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20

Because the world is broken and it's your job to fix it. The rules are meant to suggest a world where the Technocracy has locked down magick hard — mages are supposed to take every advantage they can, using Willpower and Quintessence to add successes and lower difficulties, take advantage of magickal tools and rotes to modify die pools, and do lots of their ...


14

What's missing here is an application of paradigm. Every mage believes with absolute clarity and certainty that the world works in accordance with the laws of magick as described by their tradition (or, in the case of orphans, the stuff that the School of Hard Knocks has taught them) — that application of will is how spells are cast and magick gets done. ...


11

1 looks good enough to me. Correspondence alone is enough to teleport stuff. I only know the Revised edition though. Could it be from some earlier edition? 2 and 3 - both initial explanations come from character's limited knowledge. That is - a mage having no Life sphere might rationalize that she can control electrical charges. Except that when she tries ...


9

As a rule of thumb, assume that there is one vampire for every 100,000 mortals. (...) The cities could certainly hold more Kindred, but there are legitimate fears of discovery. (...) Despite this, however, there are currently far too many Kindred for the mortal population to support; the ranks of the anarchs have swelled to unprecendented proportions. ...


8

Before going into the mechanics in detail: You might have noticed that Electric Damage is very lethal in nWoD. It is also broadly speaking inaccurate, but that is ok. In nWoD Damage is related almost solely to voltage, in reality current takes a more important effect. A Shock Baton or Electric Fence is actual high voltage, low current. So is kinda more ...


7

In this particular case, Anydice's count function is the right choice. So to count the number of hits you'll get (on average), you get: output [count {5, 6} in 13d6] And for the sprite: output [count {5, 6} in 14d6] To compare how often you'll get more hits than it does use the formula: output [count {5, 6} in 13d6] > [count {5, 6} in 14d6] ...


7

The book Armory has official rules for stun batons, a paragraph under Stun guns, on p. 36. The entry describes how stun guns work (short: the electricity doesn't cause damage, it knocks the target unconscious for a specific number of rounds), and A baton version of this weapon [of the stun gun] exists. The baton can be used as a club to cause damage ...


6

You are too optimistic compared to books. Vampire: The Masquerade always have been managing 1 vampire every 100k inhabitants, considered a safe number to keep the masquerade. Sabbat cities are usually overpopulated, having 1:50k ratio. In my experience, these numbers only work well for big cities. When dealing with european cities, for example, these number ...


6

Ghouls that are feeded for a long time, as well as those that are frequently overdosed suffer a lesser version of the clan weakness. Here comes what Ghouls: Fatal Addiction tells: A few clans' vitae possesses contagious properties. Ghouls imbibing/injecting five or more Blood Points from certain clans must make a Stamina roll (difficulty 5) or "inherit" ...


6

Reward his Creativity with Plot As a GM i'm a big believer in the 'Yes, but' school of GMing thought. I say that, but in a game I ran yesterday, I had to say 'no' almost continuously to a player. He was coming from a different gaming culture than mine (less serious), and making a lot of new-player mistakes. It was especially noticeable in the rules-lite, ...


5

The question is answered in Mage: the Ascension Revised FAQ. It seems really hard to build a fast Effect. With penalties for fast-casting, required successes and the like, most mages will have trouble getting more than one or two successes in a turn. This is deliberate; mages should take time to prepare, cast their Effects wisely and use ...


5

I am going to use an analogy. Let's say I earn resources equal to 2 dots worth of Resources. Now I find a dollar. I have two dots of Resources and a dollar. Now multiply this analogy 5 million times. In all seriousness, a character would gain a dot in Resources if they made more money because they made a promotion or perhaps they start blackmailing ...


4

Your description of how dice pool splitting works isn't quite right; you don't have to halve the smallest die pool -- you can allot those dice over your actions as you see fit. From page 248: The player declares the total number of actions he wishes his character to attempt and determines which of those dice pools is the smallest. He may then ...


4

It the the Storyteller's call, and depends what kind of chronicle he (and the players) want to run. It might be a story where it is a constant strain to maintain the masquerade, a struggle of silencing witnesses. Or it might be a story all about how humanity will shrug off every hint they are given -- "stupid cattle doesn't even know it is food." It is ...


4

I'm going to start with the rulebook answer, which is, no, they cannot. Merits are special capabilities or knacks that add individuality to your character. They’re purchased during character creation or with experience points over the course of your chronicle. This is as distinct from oWoD Backgrounds, which could often be granted as a reward ...


3

As detailed on page 124 of the Mage: the Awakening core book, the use of a magical tool removes one die from your Paradox pool where applicable when casting a spell. Adding "+3 dice to Matter rolls" would be the equivalent of a free Willpower on every spell; that's pretty powerful, but if your Storyteller wants to do it…


3

To be able to make a defensive manoeuvre (dodge, parry or block), the character needs to have at least one action left to perform it. You may announce a defensive action at any time before your character’s opponent makes an attack roll, as long as your character has an action left to perform. You can declare a defensive action on your character’s turn in ...


3

Like many things, it depends. Your calculations are quite reasonable and 372 should give your vampire enough, in fact it has a decent margin of error in it. It has a decent margin of error because a healthy person can give more than 1 BP in a night. I don't have the book handy, but I'm pretty sure they can give up to 3 BP before their life is endangered. ...


2

I don't think those rules are rewritten for V20 edition, unless published in a W20 supplement, which I think not. Anyway don't forget that WoD basic rules are extremely easy. The rest of the rules are simply suggestions about how to manage situations. This book is nothing more than a collection of guidelines, suggested but not mandatory ways of ...


2

It seems Mage Revised features what you call Domino effect v2. On page 151: The Domino Effect Wise mages who wish to avoid the nasty consequences of Paradox will attempt to disguise their magic in coincidental Effects. As the number of wild “coincidences” rise, however, they become harder to pull off. As an optional rule, a Storyteller can ...


1

That way of splitting dice is how it was made on 2nd edition. On revised edition, the system was changed by one that don't let big pools being penalized for small ones. If they reverted to the original system, I think it was for simplicity, which means easier to understand and faster to apply. Please don't be offended if I say that your example is not very ...


1

I think that you are missing the fact that splitting dices does not mean that you have 1/2 the dice pool. You take the smallest pool of all actions and assign the number of dices you wish to each one. So, I will answer the same questions (based in part in Jadasc answers). I'm using an example in which you (the PC) have Dex 3, Brawl 3 and Atletism 2, and ...


1

Spheres in Mage: Ascension overlap each other and even the core rulebook mentions that sufficiently creative player can solve every problem using nearly any sphere (except some specific situation, like accessing Umbra always needs Spirit). However, that said, I had encountered numerous players that use out of game knowledge to justify their effects that ...



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