Chantries
The Chantry Background is pooled among all members of the Chantry. Every point from the total of that background plus the total Adversarial Backgrounds and the number of Chantry Flaws translates to one point that can be spent on the following Chantry-wide Backgrounds and Merits (Each of which provides equal availability to all contributing members).
Chantries
Chantry Merits
Chamtry Flaws
Special Modifiers
Appendix
Security Systems
Chantry Backgrounds
Allies
Allies of the Chantry as a whole or the elder NPCs of it. This rating is a cry more potent than that of individuals, their power being on par with the Chantry, often other Chantries or powerful groups
Arcane
This rating in Arcane can be used to cover any events that occur on Chantry grounds and all those of the Chantry involved in a given situation.
Cults
This rating can be used once per downtime by any authorized member of the Chantry as equivalent levels of this background, and can be used in addition to existing levels the user may have.
Destiny
Equivalent of the same background for the Chantry itself, ultimately it is up to ST discretion as to what that applies to, but often will protect members of the Chantry who are acting on its behalf.
Fame
This is overall Fame of the Chantry among the Awakened community and those with Mage Lore. This counts towards the Reputation of all acting on Chantry business.
Familiars
These are created very much like Mage Familiars, but these are connected to the Chantry rather than an individual Mage. The Paradox these Familiars can take are from members of the Chantry casting on the Chantry grounds and of course can offer assistance to any members, often acting as servants or even Mentors of a sort. If one of these Familiars die the Quintessence production of the Node is reduced by that Familiar's rating for a year. If it is done by a member of the Chantry that member is immediately rejected by the Chantry and any security it may have.
Horizon Space
Similar to Resources this determines the extent of the Chantries grounds in a Horizon Realm but does not build Pips to expend… this is uncommon and must be approved by an ST. In many ways it is much like a Mage's Demesne.
Influences
As with personal Influences this is control built by the Chantry as an Organization and builds Pips and can garner Assets useable by Chantry leadership
Libraries
This rating is somewhat different from a personal library. Each point on this rating must be designated to a Tradition. This will only ever ad one to the library rating of Chantry members who are part of that Traditions when they are using it to reduce the time of Sphere studies. The points also can be allocated to specific Lores. Those who use it can either test as if they have the Lore at two traits or their own rating of a Lore +1 with a normal difficulty +6 so long as they can do their research in the Library. Additionally learning times of those Lores are reduced as with a Mentor.
Mentors
These are general teachers, administrators and advisers of Master level for the Chantry. Each point allows for a single Mentor of such for each Tradition represented in contributing members of the Chantry. The members all have Master level standing in their Tradition *altered by the Prestigious or Infamous Mentor Merit\Flaw below*. They can also access their Tradition Lore x5. They will only have their Tradition Sphere at 5 and one other at 4 and then 3, the rest being at 2 which they will use in their capacity at the Chantry, or in its defense. An additional dot will allow them to teach their Tradition Lore up to five for Tradition members and up to three for nonmembers. Additional points allow them to become teachers of additional Lores *at ST discretion*. Additional points can also allow them to have additional spheres at Master level
Nodes
A Chantry often taps more deeply into one or more Nodes than any one Mage is capable of. Produces 1 point of Quintessence per level of this background plus one per two members that contribute to the overall Chantry points that can be saved or otherwise distributed. Additionally one effect needing up to this rating in Quintessence can be maintained indefinitely per 2 contributing members without taxing the Node output. The Node(s) will produce its rating in drams of Tass as well that relate to the type of Node(s) and possessing its Resonance.
Resources
Determines the grounds and Mundane Holdings of the Chantry, including potentially multiple physical locations building pips useable by Chantry leadership like personal Resources)
Retainers
Stuff
Sanctums
Stuff
Status
Stuff
Wonders
Stuff
Chantry Merits
Prestigious Mentor
Represents a well know leader or teacher in the Chantry that garners its members better standing and status
Reputation
The Chantry itself has earned a positive reputation from its history, earning its members status
Adversarial Backgrounds
Apprentices
Low level Magi that need tending and protection
Enemies
Stuff
Gremlins
Stuff
Nemeses
Stuff
Notoriety
Stuff
Wards
People or places the Chantry has devoted its protection to
Chantry Flaws
Blackmailed
Stuff
Infamous Mentor
Stuff
Special Modifiers
Atmosphere | Internal | Protective Wards |
Building Conditions | Land Status | Psychic Emanations |
Communications | Location | Realms |
Continuum Fluctuations | Magickal Manifestations | Research Facilities |
Energy Fluctuations | Miscellaneous | Security System |
Fortification | Nodes | Shallowing |
Guardian | Other Cabals | Size |
Guards | Phenomena |
Atmosphere
A place of such magic and power as a Chantry can have an effect on the very atmosphere of the place. It will not affect residents but others can be disturbed by it or calmed by it.)
- Alien: -10 Creation Points (Costs a Willpower to Enter)
- Spooky:-5 Creation Points (Willpower test against diff 3 or spend a Willpower to enter)
- Peaceful: 5 Creation Points (Willpower test against diff 3 or spend a Willpower to leave)
- Heavenly: 10 Creation Points (Costs a Willpower to Leave)
Building Conditions
- Ruins: -10 Creation Points (The buildings need extensive rebuilding or repair.)
- Rundown: -5 Creation Points
- Like New: 5 Creation Points
- High-Tech: 10 Creation Points (State of the art everything.)
Communications
- Modern: 2 Creation Points (Phones, intercoms or shortwave radios)
- Trans-Umbral Communications: 5 Creation Points (Means of communication with the Near Umbra or in a Horizon Realm)
- Trans-Horizonal Communications: 10 Creation Points (Communications established in the Deep Umbra *most common with Nephandi and Void Engineers*)
Continuum Fluctuations
- Spatial Shifts: -5 Creation Points (Space is strange here, passages don't always lead to the same places, areas exist that even residents know nothing about. All Correspondence Magic is at 2 higher difficulty to use within the Chantry.)
- Temporal Shifts: -5 Creation Points (Time runs differently, be it a different pattern or even with no pattern at all. All Time Magic is at 2 higher difficulty to use within the Chantry.)
Energy Fluctuations
Quintessence surges and ebbs in unpredictably and can have an effect on magick itself.
- Extreme Variation: -10 Creation Points (10 Points per Month)
- Subtle Variation: -5 Creation Points (5 Points per Month)
Fortification
The level of the Chantry's general resistance to attack. The nature of this varies depending on the Chantry
- Poorly Fortified: -5 Creation Points (No Natural or Artificial defenses)
- Average Fortification: 0 Creation Points (The area has a few advantages to its position, allowing it to be easily defended)
- Well-Fortified: 5 Creation Points (A pretty tough place)
- Mighty: 10 Creation Points (Strong Defenses)
- Impregnable: 15 Creation Points (Damned near impossible to breach)
Guardian
These are Spirits or other supernatural entities that guard the Chantry. They are static, not there like allies to rescue the members, they merely guard the Chantry. These Guardians tend to have needs from a Spirits need for energy to a Vampire's need for blood.
- No Guardian: -12 Creation Points
- Fragile: -8 Creation Points (Level on Guardian)
- Weak: -4 Creation Points (Level two Guardian)
- Minor: -2 Creation Points (Level three Guardian)
- Normal: 0 Creation Points (Level four Guardian)
- Major: 5 Creation Points (Level five Guardian)
- Powerful: 10 Creation Points (Level six Guardian)
- Ridiculous: 20 Creation Points (Level seven Guardian)
- 20 Additional creation points makes the entire area one large organism
Loyalty
This is the general attitude of the guardian toward its task, and its feelings toward the mages of the Chantry
- Fanatical: 15 Creaton Points
- Loyal: 10 Creation Points
- Unwilling: -5 Creation Points
- Hateful: -10 Creation Points
Guards
- Sleepers: +1 Creation Point per 5 guards
- Aware: +5 Creation Points per 5 guards (Guardian Power levels equivalent to one or two)
- Supernatural: +10 per 5 Guards (Guardian Power levels equivalent to three or four)
Internal
Internal Politics
Several of these Characteristics may apply to a particular Chantry.
- Scheming: -10 Creation Points (The Mages of the Chantry are always plotting behind each other's backs. This may be because of personal rivalries, secret hatreds, questions of honor, paranoia or gossip. It's hard to trust anyone, and the Chantry suffers for it.
- Strict Hierarchy: -10 Creation Points (The Chantry has a strict internal structure making it difficult to advance in position. Everything follows a strict procedure. Massive amounts of “red tape” often limit or slow the actions of the Mages. A common flaw of the Technocracy.)
- Conflicting Loyalties: -5 Creation Points (Many of the Mages of the Chantry have strong loyalties to a group (or groups) outside of the Chantry and often find their loyalty and responsibilities conflicting with one another.
- Disorganized: -5 Creation Points (The Mages are very disorganized. They have trouble coming to any sort of agreement and/or implementing plans. The various cabals seldom know what the other cabals are doing, and it would be difficult to gather all the cabals for a concerted effort on anything.)
- Rogue Cabals: -5 Creation Points (There is at least one Rogue cabal within the Chantry, and its activities sometimes embarrass or endanger the Chantry itself.)
- Highly Organized: 5 Creation Points (The Mages are so organized that they can act as one in any situation. Meetings are regular. This does not mean that all members are totally loyal or that there are no internal rivalries or similar problems, simply that such conflicts are put aside when the need arises.)
- Harmonious: 10 Creation Points (The cabals share a deep respect and fondness for each other and a fanatical loyalty to the Chantry as a whole.
Leadership (This category measures the general hierarchy of the Chantry and how it affects the Chantry's workings. All bonuses are cumulative.)
- Malign Leadership: -15 Creation Points (The leadership is actively evil and may not be adverse to using torture or murder as a means or an end.)
- Foolish Leadership: -5 Creation Points (The Chantry's leadership is unskilled, inept or just plain stupid.)
- Dictatorial leadership: -5 Creation Points (All cabals must follow orders or else.)
- Wise Leadership: 5 Creation Points (The Chantry leader in about the best around. Through his leadership, the Chantry has achieved many successes. He need not be a nice guy, however...)
- Benevolent Leadership: 10 Creation Points (The leaders are just and kind, going out of their way for the Chantry and local community.
Loyalty
The general loyalty of the Chantry's servants and Acolytes, there can be exceptions.
- Spies: -10 Creation Points (There are traitors among you, leaking information to enemies of the Chantry.
- Disloyal: -5 Creation Points (The servants are forced into service and perform their tasks out of poverty or fear. They are good potential spiesfor the enemies of the Chantry.)
- Loyal: 5 Creation Points (The servants are notably loyal to the Mages.)
- Committed: 10 Creation Points (The servants perform their duties with great zest, efficiency and zeal. They enjoy their work, and there is always good cheer to be found.
- Fanatical: 15 Creation Points (The servants would all willingly give their lives for the Chantry.
Servants and Acolytes
Non-mages who serve the Chantry directly in some important capacity. Unlike guardians these have free will and are not bound to a particular area or duty.
- Military: Variable Creation Points (Actual military force. Five creation points invested allow two soldiers per Mage. Consider these retainers to be power level two as shown below.)
- No Servants: -10 Creation Points (There are no acolytes at the Chantry, the Mages must do all their own chores. In order to maintain the grounds and Realm all study times are reduced by half, including Spheres, Rotes and Abilities.)
- Few Servants: -5 Creation Points (There are not enough servants to meet all the needs of the Chantry. Work is left undone if the Mages do not pitch in. There is one servant for every two Mages.
- Functional: 0 Creation Points (There are two servants for each Mage.
- Lots of Servants: 5 Creation Points (Each Mage has his own personal Valet. The servants can usually perform additional services as requested by the Mages.
- Innumerable Servants: 10 Creation Points (There are so many servants that the Mages do not even know all of them. They are able to perform all necessary functions and provide plenty of additional services, making the lives of the Mages as luxurious as possible.
- Hereditary Servants: Additional 2 Creation Points (The servants of the Chantry have long family histories of Service to the Chantry. They know their duties without being told and know more about the Chantry's goings-on than many of the Mages.
- Consor: Variable Creation Points (The Mage' sidekicks. Each Consor must be purchased individually, at +2 points per power level. Consors should be developed in detail as individual characters, not just faceless statistics.
Land Status
The status of the land the Chantry and Node are on.
- Large Private Holding: 5 Creation Points (Size depends on surrounding from 10 square miles of rain forest to 500 acres of rural land to a city block.)
- Privately Owned: 0 Creation Points
- Leased: -(Varriable) Creation Points (Depends on the length of the lease, -5 for 30 years, -10 for 15 years or -15 for 5 years)
- Well-Documented: -1 Creation Point (Well known in occult circles and may attract the curious)
- Frequently Raided: -10 Creation Points (Known by another that wants the energy, perhaps a former Caern was there or the Technocracy has a lock on it.)
Location
The geographical location of the Chantry.
- City: -5 Creation Points
- Hard to Reach: -5 Creation Points
- Town: -1 Creation Point
- Sparsely Populated: 1 Creation Point
- Isolated: 5 Creation Points
Magickal Manifestations
Strange things occur around the Chantry, nothing sentient just seeming random outbursts of magickal energy
- Subtle: -5 Creation Points (It generally takes someone who is perceptive with a diff 8 Perception check)
- Noticeable: -10 Creation Points (Easier to notice though they can often be explained away, the diff becomes 6)
- Blatant: -15 Creation Points (Readily noticeable, potentially attracting the attention of the Technocracy or other paranormal researchers if they occur outside of a Horizon Realm)
Miscellaneous
- Ritual Access: 16 Creation Points (Some ritual is needed to enter the area. This is treated like a 10 point Ward if it is unknown.
- Special Portal: (Variable) Creation Points (Some special magickal gateway leading to another site on Earth (usually a Node), the Near Umbra or another Realm. Even Sleepers may use the gate, though most gates require some ritual or keyword to open them. These cost from 3 to 5 creation points depending on the importance of the portal and where it leads)
Nodes
- Node Battery: -1 Creation Point per five Quintessence (The Node does not have Ley Lines connecting it to the Chantry. The Quintessence must be collected in person on a regular basis.
- Tass: -1 per five Quintessence (The Node produces a higher than normal rate of Tass and less Quintessence. It must be collected in person and while it is easy to transport, it is also easier to raid.)
Other Cabals
This is a special Flaw that should be taken with care. This represents other fully formed NPC Cabals that have joined in making the Chantry. They offer a substantial amount of points, but with that benefit comes the sharing of power with them. They will only stay with an equal or sometimes greater say in the politics and direction of the Chantry and acting against them can cause civil unrest or even civil war that could bring the Chantry crashing down.
- Apprentice/Initiate Level Cabal: 10 Creation Points
- Disciple Level Cabal: 20 Creation Points
- Adept Level Cabal: 30 Creation Points
- Master Level Cabal: 50 Creation Points
Phenomena
Strange things can occur to those who spend time in the Chantry
- Severe Curse: -10 Creation Points
- Mild Curse: -5 Creation Points
- Haunted: -5 Creation Points
- Dark Secret: -2 Creation Points
Protective Wards
These are Wards purchased for individual areas in the Chantry that protect against a particular type of creature or material unless accompanied by a member of the Chantry. The objects of the Ward cannot pass through it unless it makes a Willpower test against the difficulty of the Ward.
- Diff 6: 2 Creation Points
- Diff 8: 5 Creation Points
- Diff 10: 10 Creation Points
- Puts an intruder down traits while within the Ward: 2 Creation points per trait
- Ward protects against additional creatures or materials: +2 Creation Points each
- Instead bars against one category (supernatural entities, mortals, minerals): 5 Creation Points
- Any Unauthorized Being Barred: 10 Creation Points
- Defensive Wards: These will inflict one level of aggravated damage per five additional Creation Points spent.
Psychic Emanations
Chantries can emit strange energies that can attract attention, often unwanted attention)
- Powerful Emanations: -5 Creation Points (The Chantry almost always has on lookers around it and can draw in the supernatural of almost every kind.)
- Strong Emanations: -2 Creation Points (The Chantry attracts frequent and unexpected, unwanted attention and it practically calls out to psychics.)
- Normal: 0 Creation Points (Some sensitives can be attracted and Psychics can sense the emanations)
- No Psychic Emanations: 5 Creation Points (Noting can be noticed out of the ordinary)
Realms
Some variants cost extra Quintessence to maintain, there can be multiple such places spanning multiple types of Realms.
- Interconnected Locations: 10 Creation Points (Various placed in the Realm are connected to one another, though they may be far apart. In effect the Realm seems to have no external barriers. *Costs 5 additional Quintessence to maintain*)
- Sphere Ratings: (Variable) Creation Points (The Cost of changing the Magickal sphere ratings, and thus the nature of set reality, In a given Realm is +2 points for every plus or minus in a single Sphere rating.
Climate
- Unsurvivable Climate: -10 Creation Points (Unless specifically adjusted the climate cannot be lived in.)
- Harsh Climate: -5 Creation Points
- Earthly Climate: 0 Creation Points
- Comfortable Climate: 5 Creation Points
Miscellaneous
- Advanced Transportation: 10 Creation Points (Some form of fast transportation that allows easy travel throughout the Realm)
Population
The number and nature of the inhabitants of the Realm *and possibly the Chantry itself*)
- Dangerous Inhabitants: -10 Creation Points (Some of the inhabitants pose a threat to outsiders, the mages and each other. The nature of this is up to the ST, but may include treachery, criminal tendencies or a really unpleasant diet.)
- Overpopulated: -10 Creation Points (Teeming with life, too much life for its ecosystem to support. Privacy is nonexistent, violence is high and even cannibalism may be practiced.)
- No People: -5 Creation Points (The Realm has animals, but no sentient life.)
- Bizarre Inhabitants: 5 Creation Points for Bizarre and 10 Creation Points for Truly Bizarre (The inhabitants are strange. They may be elves, intelligent cockroaches or floating piles of goo.
- Advanced Inhabitants: 15 Creation Points (The inhabitants are more evolved than humans, and thus possess superhuman intelligence, physical abilities, magickal abilities or advanced knowledge. Some of the inhabitants may be of great assistance to the Mages. Quintessence Cost: +15)
Social Structure
The nature of the Realms' inhabitants. Applies only to sentient beings.
- Primitive: -5 Creation Points (Hunters and gatherers with a few, if any, social customs.
- Archaic: 0 Creation Points (The inhabitants have a rudimentary social system, with simple laws, politics and social taboos.
- Modern: 5 Creation Points (The inhabitants have a developed social system, including detailed laws and politics.
- Advanced: 10 Creation Points (A society with highly refined art, philosophy, magick, technology, or all of the above.
Terrain
- Difficult Terrain: -5 Creation Points (Terrain far worse that most on Earth making it extremely difficult to travel. Quintessence Cost: +15)
- Mundane: 0 Creation Points (Very similar to Earth.)
- Simple Terrain: 5 Creation Points (No imposing geographical features at all, easy to traverse.)
- Strange: 5 Creation Points (It may have Earthly features but the realm is definitively not Earth. Visitors must make a Mental Challenge, retested with Survival (or Enigmas) with a difficulty of 6 to avoid the many minor dangers. Quintessence Cost: +5)
- Bizarre: 10 Creation Points (Nothing like Earth. Visitors must make two Mental Challenges the first retested with Enigmas and the other with Survival, difficulty of 8 for both to keep out of moderate dangers or ridiculous situations. Quintessence Cost: +10)
- Extradimensional: 10 Creation Points (Not within the normal 3rd Dimension. Even those that know the place must make regular Mental tests, retested with Enigmas, against 8 traits to even get oriented and dangers may still abound. Quintessence Cost: +15)
- Indoors: 10 Creation Points (Entirely under one roof, no seasons or weather or day/night. There is nothing really allowing for orientation. Quintessence Cost: +10)
Research Facilities
Arcane Library
Each Additional Point here allows an additional Arcane Lore to be added to the overall Library)
- Poor: -5 Creation Points (The Chantry Library can only be used for non-magical research)
- Modest: 0 Creation Points (Not small but still lacks significant resource material, no additional Arcane knowledge.)
- Good: 5 Creation Points (The Chantry's mundane library in large and Research tests only have +4 to difficulties, or only +2 in three specific areas.)
- Exceptional: 10 Creation Points (A huge mundane library. The Chantry must be Large just to house it. Research tests only have a +2 to difficulties, or no additional difficulty for five specific areas.)
- Overwhelming: 15 Creation Points (The Chantry must be huge just to house this massive collection. Research tests have no additional difficulty, or are at -2 difficulty in 10 specific areas.)
Laboratories
This is the space available for magickal experimentation. These are particularly important to Sons of Ether and Order of Hermes.
- None: -10 Creation Points (This Chantry does not have such facilities. Alchemical and Weird Science experiments are very difficult here.)
- Inadequate: -5 Creation Points (Once per month, an Arete test against a Difficulty of 8 allows -1 difficulty to Alchemical and Weird Science experiments, including Wonder Creation)
- Preferential Treatment: additional -2 Creation Points (The Chantry practices some sort of discrimination based on Rank or Tradition. Those not in in popular crowd get inadequate lab space, and the others get the best available space)
- Adequate: 0 Creation Points (Once per month, an Arete test against a Difficulty of 7 allows -1 difficulty to Alchemical and Weird Science experiments, including Wonder Creation plus an additional -1 per Mental spent.)
- Superior: 5 Creation Points (Wonderful laboratories, giving an edge on studies. Once per month, an Arete test against a Difficulty of 6 allows -1 difficulty to Alchemical and Weird Science experiments, including Wonder Creation plus an additional -1 per Mental spent.)
- State-of-the-Art Laboratories: 10 Creation Points (These labs are the best possible, everything feasible is provided. Once per month, an Arete test against a Difficulty of 5 allows -1 difficulty to Alchemical and Weird Science experiments, including Wonder Creation plus an additional -2 per Mental spent.)
Security System
These are traps *either mundane or magical* chosen for individual areas of the Chantry
- Simple Trap System: 5 Creation Points (Perception check against a diff of 7 retested with Alertness to notice, if trapped must succeed at a feat of Strength against a diff of 8 to escape)
- Complex Trap System: 10 Creation Points (Perception check against a diff of 8 retested with Alertness every turn to notice and avoid them, if trapped must succeed at a feat of strength against a diff of 11 to escape)
- Low-Grade Security System: 2 Creation Points (Perception check against a diff of 7 retested with Stealth to avoid alerting the Guardian)
- Average Security System: 5 Creation Points (Perception check against a diff of 7 every turn retested with Stealth to avoid alerting the Guardian)
- State-of-the-Art Security System: 10 Creation Points (Perception check against a diff of 8 every turn retested with Stealth to avoid alerting the entire Chantry)
Shallowing
- Strong Shallowing: -5 Creation Points (This Node has a constant Shallowing, allowing easier passage for intruders into the Horizon Realm and for extradimensional intruders to pass into Earth)
- Typical Shallowing: 0 Creation Points (The Shallowing is only in effect under certain conditions, usually three or four rather common ones.)
- Weak Shallowing: 2 Creation Points (The Node's shallowing is only in effect under three or four more uncommon conditions.)
- No Shallowing: 5 Creation Points (No shallowing at all, though that makes crossing harder for Chantry members as well)
Size
The size of the Chantry, Node or Realm. These are each bought separately, including each separate Node.
- Tiny: -10 Creation Points (A node the Size of a trash can *-10 Quintessence per month*, a Chantry the size of an RV, a Realm of an Acre or two)
- Small: -5 Creation Points (A dumpster-sized Node *-5 Quintessence per month*, a Chantry the size of a small house, a Realm of around 10 acres)
- Average: 0 Creation Points (A Node the size of a room, a Chantry the size of a large house or manor, a Realm the size of a small town)
- Above Average: 5 Creation Points (A Node as large as a house *+5 Quintessence per month*, a Chantry like a mansion, a Realm the size of a city *costing 50 Quintessence per month to maintain*)
- Large: 10 Creation Points (A Node the size of a large building *+10 Quintessence per month*, a castle-sized Chantry, a Realm the size of a continent *costing 100 Quintessence per month to maintain*)
- Huge: 15 Creation Points (An acre-sized Node *+15 Quintessence per month*, a Chantry the size of a small city, a Realm the size of a continent *150 Quintessence per month to maintain*)
- Vast: 40 Creation Points (*Realm ONLY* A Realm this size would be a small pocket world, complete with a biosphere, seasons and indigenous lifeforms *400 Quintessence per month the maintain*)
Appendix
Chantry Point Limits
The maximum number of points that can be put into Chantry by any one member is limited to four plus their Arete (Sorcerers/Acolytes can contribute), new additions are allocated by the Preceptor or other current leadership system of the Chantry. If a member leaves the Chantry the Chantry maintains the points they were contributing, but if they are cast out or killed half the points are lost, rounded down.
Guardians
1- | Weakling | Attributes: 5/4/3 Abilities: 5 Backgrounds: 1 | Willpower: 2 Quintessence: 2 Freebies: 5 |
2- | Below Average | Attributes: 7/5/4 Abilities: 15 Backgrounds: 3 | Willpower: 3 Quintessence: 2 Freebies: 15 |
3- | Average | Attributes: 10/8/6 Abilities: 25 Backgrounds: 5 | Willpower: 5 Quintessence: 3 Freebies: 30 |
4- | Exceptional | Attributes: 12/10/8 Abilities: 35 Backgrounds: 9 | Willpower: 7 Quintessence: 5 Freebies: 40 |
5- | Powerful | Attributes: 14/12/10 Abilities: 40 Backgrounds: 13 | Willpower: 9 Quintessence: 7 Freebies: 50 |
6- | Extra-Powerful | Attributes: 16/14/12 Abilities: 50 Backgrounds: 16 | Willpower: 10 Quintessence: 10 Freebies: 60 |
7- | Super-Powerful | Attributes: 18/16/14 Abilities: 60 Backgrounds: 20 | Willpower: 10 Quintessence: 14 Freebies: 75 |
8- | Ultra-Powerful | Attributes: 20/18/16 Abilities: 70 Backgrounds: 25 | Willpower: 10 Quintessence: 17 Freebies: 95 |
9- | Lesser Celestine | Unknowable (Whatever the ST desires) | |
10- | Celestine | Unknowable (Seemingly limitless power) |
Nodes
Tapping New Node
What is done varies by Tradition and Paradigm, but there are common elements.
The base Sphere required are Prime 3 and Matter 3 (difficulty is raised by one for each level of the Node), and the effect is always considered Vulgar. Three Grades of Success are needed for every level of the Node to be opened. Once opened at a certain level it can only be increased by performing the opening again with the number of Grades needed for that next level minus one for each level already opened. In any case it is not recommended opening higher level Nodes without help as failure not only still garners Paradox, but calls for a Botch test. Should the test be Botched those trying to open the Node will receive one unsoakable level of Aggravated per level of the Node they were trying to open. While a Willpower can be spent as normal for a Grade of Success it cannot be spent to avoid a Botch and Quintessence cannot be spent to assist this ritual as the Node itself will counter any energies used.
The tapping of a new Node for the first time comes with an uncontainable outburst of primal energies. The up side is that it will provide an immediate 10 Quintessence plus 5 for every level past the first for anyone able to catch it. The downside is that it can be notices by a great deal of other sources. The psychic shockwave can be detected by Technocracy probes, the spiritual rush can be felt my malevolent spirits and the raw energies tend to cause quite the light show. The exact effects are up to ST discretion, but is almost always bad news.
Security Systems
Normal Systems
Most advanced security systems are audiovisual, involving cameras, closed-circuit televisions and microphones. Mikes are often tuned to pick up certain sounds (breaking glass, voices, etc.).
These security systems are based on sensors and come in two types: on/off and perception-based.
On/Off sensors do not require a test to detect something. They either trigger or they do not. For example, a window breakage sensor will trigger if the window is broken. An electric eye will go off only if the light beam is broken. There are no tests for these sensors. The Storyteller must have the players describe their actions very carefully. The sensors then respond accordingly. 1 Creation Point per location.
Magick
Magickal effects may be used either to disguise or to discover security devices if the mage is actively using magick to scan for them. 2 Creation Points per location.
Spheres Needed to Locate Normal Security Devices
(Average difficulty: 7 or higher)
Correspondence 2, Entropy l, Forces 1 or Matter 1
Spheres Needed to Locate Magickal Devices
Entropy 2, Forces 2, Prime 1 or Spirit 2
Each of these magicks has a different effect; while Correspondence may be used to "look around comers," Spirit magick could open negotiations with local spirits for safe passage (of course, the spirits need not feel bound to tell the truth ... ).
Disrupt a Sensor
Mages must have some form of energy control, usually gained at Sphere Rank Two, to disrupt most sensors. Note that disruption of one sensor might trigger another.
Difficulty to Disrupt or Disable Sensors