Post by EBST on Nov 4, 2017 21:27:53 GMT
Greetings. This is to help smooth the edges and seams in playing a blended setting where we have Mages that might interact with Vampires, Werewolves, Wraiths, Fae etc., and there is a need to keep things balanced as well as fair for the enjoyment of all as well as continuity of the games and site. For the most part these rules draw from M20 directly or supplements and will be cited along with any modifications to such that are done for house sake. Additions will be made on an as needed basis.
Resisting Psychic Assaults M20 Page 544
This means that Disciplines that affect the mind or emotions in any way are subject to this. They use their temporary Willpower pool and roll vs a difficulty of 6. Successes are subtracted from the attackers. This allows a Mage to successfully dodge that mental attack, intrusion. However, if the Mage is NOT aware of the attack she suffers the effect as normal. The ST may allow a single Perception+Awareness roll versus difficulty 6, to detect said attack and react.
Note: If successful, this only removes the Mage from under the influence. All others remain affected unless they have a similar means to resist or the effect ends.
Countermagick M20 Page 545
Using Arete and at the knowledge of at least one of the spheres that make up the effect, a Mage can counter it with Arete vs difficulty of 7. Each success reduces the attackers ability to harm or affect by one die. If this reduced the dice to below the required, then the effect simply fizzles.
If the Mage is attempting to defeat an effect that targets another then the Mage must have knowledge of Prime as well and spend one point of Quintessence. This is done at difficulty of 8. At difficulty of 9 a Mage can try to reflect the effect back at the caster.
Unweaving M20 Page 545
By using the most sophisticated form of countermagick,
a mage can unweave another users existing Effects. Curses,
gateways, wards, trigger-spells, transformations, and so on can
be untangled by a sufficiently successful unweaving endeavor.
The Mage needs at least one dot in Prime, additionally he or she requires one dot in each of the spheres used in the original effect. Use Arete vs difficulty of 8. Once the player overcomes each of the original successes, the effect collapses, often alerting the being that set it.
Counter spelling Night Folk M20 Page 546
When countering the effects of some paranormal critters’ Disciplines, Gifts, Glamour, and so forth, a mage uses her
Arete as the dice pool. The Storyteller may rule that the mage needs certain Spheres in order to counter certain abilities
– Mind, perhaps, to counter vampiric Dominate; Spirit to counter werewolf Gifts; Entropy and Spirit to counter a wraith’s
Arcanoi; Mind and Prime to counter the dreamlike powers of the fae, and so on.
Resisting Psychic Assaults M20 Page 544
This means that Disciplines that affect the mind or emotions in any way are subject to this. They use their temporary Willpower pool and roll vs a difficulty of 6. Successes are subtracted from the attackers. This allows a Mage to successfully dodge that mental attack, intrusion. However, if the Mage is NOT aware of the attack she suffers the effect as normal. The ST may allow a single Perception+Awareness roll versus difficulty 6, to detect said attack and react.
Note: If successful, this only removes the Mage from under the influence. All others remain affected unless they have a similar means to resist or the effect ends.
Countermagick M20 Page 545
Using Arete and at the knowledge of at least one of the spheres that make up the effect, a Mage can counter it with Arete vs difficulty of 7. Each success reduces the attackers ability to harm or affect by one die. If this reduced the dice to below the required, then the effect simply fizzles.
If the Mage is attempting to defeat an effect that targets another then the Mage must have knowledge of Prime as well and spend one point of Quintessence. This is done at difficulty of 8. At difficulty of 9 a Mage can try to reflect the effect back at the caster.
Unweaving M20 Page 545
By using the most sophisticated form of countermagick,
a mage can unweave another users existing Effects. Curses,
gateways, wards, trigger-spells, transformations, and so on can
be untangled by a sufficiently successful unweaving endeavor.
The Mage needs at least one dot in Prime, additionally he or she requires one dot in each of the spheres used in the original effect. Use Arete vs difficulty of 8. Once the player overcomes each of the original successes, the effect collapses, often alerting the being that set it.
Counter spelling Night Folk M20 Page 546
When countering the effects of some paranormal critters’ Disciplines, Gifts, Glamour, and so forth, a mage uses her
Arete as the dice pool. The Storyteller may rule that the mage needs certain Spheres in order to counter certain abilities
– Mind, perhaps, to counter vampiric Dominate; Spirit to counter werewolf Gifts; Entropy and Spirit to counter a wraith’s
Arcanoi; Mind and Prime to counter the dreamlike powers of the fae, and so on.