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Mage Crossover House Rules
Crossover Rules:

Of all the games, the Mage venue is perhaps the most prone to crossover. Mages might find themselves competing with vampires over human attention, having to bargain with werewolves for spiritual lore, consorting with the dead or ending up in the realms of other creatures.

Remember though to keep track of your Lores and IC knowledge; just because the rules say something doesn't meant your mage KNOWS it works that way.

Countermagic and Power Comparison


Mages have a few different ways they can deal with magic and supernatural abilities, and they all work to some extent against other Supernaturals.

In the case of countermagic and unweaving, one dot of the appropriate Sphere is needed. Mental effects, such as Dominate, Sovereign and similar powers would be under Mind, for instance. Remember that you generally need Prime 1 or another suitable Sphere to be able to 'see' what you're affecting in the case of unweaving. The difficulty for both of these is generally Power Level + 3, with certain minor variations as described in each section. Note, however, no matter how much Prime a mage has, he is not able to turn other supernatural powers back against their user.

Anti-magic of course doesn't require any Sphere but Prime, and works as it does for a mage; an Arete roll is made, and each success allows a mage to spend 1 Quintessence to increase the difficulty of the power by +1, up to the Avatar limit, as normal. This similarly has a base difficulty of Power Level + 3, generally, but exceptions might be listed.

As a general rule, if a mage has an appropriate Sphere to counter an effect, whether another mage's or a different supernatural's, 1 success on an Awareness roll is enough to know what Sphere to use for Countermagic on it, and to know if you're the target or not. So, with nothing but Awareness, 1 success will tell a Mind mage that when a vampire uses Dominate 2 on him, he is being targeted with a Mind-Counterable effect, and will know where it's originating, but that's it. And it won't inherently tell a mage with no Mind dots anything but that the Vampire is using a supernatural power. 2+ successes might give slight hints, such as if an effect is hostile and with higher numbers the very basics of what it does.

Shields are another option, and they generally ignore the level of appropriate powers, but if in combat, you need a higher initiative to utilize them directly; they can't be aborted to like with Countermagic. Remember too, we use the Ablative successes system for shields (See the House Rules).

Finally, a mage can simply directly work against a supernatural power. If undoing an 'instantaneous effect', like putting out a fire or just healing damage, no special system is needed. If two active effects are opposed, however, you compare the total successes to see who wins. For instance, if a Mage uses Mind 4 to command someone and then a Changeling uses Sovereign 2 to command something conflicting, the one who scored more successes wins. If a mage is scanning for an Obfuscated Vampire, his successes are compared to a Manipulation + Subterfuge roll on the vampire's side, or a similar appropriate roll for other 'automatic' powers.

Sorcerers can use Countermagic and Unweaving if they've purchased them, per Sorcerer Revised, but their difficulty is always 8. Directly opposing a power otherwise works like for a mage.

Those Without Avatars


Most of this section will be done from the point of view of the Mage, but Sorcerers/Psychics will be covered where appropriate. When a Sorcerer/Psychic isn't mentioned, it's assumed their powers work as written and they count as a mortal for the sake of supernatural abilities targeting them.


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