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Mage: the Awakening: Twenty-Five Lighters
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===House Rules=== * I'm using the "To the Limit" rule from '''Tome of the Mysteries''' p.168-169, which allows mages to cast an improvised spell of one dot higher ranking than normal, if the mage has at least one dot in all of the Arcana necessary to complete the spell. Base casting pool will always be Gnosis + Arcanum, but the mage must spend one Willpower point in order to complete the casting. Also, the spell is automatically vulgar, and three additional dice will be added to the Paradox roll (which can still be reduced as normal by using magical tools or spending Mana). The Duration of any Paradox manifestations will be applied as normal. * When using a rote, the Base Paradox Dice Pool as detailed on p.123 of the corebook is reduced by an additional die. So, a mage with Gnosis 3 or 4 will normally not roll for Paradox when casting by rote, while a mage with Gnosis 7 or 8 will have a base Paradox pool of 2 dice in a similar situation. Paradox dice can still be increased by making subsequent castings within the same scene, being in the presence of Sleeper witnesses, etc. * Havoc and Branding will be the most common results of Paradox. Bedlam, Anomalies and Manifestations will appear only with Paradox die rolls of 4+ successes, but the kind of result and its nature is totally given over to the whim of the GM. * When attempting to contain Paradox within his own body in a backlash, the character must roll Willpower. Successes on the roll allow the mage to absorb points of Paradox bashing damage on a one-to-one basis. Failure on the roll invokes a Havoc Paradox. * Human sacrifice gains a number of Mana points up to the victim's Wisdom/Morality rather than Health. * Additional rotes, new Arcana ratings and increased Gnosis can be purchased only with Arcane XP. * Special Skill note:<br/> ** The Occult skill functions on two levels. The first level measures general Sleeper occult lore, including stage magic, non-Awakened sorcery, and general Sleeper mysticism. The second covers rudimentary knowledge regarding other supernatural creatures. To gain more detailed knowledge regarding supernatural creatures, the character must already have a Specialty in that creature, or perform research and investigation during play to gain it. * After the game starts, XP cost for acquiring new rotes will be one point per dot. * Spell Tolerance = Stamina + 2, as opposed to Stamina + 1. Enchanted or imbued items carried by a mage will not count toward his Spell Tolerance limit. * The "Arcana Mastery" chart on p.76 of the corebook will be ignored. * PCs effectively possess two dots of Consilium Status and two dots of Order Status, with all the benefits and drawbacks thereof. * The PC cabal controls a level 4 Hallow and Sanctum pool of 6 dots, with a Library rated at 4 dots. * Hallows generate their level in Tass and twice their level in Mana each day--i.e., a level 4 Hallow generates 8 points of Mana in addition to 4 points of Tass. However, Mana from a Hallow cannot be transferred directly to a Mage without the use of Prime 3 (thus, oblations will not replenish Mana unless the character has learned a Legacy) except by consuming the Tass itself in some fashion. * [http://worldofdarkness.wikia.com/wiki/Errata_(MtAw) Unofficial Mage Errata]
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