HouseRules and HouseRule negotiations
Here we shall address the optional rules presented in "How do You DO That?" book, and a few other topics. I am skimming the book right now for things that catch my eye. Please ask about specific situations here or in PMs.
1)A bit of Spirit? (page 16): No.
2) Yes some effects can be made permament, this will always requires lots of successes, and sometimes this will require Quintessence to be spent.
3) I do require the optional rules for Life effects on Fera to include Spirit as well (except basic healing of all damage types) if the effect directly alters the creature on a Pattern level. For example, this would not be required for a disease you created to infect a Fera, but would be to transform a Garou into a frog. Otherwise they can just change back quickly. I am requiring the Spirit to essentially help lock in the changes for a period of time.
4) Similarly, I am using the standby of needing Life and Matter to affect a true Cainite on a similar Pattern level. Some magic affecting purely Vitae (ie magical vampire blood) might skip this, but will likely require Prime. I will try to be lenient on this, but Cainites are notoriously static in a number of ways. Rules 3 and 4 supersede anything in the books about requiring spheres to materially affect Vampires and Fera when appropriate.
5) Any results of excessive shapechanging and gender switching on the psyche for PC's only is a pure reflection of roleplaying and a willingness to accept new flaws and/or buy merits. I reserve the right to judge how this affects NPCs based on the nature of the effect and mentality of the NPC at the time. Suggestions are always welcome.
6) Permanent Modifications, page 22 suggests paying one half the xp to get better Attributes. I am completely replacing this rule with something I forget the source of. When you permanently raise any attribute via pure magic, this is fine and logical by how the magic works. However you still need to pay it off with experience, but you also continue to grow past this. So one half of all experience you earn after the magic is done goes towards paying off your new experience debt, until the effect is fully paid for. You are also welcome to channel more of the exp into the debt if you want to, but at least half must go towards it. This applies equally to physical, social and mental attributes.
7) Anywhere in the book that says something like "to control with psychic power, add Mind X." or whatever is silly and utterly redundant. Your casting these effects via Arete, Spheres and Paradigm and Foci is inherently psychic anyway. Your will goes into the spell no matter how you look at it. ignore all of these suggestions or requirements.
8) Dude, Do You Even Know What You're Doing? page 28 is a collection of suggestions and guidelines, not hardrules. I will enforce or ignore this at my whim.
9) Locked Quirks of Physics page 31 is not required most of the time. If you want to alter the gravity of an object or person while they run off to parts unknown and still have the affect stick, then all you need is the spheres for the basic effect.
10) Corresponding with stuff like number 8 above, requiring basic skills and knowledge to even do certain effects you have the spheres for is not always required. this is very often a judgement call for me. Player input is definitely respected here. However, it is always helpful to have the skills for it anyways, since you can roll the skill to help you with the casting of the effect. In fact, your skills might provide new ways to use spheres not previously considered if we can find them.
11) Under Conjuring Sunlight on pages 32 and 33, it mentions stuff about a Storyteller option allowing a scientific approach to produce real sunlight. and a method for a spiritual mage via Spirit 5. I am allowing both groups to use both effects, as always, paradigm applies.
12) The entire Psychic and Spiritual Elementalism section page 35-37 is essentially bunk. The flavor is already built in to existing effects. your mental energy to create things is essentially prime at work, sometimes spirit in odd examples. Forces is enough to manipulate the path of flames. etc
13) Summoning Elemental Entities page 36 is a suggestion and a way to make it easier, but not required.
14) Harvesting Quintessence Through Sacrifice page 49 works. However usually best reserved for true emergencies.
15) Many very simple effects that are very basic and/or well below the power you command (ie much lower abilities than your sphere rank) often don't require a roll or a complicated roll unless it is dramatically appropriate. Lighting a single candle is usually pretty easy. Most Rank 1 sensory magic does not even require any roll unless you are doing something very big or hard with it. Having a sword coming at your face counts as hard.
16) I am going to be very lax with multiple independent sensory effects affecting you at the same time that are beneficial. It is usually better though to cast a few broader effects if you really need to see lots of things at the same time. More than a few effects though and i might require you to flip between the effects one or two at a time. This is commentary on the rules presented on page 53.
17) Aura's under the condition track I am making less clear and more roleplay intensive and descriptive (emotional is pretty much as normal) as on page 53. I don't want everybody suddenly being able to identify every mage/vamp/garou in a 500 ft radius automatically. Plus this helps avoid making everybody remember to cast aura cleansing magic every hour or whatever. those magics are still very useful, but not absolutely essential.
18) Time viewing magick I am running loose and quick. It will be often influenced by paradigm and general expectations but still have at least a grain of truth if you succeed on the roll. consider using entropy to help you sort visions.
19) To avoid making 200 more subpoints, I will just say the entire Martial Arts section is a suggestion and guidelines, not hard rules unless they are clearly laid out in another section or in the Core book or my other rules.
20) As an explicit break with the normal rules I do NOT require people to have a Correspondence rating at least as high as the highest other sphere in a conjunctional effect. A conjunctional Correspondence only requires what the effect would normally require from the sphere rating.
21) I do allow going back in time, but this is seriously risky and if you plan on going back further than a few turns or so, plan on casting the effect to include the rest of the players at the scene or your character will effectively be written off into an alternate timeline.
23) I find the ability to affect other "Night Folk" with Mind magics to not be as hard as is suggested in this book. I will be fast and loose for most non essential Night Folk. Just be careful about getting caught. Even raven claws can hurt.
24) Optional Rule: Allies, Totems and Self Possession on page 124 is allowed.
EDIT: 25) Any of the Prime effects that allow the spending of Quintessence to inflict aggravated damage only cost one Quintessence if you are enhancing a weapon or body part. This will last for roughly a scene. Longer duration effects might require more Quintessence. Similarly, if you are creating pure bolts of prime but only want to make a single attack mechanically with all the fluff bolts, I will only require one point of Quintessence (more though if you want multiple attacks to do separate damage).
This message was last edited by the GM at 05:45, Tue 09 Apr 2019.