of a cancer patient. Magdiel's Stamina is 2 and her Medicine is 3, for a total of five dice, and her current Torment is 7. The difficulty for the roll is a standard 6. Adam gets three successes: 7, 9, and 9. He has more successes that are greater than his Torment, so the evocation works as planned. If he'd rolled 6, 6, and 8, however, the high-Torment effect would have occurred, decaying everything around the character.

    Botches cancel successes starting with the highest successes rolled. (pages 161 and 169)

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  The Starke Ledger
Posted by: Storyteller J - 11-09-2018, 01:27 PM - Forum: Starke Florida - Replies (1)

An Early Thanksgiving Miracle

An extraordinary event happened at Starke Regional Medical Center earlier today. Ada Hendricks, 14, suddenly sat up and asked for Coca-Cola after being declared legally braindead for more than eighty hours, following a tragic car accident while walking home from Bradford High School.

"I am not at liberty to break doctor-patient privilege, but in all my years as a physician, I have never seen anything like this," Dr. Mallory Conrad of the SRMC Intensive Care Unit said. "We were trying to convince her parents that it would be in their daughter's best interests to end life support. When we came back to her room, she was trying to speak through her respirator mask."

The National Institute of Health has already expressed interest in Hendricks' case.

"Our daughter is alive!" Ada's mother, Mrs. Melissa Hendricks said. "Praise the Lord. That's... that's all I can say. Today God gave me my daughter back."

Both her family and the medical staff at SRMC requested that the media respect Miss Hendricks' privacy, while more tests are being run to ensure her long term recovery. A lawyer representing the family said Miss Hendricks will speak to the media if and when she is feeling well enough to answer questions.

Ada Hendricks, 14 years old, was struck by a car driven by a man believed to be under the influence of narcotics Monday night. Liam Flannery is being held on $50,000 bond for driving under the influence, leaving the scene of an accident resulting in bodily harm, endangering the welfare of a minor, and possession of illegal narcotics.

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Posted by: Megan Jones - 10-28-2018, 02:28 AM - Forum: Discussion Forum - No Replies

I wanted to thank everyone for a great day of roleplay, yesterday.  I had a lot of fun while it lasted.

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  Interpretations of Book Rules
Posted by: YonatanHuber - 10-02-2018, 04:09 AM - Forum: House Rules - Replies (1)

These here are NOT house rules, they are interpretations of existing rules in the books, clarifications, finer points, etc.
I see a growing level of people mis-reading entries, which is to be understood with white wolf, so here I'll put Clarifications.

Resources Background:
The single most misunderstood stat around. People read it and miss the whole point of it. Most commonly they miss how RICH someone with Resources 4 is, which I believe comes from misunderstanding the difference between "money" and "resources". I shall endeavor to explain.

  1. As with any stat, 2 is the standard average. So a Resources 2 person is not poor, he is comfortably middle-class. He is in the 5th or 6th economic Decile.
  2. Understand that this is a relative term. Resources 2 is "average", so it would mean something entirely different in Kenya or in Florida. In US terms this means he owns a car and can afford it with little trouble, he has some health insurance, he may have some debt (as common in the US as the common cold), but nothing crushing, he can easily pay rent, utilities, bills, but not much is left after that. The occasional dinner out is fine, but he mostly eat in-doors home cooked. He can afford to invite friends over, but nothing lavish. He is, in the middle of it. And despite what CNN says, this is not half bad as it sounds. As the economy grows, so does his personal economy. With 70% home-ownership rate in the US, he probably owns his own home, unless he lives somewhere very expensive (NYC, LA, Boston, etc.). In Strake he most definitely owns at least a big apartment, if not a small home with a little yard.
  3. Again, the book is very very explicit: "Resources 1: "Slightly ahead of the game: You’ve got a small apartment and perhaps a cheap vehicle. By local standards, a working-class income." So even with Resources 1 you probably own your own 2-rooms apartment AND a car.
  4. Like all stats, this is an exponential up-curve. Resources 3 is more than double as rich as resources 2.
  5. Resources 4 is rich. It's not insanely, Forbes-magazine level, rich, but it is above middle class. From the book: "You own a large house, some property, and at least two vehicles, as well as notable levels of savings and investments. By local standards, you’re a millionaire.
    Now here's where I see the most confusion, so quick tour to economic terms: Being a millionaire does not mean having assets totaling a million dollar. Being a millionaire means being able to liquidate at least several millions of dollars, without dropping bellow middle class. That means that in addition to owning your own large house, several cars, maybe a time sharing condo or two, you ALSO own a revenue-generating assets: several rented apartments/houses, stakes in a big company, maybe even an international business. You are comfortably within the top 2 deciles of the economy, and despite everything, in the US this is still A LOT.
  6. Money gets very large very fast at the top, and the pie gets very big and the stage very crowd. By the time you hit Resources 5 you belong in the unjustly notorious "1%". In the US this means you are part of the "Capitalist Class" which means, in non-economists term, your total assets, if liquidated, can sustain a middle-class level of living, to your entire household, for the rest of your life. Think a minute how much money that is. Now think about it: yes, there are 5 more levels of resources.

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  Monday Morning News Article
Posted by: Amanda - 10-01-2018, 03:30 AM - Forum: Starke Florida - No Replies

Mysterious String of Disappearances Lead to Police Investigation
By: Izabelle Kendall

On the Evening of September 29th, 2018 roughly a dozen students disappeared from a series of clubs in Jacksonville Florida. Students from Jacksonville University and The University of North Florida disappeared late into the night. Friends of these students have insisted they were all outstanding students who wouldn't wish to run away. The dozen missing person cases has lead to a call to action by both universities and by local parents. The police investigations are being lead by Detective Maxwell Clemons of the Jacksonville Police Department. A hotline has been opened at 1-800-###-#### for any information about these missing students. A reward of up to $1,000 will be awarded to any information that leads to them being found.

(Below are a list of Names and pictures of the 12 missing students)

Bertha Watt, Korey Holcomb, Chandler Eaton, Ira Peterson, Hamzah Amos, Tolga Pollard, Mairead Conner, Tiegan Whitehouse, Leigh Villanueva, Iosif Macleod, Eben Dunkley, Hallie Bates

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  Quick Question
Posted by: YonatanHuber - 09-22-2018, 10:52 AM - Forum: House Rules - Replies (16)

This is here for you to small questions (those that can be answered in a line or two)
Every week I will gather them all into a Q&A page.

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  Changeling Mechanics
Posted by: YonatanHuber - 08-25-2018, 04:26 AM - Forum: House Rules - Replies (1)

Here follow our FINAL and ABSOLUTE ruling regarding changeling-specific mechanics. If you wish to challenge the ruling do so in a polite reasoned manner and prepare for a debate with someone who's been playing Changeling for around 15 years. I am open for *debate*.

Some of these change or even contradict the books. TBS, when you make an argument, a book+page reference is great. I own almost all of them, so don't worry quoting an obscure ruling.


Banality is a measurement of how far from the rule-less wyld and spontaneous world of Arcadia one is. The rigidity of everyday existence in the Autumn world (read: earth) bares on the soul, slowly erasing the Glamour of creation, vitality and spontaneity that is the human dream. The more rigid, repetitive, banal, boring, and lacklustre your life is the greater your banality is. Low banality isn't about innocence, one can be very innocent and lack the spark of dreams. Banality is how wild, creative, spontaneous, lawless, rule-breaking, aspirational, dreaming you soul is. You soul, your inner life, not your outside world. So a computer programmer with tedious and banal lives who spends his weekends Fantasy role-playing and in video-game arcades has a lower banality than a dried-out 'artist' who works in repetitive crafts that has lost his inspiration in life.
Fae carry a piece of the dreaming with them. Their soul is quite literally made of glamour, they are in the deepest sense a physical part of the dreaming itself more then simply inhabitants of the dreaming. That's why they suffer from exposure to Banality (the anti-thesis of the dreaming) and that's also why when they outnumber others, they sort of bring a bit of it to where they are. Whenever you're in a scene with majority Fae, expect Wyld things to happen. Fae are creatures of the Wyld as much as Vampires are creatures of the Wyrm.
However, Changeling have to keep some banality, or they risk loosing themselves in the wyld of their own soul, a state called "Bedlam". Changeling need a balance. Too much Glamour and they find it hard to live everyday lives, too much banality and they risk loosing their Fae self to the mists. As changeling gain banality, their Fae self matures and ages, regardless of their physical age.

  1. Every character on site has a Banality rating. When you enter a scene you roll your Glamour against a difficulty equal the average banality of all participating characters (PCs and NPCs). If you fail, your character feels banality in some subtle ways - nausea, confusing, shivers, discomfort, a tendency to detach and a desire to leave. This is a purely role-play effect, not a mechanics effect, but we expect you to role-play it. Failing to role-playing it means your changeling "braves through it" and tolerates that banality, resulting in 1 temporary banality point. If that brings him to 10 temporary banality points, he will gain one dot of banality after the scene. Botching this role immediately results in 1 temporary banality point (2 if you fail to role-play the effects of failure) and if it brings her to 10 temp. banality, she immediately gains a dot of Banality and experiences some visible and notable sense of loss, lack of drive and passion and physical or emotional pain. This may result in some difficulty increases or dice loss at ST discretion.
  2. Every non-Fae character on site has his banality rating set by the STs. Objections should be submitted politely and respectfully, with detailed arguments, to the Head ST (currently: Yonatan.Huber) for arbitration. You may be asked to present your case to all STs for a consultation. Final judgement is, however, always reserved to the site owner (Glyff), who has absolute veto power (read: dictator of the Roman republic).
  3. Whenever a character or NPC with banality 8+ first enters the scene or encountered in-character, you roll your glamour against diff 8. Follow the results described above (1).
  4. Temporary banality dissipates at a rate of 1 per week if and only if you haven't gained any point of banality this week. On some occasions STs may award (read: Do not ask for it) good role-play with a loss of temporary banality. Good role-play is all about accurately and loyally depicting your character's Kith, legacies and stats. This isn't about being a good person, it's about being a good role-player.
Average Banality Ratings:

Being                                                                      Rating
Children                                                                   3-5
Wraiths and Demons                                                 4
Drunks and "fools"                                                     4-5
Lunatics, Artists and eccentric people                           4-5
Tradition Mages (Dependant on Essence)                     5-7
Mummies (Dependant on dynasty)                               5-8
Malkavian, Toreador or Tremere Vampires                    5-6
Adult Humans                                                            6-7
Werewolves                                                               4-6
Wyrm Creatures                                                         7-8
Hunters                                                                     7-10
Other Vampires                                                          8-9
Technocracy Mages                                                    8-10

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  A mysterious letter
Posted by: Glyff - 08-23-2018, 01:06 PM - Forum: Starke Florida - No Replies

Madeline, William, and Trish all receive the same letter.  It just appears before them suddenly the night before.  Like the flash ran in and left it.

"Ogram Surplus.  6:50pm tomorrow night.  There is a young woman in danger, and she is in need of your help.  If you have an open mind, and want to save one who cannot save herself, come to this place at the noted time.  Bring an open mind"

It is not signed with anything save a specific marking.  One some of you would know.  An Ankh.

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  Mage Mechanics
Posted by: YonatanHuber - 08-22-2018, 03:37 PM - Forum: House Rules - Replies (9)

Here follow our FINAL and ABSOLUTE ruling regarding mage-specific mechanics. If you wish to challenge the ruling do so in a polite reasoned manner and prepare for a debate with someone who's been playing Mage for literally all of its 20 years of existence. I am open for *debate*.
Some of these change or even contradict the books. TBS, when you make an argument, a book+page reference is great. I own almost all of them, so don't worry quoting an obscure ruling.

1. Nodes:
"Magick is not dying, it's fractured. Like earth's geothermal energy, the prime energy that flows through the Gaian Astral Umbra seeks week points to erupt at. And with humans digging dip into the crust, and proliferating all over, nodes became weaker, but more common. The magickal core of Gaia isn't cooling, like some folks are claiming, it is stretching. So many humans, so many emotions, dreams, memories, places of power. The old masters still envision the substance of creation like magma, when now it has become much more like water. Everywhere, quiet, bubbling." - Adam Levy, Celestial Chorus primal theorist.
A node produces 2 points of Quintessence a week for every dot of background. The node background can represent your own personal node, or a guaranteed access to a bigger node, through a mentor or a chantry membership.
When weekly XP gain happens, for every dot of Quintessence unused the node accumulates 0.5 dot of Tass - the physical concentration of Quintessence. That Tass is good for 8 weeks before expiring. Therefore a node can accumulate a maximum of 8 points of Tass per dot in background.
To draw Quint from a Node (up to your Avatar rating), you only need Prime 1, no meditation roll or any roll whatsoever (same thing to draw Quint from free Tass or a periapt).
To turn natural Tass or Quint into free Tass, you need Prime 3 and a roll (base diff 6) with a number of success that equals the rating of the node (for one week production). A botch destroys the production of one week. A fail increases diff by 1. Conversion of Quint into Tass with Prime 3 is 2x as efficient as natural Tass conversion. Therefore, a Node 1 produces 1 natural Tass per week, but you can generate 2 free Tass per week with Prime 3.
You also need Prime 3 to pull Quint out of a Mage (above their Avatar rating), energize a Wonder or recharge a periapt.

2. Magi Sight:
"It goes by many names. Magi sight, true sight, second sight, true sight. It is all the same. The willworker's awakening to the true nature of reality allows it to perceive the hidden truths and identities of things around him." - 1nSani7, Virtual Adept Historian of Magick

With a successful Arête roll against a difficulty of 4, mages with the proper spheres can perceive other supernaturals. this is no more than a "this guy is wierd" sense, which requires either Occult (diff 8, 5 successes required) to gain a superficial knowledge or the appropriate Lore to have some understanding. As the name implies this effect works in line of sight.

  1. If you add Matter 1, it works through walls.
  2. If you add Correspondence 1 it can work in 360 degrees.
  3. If you add Correspondence 2+ it can work as clairvoyance.
The following is a list of magi sights:
  • Life 1 - perceive life signals. Life signal varies according to the living being and it's health condition. No differences between mundane and supernaturals.
  • Life 1/Entropy 1 - The mage can see a mummy is a "resurrected creature". No further details.
  • Life 1/Entropy 1 - The mage can see "the blessed/cursed":
We all have good days and bad days. We all know when it rains it pours, and we all have some moments in which all lights turn green all of a sudden. This is just the way our reality works, and that is even true for empty space. Quantum Mechanics state that at a given empty volume of space there is always a chance of particle popping into and out of existence. This is how I see "blessed/cursed mortals" thingy. You have a bunch in every crowd. The human subconscious is magick, and it can spontaneously create such blessings. As well as strong emotions. When someone is REALLY mad at you, he might curse you by mistake. Hunters appear like any other blessed mortal under this effect.
  • Life 1/Matter 1 - The mage can see the vampire in front of them is "undead". Beyond that, they get no knowledge without occult/lore.
  • Life 1/Mind 1 - The mage can see a Changeling Fae mien.
  • Life 1/Prime 1 - The mage can see other mages' Avatar (and relative strength of), and perceive free quintessence and Tass.
  • Life 1/Prime 1 - The mage can see "lesser magic". People with True Faith, Numina, Sorcerers, the Roma people and Hunters. All of these appear *exactly* the same without *specialized* knowledge (read: Occult 4+, 2 successes needed at diff 7). Demons also register as "lesser magicians".
  • Life 1/Spirit 1 - The mage can see Shape-changers' spiritual nature and can perceive Reborn as having "a reforged soul". Demons register as "having two souls". A mage can also see possessing spirits and Wraiths. And with 2 successes can see the penumbra.
  • Life 1/Entropy 1/Spirit 1 -  Upon succeeding in Int+Occult (diff 8, 5 successes required) or if possesing Lore: Reborn 1, a Mage can see a Reborn for what he is. Otherwise he is simply a "person who was resurrected with a reforged soul"
  • Life 1/Entropy 1/Prime 1 - If he had specialized training (Read: ST approval), upon succeeding in Int+Occult (diff 8, 5 successes required) the Mage can recognizes a "Blessed being with lesser magic" as a Hunter.
  • Life 1/Prime 1/Spirit 1 - If he had specialized training (Read: ST approval), upon succeeding in Int+Occult (diff 8, 5 successes required) the Mage can recognizes a "lesser magician with two souls" as a Demon.
Number of spheres tha can be used simultaneously for one Mage Sight roll: Your Mage has to have an idea of what they're looking for to use Mage Sight properly. So you can never cast more that 4 Spheres at a time on a Mage Sight roll and you must state what you're looking for. If you guessed wrong, just try again with different spheres.

3. Avatar and Carrying Quintessence:
  • You can spend or absorb up to [Avatar] quintessence points a turn.
  • You can hold up to [Avatar] Quintessence as "personal", these points can never be lost or taken, only spent. Every Quintessence you hold above that is "free" quintessence and may be stolen by Prime magick.
  • With Prime 1, you may drain Quintessence from a node up to your personal limit.
  • Prime 1 is also used to use Tass and regain the quintessence from it up to your personal limit.
  • Prime 3 is used to draw Quint from a Node aove your Avatar rating, recharge a periapt, use Quint from your pool or free Tass to energize e ritual, or to draw Quint from another Mage above their personal limit.
  • Prime 5 is used to drain Quintessence from reality itself, this is always Vulgar magick, with witnesses outside someone's sanctum.
  • If you ever hold "free" (above [avatar] points of quintessence, you trigger automatic Awareness rolls for every mage with Prime 1.
  • If you ever hold [Avatar]*2 points of quintessence (personal+free), any mage with Prime 1 can automatically see it.
  • Whenever 4 or more points of Quintessence is used in the same turn (even by multiple mages), reality starts to react. Lights flicker, sudden breezes flow, even in buildings, temperatures fluctuate, strange sounds or smells come and go. Those with Awareness, Primal Urge, Kenning, Second Sight or other supernatural-perceiving powers may *sense* this happening, but can't see it like a mage with Prime 1.
  • Whenever 10 points of quintessence or more are used in the same *effect* (even when building up across turns), the effect is always Vulgar, and becomes visible to everyone, even mundane mortals. These effects rip at the fabric of reality, and side effects are always rife. Lights flow around, fire or ice spontaneously form, doors burst open, glass shatter, time seems to slow-down or fast-up or still-move (like a movie with a low FPS), colours mix and burst around, noises and smells come and go. Reality is being stirred. Anyone, mundane or not, within [Quintessence-used] meters (~3.2ft) sees and feels these effects, is considered a witness. As more and more quintessence flows into the effect, the range of effects widen.

4. Quintessence and Paradox "wheel":
"A Mage carries the powers of creation, and reality doesn't always like it. Like a grumpy old man, the Tellurium refuses to give in to these reckless children running around messing up its front lawn. That which we call the paradox, is merely the Tellirium's desperate attempt to stop us from reweaving its vast fabric. It is the punishment for breaking the rules. And like irresponsible juveniles, the main punishment is curfew. Quintessence pours into the top of the soul vessel, paradox bubbles up its bottom. And when they meet, the punisher takes away your privileges.
  • Paradox- and the Paradox/Quintessence wheel- works as stated in the Mage20 rule book.
  • Every point of Paradox reduces the size of the soul vessel by one. So the aforementioned mage with 2 points of paradox has only 10 free places in his soul vessel.
  • If by gaining paradox your soul vessel becomes too small, you loose excess quintessence It simply dissipates into reality. When this happen, for every 2 points of quintessence lost this way, you then *after loosing the quintessence* loose one point of paradox. For every two points of paradox bled this way, you also gain 1 unsoakable bashing point of damage.
  • As we are playing a Living Campaign cross-splat, one that works at a 1:1 ratio with real time, Paradox now bleeds off at a rate of 1 automatic point of Paradox per day, so as to not limit Mages from playing in as many scenes as other splats. A Mage with a Node and Prime 1 may choose to bleed off 1 extra Paradox with a Int+Meditation roll at diff 8, requiring 3+ successes. Do note that this is a house rule and is therefore subject to change due to balancing.
5. Arete:
Arete is a strange fluid concept. Different mages describe it differently. But when you get down to it and drill away the fanfare, Arete is above all a sense of rebellion against established consensus. The higher your Arete, the more deeply, *emotionally*, whole-hearteningly you can see how frivolous, arbitrary and moldable reality really is. In a sense, this is the same feeling teenagers feel against the rules established by their parents and teachers, revolutionists against entranced powers, reformers against established norms and structures. Arete is a fickle concept, and increasing it is a personal, narrative, volatile and highly erratic process.
Mechanically, when you think your character is ready to raise her level of understanding, you spend XP *in advance* (yes, this isn't fair. earth-shattering, reality-moulding, reason-defying powers are hard and expensive.), and then contact a Storyteller. You coordinate the process with them. This may include journals, posts, socializing, etc, but always ends with a personal scene of seeking. Seeking is the intimate discussion of the mage's soul with itself, in its end he has gained new insight into the nature of existence and their place in it.

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  Getting Started.
Posted by: Glyff - 08-08-2018, 06:34 AM - Forum: New player Information - No Replies

Looking to play?  Well here's what to do.

FIRST, read the Code of Conduct.

Second, read up on the setting, Here, if you like the setting, think of a concept for us.

Use the Character Creation rules to create and submit a character using This form

Once your character is submitted an ST will contact you to iron out details and correct any mistakes.

Make sure to read House Rules regarding your character type.

Once your character is accepted you will be allowed to join the game.  Have fun!

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