================================================================= 2.0 Core Rules Intensity vs Power: Intensity refers to the effectiveness of a particular casting, it is determined by the highest single roll in a cooperative or extended Arete roll. Power is the total amount of magickal 'energy' involved in an effect, it is determined by the total number of successes scored on such a roll. Intensity determines the damage caused (or healed) by a magickal effect, and, in general, the degree to which the targets are affected. Power determines the range/area and duration of an effect. Power Range 0 The Mage (ie: no power need be applied to range when affecting only yourself) 1 Touch or Area centered on the caster 2 Close (a few yards) 3 Near (10's of yards) 4 Distant (100's of yds) 5 Line of Sight Power Duration 0 Instant (ie: effects like attacks require no duration) 1 1 turn 2 1 scene 3 1 day 4 Story (months) 5 Chronicle (years) 10 Lifetime of the Mage 25 Permanent Power Area 1 1 target 2 Several Close Targets (room) 3 Group of Near targets (house) 5 Large group of Distant targets (city blocks) 10 1000's of targets in a large general area (a town) 25 City, Small Horizon Realm 50 Metropolitan Area, Small Country or State, Horizon Realm 100 Any Contiguous land mass, Near Umbral Realm 1000 Entire World, Deep Umbral Realm An area of effect may be made selective (only those targets the caster wants to affect are included) at the cost of 1 Intensity (not power). It is necessary to reign in one's magick in order to keep control of it. Willpower: Intensity and Power can be increased by 1 each with the expenditure of a point of willpower. Power can be further increased with a Willpower roll (difficulty 8), each success adds 1 to the total power of the effect. However, if the roll is botched the extra point of intensity and power from spent willpower is lost. The point of Willpower must be spent before the roll to increase power can be made. Quintessence: A mage with the Avatar background can enhance the power of any effect by spending a point of Quintessence and rolling her dots in Avatar (difficulty is the same as for the effect being cast), each success adds one to power. All mages can also spend Quintessence to increase the power of effects they cast - each point of Quintessence increases power by one. There is no limit to the amount of Quintessence that can be put towards increasing power, but it must be channelled at a rate equal to the mage's Avatar or Prime score per turn. This expenditure of Quintessence does not reduce difficulty. Direct vs Indirect: Direct magick uses an appropriate sphere to alter, harm or influence the target. Direct magick is resisted by the target's Willpower (difficulty 8) with each success reducing the intensity of the effect by 1. The subject of a Direct magickal effect can choose not to resist if she is aware that the effect is about to occur. Otherwise, resistance is instinctive for any being with a Willpower score. Direct Damage = 3 x Intensity in HL and is not soaked. Resisted by: Willpower (difficulty 8). Examples of Direct effects would include: transforming an opponent using Life magick, reading a subject's mind, slowing down an attacker with Time magick, and using Prime magick to 'disintegrate' a pattern. Indirect magick alters the environment around the target. Though not resisted by Willpower, indirect effects can almost always be resisted in some way - those that do damage can be soaked, others might be dodged or resisted with strength. Indirect Damage = Sphere Level x Intensity in dice. Forces effects have +1 Intensity for damage purposes. Indirect Damage can be soaked. Examples would be spawning forces to blast an enemy, using Matter magick to create bindings to hold a victim fast, or conjuring a spirit to attack an opponent. Direct Effects that do Indirect damage: Some direct effects, like flooding a pattern with entropy or causing a heart attack, cause damage indirectly. Any direct attack that might fail because of the toughness of the victim is probably doing indirect damage. Direct use of Entropic magick always causes damage indirectly, though it does do so very effectively. Indirect Damage = Sphere Level x Intensity in dice. Entropic Damage = Entropy Sphere Level x Intensity in HL. Intensity is resisted with Willpower (diff 8). Damage can be soaked. Examples of Direct effects that do Indirect damage include: using Mind magick to scare a victim 'to death,' Entropic effects like Slay Machine, Dim Mak, and Wither Life, using Forces to induce hypothermia, transforming non-living portions of a life pattern (like hair) into a dangerous substance, using Influence Life (see appendix) to give a victim a heart attack, and attacking a Hit Mark with System Havoc. Direct Magick Table: Direct Direct doing Indirect Damage Sphere Normal Stun Normal Stun Correspondence -- -- -- -- Entropy -- -- 1 5 Forces -- -- -- -- Life 4 3 3 -- Matter -- -- -- -- Mind -- 2 3 -- Prime 5 2 -- -- Spirit -- -- -- -- Time -- -- 3 3 Coincidental vs Vulgar: Static magick functions as part of consensual reality. This type of 'magick' can be distinguished from Dynamic magick by the simple fact that it can be used by the unawakened. Each Tradition has a few Static Effects they can call on, the Technocracy has many. Static magick is further detailed in an appendix. Dice Pool = Arete or appropriate Ability Difficulty = Sphere Level + 3 or 8 for Abilities Maximum Intensity cannot exceed the effects a sleeper could produce doing the same thing, though it can reach maximum potential much more reliably. Paradox: none Coincidental magick goes with the grain of reality, and so is somewhat easier to evoke than Vulgar magick and draws less Paradox. However, Coincidental effects are often limited in intensity by the constraints of the coincidence used to cover their magick. Dice Pool = Arete Difficulty = Sphere Level + 3 Maximum Intensity = Sphere Level or Successes on a related Ability roll (difficulty 8, requires at least an extra turn). Maximum is applied after Countermagick but, before Resistance. Paradox: on success = 0 on botch = possible backlash f/accumulated Paradox. May spend willpower to avoid backlash. Vulgar magick is more difficult and dangerous than coincidental magick, but can also be more potent. Powerful mages with plenty of quintessence can evoke impressive vulgar effects, but the price in Paradox can be high. Dice Pool = Arete Difficulty = Sphere Level + 4 Paradox: on success = 1 + on botch = 1 + possible backlash. May spend willpower to avoid backlash. Very powerful Vulgar effects can generate even more Paradox - one additional Paradox per 10 Power. Thus a a 27 Power Vulgar effect would generate 1 Paradox plus 2 more for the Power of the effect. Vulgar magick in front of witnesses is even riskier than usual. Paradox is the major consideration, but the effect is also even more difficult than with unobserved vulgar magick. Dice Pool = Arete Difficulty = Sphere Level + 5 Paradox: on success = Intensity on botch = 2 + backlash. Very powerful Vulgar effects in front of witnesses can generate even more Paradox. If Power exceeds Intensity, add +1 Paradadox. For each additional 10 Power add another point of Paradox. Thus a 3 Intensity, 4 Power effect would generate 4 Paradox, and a 3 Intensity, 24 Power effect would generate 6 Paradox. Spending Quintessence on an Arete roll reduces difficulty by one for each point spent. The mage can spend up to: his dots in the Avatar Background, or his dots in the Prime Sphere, plus 1 if the effect is Vulgar, or 2 if Vulgar in front of Witnesses. Countermagick: Standard Countermagick: Any magickal effect that will include the caster in its area, whether direct or indirect, can be countered. Countermagick is a straightforward response rather like blocking an attack in melee, and can be performed at any time simply by declaring the intent to counter an effect. Countermagick still uses dice from the mage's Arete pool. In order to use standard Countermagick, the mage must have all of the spheres involved in the effect. She does not have to be able to evoke the effect herself, merely to perceive the basic workings of the magick she is trying to counter is enough. The base difficulty of standard Countermagick is Sphere + 3. Spending Quintessence can reduce the difficulty, just as with casting an effect. Successes on Countermagick reduce both the Intensity and Power of the incoming effect. Effects reduced to zero Intensity manifest, but in some trivial, nearly harmless way. Effects reduced below the minimum Power needed to affect the area or range desired fail completely. However, the Power of an effect cannot be reduced below it's remaining Intensity. Thus, a 4 Intensity, 8 Power effect encountering 2 Intensity and 12 Power worth of Countermagick would be reduced to 2 Intensity and 2 Power. Instinctive Countermagick: When a mage is under Direct magickal attack, her avatar will automatically try to resist. This is a very natural, but voluntary response, like ducking. Unless her Arete pool has already been used, or is being intentionally reserved, a mage can add up to her full Arete to her resistance (Willpower) roll, even if she has none of the spheres being used against her. The difficulty is still 8, and only personal Intensity is reduced - just as with a standard Resistance roll. Indirect Countermagick: In addition to self-defense, countermagick can be used to protect anyone the mage can reach with her magick. This 'indirect' form of Countermagick works like standard countermagick, but the mage must get enough Power on the Countermagick roll to reach either the caster or the target area of the effect being countered. As with standard Countermagick, the mage can react out of initiative order, though with a +1 difficulty. Direct Countermagick: Most forms of Countermagick are basically defensive. However, it is possible to use countermagick in a more offensive way. Direct Countermagick is used to defeat effects that a mage is using only on herself. This type of Countermagick can not be used out of initiative order, though it is, of course, possible to change a declared action to use it (at the usual +1 difficulty). The caster must get enough Power behind the Countermagick to reach the subject, who gets to resist the Countermagick with a Willpower roll (difficulty 8) just as with any other Direct effect. Direct Countermagick is otherwise similar to standard Countermagick. Cooperative and Extended Countermagick: All Countermagick except the 'Instinctive' variety is automatically cooperative. Any time two or more mages attempt to counter the same effect, use the highest roll as the Countermagick's Intensity, and the total of all rolls as its Power. This Intensity and Power is directly subtracted from that of the target effect, as with Standard Countermagick. Extended Countermagick can only be attempted against a simultaneous Extended magick roll, in such cases, both parties will often break off their extended magicks in favor of eliminating each other. When it does occur, Extended Countermagick accumulates Power and Intensity just like any other Extended magick roll. Remember that a botch ends an extended attempt, and that Countermagick must go off at the same time as the effect it is targeting. ===================================================================
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