Mage Traits

''Dedications'' will let the character regain 1 Mana per day (instead of per week), but only after the character has maintained that behavior for a week first.

Inferior Arcana

Acanthus is changed to having Prime as inferior (instead of Forces)
Mastigos is changed to having Fate as inferior (instead of Matter)

Ruling Arcana

If the Primary Arcanum of the legacy you've joined is already Ruling for you, the Optional Arcanum becomes Ruling instead. If there isn't an Optional, or if that is Ruling too, then the Prerequisite Arcanum, if any, becomes a new Ruling. If there is no Prerequisite, or it is already Ruling, then no further benefit is gained, but it'll be assumed the attainments should be slightly more potent than for other Legacies, and will get benefit of the doubt when there's a question of whether those powers can do something or not. If this seems unfair, contact the ST for a workable solution.

Arcane XP

AXP can be spent on the following, in addition to the usual purchasing of Gnosis dots:
Relinquishing: Permanent WP-dots spent on Relinquishing control over spells, even Imbuings, can be re-bought with Arcane XP. Same for WP dots spent on making Rotes.
Familiar traits: Since it's absurdly expensive otherwise. Price chart (according to "grimoire of grimoires") is as follows:
Attribute: New dots x8 if incorporeal, New dots x5 if embodied (to max rating 5)
Skill: New dots x3 (to max 5. Embodied only). Specialty: 3xp (embodied only).
Numen: 25 xp (max 4 Numina for incorporeal, max 5 for embodied)
Proximus Blessings: May buy any available to character with Arcane XP, in which case each axp is ''worth'' 2 mundane xp.
The resulting prices of this are as shown on the following chart:
Arcanum lvl ●● ●●● ●●●●
Merit Rating 2 dots 3 dots 4 dots 5 dots
Normal cost 6 xp 12 xp 20 xp 30 xp
Arcane cost 3 axp 6 axp 10 axp 15 axp


The mechanical impact of having high or low wisdom is increased:
Wisdom 10 9 8 7 to 4 3 2 1 0
Modifier +3 +2 +1 ±0 –1 –2 –3 –5

Just like in the normal 'canon' corebook-rules, this modifier is applied to Social rolls for interacting with spirits, and on rolls & trait-ratings used to counter, contest or resist the powers and beings of the Abyss.


●Dice pool to intentionally Uncloak your Nimbus is changed from the original (Occult+Composure), and is instead (Occult +your Path's Resistance Attribute)
●To clarify the effects given in the book: If ST agrees that Uncloaking the character's Nimbus would benefit an Instant Social action, the above roll will then add a bonus of (+1 die per sux) to that Social action's dice pool.


Daoine: First attainment: Can use more than 1/day, but costs +1M/times used on target since last moonrise
Orphans of Proteus: Can have life and matter attainments, don't need to choose one or the other
The Pygmalian Society: Second optional attainment (rewind): 1st use in scene is free, rest cost 1 Mana
Sphinx: Second attainment gives 8-agains, not 9-agains.
Stewards of the Celestial Orrery: First attainment is ''Worst Moment'', not ''Shield of Chronos'', dice pool of Wits + Investigation + Time – Temporal Sympathy, takes 30 min of work & consulting the stars to perform, but can benefit from tools & bonuses (star charts, telescope, knowing target's birth date, etc). Tells you when the best time to perform an action is, tactically, lets you inflict situation penalties one your opponents, up to 1 die per success within that scene, if you planned accordingly.
Votaries of the Ordained: First attainment lets them attune to a number of charges = Fate dots


Basic System

Weapons & Armor

Weapon Rating: Doesn't add dice to the attack dice pool. Instead, it's how much damage target gets from a successful attack with the weapon, in addition to the amount rolled for the attack.
Armor Rating: Doesn't subtract dice from the dice pool of incoming attacks. Instead, it's how much damage is subtracted from each attack that succeeds in hitting the the character.


Eidetic Memory

Changed to be a 4-dot merit instead of a 2-dot merit.

Common Sense

Will use mechanics based on the update for ''common sense'' given in the "God-Machine Chronicles" supplement.


Prerequisites: If a proximus awakens the merit-dots/xp spent on the sleepwalker merit are refunded, but can only be used to get mage-related traits. Related to this: A starting mage character does not have to spend 4 of his 7 starting merit dots on buying the sleepwalker merit in order to be an awakened proximus.
Effect: The requirement that the character must belong to the same Path as the Dynasty are relaxed a bit, allowing for more leeway if it fits the character concept. Also, Blessings remain Blessings after awakening (though most can be made into rotes even without mastery in the arcanum involved).
Special: Those who have established setting-wise that they are from a proximus family can buy the merit after having awakened, activating their family traits and getting access to the Blessings. This also inflicts the dynasty's Curse, however.

Glyph Lore

The merit gives you full capacity for the "Vulgar" type of High Speech only for languages you actually know, not any you just happen to understand due to using magic.





Use a slightly different progression of effects:
Result 1 sux 2 sux 3 sux 4 sux 5 sux 6+ sux
Effect Bedlam Branding Anomaly Havoc Manifestation Additional*
(* = Any successes scored after the first 5 aren't just ignored, but are instead used to generate a second Paradox, in addition to the first one)
Arcanum lvl 1 dot 2 dots 3 dots 4 dots 5 dots
Bedlam Type Mild Mild Severe Severe Extreme


●In order to absorb paradox successes as Resistant Damage, the character must succeed on a reflexive (Resolve + Composure) roll.
●This roll suffers a -2 penalty if caster is unharmed and/or not in a stressful/dangerous situation where it's easier to make yourself engage in desperate and painful efforts. If character has taken L or Agg dmg, or is at risk, the penalty is -1. If the mage is injured and in danger, there's no penalty.
●For each success on the roll, the character can convert 1 point of paradox into resistant Bashing damage.
●The spellcasting dice pool suffers a penalty = nr of paradox sux that ARE absorbed, taken as damage (as opposed to the normal penalty = unabsorbed paradox). This means that there's no penalty unless the character reduces the severity of the paradox.
●Resistant B damage sustained from absorbing paradox sux takes 1 scene/hour to heal, not 15 minutes. This is partly to make the process less tempting, but mostly to make it easier to keep track of during active gaming, as well as to represent the more severe nature of the Resistant nature of the injury.

Social & Emotional

●Adding or removing dots of Social Attributes is now a Spirit spell, NOT a Mind spell
●In general, emotion-based effects will likely be moved from Mind to Spirit

Using Grimoires

●Referencing a Grimoire during the casting of an Instant-action spell can be done in the same turn as chanting High Speech (so the effort takes 1 turn for reading & chanting and 1 turn for spellcasting = 2 turns in total, instead of the usual 3).
●Referencing a Grimoire to cast a Rote you already know gives a bonus of +1 per level of the spell in question (not just +1).

Prepared Rituals

In order to use the Time 2 effect "Delay Spell" on a ritual-cast version of a spell that it normally takes Instant action to cast requires +1 Arcanum dot (this is equivalent to adding Space 2 in order to cast a spell at "Sympathetic Range", and follows many of the same rules, except the spell reaches across Time, not through Space). Spells that require an extended casting to begin with don't need an extra dot, only those spells that aren't initially extended.

Preparation Activation

●All spells that are Prepared beforehand become Aimed when activated. The caster must make an activation roll to aim and unfurl the spell at a target, with a dice pool equal to that of the spell he's releasing.
●After all, since the casting roll has already happened, it's hard to subtract the victim's Resistance attribute from the pool, and for prepared rituals the target hasn't had the chance to make an opposed roll for each interval. So instead, the caster has to take his prepared "ball" of spell-energy and "throw" it at the, who can benefit from cover and similar.
●The activation roll is modified by the same factors that modify Aimed spells, but if it succeeds the spell takes effect with all the factors that were coded into its casting, regardless of the amount of successes rolled on the activation roll. If it doesn't succeed, the magic doesn't connect or unfurl properly.
●Also, paradox is rolled when spell is "flung", since the ST needs to know whether or not there are witnesses which will modify the pool, and any paradox successes will also penalize the "activation" roll (since the casting-roll has already happened).

Boosted Rote Pool

While it is indeed possible to get insane dice pools on rotes with boosting, it this does not count towards the base pool, which means it doesn't increase the maximum amount of rolls you're allowed to make. (do also note, I've long since nixed the skill-boosting spells from Free Council. In fact, a lot of the stuff in that book was….taken with a pinch of salt).

Magical Style

●Normally when a player uses their character's magical style, they get to choose 1 benefit from a list. For this campaign, using your Magical Style instead gives 1 selection for each of the style's Favored Traits the spell has (its Arcanum, Practice, and Rote Attribute). The casting must still fulfill all the same requirements as before in order to get any benefits at all from Magical Style, of course.
●Magical Styles will here only have 2 Favored Arcana (not 3 as they have in the original rules)
●The 1 extra turn required to get mechanical benefit from using your Magical Style can be the same turn spent on High Speech and/or referencing a Grimoire.


The Supernatural


Precious Gems (rubies, sapphires, emeralds) should by all rights give +2 bonus, not the +1 bonus they're listed as in the corebook.
Matter Sight doesn't just give +1 for scrutinizing ''solid'' things and -1 for ''immaterial'' things. Instead, use the normal modifiers for subject's ''mystical density'' in reverse, turning bonuses into penalties and vice versa.
Life Sight gives a +1 bonus for scrutinizing a living being, and a +1 bonus for analyzing powers and traits generated through biological functions or that happen to be racial traits. F.ex: *The ''Aspects'' of the Spirit-Claimed, since these powers are produced by mutating the host body; *Proximus Blessings, since they're a natural part of the subject's anatomy; *The innate powers of uratha (like their shapeshifting), but not acquired powers that aren't 'inborn' (like gifts).

Duel Arcane

When using an Arcanum that gives bonus or penalty against the Arcanum the opponent uses, the modifier applied is +/-2, not just +/-1 (so there's an actual advantage to choosing an Arcanum for which your rating is 1 dot lower, since the +2 bonus still lands you with a net modifier of +1 more than if you'd always stuck with your highest-rated Arcanum)

Soul Loss

We'll be using the updated rules-errata about Soul Loss from the "Left-Handed Path" sourcebook:
Stage 1: Each week the character is without a soul they lose 1 dot of Morality/Wisdom/etc
Stage 2: Once Morality has been reduced to 1, character's WP score reduced by 1 per week instead
Stage 3: When at WP 0, character can't function (f.ex. catatonic, listless, mutter to themselves, etc)
●Attempts to Possess a soulless person receive a +2 bonus
●Once soul is regained, lost ratings return at 1 dot per day, beginning with WP score, then Morality
Soulless Mages: Same as for Sleepers, with additional rules listed below
●Lose 1 Gnosis per 24 hours1
●Considered a mage (has all powers & traits) while they've still got Gnosis dots. If soul still exists.
●At Gnosis 0 the character becomes a Sleeper, losing all powers of mage template
●Also becomes Sleeper if their soul ever becomes beyond recovery (f.ex. if permanently ruined, consumed, or destroyed)
●Once victim receives an Awakened soul (even if it's not their own) they regain full Gnosis & Arcana
●If they receive a Sleeping soul they regain +1 dot of current Gnosis, up to max=original Gnosis before soul loss. If they've become a Sleeper, even a non-awakened soul still returns them to their Awakened state, but only at Gnosis 1 (1 over current rating of 0)

Astral Travel

The mechanics for how Health and damage work in the Astral have been altered:
●There are 3 different degrees of harm, equivalent to Bashing, Lethal & Aggravated
●These are still marked down on the willpower track, as a slash, an x or an asterisk, like with physical injuries.

●"Bashing"-type Astral damage removes points of willpower, 1WP per point of dmg suffered.
●You don't automatically wake up when you don't have any more WP left, but once you're out of WP any further B dmg you get instead upgrades one B dmg to Lethal.

●''Lethal''-type Astral damage temporarily reduces the character's maximum willpower point pool.
●If the character's max WP track is reduced 3 or less it inflicts "psychological wound penalties". This works just like physical wound penalties (f.ex -2 penalty when only 2 boxes left), except that in the material world the penalty only applies to mental & social dice pols.
●Once max WP pool has been reduced to zero (when they're "full of L dmg"), they can no longer exist within the Astral, waking up back in their physical bodies.

●''Aggravated''-type Astral damage temporarily reduces the character's permanent Willpower Dots, and also lowers the base pool of all (Resolve+Composure) rolls.
●Should a character's permanent WP dots be reduced to zero (when they're "full of Agg dmg"), the person is rendered comatose, without any mental activity whatsoever.
●Lethal & Aggravated Astral damage heals as quickly as their physical counterparts, though this recovery process can't be sped up with the medical treatment that helps regain physical health.

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