This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
|
setting:sorcerer_house_rules [2025/Sep/03 19:36] zechstein [Choosing Backgrounds] |
setting:sorcerer_house_rules [2025/Sep/14 15:20] (current) zechstein |
||
|---|---|---|---|
| Line 2: | Line 2: | ||
| ^ **Subpages** | ^ **Subpages** | ||
| - | | **General** | + | | **General** |
| ====== Character Creation ====== | ====== Character Creation ====== | ||
| Line 17: | Line 17: | ||
| === Step 3: Select Abilities === | === Step 3: Select Abilities === | ||
| - | Prioritize the three categories: Talents, Skills, Knowledges. Assign 13/9/5 ability points. Your character has no automatic dots in any abilities. The lists for available abilities can be found in the general system house rules. | + | Prioritize the three categories: Talents, Skills, Knowledges. Assign 13/9/5 ability points. Your character has no automatic dots in any abilities. The lists for available abilities can be found in the [[setting: |
| === Step 4: Select Advantages === | === Step 4: Select Advantages === | ||
| Line 41: | Line 41: | ||
| Distribute six dots among paths. A character cannot have more than three dots in any path at character creation. The paths listed for each sorcerous society serve as a starting point, but players can choose other paths as long as they fit the style of sorcery practiced by the character (the ST is the final arbiter of this question). | Distribute six dots among paths. A character cannot have more than three dots in any path at character creation. The paths listed for each sorcerous society serve as a starting point, but players can choose other paths as long as they fit the style of sorcery practiced by the character (the ST is the final arbiter of this question). | ||
| - | Assign a practice and a personalized instrument (see M20, page 587) to each path. No two paths can have the same personalized instrument, but they can share the same practice. Any time the sorcerer uses this instrument when casting a spell from the associated path he receives a one-point break on the difficulty. | + | Assign a practice and a personalized instrument (see M20, page 587) to each path. No two paths can have the same personalized instrument, but they can share the same practice. Any time the sorcerer uses this instrument when casting a spell from the associated path he receives a one-point break on the difficulty. If a sorcerer learns a new path during play then he has to assign a practice and a personalized instrument to the new path as well. |
| You may also choose a unique instrument for a path, according to the definitions of the M20 core book, page 588. This instrument conveys a two-point break to the difficulty of casting rolls, with the caveat that accessing the path becomes very difficult if the instrument is lost. | You may also choose a unique instrument for a path, according to the definitions of the M20 core book, page 588. This instrument conveys a two-point break to the difficulty of casting rolls, with the caveat that accessing the path becomes very difficult if the instrument is lost. | ||
| Line 91: | Line 91: | ||
| * Blood Magic: This is a 5-point flaw, not a merit (compare M20 Book of Secrets, page 92.) | * Blood Magic: This is a 5-point flaw, not a merit (compare M20 Book of Secrets, page 92.) | ||
| * Totem: Like Ritual Congregation, | * Totem: Like Ritual Congregation, | ||
| + | * Struggling Awake: Since this merit leads to the character acting like a mage in certain situations it can only be bought with the permission of the Mage ST. | ||
| + | |||
| + | |||
| + | ====== Experience ====== | ||
| + | |||
| + | The cost to raise a path (or psychic phenomenon) given in the book is equal to the new path rating times 7. Under this progression it costs 7 + 14 + 21 + 28 + 35 = 105 XP to raise a path from zero to the fifth rank. By comparison, a mage pays only 90 XP to raise a sphere from zero to the fifth rank. As such it is undeniable that the official costs are overblown. | ||
| + | |||
| + | For the purpose of this game we will use the following cost progression for numina: | ||
| + | |||
| + | ^Trait ^Cost ^ | ||
| + | |New Numinum |7 | | ||
| + | |Numinum |current rating x 5 | | ||
| + | |New Ritual |level of the ritual | | ||
| + | |||
| + | |||
| + | ====== Counterspells ====== | ||
| + | |||
| + | The Mage 20 core book offers updated rules for counterspelling for a 20th Anniversary Edition environment on page 546. The rules are similar to what is presented in Sorcerer Revised on page 63, but with some minor changes. | ||
| + | |||
| + | Your pool to counterspell is either Wits + Occult or your permanent Willpower, whichever is lower. So if you have Wits 4 and Occult 4 but only Willpower 7 then your pool will be seven dice. On the other hand the base difficulty of the counterspelling roll is now seven instead of eight. It may be higher if you face an opponent on the level of a powerful archmage, but such encounters are rare, and the storyteller will announce it if such an increased difficulty is in effect. | ||