I've only gotten into Mage the Awakening with second Edition, but have since then thought about it alot and played a fair bit with the system. As I've written up quite a few homerules and homebrewed a few legacies (the best part about awakening!) I thought I'd open up a thread to share with you guys. Feedback is allways welcome, keep in mind though that quite a few of the homerules are just deliberate tweaks to the setting to bring it more in line with what I want from the setting. I'm not trying to say it's supposed to be the right way or anything. Should any of you want to use any of it feel free to go ahead, I hope it'll be of use to some of you!
Let's start off with a general collection of some homerules. Houserules
New Reach option: Subtlety – Subtle spells don't trigger peripheral mage sight,when active mage sight or another spell would detect the spells presence it triggers a clash of wills.
Pattern Restoration: Pattern Restoration cannot remove condition that do not specifically damage the body.
Alternativly Pattern Restoration is taken out and a new Life 2 Utility Attainment is created allowing for Pattern Restoration. A Mind 2 Utility Attainment allows for Pattern Restoration of Mental Conditions. Supernatural powers such as Dominate cause supernatural condition that can never be removed with Pattern Restoration.
Clashes of Wills: Mages do not ALLWAYS feel when one of their Spells clashes with something else. When a spell with the subtlety reach (or a supernatural power that should be subtle, apply storyteller judgement) clashes with one of the mages spells the mage only is aware of the clash if the mage detects the spell/power clashing with his own.
You cant magically temper with Clashes of Wills, just as you can't with degeneration rolls or paradox containment (Legacies can allways be the exception to the rule, but be very very careful there).
Ephemeral Entities – As it stands ephemeral entities roll rank+influence in clashes of wills which makes them chumps. A starting level mage can literally outclass a rank 5 spirit if he invested in gnosis and gets himself the boni through duration and advanced potency. I personally like my minor gods to feel like minor gods, thus I let them roll Rank+Attribute in clashes of wills. This makes Spirit of Rank 3+ very dangerous even for experienced mages, think twice about what rank of entities you throw at your players.
Legacies: Legacies are ancient magical traditions passed along from Master to Apprentice. They're the legacy (quite literally) of past luminaries of mage society. Joining one is a big deal, constructing one should be too. Mages need to have a Gnosis of 6 to build their own legacy. A prospective legacy teacher needs to have unlocked the third of Attainment of his legacy before he can pass it on to other students.
Legacy Oblation – Mages can sip Mana from the well of their own soul through a legacy. The progression thereof is tied to the mages progression in the legacy. Instead of regaining Mana equal to the primary Arcanum rating of the legacy when using legacy oblations, they regain an amount equal to the highes attainment they've achieved in the legacy.
Legacy Attainments – Disregard Reach restrictions and build them how they feel right. Keep an eye on yourself (and players...) that they're not too imbalanced. As a guideline give them two free reaches instead of one, but don't be afraid to give them more when the attainment has severe restrictions or is generally of nieche use.
Rote Skill – Just as rotes are passed down the orders by their masters, legacies often develop their own rotes and techniques. Upon joining a legacy a mage gains one additional rote skill associated with the legacy.
Spells:
Exceptional Luck – Remove the ability to cast reflexivly...
Shifting Sands – Remove the reach to go back scenes. Using this spell costs 1 Mana
Bolster Spirit – Take out the +1 Rank reach. In general magic cannot easily tamper with power stats
General Consideration – Take out the option to surpass Attribute/Ability/5 limit. This cuts down on epic magic preperation fests, makes a mage less able to steam roll anything that is not another mage and doesn't force you to calculate wether your opponent would have given himself +13 or +14 dice himself if he is a mage.
Reapers: A common use for a soul sacarment is the ability to use it to relinquish a spell safely.
Let's start off with a general collection of some homerules. Houserules
New Reach option: Subtlety – Subtle spells don't trigger peripheral mage sight,when active mage sight or another spell would detect the spells presence it triggers a clash of wills.
Pattern Restoration: Pattern Restoration cannot remove condition that do not specifically damage the body.
Alternativly Pattern Restoration is taken out and a new Life 2 Utility Attainment is created allowing for Pattern Restoration. A Mind 2 Utility Attainment allows for Pattern Restoration of Mental Conditions. Supernatural powers such as Dominate cause supernatural condition that can never be removed with Pattern Restoration.
Clashes of Wills: Mages do not ALLWAYS feel when one of their Spells clashes with something else. When a spell with the subtlety reach (or a supernatural power that should be subtle, apply storyteller judgement) clashes with one of the mages spells the mage only is aware of the clash if the mage detects the spell/power clashing with his own.
You cant magically temper with Clashes of Wills, just as you can't with degeneration rolls or paradox containment (Legacies can allways be the exception to the rule, but be very very careful there).
Ephemeral Entities – As it stands ephemeral entities roll rank+influence in clashes of wills which makes them chumps. A starting level mage can literally outclass a rank 5 spirit if he invested in gnosis and gets himself the boni through duration and advanced potency. I personally like my minor gods to feel like minor gods, thus I let them roll Rank+Attribute in clashes of wills. This makes Spirit of Rank 3+ very dangerous even for experienced mages, think twice about what rank of entities you throw at your players.
Legacies: Legacies are ancient magical traditions passed along from Master to Apprentice. They're the legacy (quite literally) of past luminaries of mage society. Joining one is a big deal, constructing one should be too. Mages need to have a Gnosis of 6 to build their own legacy. A prospective legacy teacher needs to have unlocked the third of Attainment of his legacy before he can pass it on to other students.
Legacy Oblation – Mages can sip Mana from the well of their own soul through a legacy. The progression thereof is tied to the mages progression in the legacy. Instead of regaining Mana equal to the primary Arcanum rating of the legacy when using legacy oblations, they regain an amount equal to the highes attainment they've achieved in the legacy.
Legacy Attainments – Disregard Reach restrictions and build them how they feel right. Keep an eye on yourself (and players...) that they're not too imbalanced. As a guideline give them two free reaches instead of one, but don't be afraid to give them more when the attainment has severe restrictions or is generally of nieche use.
Rote Skill – Just as rotes are passed down the orders by their masters, legacies often develop their own rotes and techniques. Upon joining a legacy a mage gains one additional rote skill associated with the legacy.
Spells:
Exceptional Luck – Remove the ability to cast reflexivly...
Shifting Sands – Remove the reach to go back scenes. Using this spell costs 1 Mana
Bolster Spirit – Take out the +1 Rank reach. In general magic cannot easily tamper with power stats
General Consideration – Take out the option to surpass Attribute/Ability/5 limit. This cuts down on epic magic preperation fests, makes a mage less able to steam roll anything that is not another mage and doesn't force you to calculate wether your opponent would have given himself +13 or +14 dice himself if he is a mage.
Reapers: A common use for a soul sacarment is the ability to use it to relinquish a spell safely.
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