====== nWoD: Rules Cheatsheet ====== [ [[aileen:start|Back]] ] ===== nWoD ===== New World of Darkness (core) All page references in this section and subsections refer to the **nWoD core book** unless otherwise noted. ==== Basic Mechanics ==== **nWoD** basics: * **Dice**: d10s only (have about 10 of them) * **Successes** (p125): roll result of 8s or higher (this can change) * **Exploding** (p125): roll result of 10 allows a reroll for more possible successes (circumstances can change this to 9 "9s again" or even 8 "8s again", p134) * **Exceptional Success**: 5+ net successes (p131). GM decides what happens if the action you're performing doesn't have a specific effect as listed in whichever book. * **Dramatic Failure** (p125): rolling a 1 on a "Chance Roll" (p125). GM decides what happens. * **Chance Roll** (p125): when your die pool is reduced to zero, roll 1 die. If it comes up a 10 (you can reroll), success! If it comes up a 1, **Dramatic Failure!** (p125) * **Teamwork** (p134) aka assistance: pick a primary actor, all assistors roll the same die pool. * Any successes from assistors' rolls are added as bonus dice to the primary actor's pool * A dramatic failure from an assistor levies a -4 penalty to the primary actor * Primary actors must proceed with their roll regardless of how the assistors' rolls turn out. * One **Turn** is approximately 3 seconds (p121). Enough time for one person to take one action. * One **Round** is combat-specific, and allows everyone involved in the combat to get 1 turn in. * One **Scene** (p121) is like a single scene in a movie or tv show, it can be approximated as 1 hour if need be, but scenes can be longer or shorter than that. ==== Advancement thru XP ==== (Basic costs nWoD p35, awarding xp nWoD p216)\\ (Mage-specific costs Mage p69) ^ Trait ^ XP Cost ^ | Attribute | New dots x 5 | | Skill | New dots x 3 | | Skill Specialty | 3 points | | Merit | New dots x 2 | | Morality (aka, Wisdom for Mages) | New dots x 3 | | Mage: Ruling Arcana | New dots x 6 | | Mage: Common Arcana | New dots x 7 | | Mage: Inferior Arcanum | New dots x 8 | | Mage: Gnosis (Houserule: awarded by GM; not purchased) | New dots x 8 | | Mage: Restore lost permanent Willpower Points | 8 per (up to your max of RES + COMP) | ==== Combat ==== [ [[nwod:rules:combat|Go Here]] ] ==== Willpower ==== Mechanics (p95): * **Spend** a temporary willpower point to **gain 3 dice** on any roll you want * **Spend** a temporary willpower point to **gain 2 to STA, RES, COMP, Defense, or Dodge** to resist/avoid things * **Rate**: You can spend a maximum of 1 temporary willpower per turn no matter how it's used. * **Timing**: If you've already rolled, it's too late to spend a temporary willpower. * **Extended Actions**: One expenditure of a temporary Willpower applies to a single roll of an extended action. A point can be spent for each roll. * Temporary raising of **Resolve** and/or **Composure** during game play will increase your willpower, but goes away when the stat boost goes away * Temporary willpower is **regained** by (p96) * 1/scene, fulfill your **vice** to regain **1 spent temporary willpower** (subject to GM approval) * 1/session, fulfill your **virtue** to regain **all** spent temporary willpower (subject to GM approval) * 1/day, regain 1 point if you have a good night's rest * At any time, GM can choose to allow your character to **regain 1** spent temporary willpower point if your character **achieves a significant goal or does something cool** * At the **end of a story arc**, regain **all** spent temporary willpower ===== Mage: The Awakening ===== **Mage: The Awakening** uses the **nWoD** base rules, and applies a Mage-specific ruleset on top of them as an additional layer. These Mage-specific rules are summarized and occasionally detailed herein. Page numbers in this section and subsections refer to the Mage book unless otherwise stated. ==== The Basics ==== Mage: Spell Casting basics: * You can attempt to cast a spell listed in the book for any Arcana you have at that level * You can attempt to cast a non-book spell in-line with any level of Arcana you have (GM approval) * If you have the spell in your **Rote** list, it is a **Rote** spell. Otherwise it is **Improvised**. * **Rote** vs **Improvised** spells (casting pool) * **Rote** spells must be specifically purchased with XP, and are cast with: Attribute + Skill (listed in the spell description) + Arcanum ranks. * **Improvised** spells are all other spells, and are cast with: Gnosis + Arcanum ranks. (use the highest Arcanum in a **Conjunctional spell**) Improvised spells cast outside of your Path Arcana cost 1 mana to cast. * **Instant** vs **Extended** spellcasting (casting time) * **Instant** spell castings are cast on the fly during combat rounds usually, e.g., "fast casting" * **Extended** spell castings are cast outside of combat as **Rituals**, and can take as long as minutes, hours, or days. Time length is usually determined by Gnosis and how many successes are desired. * Some spells (noted in their description) can only be cast as **Rituals** (e.g., Extended) * All Instant spells can be cast as **Rituals** if the caster has the time to do so. * **Sensory** vs **Sympathetic** spellcasting (casting range) * Spells cast on targets or areas you can sense in the general area of yourself are **Sensory** spells * Spells cast on targets or areas not in your general area, but that you have a personal connection to, can be cast **Sympathetically** if: * You have at least 2 dots in the **Space** Arcanum, and * At the cost of 1 mana and potential danger to you * Most spells can be cast either way (**Aimed Spells** cannot be cast Sympathetically) * **Aimed Spells** (p116 side bar) directly affect the physical form of a target (not their Pattern) * Only applies to **Instant** action spells * Cannot be contested or resisted * **Armor** and **ranged attack modifiers** are applied against the caster's spellcasting pool * **Countermagic** can be used * **Defense** does not apply unless: 1) at point-blank range, 2) if the spell's descriptions says it does * **Concealment, Cover, and Prone** apply as usual * **Range penalties** apply. Short range (Gnosis x 10), Medium range (2x Short range), Long range (2x Medium range) * **Aimed Spells cannot be cast Sympathetically or thru a Sympathetic Conduit** * **Spell Factors** may apply, limited by GM * Failure on the spellcasting roll still manifests the effect. The GM decides what gets hit instead. * **Conjunctional spells** require dots in more than one Arcanum to cast. Ex: "Fiery Transformation" (p172) requires Forces 4, Life 4, and (optionally) Matter 4. * **Duration**: * **Lasting** spells create a permanent effect (e.g., forever), * **Concentration** means you have to concentrate to maintain the spell (usually up to one scene), and * **Transitory** is an instant spell (usually 1 turn). * **Concentration** on a spell prevents the mage from doing anything else while concentrating on maintaining the spell. * **Only Reflexive actions and movement** can be taken while Concentrating. * Roll **RES + COMP** to maintain concentration if distracted by something (taking damage, etc). * **Dismissing** a spell (p128 buried in a paragraph) * dismissing a spell is a reflexive action * **Relinquishing** a spell (p120 sidebar) * Allow a spell you are maintaining to persist without counting against your active spell limit * Cost: 1 permanent willpower point (restorable at the cost of 8 xp) * **Dice Penalties**: If you take on dice penalties for your **Instant** spell, you can increase the spell's effectiveness via **Spell Factors**. * **Success Levels**: If you roll more than one success for your **Extended** spell, you can apply the extra success to increase the spell effectiveness via **Spell Factors**. (p118) * **Mana** expenditure is required for some castings: * Casting a spell that lists Mana in the cost section * Casting an **Improvised Spell** from an Arcana not in your Path * Casting a spell that deals **aggravated damage** * Casting a **Sympathetic Spell** * Your mana expenditure per round is limited by your Gnosis (table p76). * **Paradox** must be rolled if: * The spell you are casting is **vulgar**, or * If a sleeper sees you casting a **covert** spell, or * For a non-book spell as deemed to be reality-warping by the GM. * **Gnosis** limits your max attribute, skill, and Arcanum (as defined in the table below) (p76) ==== Arcana ==== Arcana determine what phenomena a mage has control over, and at what level of mastery. Arcanum ranks learnable are limited by Gnosis for 1st Arcanum thru 10th: ^ Gnosis ^ Max Attr/Skill/Arcana ^ 1st ^ 2nd ^ 3rd ^ 4th ^ 5th ^ 6th ^ 7th ^ 8th ^ 9th ^ 10th ^ | 1 | 5 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 1 | | 2 | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | | 3 | 5 | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | Arcanum ranks imply a certain level of mastery of the Arcanum: ^ Rank ^ Mastery Level ^ | 1 | //Initiate//. Knowledge about, elementary manipulation of, perception of the phenomena. | | 2 | //Apprentice//. Elementary command of, concealment of, protect against the phenomena. | | 3 | //Disciple//. Alter capabilities or functions of, injure (e.g., bashing) a target using, fortify, bolster, or improve manifestations of the phenomena. | | 4 | //Adept//. Transform, significantly injure (e.g., lethal) a target using the phenomena. | | 5 | //Master//. Create, destroy or mutilate (e.g., aggie) a target using the phenomena. | | 6+ | //Archmaster//. Do things from earlier ranks but at greater effect. E.g., Forces 5 allows you to create radiation, Forces 6 would be required to create a nuclear blast. | Mages are associated with a **Path** which determines their primary two Arcana and single opposing Arcanum. ^ Path ^ Primary Arcanum ^ Primary Arcanum ^ Inferior Arcanum ^ | Acanthus | Time | Fate | Forces | | Mastigos | Space | Mind | Matter | | Moros | Matter | Death | Spirit | | Obrimos | Forces | Prime | Death | | Thyrsus | Life | Spirit | Mind | ==== Instant vs Extended Casting ==== * All spells can be cast as either **Instant** or **Extended**, unless otherwise stated in the spell description * **Instant** spells are cast in combat rounds (in a hurry) * Take on dice penalties to add [[nwod:rules:index#Spell Factors]] to your spell * **Extended** spells are cast as rituals (slowly, with care) * Spend successes to add [[nwod:rules:index#Spell Factors]] to your spell * Can make multiple rolls to accumulate the number of successes desired * Time spent for each roll is determined by Gnosis (see table below) ^ Gnosis ^ Time per Extended Spellcasting Roll ^ | 1 | 3 hrs | | 2 | 3 hrs | | 3 | 1 hr | ==== Mana ==== Spending Mana * **Mana**: some spells require mana, some don't * Improvised spells outside of your Path Arcana require 1 mana to cast (p126) * Maximum mana spent in a given round is limited by your Gnosis (p76) * Mana can be spent to increase the effectiveness of your spells * Add **Sympathetic** to your spell ^ Gnosis ^ Max Mana ^ Max Mana per Turn ^ | 1 | 10 | 1 | | 2 | 11 | 2 | | 3 | 12 | 3 | Regaining Mana * oblation - meditate for an hour at a Hallow. Roll Gnosis + Composure, each success = 1 regained Mana * scour - degrade a Physical attribute by 1 to regain 3 Mana, the attribute restores after 24 hours * blood sacrifice - a living creature, size 2 or more, restores 1 Mana. make a Wisdom degeneration roll. * death arcana - provides various spells to steal Mana from other beings * prime arcana - eating solid tass regenerates mana after 1 hour, drinking liquid tass after 10min ==== Paradox ==== **Paradox** is a mechanic that comes into play when a mage casts reality-warping spells: * When casting a **vulgar** spell * When a sleeper sees the mage casting a **covert** spell * As determined to be reality-warping by the GM when casting a non-book spell **Paradox** dice are determined by your **Gnosis** (p123 table) + extenuating factors (p123 other table). **Paradox pool** is modified by certain factors: * +1 Each Paradox roll after the first for the same caster in the same scene. * -1 If casting a Rote spell * -1 When using a magical tool (p89) * +2 When one or more Sleepers witness the effects of a **vulgar** spell ^ Gnosis ^ Base Paradox Pool ^ | 1 | 1 | | 2 | 1 | | 3 | 2 | ^ Paradox Roll Successes ^ Severity ^ Description ^ | 1 | Havoc | Spell is out of control and targets a random person, etc. | | 2 | Bedlam | Mage gains a derangement (p269) at the level of the Mage's Arcanum ranks for the duration of the Paradox. No roll RES + COMP roll to resist. Mage's Arcanum ranks 1-3 "mild", Mage's Arcanum ranks 4-5 "severe". | | 3 | Anomaly | Reality breaks and something impossible takes place for the duration in a radius around the caster of 20 yards x Mage's Arcanum ranks used (p271). | | 4 | Branding | The mage's body is afflicted for the duration by a physical brand of severity determined by the Mage's Arcanum ranks | | 5+ | Manifestation | An entity from the Abyss manifests somewhere around the mage who invoked it, usually no farther than 10 yards x Gnosis, for the duration. It may not be within sight. Mage's Arcanum ranks determine the power-level of the entity summoned. p273 | Mitigating Paradox: * **Spend Mana** points at 1 per die subtracted from the Paradox die pool (p123 sidebar). Subject to [[nwod:rules:index#spending_mana|mana expenditure rate limits]] based on Gnosis. * **Backlash** occurs when the mage **chooses** to absorb the Paradox successes into their own body to contain it or reduce it. * Take 1 bashing damage per Paradox success * Voluntary and automatic * All or in part may be absorbed (of the successes) * Cannot be healed with magic. Must be healed normally (sleeping it off). Duration of the Paradox is as follows: ^ Wisdom ^ Beldam ^ Anomaly/Branding/Manifestation ^ | 10 | one scene | one scene | | 9 | one scene | one scene | | 8 | one scene | one scene | | 7 | one scene | one scene | | 6 | one scene | one scene | | 5 | one scene | one scene | | 4 | two hours | 24 hours | | 3 | 12 hours | two days | | 2 | 24 hours | one week | | 1 | two days | one month or indefinite | ==== Sympathy ==== The **Sympathy** mechanic is a level of familiarity you have with a person, place, or thing in your life, or from your past. * Allows most spells to be cast on places or targets not in the same area as the caster (e.g., not in Sensory range) * Sympathy is the domain of the **Space** Arcanum. You must have 2 ranks of Space to be able to cast any spell **Sympathetically**. * You must spend 1 point of Mana to cast a spell **Sympathetically** * You gain a dice penalty based on your familiarity with the target or area * You must have +1 dots in the Arcanum than the spell cast, if the spell impacts the target in a way where they would normally resist (e.g., attack spells) (this does not change the Space 2 requirement for sympathetic casting) * Creates a Sympathetic conduit between caster and target * The caster loses their Defense while casting Sympathetically * **Aimed Spells** cannot be cast Sympathetically ^ Dice Penalty ^ Sympathetic Connection ^ | -0 | //Sensory//. You can see, hear, smell, etc the target or area when casting. | | -2 | //Intimate//. Your spouse or your child, etc. Or, you have a piece of their hair, fingernail clippings, etc. | | -4 | //Known//. You know the target but aren't that close with them (e.g., a coworker you work with occasionally). Or, you have a photo of them, are on the phone with them, or can see them on a live stream. | | -6 | //Acquainted//. Passing familiarity. You've run across them a couple of times; a friend-of-a-friend. An object you've held or used a couple of times. | | -8 | //Encountered//. You have only encountered the target briefly (e.g., passed them on the street). Or, an item you've touched once. | | -10 | //Described//. You've never encountered the area, object, or person, but you can describe it. You might know their name. | | N/A | //Unknown//. If you know nothing about the target and/or have never come into contact with them, you can't cast a spell Sympathetically. You must at least know their name, description, or location to cast Sympathetically. | Sympathetic Conduits * Are established between a caster using Space 2 to cast a Sympathetic spell, and their target * Last for as long as the spell that created it * Allows the target to cast spells back at the caster without requiring Space 2 (the usual Sympathetic/familiarity penalties still apply though) * Does not allow the target to cast spells at anything other than the target (not other people in the room, nor AoEs, etc) * **Aimed Spells** cannot be cast thru a Sympathetic Conduit ==== Spell Factors ==== For **Instant** spells (cast in combat rounds), take on dice penalties when casting in order to increase the spell's effectiveness (p118). ^ Penalty ^ Potency ^ Num Targets ^ Target Size ^ Area ^ Adv Area† ^ Trans Duration ^ Prolonged Duration ^ | 0 | 1 | 1 | 20 or less | 1-yd rad or 5cu yd | 1-yd rad or 5cu yd | 1 turn | 1 scene/hr | | -2 | 2 | 2 | 21-30 | 2-yd rad or 10cu yd | 4-yd rad or 20cu yd | 2 turns | 2 hours | | -4 | 3 | 4 | 31-40 | 4-yd rad or 20cu yd | 16-yd rad or 80cu yd | 3 turns | 12 hours | | -6 | 4 | 8 | 41-50 | 8-yd rad or 40cu yd | 64-yd rad or 320cu yd | 5 turns | 24 hours | | -8 | 5 | 16 | 51-60 | 16-yd rad or 80cu yd | 256-yd rad or 1280cu yd | 10 turns | 2 days | † If your Arcanum rating is at least 1 level higher than the spell being cast, use this column instead. When casting **Extended** spells aka **Rituals** (cast in non-combat rounds), apply extra successes on the roll in order to increase the spell's effectiveness (p120). ^ Successes ^ Potency ^ Num Targets ^ Target Size ^ Area ^ Adv Area† ^ Trans Duration ^ Prolonged Duration ^ | +0 | 1 | 1 | 20 or less | 1-yd rad or 5cu yd | 1-yd rad or 5cu yd | 1 turn | 1 scene/hr | | +1 | 2 | 2 | 21-30 | 2-yd rad or 10cu yd | 4-yd rad or 20cu yd | 2 turns | 2 hours | | +2 | 3 | 4 | 31-40 | 4-yd rad or 20cu yd | 16-yd rad or 80cu yd | 3 turns | 12 hours | | +3 | 4 | 8 | 41-50 | 8-yd rad or 40cu yd | 64-yd rad or 320cu yd | 5 turns | 24 hours | | +4 | 5 | 16 | 51-60 | 16-yd rad or 80cu yd | 256-yd rad or 1280cu yd | 10 turns | 2 days | | +5 | 6 | 32 | 61-70 | 32-yd rad or 160cu yd | 1024-yd rad or 5120cu yd | 20 turns | Indefinite | ==== Counter Magic ==== There are 3 options for countering magic: * Dispel Magic (p220) * Magic Shield (p222) * Counterspelling **Counterspelling** Requirements: * You must have at least 1 dot in **at least one of** the Arcana used to create the spell or spell effect (p123). * Generally only **vulgar** spells can be countered, as covert spells require a successful **Scrutinize Roll** (p278) first. * A spell aimed at multiple targets does not need to be countered for each target. * A mage with Prime can use "Counterspell Prime" (p222) to counter any spell regardless of Arcanum, and can use this spell to counter **covert** spells as well. If you meet the Arcanum requirements, you can **Counterspell** using these statistics: * Practice: Shielding * Action: Instant and contested; successes are compared to the spell's **Potency** * Duration: Lasting * Aspect: Covert * Cost: 1 Mana * Roll if Rote (must be learned separately for each Arcanum): INT + Occult + Arcanum * Roll if Improvised: Gnosis + Arcanum * Mechanic: Counterspell **successes are subtracted from the spell's Potency**. If the spell is left with no potency, it is canceled entirely.