Mage Optional Rules
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Revision as of 19:20, 20 March 2018 by TheUndisputedTruth (talk | contribs)
This page will eventually become a full-fledged reference for what Optional Rules (marked as such through M20, HDYDT, and BoS) we use and which we don't. We aren't done with that work, though, by any means! Here's the start, though.
Approved Without Modifications
- Resonance, Merits, and Flaws, pg. 256.
- Verbenae and the Old Roads, pg. 481.
- Wild Talent, pg. 527.
Not Player Relevant
- Sanity Sinks, pg. 242. This is considered player irrelevant because we don't allow marauder PCs and how we handle them will remain behind the scenes.
Rejected
- Minimum Abilities, p 276. We generally reject the Minimum Abilities optional rule; magic is an act of will, and except to the extent that a character's paradigm suffers for not performing well on mundane tasks, magic is not governed by it. The one exception is where a mundane ability is used as a focus but is entirely untrained; penalties for using untrained abilities may bleed over into the magic.
- Powers of True Faith, pg. 645. We do not presently use True Faith on this game, and consider its powers redundant with Arete and various sorcerous powers attained by clergy and religious paradigms.
- Significant Instruments, pg. 588. The spirit of this rule is already covered well (see Localized Reality, pg. 614, and much of the adjacent text for a dozen pages). The actual mechanics they proposed are broken and terrible. If you believe that your magick ought to be coincidental because it conforms well to some sort of mass expectation despite being Definitely Magick, talk to staff, who will make final determination about what difficulty modifiers, if any, get applied.