Path alternative: No Path, No Ruling / Normal / Inferior Arcana. One mana point is spent for each spell other than Praxis or Rote. For Supernal Summons, any Arcana at 3 is considered to be “of one's plan”, the Annualities are on an Arcana of the caster's choice, decided from time to time.
Primary Factors Alternative: Gnosis is considered and not the level of Arcana.
Alternative Template I: It starts with three dots divided between two, maximum three, Arcana chosen, maximum second level to creation; a neo Awakened person would only have a dot in the two chosen Arcana
Template II Alternative: In addition to the sourcebook limit, it is added that it is not possible to learn Arcana higher than the value of Gnosis +1.
Praxis & Rotes Acquisition Alternative: You learn a Praxis of the same level acquired, or already acquired in case of character creation, of the Arcana and not based on Gnosis.
If you start with Death 2 and Time 1, you will have a Praxis among the spells of: Death 1, Death 2, Time 1.
Increasing Gnosis does not grant any Praxis, you earn a free Rote for each dot of Gnosis: it is a typical gift / reward honored in Awakened societies.
Alternative for Improvised Casting & Teamwork: If the magician does not have two dots in the Arcana, more than the one required to cast the Primary Factor is halved, with the exception of Praxis, and will enjoy a maximum of a single free reach.
For these cases only, it is possible to spend +2 Yantra dice to convert it into extra Reach: it is also allowed for Praxis.
In case of Gnosis 1, it will be necessary to spend -2 dice to bring at least at 1 the Primary Factor.
A spell can be cast in Teamwork even when it is NOT cast as a Ritual.
Paradox Alternative I: Paradox dice convert to Paradox points, following the Goblin Debt model.
Narrator can spend them at his discretion and at any time, whether the pc are casting a spell or not, according to the Paradox Release chart.
With nine points, It is possible to DENY the discharge setted by the Narrator after knowing what it would entail, at the cost of increasing the number of points by 1.
The presence of Sleepers instead increases the points based on the progression of the table, instead of starting to assign Dice Trick.
Upon reaching or exceeding ten points, the person loses access to his spells: the abyssal aura covers and shields any supernal magic that is called up by the caster.
It is possible to dispose of the Paradox by employing an amount of time equal to the Ritual interval, in a variant of Tearing the Tapestry, an action that does not give mana points but cancels a number of Paradox points equal to half the excess Wisdom.
Paradox Alternative II: It is possible to acquire 3 non-absorbable Paradox dice from Mana or Dedicated Item, for each extra success in a spell.
5 dice, to commute a Failure in a Succes.
Alternative rules about Withstand & Clash of Wills: Withstand only applies to spells that ALTER tapestry: not to Spells from Practices of Unveiling or Knowing; with the exception of Sympathetic spells that must overcome the Withstand based on Sympathetic Connection.
Any spell that must overcome a Withstand has Potency as a Primary Factor.
Spells that allow you to analyze and modify part of the Tapesrty, apply the Withstand only when they begin to modify the target: the rest of the effect is not stopped.
An exceptional success in a spell, cannot completely bypass the Withstand, but the value of the primary factor doubles: the bonuses gained from the factors, normally apply in addition considering the doubled base factor.
In case two spells enter the Clash, the one with the highest Potency wins: only in case of a tie, the CoW is applied with the bonuses for the extended duration applied regularly.
Nimbus Alternative: The Nimbus becomes an effect that applies to a maximum number of spells at the same time equal to Gnosis.
It is decided at the time of casting whether to apply it or not and influence for the duration of the same who is subject to the spell.
As a 2 Point Merit, it is possible to invert Malus into Bonus and vice versa, compared to the standard choice, by paying an extra mana point at the time of casting.
If it basically grants a Bonus to Stamina, with the expenditure of one mana point it becomes a Malus for those subject to that spell.
New Template Acolytes: As a minor Template, Acolytes are Sleepwalkers who have received the education and benefit of occult rituals from an Awakened soul who has welcomed them under his wing.
They can learn at the cost of a px, a single spell at a time, conveyed by the sympathy for the Awakened soul to which they bond.
An Awakened person can have a maximum of Acolytes equal to his own Gnosis, after which a double astral journey must take place where one is led into the Oneiros of the other.
After one or more scenes that symbolize a Resonance between the two souls, the aspirant can connect to the Gnosis of the Awakened soul, and if he has a free "place", create such a privileged connection, a bond that closely resembles that with a familiar.
Only spells that have a precise form in the soul of the Awakened soul can be "connected" to the Acolyte: Praxis or Rotes, not improvised spells or obtained through infused objects or artifacts.
At that point he can learn the spell and use it, spending one point of Mentor's Mana in the process, a particular effect possible only through the ritual that connected their souls. In addition, after learning it, the spell can only be cast through a copy corresponding to the dedicated object usually used by the Awakened One.
The Mentor thus connected, can with a reflexive action suspend access to one or more spells by one or more of his Acolytes indefinitely, or simply deny access to his Mana until he changes his mind; re-establishing the connection, however, requires an action for that turn.
It is also the only Yantra, with the same benefits, that the Acolyte can use.
The pool of dice for magic is equal to the Wizard's Arcana level, plus 1 for the dedicated object and with minus 2 dice for any Paradox rolls. Each Paradox will come immediately from the Acolyte, exactly as if it were caused by his own use of an infused object.
The highest level of mastery an Acolyte can aspire to in this way are Disciple spells (3rd dot).
They also have the limitation of being able to learn second or third level spells, only if they first learned a lower level spell of the same Arcana from the Mentor.
Among the side effects, the Wizard gains from the Acolyte a Connected connection like that of a familiar, such as the NON-reciprocal ability of the Awakened soul to use the Acolyte's senses at will. reciprocal: but not even in that case one can guess through Magic Sight or other, when someone is spying on the other side. A roll of Wits + the lowest between Occult and Empathy penalized by the Wits of the other side, is necessary to notice have the "attention" of the other party.
However, it is possible to send a "signal" that warns the other party that their senses are being used. The sharing of the senses can be limited: it must not be all or nothing, for example to limit to one or more of the senses, but not all.
In addition, once per day for each Acolyte, the Awakened can Slash the Acolyte's Tapestry for a single point of Mana in exchange.
Should the Mentor lose his soul for some reason, this would NOT impact the Acolytes: their connection is towards the Soul itself, and not the person it comes from.
An Acolyte who receives or gains his Mentor's Soul Stone gains several powerful benefits: them can also use the Gnosis trait as a dice pool for his spells, the Mentor can no longer deny him access to spells or his own. Mana pool.
He can also induce the effects of the Paradox on the mage, as long as he is wearing or in physical contact with his stone and uses his senses on an equal footing.
Should the Mentor sink into the Rapt, lose all his Wisdom, ALL Acolytes would immediately lose a number of Integrity points equal to his Gnosis.
This Template serves both to make the Sleepwalkers more interesting without always having to stage the Proximi, and to recreate the theme of cultists in the game and the potential abuse for wizards of all levels of power.
After all, magicians are rare entities: the presence of Acolytes makes more sense for the existence of minor practitioners of miracles and the inner circle of cults.
At the level of Status, in their respective Mysterious Cults, they settle at the third dot, leaving the fourth and fifth only to the powerful Awakened.
Primary Factors Alternative: Gnosis is considered and not the level of Arcana.
Alternative Template I: It starts with three dots divided between two, maximum three, Arcana chosen, maximum second level to creation; a neo Awakened person would only have a dot in the two chosen Arcana
Template II Alternative: In addition to the sourcebook limit, it is added that it is not possible to learn Arcana higher than the value of Gnosis +1.
Praxis & Rotes Acquisition Alternative: You learn a Praxis of the same level acquired, or already acquired in case of character creation, of the Arcana and not based on Gnosis.
If you start with Death 2 and Time 1, you will have a Praxis among the spells of: Death 1, Death 2, Time 1.
Increasing Gnosis does not grant any Praxis, you earn a free Rote for each dot of Gnosis: it is a typical gift / reward honored in Awakened societies.
Alternative for Improvised Casting & Teamwork: If the magician does not have two dots in the Arcana, more than the one required to cast the Primary Factor is halved, with the exception of Praxis, and will enjoy a maximum of a single free reach.
For these cases only, it is possible to spend +2 Yantra dice to convert it into extra Reach: it is also allowed for Praxis.
In case of Gnosis 1, it will be necessary to spend -2 dice to bring at least at 1 the Primary Factor.
A spell can be cast in Teamwork even when it is NOT cast as a Ritual.
Paradox Alternative I: Paradox dice convert to Paradox points, following the Goblin Debt model.
Narrator can spend them at his discretion and at any time, whether the pc are casting a spell or not, according to the Paradox Release chart.
With nine points, It is possible to DENY the discharge setted by the Narrator after knowing what it would entail, at the cost of increasing the number of points by 1.
The presence of Sleepers instead increases the points based on the progression of the table, instead of starting to assign Dice Trick.
Upon reaching or exceeding ten points, the person loses access to his spells: the abyssal aura covers and shields any supernal magic that is called up by the caster.
It is possible to dispose of the Paradox by employing an amount of time equal to the Ritual interval, in a variant of Tearing the Tapestry, an action that does not give mana points but cancels a number of Paradox points equal to half the excess Wisdom.
Paradox Alternative II: It is possible to acquire 3 non-absorbable Paradox dice from Mana or Dedicated Item, for each extra success in a spell.
5 dice, to commute a Failure in a Succes.
Alternative rules about Withstand & Clash of Wills: Withstand only applies to spells that ALTER tapestry: not to Spells from Practices of Unveiling or Knowing; with the exception of Sympathetic spells that must overcome the Withstand based on Sympathetic Connection.
Any spell that must overcome a Withstand has Potency as a Primary Factor.
Spells that allow you to analyze and modify part of the Tapesrty, apply the Withstand only when they begin to modify the target: the rest of the effect is not stopped.
An exceptional success in a spell, cannot completely bypass the Withstand, but the value of the primary factor doubles: the bonuses gained from the factors, normally apply in addition considering the doubled base factor.
In case two spells enter the Clash, the one with the highest Potency wins: only in case of a tie, the CoW is applied with the bonuses for the extended duration applied regularly.
Nimbus Alternative: The Nimbus becomes an effect that applies to a maximum number of spells at the same time equal to Gnosis.
It is decided at the time of casting whether to apply it or not and influence for the duration of the same who is subject to the spell.
As a 2 Point Merit, it is possible to invert Malus into Bonus and vice versa, compared to the standard choice, by paying an extra mana point at the time of casting.
If it basically grants a Bonus to Stamina, with the expenditure of one mana point it becomes a Malus for those subject to that spell.
New Template Acolytes: As a minor Template, Acolytes are Sleepwalkers who have received the education and benefit of occult rituals from an Awakened soul who has welcomed them under his wing.
They can learn at the cost of a px, a single spell at a time, conveyed by the sympathy for the Awakened soul to which they bond.
An Awakened person can have a maximum of Acolytes equal to his own Gnosis, after which a double astral journey must take place where one is led into the Oneiros of the other.
After one or more scenes that symbolize a Resonance between the two souls, the aspirant can connect to the Gnosis of the Awakened soul, and if he has a free "place", create such a privileged connection, a bond that closely resembles that with a familiar.
Only spells that have a precise form in the soul of the Awakened soul can be "connected" to the Acolyte: Praxis or Rotes, not improvised spells or obtained through infused objects or artifacts.
At that point he can learn the spell and use it, spending one point of Mentor's Mana in the process, a particular effect possible only through the ritual that connected their souls. In addition, after learning it, the spell can only be cast through a copy corresponding to the dedicated object usually used by the Awakened One.
The Mentor thus connected, can with a reflexive action suspend access to one or more spells by one or more of his Acolytes indefinitely, or simply deny access to his Mana until he changes his mind; re-establishing the connection, however, requires an action for that turn.
It is also the only Yantra, with the same benefits, that the Acolyte can use.
The pool of dice for magic is equal to the Wizard's Arcana level, plus 1 for the dedicated object and with minus 2 dice for any Paradox rolls. Each Paradox will come immediately from the Acolyte, exactly as if it were caused by his own use of an infused object.
The highest level of mastery an Acolyte can aspire to in this way are Disciple spells (3rd dot).
They also have the limitation of being able to learn second or third level spells, only if they first learned a lower level spell of the same Arcana from the Mentor.
Among the side effects, the Wizard gains from the Acolyte a Connected connection like that of a familiar, such as the NON-reciprocal ability of the Awakened soul to use the Acolyte's senses at will. reciprocal: but not even in that case one can guess through Magic Sight or other, when someone is spying on the other side. A roll of Wits + the lowest between Occult and Empathy penalized by the Wits of the other side, is necessary to notice have the "attention" of the other party.
However, it is possible to send a "signal" that warns the other party that their senses are being used. The sharing of the senses can be limited: it must not be all or nothing, for example to limit to one or more of the senses, but not all.
In addition, once per day for each Acolyte, the Awakened can Slash the Acolyte's Tapestry for a single point of Mana in exchange.
Should the Mentor lose his soul for some reason, this would NOT impact the Acolytes: their connection is towards the Soul itself, and not the person it comes from.
An Acolyte who receives or gains his Mentor's Soul Stone gains several powerful benefits: them can also use the Gnosis trait as a dice pool for his spells, the Mentor can no longer deny him access to spells or his own. Mana pool.
He can also induce the effects of the Paradox on the mage, as long as he is wearing or in physical contact with his stone and uses his senses on an equal footing.
Should the Mentor sink into the Rapt, lose all his Wisdom, ALL Acolytes would immediately lose a number of Integrity points equal to his Gnosis.
This Template serves both to make the Sleepwalkers more interesting without always having to stage the Proximi, and to recreate the theme of cultists in the game and the potential abuse for wizards of all levels of power.
After all, magicians are rare entities: the presence of Acolytes makes more sense for the existence of minor practitioners of miracles and the inner circle of cults.
At the level of Status, in their respective Mysterious Cults, they settle at the third dot, leaving the fourth and fifth only to the powerful Awakened.
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