The Shadow Network
The current game follows a number of house rules as follows:
- Social Combat uses the standard NWoD system of opposed rolls rather than GMC’s Doors.
- Any GMC Merit that automatically opens doors instead act as automatic successes on an opposed social roll.
- In particularly tense or difficult social confrontations, Social Combat from Danse Macabre is used. The short version is that each character has a social health track equal to Composure + Highest Social Skill. Each “round” is an opposed roll, with the degree of success being subtracted from the loser’s social health and added to the victor’s. This social vampirism cannot exceed the winner’s base social health.
- Only Arcane Experience can be spent on Arcanum and Gnosis dots
- Arcane Experience is awarded as a result of fulfilling Arcane Obsessions and resolving Conditions that result from spellcasting.
- At the end of each session, characters can gain Arcane Experience for an Arcane Learning Curve and Arcane Tactics. Each is similar to its related standard Experience reward, but must come from interactions with and manipulation of the Supernatural.
- Each character has three Arcane Obsessions, which are treated like Aspirations, but cannot be changed for convenience alone and must drive the character’s exploration of the Supernatural. Fulfilling or progressing significantly towards Arcane Obsessions grants Arcane Experience.
- Rather than using updated GMC experience costs, we are using standard NWoD rules.
- No more than three attributes or skill can be raised to 4 at basic character creation, before additional experience is added.
- No attribute, skill, or merit can be raised to 5 without expressed permission from the GM and extensive backstory justification.
- All characters have a Reason stat which starts at 10 and can be permanently spent to acquire supernatural powers that the character encounters in the world. This follows the rules for Mind Over Matter on p.28 of Mirrors.
- Rather than using pure Conditions as per GMC, NWoD Derangements and Flaws are treated as Persistent Conditions.
- As per Tome of Mysteries, casting a damaging spell as an extended casting requires one dot higher than the base spell.
- Once per scene a Mage may cast an improvised spell of one dot ranking higher that he could otherwise cast. The Mage must have at least one dot in any Arcanum necessary for the spell. He uses a base spellcasting pool of his Gnosis + Arcanum (his personal rating, not the minimum needed to cast the spell) for his dice pool, because he can’t have any rotes at that level.
The spell is vulgar, even if it is normally covert. Also, the attempt adds three dice to the Paradox roll. Paradox dice can still be removed through mitigation and the use of magical tools. Finally, it costs one Willpower point to cast a spell rated higher than the mage’s normal comprehension allows.
Should the spell result in a Paradox (as it’s likely to), determine the Paradox at the spell’s dot ranking, not the character’s personal ranking. Furthermore, determine its Duration as if the mage’s Wisdom were reduced by one.
- Alter Integrity (Matter 3, p. 198 M:tAw) suffers a penalty to casting equivalent to the existing durability of the object and cannot be cast as a ritual casting without Matter 4. Further, the duration of the spell is changed from Lasting to Prolonged, and using Advanced Prolongation factors at Matter 5.
- Each roll of a Ritual Spell acts as an individual spell for purposes of Spell Maintenance
- Each ritual spell counts only as a single spell for purposes of Spell Tolerance
- Relinquishing spells requires a single Willpower Dot, or a number of alternate payments (Ex: Payment in Power, Prime 2) equal to the number of rolls made by the primary caster of the ritual.
- Assisting another Mage in a ritual cast counts as casting the ritual spell yourself for purposes of Spell Maintenance, but costs 1 willpower point per roll and relinquishes automatically upon completion of the ritual.
- Paradox is determined upon time of triggering, not time of casting.
- Any mana used in casting the spell, including Paradox mitigation, must be determined beforehand.
- Mana used above is “locked in” to the Mage’s pattern and cannot be used until the spell is discharged.