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Используем механику 20th anyversary редакции - СО 21, и может быть увеличено для отдельно взятых персонажей, в зависимости от легенды и концепции. Речь идет о интересных историях, не обязательно на несколько страниц или десятков тысяч слов. Если Вы считаете что все должны стартовать в одинаковых условиях, вам вероятно не в эту игру. - Мериты и флавсы можно брать любые из Мага, подходящие из других линеек и даже придумывать самостоятельно. Впрочем, оставляю за собой право забанить отдельно взятый Мерит или Флав, как для всей игры, так и для отдельного персонажа. - Можно брать adversarial background (из руководства по традициям, например) для получения СО в лимит 7 очков с Флавсами. - Стартуем кабалом недавно пробужденных магов. Ограничения на Традиции, Крафты и конвенции нет, если вы можете и хотите работать одним кабалом. - Сфера специализации выбирается при старте, но не привязана к Традиции. - Используется система резонанса как в revised ed. Соответственно все маги стартуют с одной точкой в одном из трех резонансов, характеристики даем сразу всем трем. - В бэкграунд sertification вписываем по умолчанию паспорт, водительское удостоверение (для тех у кого есть доты в вождении), и лицензии на профессиональную деятельность, если она лицензируется и имеет место в истории и навыках персонажа. За доты этого бэкграунда приобретаются лицензии на оружие и поддельные документы. - В бэкграунд Аватар - всем первый дот бесплатно. - Все получают мерит Language на один дот бесплатно. Немцы выбирают английский или язык одной из соседних стран, приезжие - к родному добавляют немецкий (или английский для тех кто ищет трудностей). - Не хоумрул, скорее предупреждение: броски для действий, успешность или неудачность которых неочевидна (в основном проверки Восприятия и Интеллекта) за персонажей игроков делаю я и они остаются скрытыми. Обычно я такие проверки делаю автоматически, при описании ситуации которая может их потребовать, но всякое бывает - можно заявлять проверки, но броски я буду безбожно перебрасывать. ... Может быть дополнено
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Фокус: Парадигма, Практика и Инструмент.
Мир такой, каким мы его видим. Для того чтобы менять мир, нужно иметь представление о его устройстве. И хотя Реальность одна, представлений много. Все они в равной степени верны, и в той-же степени ошибочны. Представление о мире, то как маг Верит что мир устроен, это Парадигма. Кроме представления о мире, нужно иметь представления о методах влияния на него. И верить в то, что эти методы способны нести изменения. Методика используемая магом для изменения реальности, его путь творения магии это и есть Практика. И каждая методика имеет свои инструменты. Разумеется, для каждой методики они свои, и могут радикально отличаться. Маг стартует веря в одну Парадигму, умея пользоваться одной Методикой и от семи до десяти Инструментов, подходящих для этой методики и позволяющих осуществить желаемое в пределах данной Парадигмы. В процессе обучения персонаж может изменить или освоить новую методику, научиться работе с новыми инструментами и даже изменить Парадигму. Хотя последнее - адски сложно.
Маги мистики, начиная с Арете 3 могут отказываться от одного инструмента. Таким образом эффект который требует этого инструмента можно совершать без него, или с инструментом, понижая сложность на 1. С каждым новым уровнем Арете можно отказаться от еще одного инструмента. Такие инструменты отмечаем в карточке зачеркнутыми.
Маги техноманты сильнее привязаны к инструментам, и не могут творить магию без них. С другой стороны в современной реальности их инструменты менее вульгарны. Тем не менее, при достижении Арете 6 они могут отказываться от инструментов, при этом в два раза быстрее - по два инструмента на уровень Арете.
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Резонанс версии revised ed. Многобукаф. Resonance
As a mage creates magical Effects, she invests them with her own wills, desires and drives. Naturally, the results reflect such strong emotions as the mage imprints her own vision of reality over the cosmos. Each mage has a few Resonance Traits, a set of adjectives that describe the sorts of Resonance that the mage normally builds. A mage normally starts with one dot in one Resonance Trait: a Dynamic Trait, an Entropic Trait or a Static Trait. Through further actions, the mage may develop additional Traits of the different sorts or gamer additional dots. During character creation, you need to select the Resonance characteristics for each Trait. Your character's Dynamic Resonance might be Energetic, Violent or Fiery; Entropic Resonance could be Destructive, Languorous or Seething; Static Resonance might manifest as Accurate, Geometric or Smothering. These Traits describe how your character's magic tends to change according to her emotions. Every magical Effect that the mage does is affected in some way by Resonance; the more dots the mage has in a Trait, the stronger its manifestation. Dynamic Resonance reflects the pure creative force of the universe, the drive to make new and different things, action without thought to consequences and continuous motion and evolution. Such Resonance Traits are fast, moving and mutating, though the Trait itself tends to stay the same for any given mage. Entropic Resonance reflects the mage's tie to primordial energy, the bubbling morass that melts Creation back down into fluid emptiness and makes room for new birth. Entropic Traits show decay, destruction and death, though not always in a wholly negative way. Jhor is a special kind of Entropic Resonance, garnered from too much interaction with death energy (see Chapter Four). Static Resonance shows up in patterns, constants and the solidification of Creation into permanent or semi-permanent forms and repeatable ideas. Such Traits are often intellectual, heavily patterned or highly organized. x Negligible Resonance. • Quirky. • • Odd. • • • Noticeable. • • • • Influential. • • • • • Overwhelming. • Each dot in a Resonance Trait indicates a certain level of Resonance that appears in the mage's magic. With high levels of Resonance, the mage is likely to have every Effect twisted in a noticeable way to reflect his personal Resonance. A mage with low levels of Resonance might show only subtle changes, and he might not manifest any noticeable Resonance in very small Effects. • Resonance is traceable to those who know what to look for. A mage can often determine if a particular Resonance fits a certain mage's style. With a Perception + Awareness roll (difficulty of 10 minus the Resonance score), a mage can determine the type of Resonance present in an Effect if it's not otherwise immediately noticeable. ("Aha! My old nemesis Dr. Lugan always used Vindictive magic, and this Effect fits his style perfectly".) • A mage who builds an Effect that works with her Resonance often finds it easier to work such magic. A mage with the Fiery Dynamic Resonance has an easier time with fire magic, a mage with the Static Resonance of Perspicacious is better with insightful Mind magic and so on. This effect translates as a reduction in difficulty (by one) to Effects that play on the mage's specific Resonance, as long as the player describes a specific way to make the spell use his Resonance Trait. It's not enough just to say "I have Static Resonance for Thinking so I get a bonus on all Mind Effects." The player must make some part of the Effect reflect the appropriate Resonance deliberately. • A mage's Resonance usually changes only when she's heavily influenced by strong magical powers. This change can occur during a Seeking, after botching an Effect in a spectacular fashion or when visiting a strange Horizon Realm.
и Resonance If Paradox is the backlash of the universe twisting to change the mage as the mage changes reality, then Resonance is the constant subtle current that surrounds the mage as an agent of change. As has been stated many times, magic stems from desire — the mage's desire to reshape the world to his whims. Although magic allows the mage to bend the world in that fashion, it also means that his desires affect the world constantly, always changing things just a little bit and influencing the outcome of the mage's Effects. All mages have some form of common Resonance. The most neophyte mages usually only manifest a little Resonance — a single point in a single type of Resonance — but as the mage becomes more powerful, does more magic and delves into deeper passions, Resonance becomes more pronounced. Eventually, Resonance not only overcomes all of the mage's workings, but it affects her normal life. As a mage becomes more potent, her mystical will affects the world around her more strongly. Eventually her Resonance cloaks her in an aura of power that is noticeable and almost tangible. Humans often notice something odd, unusual or potent about mages; for the mage with high Resonance, this feeling is much more pronounced. When a mage works his Effects, his Resonance causes the Effect to reflect his intent and emotion. The personal, unique nature of each mage causes each form of Resonance to be special, though. Mages who are experienced in sensing Prime threads — or who just have good supernatural instincts — can often tell a mage's specific form of Resonance. They can even recognize who built an Effect or tell a little about the individual. Conversely, mages may try to dampen their own Resonance to make their Effects more subtle. Resonance tends to flavor Effects in proportion to the Effects' own intensity — a large, flashy vulgar Effect will have more Resonance than a subtle, coincidental Effect. This Resonance manifests in the Effect itself, causing it to look or feel strange according to the mage's Resonance Traits. It may also cause the Effect to generate a subtly eerie feeling that causes mages to take note, animals to become uneasy and humans to get a creepy feeling. Of course, the amount to which a Storyteller injects Resonance into the game is up to the feel of the story itself. Some Storytellers may feel more comfortable ignoring the more severe effects of Resonance. Others may find the suggested rules here helpful in interjecting Resonance effects into the game and making magic and its consequences more clearly noticeable.
Resonance Affecting Magic When a mage creates an Effect, the mage's Resonance characteristics often show how the mage's emotions get involved in her magic. It's not as if the Resonance actually changes the Effect; rather, the Resonance is an indicator of how the mage's Effects always manifest. The Resonance is a natural way to describe the mage's particular style of magic. An angry, violent mage tends to create very fiery and dynamic Effects, while a particular and studious mage will do magic that's systematic and precise. The simplest way to let Resonance affect magic is just to take the mage's highest Resonance Trait and find some way to influence the Effect accordingly. That sort of emotion comes through in all of the mage's Effects. The more powerful the Resonance, the more it impacts the Effects and causes them to take strange properties — weird lights or sounds, strange ways of manifesting, bizarre hallucinations, spectacular appearance or any other number of odd changes. A mage with a single dot of Dynamic Resonance, for instance, may have Effects that are a little whimsical or that sometimes do chaotic and unpredictable things, while five dots of Dynamic Resonance would add whirling, spinning alterations, bizarre manifestations and strange, completely unplanned changes to the magical results. If you want to go all-out in your game, you can try to put a Resonant spin on an Effect for each of the mage's Traits. Thus a mage with some Dynamic Resonance and some Static Resonance will get some competing dynamics in his Effects. With competing Static and Dynamic Resonance, a mage might get an Effect that has strange lights and sounds, yet makes them in repeating patterns or systematic fashions. Of course, Resonance needs not affect a mage's Effects all the time. It can be quite cumbersome to come up with an alteration for every magical Effect that every mage does! Instead, it may be easier to come up with a few "signature signs" for each mage. Look at the Resonance Traits that the mage has, and come up with a couple of key ways in which the mage might color her magic. For instance, if your mage has the Entropic Resonance Trait of Dissonant, you might decide that a harsh musical chord often accompanies the mage's vulgar Effects. How Resonance Traits affect magic can be left in the hands of the Storyteller or the players, depending on the nature of the game. Some Storytellers may prefer to influence the magic in ways that the mage can't predict, while others may want to let the players express their mages' personalities through the use of Resonance.
Resonance and the Mage's Life Of course, Resonance doesn't just affect the mage's magical powers. A potent mage has an almost tangible aura, a mystical something that sets him apart from mortals. His power radiates from his incredible enlightenment, his mastery of the Spheres and the changes that his will causes to the world around him. Naturally, normal humans aren't exactly comfortable with this weirdness. Most newly Awakened mages have a sense of the world being a little more strange and different than they ever believed. Their own alienation reflects in a disconnection from the world that mortals know and feel instinctively as the "normal" world. Since a mage's Resonance manifests in his actions, voice, mannerisms and magic, people can sometimes tell that the mage is more than human. In normal social situations, the mage may suffer a penalty in reactions with humans — one point of difficulty for each dot in the highest Resonance Trait. This penalty can be overcome with appropriate Mind magic, or if the mage's Resonance wouldn't necessarily discomfit the human in question (at the Storyteller's discretion). Acolytes and freethinkers often deal with "weird" people as a matter of course. Detecting a mage's Resonance isn't really a subject for dice rolls, though you might use a Perception + Awareness roll to determine if someone has Resonance. In general, Resonance is a descriptive effect for mages. Including subtle hints at the mage's Resonance is a good way to add some description to the character and an indication of the mage's arrangeness or areas of magical study.
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Правило единицы и иже с ними. Как правило, выпавшие на кубиках единицы отнимают выпавшие успехи и могут привести к критическому провалу ака ботчу. Тем не менее это не касается бросков инициативы и урона. Некоторые броски (поглощение урона и, зачастую, проверки силы воли) нельзя заботчить, тем не менее единицы отнимаются от успехов. Не нашел этого места в правилах, потому хоумрулю отдельно. Криты: В отличии от правил M20 десятки выпавшие на кубиках считаются не за два успеха, а бросаются еще раз. Тем не менее все единицы выпадающие на переброшенных таким образом кубиках считаются просто "не успехами" и не отнимаются от набраных успехах. Таким образом бросок по шестой сложности: 3, 10, 4, 5, 10 и переброс: 1, 1. Это два полноценных успеха, а не провал как в ревайзде.
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