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Rules.

Posted by NarratorFor group 0
Narrator
GM, 1 post
Sat 29 Aug 2020
at 13:03
  • msg #1

Rules

First the basics:

1.  Limited godmodding is allowed.  This means the following:

I have no problem with you creating a minor NPC for your character to have a conversation with or for you to make certain logical assumptions about what a minor NPC would do.  Ex.  A waitress brings you a meal and flirts a bit.

For other players' characters or for named NPCs, it is sometimes necessary to make certain assumptions about what they are going to do, especially if you are posting before they do.  Just be careful about it and stick with actions they are extremely likely to take. (ex.  "Ashley walked down the hallway next to Susan" would be fine in a situation where Susan's character hasn't posted yet but it is quite likely that the entire group will be heading down the hallway.)  Just remember to be willing to edit your post if someone objects to something you had their character do.

2.  This type of game works best when people are descriptive.  Please try to include at least a few lines each time you post in the IC thread. This can include your character's thoughts, body language, etc.

3.  Please try to use the best spelling and grammar that you can.

4.  Any OCC information that you need to include in a post (such as the results of a roll), should be placed at the bottom, separate from the rest of the text by at least one line, preceded by the phrase OCC: and should be written in orange text.

5.  Please try to post at least a few times a week.  While I'd prefer a post a day, I understand that may not be feasible for everyone.  If you are going to be in a situation where you won't be able to post for an extended period, let us know in the OCC thread.  I'll work with you there to determine the best way to handle your character.
This message was last edited by the GM at 17:55, Sun 30 Aug 2020.
Narrator
GM, 6 posts
Sun 30 Aug 2020
at 03:37
  • msg #2

Rules

House Rules

Since the Guide to the Technocracy book is part of the revised edition of Mage the Ascension, I will be running using the Mage the Ascension Revised.   You will need access to both the Core book and the Guide to the Technocracy book.  They are both available on drivethurpg.

https://www.drivethrurpg.com/p...src=hottest_filtered

https://www.drivethrurpg.com/p...e-to-the-Technocracy


I will be making a few rule changes though.

1. Most importantly, the Avatar storm does not exist.  Characters explicitly DO NOT take damage from passing through the gauntlet

2.  The Ascension war is not over.  However, if the Technocracy finds an orphan or tradition mage who is basically keeping his or her head down and not causing any serious issues, they may just monitor them and might even try recruiting them.

3.  Experience costs are based on the current (already existing rating) not the new rating

4.  Provided you had a full nights sleep, you get all of your Willpower back each day at dawn.  Otherwise, you get one point back at dawn.

5.  I think this is already cannon but I can't find it in the book.  So long as your paradox rating is less than 5, one point dissipates each week that you don't cast vulgar magic.


If there are other rules changes anyone would like me to consider, please let me know.
This message was last edited by the GM at 09:14, Sat 12 Sept 2020.
Narrator
GM, 8 posts
Sun 30 Aug 2020
at 04:27
  • msg #3

Rules

Character Creation:

Since your characters are experienced troubleshooters, I found/modified some rules for making veteran characters.

Attributes:  8/6/4 (instead of 7/5/3)
Abilities:   17/13/9 (instead of 13/9/5)
Willpower:  6 (instead of 5)
Arete: 2 (instead of 1)
Spheres:  8 (instead of 6)
Backgrounds:  7 (this hasn’t changed but you will receive some backgrounds for free)
Freebees: 15
Merits and Flaws:  You may purchase as many merits as you have points for.  No more than 7 points of flaws.

Free backgrounds

Construct:  4     You are all members of the Presidio construct.  This mixed convention construct acts as the technocracy’s regional headquarters for the Southwestern portion of the United States.
Resources:  3     Your salary.  (If you want to increase this above a 3, let me know how you are supplementing your income.)
Library: 3     At your current rank, you have access to this level of the Constructs library.  The Construct has a Library of 4 but some of it remains restricted at your level.

While all of the spheres will be useful in different ways, I would strongly recommend that at least one of you play a Void Engineer with a specialty in Dimensional Science (Spirit).  And I’ll mention that due to the investigative nature of the game, having an assortment of lower level spheres (that let you sense a variety of different things) will be more useful than it would be in a different type of game.
This message was last edited by the GM at 17:55, Sun 30 Aug 2020.
Narrator
GM, 10 posts
Sun 30 Aug 2020
at 17:54
  • msg #4

Rules

Abilities, Secondary Abilities, Specialties:

There are dozens, if not hundreds, of abilities and secondary abilities scattered throughout the various WoD books.  Additionally, some of these abilities are far more useful than others.

I have listed what I consider to be the core abilities for Mage characters in the character sheet provided in the character sheet thread.

If there is an ability that you want that is not listed on that sheet, let me know and depending on what it is, we can either add it or call it a specialty of one of the already existing abilities.

Several of the abilities listed in the Technocracy book are what I would consider specialties.

Energy Weapons will be either a specialty of Firearms or Melee depending on what type of weapon it is.
Hypertech is a specialty of Technology.
Larceny is a specialty of Streetwise.

For roleplaying purposes, you can select one specialty for each of your abilities at any time.  Once you have that ability at level 4 or higher, the specialty will allow you to re-roll any 10s that it applies to.
Narrator
GM, 11 posts
Mon 31 Aug 2020
at 06:12
  • msg #5

Rules

How to Create a Magical Effect


1.  In your post, please try to be detailed.  Let me know what you are trying to do and how you are trying to do it.  This includes describing which foci you are using and how you are using them.

2.  Let me know which Sphere(s) you are using.

3.  Let me know any modifications that will affect your roll.  For example: Are you spending Quintessence or Willpower?  Are you using any unique or specialized instruments?  Are you taking extra time?  Is this meant to be a single action or an extended action?

4.  Roll your Arete and let me know what numbers came up on each dice.  Your difficulty will vary depending on various factors and I will need to be the one to determine whether or not you succeeded. For an extended action, go ahead and roll your arete for each turn you are planning to spend casting the effect.  (Rules for extended actions can be found on p. 150 of the core book)

5.  Feel free to suggest whether you believe the effect should be considered coincidental or vulgar and why.


Difficulty:

Coincidental:  Highest Sphere + 3
Vulgar without Witnesses:  Highest Sphere + 4
Vulgar with Witnesses:  Highest Sphere + 5
Narrator
GM, 14 posts
Fri 11 Sep 2020
at 22:29
  • msg #6

Rules

Coincidental vs. Vulgar Magic


Whether or not a magical effect is coincidental or vulgar depends upon whether or not a hypothetical average bystander would think that the effect was possible or not.


A Coincidental effect would be something that seems plausible.

Example Coincidental effects would include things like:

1.  The mage pulls a small gun out of his jacket pocket.  (after using matter + prime to create it).  The bystander would assume the gun was already in his pocket.

2.  The mage uses a subtle forces effect to cause two cars to crash by modifying their kinetic energy.    The bystander would assume that the crash was due to a mechanical issue or driver error.

3.  The mage uses entropy or forces to perform a very impressive trick shot.  The bystander would just think, “I saw that on youtube once.”

4.  The mage causes an old man to have a heart attack.  The bystander would assume the man had an underlying heart condition.

5.  Any effects that modify your own perceptions (i.e. most 1 dot sphere effects) are coincidental.


A Vulgar effect is obviously magical.

Example Vulgar effects would include things like:

1.  Throwing a fireball from an open palm.

2.  Stopping a bullet in mid-air.

3.  Turning into a cat.

4.  Pulling something out of your pocket that clearly couldn’t fit in it, like a rifle.


The way that you perform the effect can change whether or not it is considered vulgar or coincidental.

For example:

Hurling a lightning bolt from your hand to a target is clearly magical (vulgar).

Shooting a modified, very powerful taser at a target is coincidental.

Having a nearby powerline come loose and electrocute the target is coincidental.

Having the target struck by lighting during a storm is coincidental.


One of the advantages to being a part of the technocracy is that quite a few of your effects will be considered coincidental as long as it can be explained scientifically.  Most people are willing to believe that high level government agents have access to various devices (high powered tasers, etc.) that aren’t available to the public.

In any case where it isn’t clear, I will make the final judgment call.  But as stated in the post above this one, you are welcome to suggest whether you believe the effect should be considered coincidental or vulgar and why.
This message was last edited by the GM at 09:19, Sat 12 Sept 2020.
Narrator
GM, 15 posts
Fri 11 Sep 2020
at 23:43
  • msg #7

Rules

Paradox rules

Successful Vulgar Magic

1) A vulgar Effect without witnesses generates one point of Paradox per level of the highest Sphere used.

2) A vulgar Effect with witnesses generates one point of Paradox per level of the highest Sphere used, plus one.

Botching

1) A coincidental botch gives Paradox equal to the highest sphere level of the spell.

2) A vulgar Effect without witnesses that is botched generates one point of Paradox per level of the highest Sphere, plus one.

3) A vulgar Effect with witnesses that is botched gives two points of Paradox per level of the highest Sphere, plus two.

Note:  On an extended ritual, if the spell botches, each roll you made on that ritual adds +1 Paradox
This message was last edited by the GM at 00:11, Sat 12 Sept 2020.
Narrator
GM, 16 posts
Sat 12 Sep 2020
at 00:01
  • msg #8

Rules

More on Paradox

Paradox is the collective force of consensual reality fighting back against the enlightened will of the mage.

Paradox can take a variety of forms. Backlash, reality directly attacking the offensive mage, can cause temporary, long term, or even permanent wounds, flaws, or oddities. Quiet, a magical form of madness, forces the offending mage to resolve their guilt over disjointing reality. Exceptionally offensive mages can be catapulted into a Paradox Realms, or hounded by Paradox spirits.

A very good explanation of Paradox was posted by Malcolm Sheppard on ShadowEssence (http://shadownessence.org/inde...6-how-paradox-works/)  Much of the information below was taken from that post.

How I will be handling paradox:

1.  Roll the dice for a coincidental or vulgar effect.

2.  Garner any Paradox based on the type of spell and results as described in the Paradox Rules above.

3.  Record the Paradox on your sheet.

4.  Whenever you gain points of paradox and have more than 5 points of paradox on your sheet, I may decide to have you roll for backlash.  If you botch the roll on a magical effect you will definitely be rolling for backlash regardless of how many points of paradox are on your sheet.

5.  When you roll for backlash, you will be rolling the paradox points you received from the current magical effect and any other paradox points that have been accumulated as the dice pool with a difficulty of 6.  Each success discharges a point as Backlash. Any undischarged Paradox stays in the Paradox meter.

5a.  If you have Permanent Paradox in your pool, it can create Backlash on successes but is not discharged. It stays in your meter anyway.

5b. You can stave off all Backlashes for a scene at the cost of one Willpower point. At the end of the scene check for Backlash based on all Paradox accumulated for the rest of the scene.

6.  The number of successes received determine the effect of the backlash (this is taken from the table on p. 195 of the Mage Revised book)

* 1-5 successes:  Roll the successes as Bashing damage (difficulty 6). Gain a Paradox Flaw with no mechanical effect

* 6-10 successes:  Roll the successes as Bashing damage (difficulty 6). Gain a Paradox Flaw that adds +1-3 to nonmagical dice roll difficulties for one turn per Backlash success.

* 11-15 successes: Roll (successes-10) as a dice pool of Lethal damage (difficulty 6). The mage also suffers a Paradox flaw that adds +4-6 to nonmagical dice roll difficulties for one turn per success OR 4-6 dice of additional damage upon a special, avoidable condition (sunlight, turning widdershins, etc.) OR something split between both; OR something very strange. The side effect lasts for one turn per Backlash success.

* 16-20 successes: Roll (successes-10) as a dice pool of Lethal damage (difficulty 6). The mage is automatically incapacitated (not taken to that Health box, just unable to move or act) for one turn per Backlash success.

* 21+ successes: Roll (successes-20) as a dice pool of Aggravated damage. This cannot be soaked magically. The mage also suffers ONE of the following ill effects:

-- A permanent Flaw. This is either extremely noticeable or hinders the mage (successes-20 = what you add to the difficulty of a small number of tasks, or gain as points of Physical, Mental or Supernatural Flaws). The Flaw becomes a part of the mage's "default" natural Pattern and Avatar, and negating it magically is vulgar.

-- Permanent Paradox. Typically, gain (successes-20) in Permanent Paradox. If the character gains 5+ points of Permanent Paradox this way, pick something else unless you want to risk an unplayable character.

-- A Paradox Spirit attacks or otherwise intervenes.

-- The character is sucked into a Paradox Realm until he or she finds her way out.

7.  Keep any Permanent Paradox and any dice that didn't Backlash as points of Paradox in your pool.

8.  If your accumulated Paradox is 5 or less, 1 point goes away each week you don’t use vulgar magic.


Permanent Paradox

You gain Permanent Paradox from two main sources:

Type A: Major Backlashes inflict it, and it never goes away without special scourging techniques.

Type B: Long term Pattern enhancement causes it. It goes away when the enhancement goes away.
Note:  This only applies to pattern enhancements that last more than a day.

The name is deceptive. You can get rid of Permanent Paradox.

* Masters of the Art has suggestions for getting rid of Type A. The one reliable method is to get it burned out in an Umbral quest to the Radiance. This causes intense pain and three dice of aggravated damage per point of Permanent Paradox.

* To get rid of Type B, simply drop any Pattern enhancement Effect that provides superhuman ability. These include:

-- Life or youth extension magic.

-- Magic that raises an attribute over 5.

-- Life Magic that allows the mage to do something a human Pattern can't naturally do, like gills or infrared vision as a part of the natural form's abilities.

-- Life Magic that gives the mage's Life Pattern the ability to soak aggravated wounds.
This message was last edited by the GM at 09:23, Sat 12 Sept 2020.
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