Mage CrossOver Rule Modifications by
You are welcome to take them for use in other games, please give Lady
Autumn credit. =) Thanx.
::Gathers all the mages up in a little corner::
I know these rules do restrict mage alot...but they're all by the book.
Mages do best when they are subtle and act together. Face it...if ya run
around messing with a bunch of Methuselahs...yer moreN likely gonna get
By the same tolken, creatures that mess with mages frequently get ganged
up on...and land mysterious fates...the origin, of which, remains unknown
In general, mages and other supernatural creatures offer each othe r
some healthy respect. Mages don't really care about the Camarilla or Blackhand...
no more than a Democrate in Wisconsin worries about a Liberal in South
Carolina. They may take an interest...but seldom run off to another state
to make changes.
In the event of a creature attacking or embracing a mage...mages generally
get *very* uptight...and very deadly. Even if they didn't know the mage,
they're likely to assist in retribution... just as if it was they're own
cousin who was attacked. Even the Nephandi have been known to hop in and
help the Traditions... granted
it's for their own agenda of gaining trust so they can corrupt the people
they appear to be helping.
Unless, of course, yer Maurader, but then you best be seeing Stormtroopers
or giant squid when you're running amuck.
PERCEPTION ROLLS -Magi
Mages are hereby resricted to only rolling their traditions sphere
(or chosen sphere if not a tradition mage) without provolcation.
Examples: A Verbena, who's sphere is Life, is likely to be attuned to
a walking dead guy coming into the bar. A Virtual Adept, who's sphere
is Correspondence, is likely to simply note that someone walked in -nothing
more. A Dreamspeaker, who's sphere is Spirit, is likely to note that
a Garou who entered the bar has strong ties to Gaia and /or the Wylde.
ONLY your tradition or chosen sphere may use a per-awar roll for level
1 spheres. All other spheres must be Arete rolls.
Ex: A Celestial Chorus may roll perawar for Prime1. She must roll her
arete for Life1.
~Your preware roll must be noted as ##Pre-aware (Prime)##
All other rolls simply state the sphere, level, and specific task. Ex.
##Spirit1- sense reality deviant##
This is so that your target understands OOC what you are doing.
Your pre-aware roll will only give you a general *feeling* about
a character based on your specific paradigm. It won't tell you anything
Ex: A Dreamspeaker who rolls perawar on a garou for spirit only knows
the garou has a link to the Wylde...nothing more. For all the Dreamspeaker
knows, that garou could actually be a Verbena mage , Kinfolk, etc. A
Verbena that rolls perawar for life wouldn't know if her target was
a Vampire vs a Mummy.
Any role other than per-awar for your specific sphere must be justified
IC. This means you either have to interact with the character or the
character has to do something notable...such as a masq break...before
you go noseying about in their business.
***Yes...I understand that Mages are most noted for their perceptive
powers and that their perceptions are their first line of defence. Keep
in mind...you're character *cannot* get embraced in IBN without your
PERCEPTION PART 2: All you
Vamps, Garou, Werethingies, and even you mortals...please note:
~You cannot, in general, sense a mage rolling per-aware for their
traditions sphere...no more than you'd sence someone using their
eyes or ears.
~you CAN sense *anything else a mage does*- scrying windows, genetic
You may roll the following:
Perception +Awareness (for vampire it's perception + alertness)
The dif is 6 if you are the target, 8 if someone else is.
1-2 success just gives you a feeling.
3 successes let you know something is definately going on.
*All* attacks that manifest as physical
damage/change may be dodged.
Roll perawar or peralert at a dif of 6...only 1 success needed. This
warns you of the incoming attack. So if a mage attacks you with lightning,
which would normally be a dif of 10 to dodge because of it's speed,
you may forsee the attack and dodge before it actually manifests.
--If the attack manifests as visible, such as a lightning bolt, roll
--If invisible, such as a transformation spell, you roll dex only.
--The dodge deducts from the damage calculation, not the successes So
if a mage gets 3 success on a lightning attack...for a total damage
of 6, and you get 3 successes on a dodge...you get a total damage of
. *Any* damage noted in the mage book as *unsoakable* CAN be soaked.
Use your Fortitude rating alone, as this is a supernatural form of soaking.
Mind attacks that do damage *cannot* be soaked with anything...see
next e-mail for specifics.
MIND ATTACKS: *All* Mind magick may be resisted/dodged
with a WP roll at a dif 6.
roll pre-aware/pre-alert to detect the magick at a dif of 6. You need
Roll your wp.
As with a physical dodge, you don't dodge the original successes.
You dodge the results.
Ex: If a mage scores 2 successes for a total of 4, you need 4 successes
on your WP roll to completely nullify the spell. You may spend WP points
after you roll your WP to nullify any remaining successes.
**Exception to Soak rule**
Few Mind attacks actually do damage. BUT *Physical Damage from Mind attacks
are always aggrevated and unsoakable* So whatever is left after the WP
roll is what is used to calculate full damage.
This isn't as bad as it sounds:
~Most Mind attacks cause no damage.
~Mind attacks from mages calculate less damage than other attacks
~WP is usually a much higher rating than Arete and can be used as a dodge
IRON WILL :
Mind attacks that do damage cannot be counteracted with IronWill.
All other Mind attacks have an unmodifiable dif of +3
So the most mild and subtle of mind magick starts with a dif of at
least 6 for characters with IronWill.