Shadows in the Void
Space Opera changes
Dismal Void changes
Travel time from furthest point in the void is roughly 48 hours.
To ‘reset’ the time in the void you must be out of the void for 2 hours + 1 for each hour that you were in past 9.
The Resources merit is banned.
You’re an independent ship (read: scraping by) that has to deal with being being low on all the things you need.
Fighting Style Merits are Banned
- Either completely overpowered or a waste of experience points
- A massive, game-changing advantage for the guy who has them
- A crippling liability for the guy who doesn’t
- The realm of description and situational modifiers anyway
Morality tracks are abandoned
- This is not to say that morality isn’t important, just that it isn’t tracked in a numerical way.
- For mechanics that rely on Morality, other dice pools are substituted:
|Game||Morality Trait||Effect/Dice Pool||Alternate Suggestions|
|Vampire: The Requiem||Humanity||Base time spent in torpor||Stamina + Resolve|
|Remaining awake during the day||Stamina + Resolve – Blood Potency|
|Interacting with mortals||Blood Potency acts as negative modifier to appropriate rolls|
|Werewolf: The Forsaken||Harmony||Death Rage Stimuli||Storyteller’s judgment|
|Dealing with spirits||Bonuses/penalties are based on sum of Primal Urge + Occult|
|Mage: The Awakening||Wisdom||Dealing with spirits||Bonuses/penalties are based on sum of Gnosis + Occult|
|Contesting Abyssal beings||Bonuses/penalties are based on sum of Gnosis + Stamina|
|Determining Paradox effects/duration||Intelligence + Wits|
|Promethean: The Created||Humanity||Avoiding Torment||Resolve + Composure|
|Creating a new Promethean||Intelligence + Occult|
|Reaching the New Dawn||Azoth (the Storyteller should consider being lenient with modifiers if using this method)|
|Changeling: The Lost||Clarity||Perception||Bonuses/penalties are based on sum of Wyrd + Wits|
|Kenning||Wits + Wyrd|
|Hunter: The Vigil||Morality||N/A||N/A|
|Geist: The Sin-Eaters||Synergy||Opening Avernian Gates||Bonuses/penalties are based on sum of Psyche + Manipulation|
|Dealing with geists/Kerberoi||Bonuses/penalties are based on sum of Psyche + Presence|
|Conducting Ceremonies||Bonuses/penalties are based on sum of Psyche + Manipulation|
|Navigating the Underworld||Bonuses/penalties are based on sum of Psyche + Wits|
Proposed House Rules
Virtue and Vice have been replaced with Motivations.
- Each character has three Motivations.
- Motivations, when acted upon, grant a point of Willpower.
- Only one point of Willpower can be gained per motivation per scene.
Extended Spellcasting with Awakened Magic
Ritual casting spell factors are totaled up as per instant casting. Each interval of ritual casting (as determined by the caster’s Gnosis) removes up to 2 dice in penalties. At the end of the ritual, the mage rolls his/her Gnosis + Arcana – any remaining penalties. A rote spell uses Attribute + Skill + Arcana – any remaining penalties. A mage cannot negate more dice in penalties than he/she has total in the spell’s unmodified dice pool.
Example: Arctos is setting up his first sanctum and wants to protect it with magical defenses. Being a disciple (•••) of the Space arcanum with Gnosis 3, Arctos decides to set up a ward to prevent unwanted scrying.
An indefinite duration is a bridge too far, but Arctos decides that a week should suffice for -4. Since his sanctum is a single room, Arctos decides that a 4-yard radius will suffice for an additional -2. Arctos wants the ward to be at least fairly powerful, and decides that a potency of 4 would be good, at a -6.
Three hours of ritual casting reduce Arctos’ total penalties from -12 to -6, which would still leave him rolling a chance dice. By spending a point of willpower, Arctos rolls three dice and gets a success. His ward is in place, for a week at least.
Absorbing Paradox as Backlash
Each success of paradox the mage absorbs as backlash causes a point of resistant lethal damage.