I will separate this into A and B, Rules and Metaplot Choices. If I edit this, I will post a reply explaining the edit (changed from-to). To start, this is everything important that I can remember.
Part A: Rules
1) Starting Arete:
I raise the cap on starting Arete from three to five. Spheres remain capped at three.
Why? There are two reasons. First, the cost of raising Arete is punitive. The player wants to raise a Sphere, but their Arete is not high enough. They have to spend XP on a magic stat that doesn't give them any additional capabilities, besides an additional die. Second, three dice on a magic role is kind of pitiful. Picture a mage using forces to defend himself with three dice to roll versus an un-awakened enemy shooting a handgun (say dexterity 3 and firearms 2).
I simply adjust the level of Magical Wisdom the rating symbolizes downward. The maximum listed Arete is 10, so it's not that different in regards to the Wisdom it symbolizes. Taking Arete at five requires all of the players freebie points and one additional point from flaws. It has a cost.
2) Acquiring Backgrounds during play:
Things like Resources or a Node don't cost XP. The players' actions determine whether or not they obtain the thing. For something like Destiny, which is intrinsic to the self, I would have the player spend XP to unlock it, Discovering their Destiny.
Why? Under the "new backgrounds cost XP" rule, the storyteller can never take those things away (and it's understandable that players who spent XP would be pissed if they did). I find this limiting, since there are all kinds of unforeseeable story events that could result in losses. A Node could come under siege after an enemy NPC gets a lucky roll on investigation or a Prime Detection Procedure. Money can be stolen. Similarly, you can be invited into a Chantry and later thrown out or have to run, because the Chantry fractures.
3) Avatars and Seekings:
Seekings are not a prerequisite for spending XP on Spheres. Seekings are never a journey to an unconnected micro-realm that the Mage has to explore for symbolic meaning. They are directives to do something in the actual setting, be it Earthly or Umbral. The benefit of pursuing the Seeking is that the Avatar will reward the PC by attempting to counteract influences like that would imperil both.
Why? Story-wise, a character could stray from the path that their Avatar wishes them to pursue, but gain power and knowledge in other ways. They could gain new Mentors through impressive deeds. Conflicts between the demands of Mentors and Avatars are a fun story element. Having the Avatar act as a counteracting influence also does something to make my game easier. It avoids penalizing players who don't take Mind. The standard foot-soldiers of the Technocracy, Black Suits, use Mind and a PC without Mind is normally defenseless against coercive Mind Procedures. My Black Suits take this into account and Mind is still, probably the most powerful Sphere in the game (and players get the chance to figure that out before being captured).
4) Conjunctional Magic:
Mages do not have to have the Spheres other casters are using to combine their magic. The group casts as if they were a single Mage with the average Arete of everyone involved and all the combined Sphere Versatility. In order to do Conjunctional Magic, they must estimate the amount of time it will take to achieve the desired effect and then take on a "fused" status for the predetermined time period. During that time, they cannot cast individually, making them more vulnerable, should a group of enemies attack. Another consequence is that Quiet spreads, if someone is so afflicted.
Why? Players do not have spend precious XP on each other's Spheres of Interest, instead focusing on what they are most excited to learn. There is a vast list of multi-sphere spells that no single mage is going to be able to cast. Under standard rules for conjunctional magic, a group would also be denied those opportunities. Allowing this type of fusion with a bit of danger means they can do something really cool once in a while, having taken necessary precautions.
5) Paradox:
Similar to Mage the Awakening, Paradox mostly erases (or deeply suppresses) the memory of sleepers who witness Vulgar Magic. There are exceptions like near death experiences where magic saves a sleeper. Since they are between this world and the next, their awareness is increased and they partly outside the reach of Paradox.
Why? I find the setting to be implausible, otherwise. The Technocracy has to be this constantly patrolling army, forced to respond to every act vulgar magic done in public. In a world where almost everyone has a cell phone, I can't imagine how repeated, intentional displays of vulgar magic at large public events could be covered up. In the first part of the B section, I explain the kind of Technocracy I prefer.
Part B: Metaplot
1) Thinner Technocracy:
In sleeper society and in most countries, the military, police and intelligence agencies combined are a small fraction of the population, the rest of which are considered Civilians. The former rely heavily on the productive output of the later. Magic can explain how a smaller Awakened Civilian population produces more, but there is still a limit. In terms of Enlightened Personnel, I have it that the Civilian portion of the Technocracy is never smaller than two thirds in any given area. That ratio would be where there is very high tension with other factions. In other areas, Civilians would make up ninety percent of Enlightened.
Not all of the work Civilian Technomancers do can be in places that are heavily fortified. Some Progenitors work in public hospitals, NWO - Ivory Tower has a large number of professors in universities, and Syndicate - Financiers are constantly generating startup companies in whatever location is suitable. All of these would have a high degree of vulnerability to retaliatory attacks by Tradition Mages who would avenge the deaths of comrades killed by Black Suits, Hit-Marks and Syndicate Enforcers who return to fortified Constructs after each mission.
The Non-Civilian Technomancers who I send after my players are actually outnumbered by them and must avoid directly provoking a war with regional Traditions that would endanger their own Civilians. Such agents are both well supplied and resourceful. They are methodical, careful and often charming. When they are successful, their missions result in internal conflicts between Traditions or with the Disparate Alliance who are unaware of how the conflict was instigated.
The reason I give the Union Operative a numerical (often singular) disadvantage is not to make the game less challenging, but more. I play that agent better and more ruthlessly than if I gave myself a proportionate number of freshly cloned (Prime 2, Life 5, Mind 5, DS 5) Black Suits with machine guns and license to kill.
2) Avatar Storm:
Originally, I completely rejected the Avatar Storm. More recently, I decided that there has been a Storm (not made from people's Avatars) in a portion of the Umbra that did not affect most Chantries or Constructs. I like the idea of the aftermath that left an area similar to the Grey Wastes from D&D planar mythology. I intend on using this. Since I don't use vampire crossover, Ravnos and The Week of Nightmares didn't happen.
3) Threat Null:
It exists and they have my own original, creepy alien allies.
4) Chantries and Constructs:
Chantries have a smaller number of Mages than described in the books (hundreds of mages in some cases), while still being physically large. Most of the population are Acolytes or sleepers.
End - That's it for now. Questions are welcome.
Part A: Rules
1) Starting Arete:
I raise the cap on starting Arete from three to five. Spheres remain capped at three.
Why? There are two reasons. First, the cost of raising Arete is punitive. The player wants to raise a Sphere, but their Arete is not high enough. They have to spend XP on a magic stat that doesn't give them any additional capabilities, besides an additional die. Second, three dice on a magic role is kind of pitiful. Picture a mage using forces to defend himself with three dice to roll versus an un-awakened enemy shooting a handgun (say dexterity 3 and firearms 2).
I simply adjust the level of Magical Wisdom the rating symbolizes downward. The maximum listed Arete is 10, so it's not that different in regards to the Wisdom it symbolizes. Taking Arete at five requires all of the players freebie points and one additional point from flaws. It has a cost.
2) Acquiring Backgrounds during play:
Things like Resources or a Node don't cost XP. The players' actions determine whether or not they obtain the thing. For something like Destiny, which is intrinsic to the self, I would have the player spend XP to unlock it, Discovering their Destiny.
Why? Under the "new backgrounds cost XP" rule, the storyteller can never take those things away (and it's understandable that players who spent XP would be pissed if they did). I find this limiting, since there are all kinds of unforeseeable story events that could result in losses. A Node could come under siege after an enemy NPC gets a lucky roll on investigation or a Prime Detection Procedure. Money can be stolen. Similarly, you can be invited into a Chantry and later thrown out or have to run, because the Chantry fractures.
3) Avatars and Seekings:
Seekings are not a prerequisite for spending XP on Spheres. Seekings are never a journey to an unconnected micro-realm that the Mage has to explore for symbolic meaning. They are directives to do something in the actual setting, be it Earthly or Umbral. The benefit of pursuing the Seeking is that the Avatar will reward the PC by attempting to counteract influences like that would imperil both.
Why? Story-wise, a character could stray from the path that their Avatar wishes them to pursue, but gain power and knowledge in other ways. They could gain new Mentors through impressive deeds. Conflicts between the demands of Mentors and Avatars are a fun story element. Having the Avatar act as a counteracting influence also does something to make my game easier. It avoids penalizing players who don't take Mind. The standard foot-soldiers of the Technocracy, Black Suits, use Mind and a PC without Mind is normally defenseless against coercive Mind Procedures. My Black Suits take this into account and Mind is still, probably the most powerful Sphere in the game (and players get the chance to figure that out before being captured).
4) Conjunctional Magic:
Mages do not have to have the Spheres other casters are using to combine their magic. The group casts as if they were a single Mage with the average Arete of everyone involved and all the combined Sphere Versatility. In order to do Conjunctional Magic, they must estimate the amount of time it will take to achieve the desired effect and then take on a "fused" status for the predetermined time period. During that time, they cannot cast individually, making them more vulnerable, should a group of enemies attack. Another consequence is that Quiet spreads, if someone is so afflicted.
Why? Players do not have spend precious XP on each other's Spheres of Interest, instead focusing on what they are most excited to learn. There is a vast list of multi-sphere spells that no single mage is going to be able to cast. Under standard rules for conjunctional magic, a group would also be denied those opportunities. Allowing this type of fusion with a bit of danger means they can do something really cool once in a while, having taken necessary precautions.
5) Paradox:
Similar to Mage the Awakening, Paradox mostly erases (or deeply suppresses) the memory of sleepers who witness Vulgar Magic. There are exceptions like near death experiences where magic saves a sleeper. Since they are between this world and the next, their awareness is increased and they partly outside the reach of Paradox.
Why? I find the setting to be implausible, otherwise. The Technocracy has to be this constantly patrolling army, forced to respond to every act vulgar magic done in public. In a world where almost everyone has a cell phone, I can't imagine how repeated, intentional displays of vulgar magic at large public events could be covered up. In the first part of the B section, I explain the kind of Technocracy I prefer.
Part B: Metaplot
1) Thinner Technocracy:
In sleeper society and in most countries, the military, police and intelligence agencies combined are a small fraction of the population, the rest of which are considered Civilians. The former rely heavily on the productive output of the later. Magic can explain how a smaller Awakened Civilian population produces more, but there is still a limit. In terms of Enlightened Personnel, I have it that the Civilian portion of the Technocracy is never smaller than two thirds in any given area. That ratio would be where there is very high tension with other factions. In other areas, Civilians would make up ninety percent of Enlightened.
Not all of the work Civilian Technomancers do can be in places that are heavily fortified. Some Progenitors work in public hospitals, NWO - Ivory Tower has a large number of professors in universities, and Syndicate - Financiers are constantly generating startup companies in whatever location is suitable. All of these would have a high degree of vulnerability to retaliatory attacks by Tradition Mages who would avenge the deaths of comrades killed by Black Suits, Hit-Marks and Syndicate Enforcers who return to fortified Constructs after each mission.
The Non-Civilian Technomancers who I send after my players are actually outnumbered by them and must avoid directly provoking a war with regional Traditions that would endanger their own Civilians. Such agents are both well supplied and resourceful. They are methodical, careful and often charming. When they are successful, their missions result in internal conflicts between Traditions or with the Disparate Alliance who are unaware of how the conflict was instigated.
The reason I give the Union Operative a numerical (often singular) disadvantage is not to make the game less challenging, but more. I play that agent better and more ruthlessly than if I gave myself a proportionate number of freshly cloned (Prime 2, Life 5, Mind 5, DS 5) Black Suits with machine guns and license to kill.
2) Avatar Storm:
Originally, I completely rejected the Avatar Storm. More recently, I decided that there has been a Storm (not made from people's Avatars) in a portion of the Umbra that did not affect most Chantries or Constructs. I like the idea of the aftermath that left an area similar to the Grey Wastes from D&D planar mythology. I intend on using this. Since I don't use vampire crossover, Ravnos and The Week of Nightmares didn't happen.
3) Threat Null:
It exists and they have my own original, creepy alien allies.
4) Chantries and Constructs:
Chantries have a smaller number of Mages than described in the books (hundreds of mages in some cases), while still being physically large. Most of the population are Acolytes or sleepers.
End - That's it for now. Questions are welcome.
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