If you fail, your character enters the battle fury, and he may ignore all wound penalties. Unfortunately, he won't know friend from foe, and he will kill until there's nothing left standing. To end the battle fury, you must make a Willpower roll at the same difficulty. Subtract one from the difficulty if the person on the receiving end is your True Love or someone similarly important. Otherwise, everyone just has to run and hide until you come down. You reduce the difficulties of all balance-related rolls e. While certain shamans excel at actions with their totemic spirits, and necromancers find truck with the dead a simple matter, your mage's talents make conversing with the noblest and most refined of ephemeral entities easier.
You receive a difficulty bonus of two to all rolls to summon, compel, coax, bargain with and otherwise influence such beings.
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This bonus applies as much to social rolls as it does to Spheres, since trafficking with High Umbrood is often as much a matter of finesse and force of personality as it is one of sorcerous might. Your mage has never seen her Avatar. In fact, no one's ever seen her Avatar, unless it was her reflection in the mirror, or her shadow, or something that everyone and their dog has. Your mage does have an Avatar, but it isn't inclined to put on a show.
At most, her Avatar is simply her subconscious, and it's just nudged and pushed her into finding her own Awakening. Having a circumspect Avatar doesn't mean that your mage doesn't have Seekings and Epiphanies. Such events just tend to be rooted in reality. The mage may well find that a series of unusual events in the physical world leads her to greater enlightenment, without ever entering a dreamscape. Who needs to go rooting around in dreams and bizarre mindscapes to find out who they are?
Or perhaps she has the horns of the devil or the hooves of a centaur, or something more mundane yet cooler - like a surgical steel plate in the skull with bolts to screw spikes on. For three points, you may buy one type of attack; for five points, two. Seven points allows you to buy three, and nine points allows you to buy four.
For eleven points, you can go for the full devil package and have claws, fangs, horns, hooves and a barb at the end of your tail though it costs an additional three points for your tail to be prehensile. Claws, fangs, horns, hooves and tail barbs come in varying sizes. The above list assumes you've got the smallest gauge. However, this is not necessarily a great idea. Wolf claws can be painted and passed off as an expensive manicure, but vulture talons are a bot harder to hide, and a set of giant bear claws are not only incredibly conspicuous but will prevent you from doing things like typing or driving.
Likewise a nice pair of goat horns can be hidden under a top hat, but a set of oryx horns will need a sombrero, and there's no hiding a full rack of stag antlers, especially if you've got two points for every year of your age. You are perfectly comfortable in winter's chill or summer's blazing heat regardless of your clothing or lack thereof. You do not suffer from sunstroke or exposure.
You're not even bitten by insects or other vermin. Your senses are still limited by the elements including fog, rain and snow, and you're not protected from either hunger or thirst. This code guides her actions, promotes higher standards and gives a clear ethical path.
Your mage's belief in and struggle to uphold this code grants you two additional dice to all Willpower rolls when he acts in accordance with this code or when resisting some compulsion that might force him to violate the code. You should work with the Storyteller to describe and flesh out the code.
Note that if your mage does not uphold the code and ponder its impact on his lifestyle regularly, this merit may be revoked. Although this merit does not give you a benefit to any die rolls, it means that the Storyteller will warn you when your character's actions violate common sense. He may even give you suggestions. This merit is good for new players, as it gives the Storyteller an excuse to treat them lightly. Your character is never affected by adverse situational and environmental circumstances that don't actually cause damage. Thus, you take no penalty if your mage is distracted, disturbed, pushed, jostled, hanging upside down, working in the rain or otherwise inconvenienced.
Perhaps her spells work particularly well against men, or on Tuesdays, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan or red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her. The conditions that affect your magic may be common, uncommon or rare, and the value of this merit or flaw depends on the rarity of the condition.
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The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the trait. As such, your difficulties with magic fluctuate from the standard by a maximum of three, depending on what part of the cycle you set as your personal high point.
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You may be tied to the dark of the moon, the full moon, the Bull cycle or the Bear cycle. Regardless, while the cyclic nature of your magic is problematic, it is quite useful in some circumstances, allowing your character to schedule rituals for their times of greatest power. In dangerous and risky situations, he performs like a true action hero. Any time your mage takes a significantly risky action, like leaping across rooftops in a hail of gunfire or diving between two burning, colliding cars, you get to roll three extra dice and ignore one 1 on the roll.
Generally, a task must have a difficulty of at least 8 and the potential to inflict three or more levels of lethal or aggravated damage in order to be considered risky in this fashion. Note that extended risky tasks, like vulgar rituals, get this bonus only at the end of the task, rather than on each roll. While most mages must die or undergo the Agama rite to cross into the Shadowlands, you can use the third rank of Spirit to Step Sideways, just as if you were entering the Middle Umbra.
Your aura turns pale and you take on the spiritual imprint of one of the dead.
You aren't affected by the Avatar Storms when you cross over; they ignore your "dead" soul as it passes by. You are affected by the Avatar Storm when you venture into the Middle and Astral Umbrae; only the lands of the dead are excepted. Perhaps you are a reincarnated sage, or you simply have an intuitive connection with the Absolute that expresses itself in your voice and actions.
In game terms, your character is a Mentor for Akashic mages and, at the Storyteller's discretion, others who might understand her words, despite the fact that she isn't particularly wise herself. The four-point version of this merit turns your character into a one-dot Mentor - you may add more dots at a cost of one point per dot. For six points, your character serves as a three-dot Mentor to other people, even if she lacks the usual knowledge to teach in such fashion. She can't benefit from this herself. She doesn't know why the other Sidai light up with sudden understanding when she tells them a joke or a bar story!
Few mages have the spiritual resilience to endure the punishment being heaped on the Traditions in these End Times and keep on going.
Your mage is one of them. Once per game session, when the survival of your character's Tradition is at stake, you gain an additional free point of temporary Willpower to spend on any one roll in defense of your mage's Tradition.
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Most likely, he was a Hollow One who studied a bit of this and that, and found a couple things that made sense to him. Or, perhaps, he was Awakened by a teacher of one Tradition, but then studied under a different Master and experienced a second epiphany through this new knowledge.
For purposes of spending experience, the specialty Spheres of both Traditions come with the bonus cheap multiplier. Your character is more open-minded about foci as well, and he may use those of either Tradition. The penalties for unique foci still apply. If your mage loses his Hermetic showstone for example, he has to go either about getting another one or rely solely on the props of his other Tradition. Perhaps his mentor encouraged him to pursue studies with another teacher as well, or he simply developed a new interest or sense of calling and went off on his own.
The character with this merit may purchase both factions' specialty Spheres at the bonus multiplier, effectively having two primary Spheres.
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This benefit has its downside, however, as both factions may require certain obligations of him. Under normal conditions, your character easily remembers everything that happens to her. Several acolytes pay heed to her beliefs, she can get recognition as a political force in her Tradition, and she can train Apprentices with her special area of concern.
In game terms, you get a one-point bonus on social rolls within your mage's own Tradition. You get respect and sometimes fear for paving new ground. When you teach a newly Awakened Initiate, he learns your chosen faction special Sphere in addition to your normal Tradition specialty. In story terms, your character probably has several followers and maybe even some Apprentices take backgrounds as appropriate.
She can start a Chantry and be recognized, and her faction will live on in the annals of Tradition history! Faerie blood allows her to walk in the Dreaming as if she were fae herself. While doing so exposes her to chimerical attack, it also opens her to a new and wondrous world. In fae terms, your mage is kinain, a human with some innate Glamour who can learn limited cantrips fueled by her own power.
Note that a full mage cannot have a Glamour pool. If your character is a hedge magician, these cantrips are a wondrous adjunct to your Paths; if she's an Awakened mage, they are inherent tricks that are Paradox-free! Her Banality is also quite low typically two to five and her presence is often welcome in the courts of the fae.