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- Average Magic DC:
- -3+Highest Sphere used
- Number of Witnesses:
- 1-10 +1
- 10-99 +2
- 100+ +4
- -DC can't be lower then 3
- -Up to Avatar in Quintessance can be spent at once.
- Successes: [This is mostly bullshitted]
- 1: Simple effects such as enhanced senses, cantrips, etc
- 2: Most self-targetting effects with a duration of one scene or less, most average effects
- 3: More difficult feats such as flying, summoning spirits, etc
- 4+: Still stronger effects such as total mental domination
- Umbra Rules:
- DC 3 one success at a Node
- DC 5 two success deep wilderness
- DC 6 two successes countryside
- DC 8 three successes urban area
- Summoning Spirits
- -DC is set by the Umbra rules
- -Successes is set by the power of the spirit not by the area
- -Area rules however set minimum successes
- Manipulate Minds: DC is Willpower
- -2 successes for simple command or modification
- -3 for total control for 1 turn
- -4 for total control for 1 scene
- Damaging Spells Success Chart:
- 1: 2d10
- 2: 4d10
- 3: 6d10
- 4: 8d10
- 5: 10d10
- Forces is usually Aggravated and deals +1 DMG
- Prime deals Aggravated
- Most other magic is Lethal
- Mid-ranks of Mind can deal Bashing
- Healing requires Life and uses the same chart [Life 2 can heal lethal on self, Life 3 can heal aggravated on self and lethal on others]
- Time-Scrying Past:
- 1: See 95%+ accurate view of any event in past century
- 2: See 95%+ accurate view of any event in the past thousand years.
- 3: See 95%+ accurate view of any event in recorded history
- 4+: See 95%+ accurate view of any event NOT recorded in history, either because it happened in prehistory or because it happened in a 'mythic' time period.
- Time-Scrying Future:
- -The more successes the more plot hints I give
- Teleportation:
- 1: Direct Perception/Strong Connection
- 2: Extended Perception/Moderate Connection
- 3: Very extended perception/weak connection
- 4+: No perception or connection
- *In Contra's sense connection refers to its being connected to a mechanical/computer system he can link to, in Felix's it refers to the principle of sympathy.
- Counter-Magic:
- -You can roll your Arete score as a Dodge roll to counter a spell used on you. This takes your next action just like Dodging would. To do so you must know all the Spheres involved in the Effect [or have Prime 3]
- Attribute Buff:
- -+1 for every success past first [or every one if for just one turn]
- Ability Buff:
- -+2 for every success past first [or every one if for just one turn]
- Gaining Quintessance at a Node:
- -Perception+Meditation points per day, usually in one sitting [usually meditation, prayer, or study]
- -Node has Rating x10 per week to absorb across all Mages.
- Paradox:
- -No sleeper witnesses, or if Coincidental: 0 Paradox
- -If sleeper witnesses: Highest sphere used in Paradox
- -If a botch [0 successes and a 1 is rolled] 2+[2x Highest Sphere]
- Paradox Pool: [Specific per PC in GM notes]
- 0-10: Minor hallucinations, bashing damage, etc
- 11-20: Lethal damage, Quiet, Paradox Spirits, etc
- 21+: Aggravated damage, Paradox realms, etc
- Ability DCs:
- Very Easy: 1 successes
- Easy: 2 successes
- Moderate: 3 successes
- Hard: 4 successes
- Very Hard: 5 successes
- Combat Rules:
- -All characters roll initiative [1d10+DEX+WIT]
- -On a turn a character acts, rolling an Effect, a dice pool to attack [or preemtively Dodge], etc, sometimes multiple of these.
- -If attack, DEX+Weapon Skill is rolled. Every success after the first success is added to damage [EG if you roll 3d10 and get 3 successes, you add +2 dice to your damage roll]
- -Roll damage, which is Weapon Damage[+STR if melee, bow, or thrown weapon]+rollover from attack. Every success deals a wound.
- -Enemy can give up their action to Dodge, lowering the damage.
- -Enemy rolls Soak if possible, lowering the damage
- -Next character acts
- Note: I will allow Effect rolls the same turn as attack/dodge/action rolls, as long as the Effect is something you could do while fighting, and is somewhat linked to what you're doing that turn. No damaging, healing, or large-scale utility effects on the same turn as an attack.
- EG: I would permit a PC to cast a Life 2 effect to let him soak lethal [or deal lethal] and then roll an attack, in the same turn. I would allow a PC to haste themselves with Time 3, then attack twice. I wouldn't let a PC shoot lightning and shoot his machine gun, or fully regenerate himself and attack.
- Combat Manuevers:
- -Performing a special action [such as disarming, tripping, pushing back, etc] adds to the DC of the attack roll [EG: Instead of 6 it becomes 7, 8, or 9 generally]
- -This generally has the desired effect, or if it inconveniences the enemy [such as by tripping or blinding] either adds to the DC for enemy attacks, or lowers the DC for attacks against him, usually be 1-2 either way.
- Weapon Damage:
- Knifes, Minor Weapons: 1 DMG
- Swords, Bows, Etc: 2 DMG
- Large Melee Weapons: 3 DMG
- Pistol: 4 DMG
- Shotguns/Rifles: 8 DMG
- Machine Gun: 7 DMG+Spray
- Spray:
- -+3d10 [-1d10 per target] to hit many enemies.
- -After a 'Spray' must take one turn reloading the gun to fire it again.
- 2 XP per Session
- Can only be spent in downtime
- Must buy one rank at a time
- New Ability: 03
- New Sphere: 10
- Willpower: Next Rating
- Ability: Next Rating x2
- Attribute: Next Rating x4
- Improve Sphere: Next Rating x7
- Improve Arete: Next Rating x8
- Background: Next Rating x3
- Example:
- Sphere from 0-3 would take
- 10 XP to buy Rank 1
- 14 XP to buy Rank 2
- 21 XP to buy Rank 3
- 45 XP total
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