| Welcome to The Rpg Haven. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Variant Rules to be used | |
|---|---|
| Tweet Topic Started: Jan 19 2011, 02:59 PM (244 Views) | |
| Machaeus | Jan 19 2011, 02:59 PM Post #1 |
|
Three-Star General
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
These will be in use during the upcoming game (assuming everything goes well). Purchasing Health and Damage For 2 Merit dots at character creation, you can purchase a new box of Health. You may do the same later on with Experience by spending 5 XP times your Health – (4 + Stamina). So if you have base Health (5 + Stamina), it costs 5 XP for 1 new box. If you have Health of 9 or more, you qualify for Quick Healer, as though you had Stamina 4. Also, if you remember the base rules, Aggravated damage takes 8 days to heal, or 4 with Quick Healer. This changes; in 6 or 3 days, respectively, it downgrades to Lethal, meaning it can be healed by lesser magic. Attack and Damage Rolls You now roll Attack (Dex + Weapon Skill - Defense, if applicable) and then Damage (damage Attribute + weapon rating). Any successes beyond the first in Attack are added as dice of Damage. You also automatically deal 1 damage on a successful attack. Magic-Based “Power Stat” All characters start with a Gnosis of 0. Unlike the original Gnosis (in Mage: the Awakening), you have a maximum of 10 or twice your Occult dots, whichever is lower. You may exchange 3 Merit dots for 1 dot of Gnosis, or 6 for 2, at character creation, but you MUST have Occult 1 or higher to do so. It otherwise functions like typical Mage Gnosis, including XP costs and ability to increase stats later on. EDIT: I realized you don't have a way to get actual Arcana with this method, so you just spend 1 Merit dot per Arcanum dot. Paradox In Depth Paradox is based somewhat on Old WoD (Mage: the Ascension), in which you accumulate points of Paradox. This is similar to accumulating points of Mana, but inversed and overlapping – thus, if you have Gnosis 2, your Mana can go to 11 – your current Paradox. Thankfully, Paradox heals at a rate equal to your lethal wounds; 2 days for 1 point, or 1 day if you have Quick Healer. If you ever reach enough Paradox that you have no room for Mana, you take 5 dice of Aggravated damage as the Paradox energies tear themselves free of you. You then lose 1 point of Paradox. If you gain another point in the same scene, you take 10 dice of Aggravated damage and lose 1 point of Paradox. If you gain another, you take 15 dice of Aggravated damage, and so on; your luck will run out eventually. Whenever you invoke a Paradox, you gain 1 point of Paradox per success on the Paradox roll. You then subtract 1 from the successes and determine the effects of the Paradox. If you only roll 1 success, you're in luck; you just have to deal with screwing up your Pattern. If you roll 6 successes, you're going to be hurting. Badly. You may also spend 3 points of Mana to burn away 1 point of Paradox. Doing so inflicts a chance die of Aggravated damage; a dramatic failure counts as a failure in this instance. Morality You now have Morality Points on top of your Morality. As per normal, you have 7 Morality at character creation (-1 per 5 XP you want, to a minimum of 5 Morality), but instead of losing Morality straight-up when failing a Morality roll, you lose Morality Points. You start at half your Morality in Morality Points, and if you ever go below 0 Morality Points, you lose 1 Morality, make a Degeneration roll, and gain Morality Points equal to your new Morality. You gain Morality Points when you would gain Morality through your actions; gaining a Morality Point when you have Morality Points equal to your Morality increases your Morality by 1, solves any derangement at that level, and drops you to 0 Morality Points. Experience adds 1 Morality as per normal; Morality Points don't change when gaining Morality in this way. Diabolism You can do certain types of “magic” even without Gnosis. This requires making a Faustian pact, with a literal demon. You may, at character creation, have such a pact in play already; you are considered to have 1 less Morality as a result (with no XP gain for the loss, and your minimum is still 5). This gives you an effective Gnosis of 5, and you gain 4 dots of Spheres. You may deepen the pact at any time by invoking the name of your demon master aloud (for the demon is your master now), and asking for more power; this drops your Morality by 1 and gives you 2 dots of Spheres (remember, the 5th dot costs 2 when not spending XP). In addition, this drops your maximum Morality; every time you ask for power, cross out the top Morality on your character sheet, because you'll never need it again. If you ever drop in Morality and have more Morality Points than Morality, you lose those extra Morality Points. If you drop to 0 Morality, the demon comes at the most convenient opportunity (for the demon) and drags you, and your soul, to another world, probably Hell. Or, it might let you continue to cause havoc, if it so desires; either way, you lose control of the character as normal. More on Demons Demons are the only known spirits (other than ghosts) in the World of Darkness. If there are angels too, they're hard to reach in a world gone sour. Demons, however, are all too willing to make a bargain with mortals. No one knows why they want souls; no one knows why they give power; no one knows where the power comes from, or what it's like where the demons truly come from. All that is known is that they can give you what you want, and all they require is your prostration before them, your obedience. Your soul will, of its own volition, walk right into its tender, loving graces soon enough, and they seem to be immortal, so they can wait. Demons and ghosts are terrible mixes, at least for the ghost in question; a demon can devour a ghost and drag it back to its home if the ghost fails a Resistance roll. If the ghost succeeds, it can't be devoured by that demon again, but it loses 1 Resistance. If it succeeds a Resistance roll and drops to 0, it passes on. Demons have ranks from 1 to 10. A Rank 1 demon has little power (compared to demons; use a human template with at least +25 XP per rank and 2 Gnosis for quick and dirty demons). They can spend 2 Willpower points per turn, one on an active action and one on a passive action (for instance, they could gain +3 to attack and +2 to Defense). A killed demon of rank 4 or lower dissipates in a burst of flame, dealing 3 dice of Bashing damage to anyone within 1 yard. A rank 5 or higher demon has a burst radius equal to rank – 4 yards. Note that demons are spirits, and so are affected by the Spirit Arcana, and thus are a mage's familiar if they have one. Demons can also be summoned as combat minions, though they are fairly loathe to be used as such. Such a spell costs 3 Mana, requires Spirit 3, and requires a roll of Resolve + Occult + Spirit (or Gnosis + Spirit if the rote isn't learned) at a penalty of the demon's rank times 2. Mitigate this penalty if a summoning circle is drawn beforehand, a process which takes 30 minutes. A single circle only works once and is destroyed (though this does not destroy anything it was drawn on). What About the Shadow World? A WoD veteran may wonder where the Shadow World fits in; if there's no spirits, what is it, if it even exists? Well, it does, for one, and it's a world just like ours – except empty of people (not counting any visitors). For every object, another object like it exists, in the exact same parameters. Anyone who sees a car speed by without a driver may well be in Shadow. All instances of Space magic (not Spirit!) can open up a way in, whether it's one-way or not. Those who find themselves within this world can figure out (after 1 hour of interaction and a roll of Intelligence + Occult – 5) that this world has its own laws, dependent upon the mind; those with Gnosis 1 and Space 1 know this already, and can share this information. You can, with Gnosis 1 and Space 1 (or by making a Resolve + Wits – 5 roll) adapt things to your advantage, such as walking up walls, folding space to move twice speed, or manifesting a ball of flame; basically, if you can do it with 2 dots of any Arcana, you can do it. If you have dots in an Arcana, you are treated as 2 dots higher (or 1 dot higher if you're 4 or more dots in the Arcana). Finally, and most importantly, magic doesn't invoke Paradox here – except in the most egregious of examples. Treat all Paradox rolls as having a -5 penalty in the Shadow World. Demons also have 1 extra dot of Gnosis here, up to 11 (yes, demons in Shadow can go beyond any mortal limits). Treat this as Gnosis 10, but all Attributes and Skills are 11 maximum, and their maximum in their 1st Arcana is 11. They also gain a +1 bonus to all Attributes, all Skills they have dots in, and all Arcana they have dots in. Edited by Machaeus, Jan 19 2011, 10:56 PM.
|
Tentacle Grape Soda. I'm serious.
| |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · New Ed. · Next Topic » |





![]](http://z1.ifrm.com/static/1/pip_r.png)




9:14 AM Jul 11