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	<title>Modern Nights - User contributions [en]</title>
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	<updated>2026-05-01T17:06:33Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://modernnights.bigdamnmush.com/index.php?title=Rotes&amp;diff=4976</id>
		<title>Rotes</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Rotes&amp;diff=4976"/>
		<updated>2022-04-29T00:10:45Z</updated>

		<summary type="html">&lt;p&gt;Skynet: /* Rotes And Your Mentor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview = &lt;br /&gt;
Rotes are spell effects that have been refined and practiced so thoroughly that they become second nature to the Mage who practices them.  Just like composing a song from scratch is a far more involved process than simply learning one that has been written from the sheet music, creating a spell effect on the fly is more error-prone than the practiced formula of a memorized Rote.  Rotes are, thus, the sheet music of magic.&lt;br /&gt;
&lt;br /&gt;
Rotes allow a Mage to ignore the Fast Casting Penalty and add the highest involved sphere&amp;#039;s rating to their casting roll.  For example, a Mage who has Forces 3 and chooses to learn a Rote that uses Forces can add their Forces rating to their Arete roll.  Only one of your spheres may count (your highest applicable one).&lt;br /&gt;
&lt;br /&gt;
= Rote Points = &lt;br /&gt;
Rotes are purchased with Rote Points. In character generation, mages are granted 10 Rote Points to begin with starting rotes.  Additional Rote Points can be purchased at 1 XP for 5 Rote points or 1 Karma for 5 Rote Points.&lt;br /&gt;
&lt;br /&gt;
= Acquiring Rotes =&lt;br /&gt;
All rotes cost a number of Rote Points equal to the total number of Sphere dots involved in the effect (a Forces 2, Correspondence 2, Matter 1 Rote costs 5 Rote Points). If the rote is from a paradigm or practice that does not match your character&amp;#039;s paradigms or practices, the cost is doubled.  If the Rote is not only counter to your paradigms and practices but belongs to a different Craft (like a Verbena trying to learn an Etherite rote), then the cost is tripled.&lt;br /&gt;
&lt;br /&gt;
Learning an existing Rote requires research time (1 downtime), and a research roll to learn.  The research roll is Intelligence + Occult ([[Secondary Abilities|in replacement of Esoterica]]) or Science depending on your paradigms and practices.  The difficulty of the research roll is 5 + the highest sphere in the rote.  Only one success is required for the roll.&lt;br /&gt;
&lt;br /&gt;
To initiate the process, send in a +request describing the Rote you want to learn (read below for the Rote Proposal sheet if you are asking for a new one).&lt;br /&gt;
&lt;br /&gt;
= Choice Of Rotes = &lt;br /&gt;
There are &amp;#039;&amp;#039;&amp;#039;Enlightened Grimoire Rotes&amp;#039;&amp;#039;&amp;#039; (EG Rotes), &amp;#039;&amp;#039;&amp;#039;Modern Nights Rotes&amp;#039;&amp;#039;&amp;#039; (MN Rotes), and &amp;#039;&amp;#039;&amp;#039;Personal Rotes&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
Enlightened Grimoire Rotes are the rotes found in the unofficial work entitled &amp;#039;&amp;#039;Enlightened Grimoire&amp;#039;&amp;#039;.  Modern Nights Rotes are rotes that players contribute as supplemental world building.   In terms of their IC popularity, if Rotes were movies or TV shows, then the Rotes found in Enlightened Grimoire are the enduring, iconic classics: they&amp;#039;re &amp;#039;&amp;#039;The Godfather&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Terminator 2&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;The Wizard Of Oz&amp;#039;&amp;#039; in terms of their prominence in mage culture. Countless have experienced them, everybody has at least heard of them.  Modern Nights Rotes are more obscure, but still popular within individual Crafts.  Extending the movies and TV metaphor, they&amp;#039;re the works that still have a special place among certain cultures but aren&amp;#039;t mainstream classics, like &amp;#039;&amp;#039;Reefer Madness&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Paris Is Burning&amp;#039;&amp;#039;.  This metaphor is not entirely appropriate since there are Rotes that are called out in Enlightened Grimoire as being specifically proprietary to a particular group.  In those individual cases, those Rotes remain secret as they are described, like &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Personal Rotes are ones your mage has created themselves and are thus known to your mage and whomever your mage decides to teach.&lt;br /&gt;
&lt;br /&gt;
== Enlightened Grimoire ==&lt;br /&gt;
You may choose any rote from Enlightened Grimoire for your mage to learn.  When you pick a rote from EG, staff will review the rote if they have not done so already in order to ensure compliance with &amp;#039;&amp;#039;How Do You Do That?&amp;#039;&amp;#039; because the mage material is very contradictory and we want the mechanics to comply with HDYDT as much as possible.  Eventually, we may have all of the EG rotes reviewed, but M20 is a shitload of material to pour through, and so until that day comes, rotes picked out of E.G. will need to be reviewed by staff before their approval.  If they contradict the HDYDT material, we won&amp;#039;t reject the rote, we&amp;#039;ll just change the way the rote works so that it follows the rules in HDYDT.  You can see any Rotes that have already been reviewed and approved on our [[Enlightened Grimoire Errata]] page. &lt;br /&gt;
&lt;br /&gt;
In order to prevent as much &amp;quot;Whoops, actually the mechanics are...&amp;quot; as possible, two staffers will need to review the requested rote before it is approved, but once it&amp;#039;s approved, it&amp;#039;s upheld.&lt;br /&gt;
&lt;br /&gt;
Rotes that are called out in Enlightened Grimoire as being specifically proprietary to a particular group remain specifically proprietary, like &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039; (p. 73 of EG).  If you are not part of that group and the rote&amp;#039;s description specifically calls out that this is a guarded secret, it remains a guarded secret.  Please note that this just means the Rote itself: the spell effects in proprietary rotes are not magically off-limits to someone else coming up with something similar.  For example, just because &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039; essentially describes a potion that can heal Aggravated damage, that doesn&amp;#039;t mean another Craft can&amp;#039;t also make up a potion that heals Aggravated damage.&lt;br /&gt;
&lt;br /&gt;
== Modern Nights Rotes ==&lt;br /&gt;
If you wish to add a rote to the story world, you are welcome to do so.  For example, maybe you&amp;#039;re acting as Storyteller and want to reward their mage characters with a cool spooky tome.  Maybe you just came up with a cool idea or found something cool on the Internet and want to add it to the game.  So long as the Rote in question makes sense for the Craft and the Rote doesn&amp;#039;t conveniently solve an ongoing IC issue your character is actively facing, we will add it as a Modern Nights Rote.  If it solves an IC issue your character is actively facing, we will still allow you to acquire it, but we will want you to use the rote creation rules in the Personal Rotes section, below.&lt;br /&gt;
&lt;br /&gt;
Contributing a new Rote costs nothing (learning it on your Mage does).  {{Rote Proposal}}&lt;br /&gt;
&lt;br /&gt;
Two staffers will need to review the submitted rote in order to ensure compliance and consistency with HDYDT.&lt;br /&gt;
&lt;br /&gt;
== Personal Rotes ==&lt;br /&gt;
While players can contribute to the world building by proposing Rotes, individual characters can also personally craft new rotes themselves.  The Personal Rotes rules are used when you decide your character is going to personally create a rote, themselves.  Staff may deem a Modern Nights rote proposal to be more appropriately a Personal Rote when it appears that the Rote is serving the mage who submits it more than the game.  Here are some flags that make us think that:&lt;br /&gt;
* Effects don&amp;#039;t make sense for the craft, like a Verbena rote to run diagnostics on a computer.&lt;br /&gt;
* Mechanics play disproportionately to the strengths of the contributor&amp;#039;s mage character, such as using an instrument that happens to be their personal or unique instrument.&lt;br /&gt;
* Effects address a very obscure or specific situation that strains the believability that this could be valuable practice within a subculture.&lt;br /&gt;
* Effects address a currently ongoing IC issue pertinent to their mage character.&lt;br /&gt;
&lt;br /&gt;
=== Creating New Rotes ===&lt;br /&gt;
==== Rote Proposal ====&lt;br /&gt;
First comes the Rote Proposal.  To submit a new Rote, send in a +request with the following information, and specify somewhere that your character is making this Rote themselves.&lt;br /&gt;
&lt;br /&gt;
{{Rote Proposal}}&lt;br /&gt;
&lt;br /&gt;
==== Extended Roll ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:2rem&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Highest Sphere Rating&lt;br /&gt;
! Required Successes&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The process of refining, tinkering with and perfecting the rote are represented by an extended roll.  An Attribute + Ability dice pool is selected by the ST based on the Instrument(s) and Practice(s) being used in the description of the rote.  So, if someone describes a rote where they must sing a particular song, the roll might be Charisma + Performance.  The difficulty is 7 (specialties apply) and cannot be modified by the &amp;quot;magic enhancing abilities&amp;quot; rules.&lt;br /&gt;
&lt;br /&gt;
Each individual roll costs 1 Downtime and each Downtime point represents an entire day or night being dedicated to practice. For every 5 rolls made, your Mage accumulates 1 point of Paradox, 2 if the Rote is vulgar (and not practiced in a Sanctum), representative of the mistakes the mage makes along the way.  You may space out your rolls as you see fit: there is no time constraint requirement, only a completion requirement.  For each skill roll, a failure indicates no progress.  A botch requires you to start over. &lt;br /&gt;
&lt;br /&gt;
When you&amp;#039;ve achieved the total number of successes you&amp;#039;ll have fully refined the rote.&lt;br /&gt;
The required successes depend on the highest sphere rating used in the rote: a level 1 Rote takes 10 successes, a level 2 rote takes 25, and then each level higher requires +25 successes. See the table to the right.&lt;br /&gt;
&lt;br /&gt;
= Rotes And Your Mentor =&lt;br /&gt;
Just as Vampires can roll their Mentor rating at a difficulty of 3 + Ritual Level to determine if their Mentor is both willing and able to teach them a Ritual free of cost, a similar mechanic applies for learning Rotes for Mages.&lt;br /&gt;
&lt;br /&gt;
When wanting to learn an Enlightened Grimoire rote from their Mentor, a Mage rolls their Mentor rating at a difficulty of 4 + Highest Involved Sphere Level. You may ask your Mentor for a rote that has not actually been submitted before (&amp;quot;Hey Jimbo, is there a rote that ...&amp;quot;).  The ST will need some time to make some decisions about that rote, but it is an option.&lt;br /&gt;
&lt;br /&gt;
When that roll succeeds, the mentor is happy to teach the rote to their pupil as a matter of course.  When that roll fails, the mentor either doesn&amp;#039;t know it or feels that their pupil must first make it worth their while to teach it and will administer a task.  When that roll botches, the mentor is either not willing or able to negotiate: they&amp;#039;ve been picked at a particularly bad time, and can be asked again in a month.&lt;br /&gt;
&lt;br /&gt;
= A selection of custom rotes =&lt;br /&gt;
== Stop Killin&amp;#039;, Just Smoke ==&lt;br /&gt;
* Rote Type: MN &lt;br /&gt;
* Required Spheres: Mind 3&lt;br /&gt;
* Practice: Ecstasis &lt;br /&gt;
* Paradigmatic Keyphrase: Your Mind is My Mind, My Peace(High) is Your Peace(High) &lt;br /&gt;
* Instrument: Drugs (In particular drugs that invoke a euphoric or calming effect and produce a smoke or highly effusing smell) &lt;br /&gt;
* Spell Effect: Coincidental&lt;br /&gt;
** The Cultist takes a particularly deep drag from a smokable or vapable drug and then expels it into the air of the area they occupy, in doing so they intentionally share and slightly expedite the effects of the euphoric sensations from the high they&amp;#039;ve invoked by imbibing the substance they&amp;#039;ve just smoked, encapsulating the experience of it, and projecting it outwards through the smoke and the smell. &lt;br /&gt;
** Though through a practical view it appears as though the Cultist intends to invoke the principle of a &amp;#039;contact&amp;#039; or &amp;#039;second hand&amp;#039; high, in truth those followers of the First Bud that devised this method of &amp;#039;calming a room&amp;#039; view it as the decoherence of the boundaries of place and person so that the understandings of the importance of peace, comprehension, and the importance of shared progress towards the better. &lt;br /&gt;
** Mechanical Effect: This effect is meant to be similar in function to the Mind 3 sleep spell effect mentioned in HDYDT pg. 128 in terms of usage and resistances, though it is intended to cause greater complacency and calm, as opposed to sleep. Successes are intended to be divided between number of targets, the strength of the mental complusion, and perhaps the amount of time the subjects remain complacent.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;br /&gt;
[[Category:Mage]]&lt;br /&gt;
[[Category:Rotes]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Template:Mage_Hooks&amp;diff=4827</id>
		<title>Template:Mage Hooks</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Template:Mage_Hooks&amp;diff=4827"/>
		<updated>2022-04-09T23:50:10Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
In order to make sure all characters have an easy hook into the plot of the game and the themes we want to run, Mage character applications should pick one of the following backstory aspects. If you do not like any of these aspects, you can collaborate with staff to write your own hook into the story. We will need you to have a direct &amp;quot;in&amp;quot; to be approved. Custom perks will not be available for custom hooks, but existing perks can be applied. For instance, you make up a story that ties you to an NPC mentioned below, you could reasonably take them as an ally as if you took a standard hook.&lt;br /&gt;
&lt;br /&gt;
= All Out Of Bubble Gum =&lt;br /&gt;
This is a war. It&amp;#039;s either they burn or we get snuffed out. And we will not be snuffed out.&lt;br /&gt;
&lt;br /&gt;
San Francisco&amp;#039;s recent past has been quiet, but the invasion of the Syndicate into Sutro Baths has struck a wake-up call among Awakened such as yourself. Breaktime&amp;#039;s over.  Your contributions might be as a foot soldier, a spy, or even an architect of improvements to the chantry and its node.  Either way, you&amp;#039;re here to put the Technocracy down.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re a Traditionalist, the Golden Gate Chantry in The Mission is your base of operations, the Clarion Alley node your wellspring. If you&amp;#039;re a Disparate, the Holy Virgin Cathedral sees so much spiritual awe and contemplation from the city that one can refuel when Clarion Alley has dried up. &lt;br /&gt;
&lt;br /&gt;
When taking All Out Of Bubble Gum, you can pick one of the following perks:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ally (Various Options):&amp;#039;&amp;#039;&amp;#039; A member of the cabal Sanguine Services or Guiding Hands, as appropriate to your character, can be taken as your ally.  Player characters who create Mentor characters will have their mentor characters added to this list if they&amp;#039;re fleshed out enough (unless the creating player does not consent). You can call on whatever NPC you choose for IC back-up.   Typically, Ally characters can only be humans - this perk makes an exception.  These NPCs can each be additionally purchased (separately) as dots of Mentor.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Background Boost:&amp;#039;&amp;#039;&amp;#039; Get 1 additional dot of Cult, Alternate Identity, or Destiny.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stat Boost:&amp;#039;&amp;#039;&amp;#039; You have 2 extra dots after character generation and may invest them into Athletics, Brawl, Melee, or Firearms.&lt;br /&gt;
&lt;br /&gt;
= Salvage Operations =&lt;br /&gt;
The drive -- the need -- to learn and understand is universal, but your calling to unearth the unknown sears a singular purpose within your quest for Ascension. &lt;br /&gt;
&lt;br /&gt;
The decades have buried untold tomes, wonders, and maybe even portals beneath San Francisco, sometimes even literally: the SF Underground is a mixture of subway and sewer connections, but also collapsed homes and even sunken ships covered in the landfill that builds the foundation for Embarcadero.  &lt;br /&gt;
&lt;br /&gt;
You&amp;#039;ve been able to pick through the wreckage at your leisure until now. The Technocracy is setting up shop again.  The race is on.  If you don&amp;#039;t act, it&amp;#039;s only a matter of time before they find our old safehouses, libraries, totems and talismans. Restore the lost to its former glory, or let it slip between your fingers to the worst possible competition.&lt;br /&gt;
&lt;br /&gt;
When taking Salvage Operation, you can pick one of the following perks:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[https://www.youtube.com/watch?v=C8GgcUNXS48 СУПЕР СУУУС]! (Underground Scholar):&amp;#039;&amp;#039;&amp;#039; Take the &amp;#039;&amp;#039;Scholar Of Others&amp;#039;&amp;#039; merit for free, applied to area knowledge of the city of San Francisco.  It&amp;#039;s not an Occult knowledge base that you have, rather, it&amp;#039;s a fluent understanding of the city itself.  These insights help you plan your outings and missions.  Your cabal&amp;#039;s trying to figure out how to get into that progenitor lab? You know about the steam tunnels down the road that could make sneaking in a breeze...&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Influence:&amp;#039;&amp;#039;&amp;#039; Take an extra dot of either Government, Academic, or Occult Influence.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stat Boost:&amp;#039;&amp;#039;&amp;#039; You get two additional Ability points to spend on Academics, Awareness, or Occult.&lt;br /&gt;
&lt;br /&gt;
= San Francisco Libertine =&lt;br /&gt;
Your Awakening has imbued you with profound power, and that gives you a responsibility to the rest of humanity. &lt;br /&gt;
&lt;br /&gt;
Maybe you want to work towards helping Sleepers Ascend. Maybe you just want to protect the Sleepers from things they can&amp;#039;t protect themselves against. Maybe you&amp;#039;re here to make San Francisco less like the shit that cakes needle-strewn Market Street and more like the post cards: a vibrant city with a Magickal touch instead of a fentanyl-flavored hellhole of tech bros, homeless people, and homes millionaires can&amp;#039;t afford to live in.&lt;br /&gt;
&lt;br /&gt;
But that&amp;#039;s just how the status quo &amp;#039;&amp;#039;likes&amp;#039;&amp;#039; it.  In the Technocracy&amp;#039;s mind, humanity won&amp;#039;t ever reach the stars without inspiration, and their inspiration of choice is greed. Raising humanity to a higher state of existence will require a great big ladder, and somebody&amp;#039;s gonna have to hold the bottom and be the last one up.&lt;br /&gt;
&lt;br /&gt;
And the opposition isn&amp;#039;t just magickal. Plenty of regular people think themselves temporarily embarrassed millionaires, and like things just the way they are. The city will have to be dragged into equality, kicking and screaming.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Influence&amp;#039;&amp;#039;&amp;#039;: Get 1 additional dot of Influence, applied after character generation, in any category. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Background Boost&amp;#039;&amp;#039;&amp;#039;: Get 1 additional dot of Cult, Destiny, or Blessing.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stat Boost&amp;#039;&amp;#039;&amp;#039;: You have 2 extra dots after character generation and may invest them into Politics, Law, Streetwise, or Empathy.&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4826</id>
		<title>Story - Old</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4826"/>
		<updated>2022-04-09T23:30:44Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as an information hub for organizing plots!  Staff uses it, PRP runners are welcome and encouraged to use it and edit it at will, as well.  Communicate and organize your plot in whatever format works best for you, and be sure to check out our [[Plot Overview Template]] to copypasta as a framework to get started.  You can also find [[:Category:Plots For Adoption|Plots For Adoption]] which are plots which can be handed off to someone else to run for as long as the PRP runner wants to run it. &lt;br /&gt;
&lt;br /&gt;
= Cross-Sphere =&lt;br /&gt;
* [[Finding The Author]]: A group of hunters known as The Children of Athanasius have identified a powerful relic in an attempt to gain the upper hand in destroying the non-supernatural.&lt;br /&gt;
&lt;br /&gt;
= Vampire-Centric =&lt;br /&gt;
* [[The Children Of Athanasius]]: Prince Winder has launched an investigation into a group of chillingly-informed vampire hunters announced themselves to the Bay area with an execution film in the guise of a supernatural thriller movie. Meanwhile, a group of vampire hunters have reportedly kidnapped the Sabbat pack, The Iron Shields, and each Sect wants to track them down, whether to recover their brethren or leverage the missing vampires as a lead to exterminate the hunters.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Neptune&amp;#039;s Bones]] (Malkavian):&amp;#039;&amp;#039;&amp;#039; The Cobweb is chatty ... &amp;quot;He has pierced the heart of Ahwaste,&amp;quot; a voice cries: &amp;quot;He feasts upon Neptune&amp;#039;s bones! He will drag us into the ocean!&amp;quot;  What is this about? Where is this leading?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Setite Smokeout]] (Sabbat):&amp;#039;&amp;#039;&amp;#039; The Sabbat have found a few worshippers of the dusty god.  Are they going to take initiative?&lt;br /&gt;
&lt;br /&gt;
= Mage-Centric =&lt;br /&gt;
* [[Sutro Baths]]: The Technocratic Union has taken over a node previously occupied by a mysterious, violent monster.&lt;br /&gt;
* Dr. Martin&amp;#039;s Return: The Etherite who created the Chantry was rescued from a trash-filled Interstellar situation. A month of his time went by, but 40 years for everyone else.&lt;br /&gt;
** In [[Updating Doctor Martin]], January 29 2022, he discovers that his peers didn&amp;#039;t look for him that hard from his point of view.&lt;br /&gt;
** In [[Cocktails with the Neighbors]], February 6 2022, Dr. Martin&amp;#039;s house is assaulted by cultists! But why? And who are they?&lt;br /&gt;
** In [[The Advocate Council Meeting Feb 11 2022]], it was revealed that Dr. Martin evicted the Mages from their Chantry. Now homeless, what do they do?&lt;br /&gt;
** In [[Discombobulabyebye]], Dr. Martin enforced the eviction and sent the Traditions packing. Now they need to find new places to lay low and gather resources.&lt;br /&gt;
* In [[The Ghost Of 725 Beulah]], Khoi, Christy, Bernard, and Dr. Mason Costache were given a sense of the danger Trads face now that they are out in the open, and turn down an offer for help.&lt;br /&gt;
* SF Armory Masquerade Ball: A mysterious benefactor threw a very Cult of Ecstasy Pleasuredome party. What shop is being set up here?&lt;br /&gt;
** Jeff&amp;#039;s cabal recently got in contact with [[Bernard]]. Perhaps he will reveal that conversation?&lt;br /&gt;
&lt;br /&gt;
== Cabals ==&lt;br /&gt;
=== Party Harders ===&lt;br /&gt;
Khoi and Christy currently have some issues with their home being watched. Past mistakes have led to being followed by the Union, and by the Cult. Who is watching them now? Why? What are they doing with that information?&lt;br /&gt;
Will it lead to something worse than peeping toms?&lt;br /&gt;
&lt;br /&gt;
=== You Go To One Goat Rager... ===&lt;br /&gt;
Nola has returned to the city after being otherwise occupied! A prophetic dream drove her to find Tsuchigumo, Alice, and Aisling and band together to do something about the things and people encroaching on the city after the fall of the Golden Gate Chantry.&lt;br /&gt;
&lt;br /&gt;
=== Three&amp;#039;s Company ===&lt;br /&gt;
Doc, Blu, and Red have investigated the Sanguine Services cabal and the Guiding Hands cabal to see what their deal is. Can they find a missing Hermetic? What worms will they find when they start turning over rocks? Will they join the Grace Cathedral Chantry?&lt;br /&gt;
&lt;br /&gt;
= City-Centric =&lt;br /&gt;
The following plots are geared to have no inherent supernatural components -- at least, not as a hook -- so that human characters and mortal+ characters can easily find something to join in on without relying on supernatural allies.&lt;br /&gt;
* [[Drug Syndicates]]: San Francisco&amp;#039;s opiate crisis has been worsened not only with fentanyl, but the introduction of untraceable ghost guns.&lt;br /&gt;
* [[Fort Point Murders]]: Three bodies have been brutally claimed in mere weeks, brutally savaged to death.  What the hell is going on out there?&lt;br /&gt;
* [[Eddy Rocked]]: A shootout at a Tenderloin nightclub has killed 4 people and injured several others.&lt;br /&gt;
&lt;br /&gt;
= Tick, Tock, Doomsday Clock =&lt;br /&gt;
There is a plotline about the Masquerade breaking that you have the power and obligation to stave off! If the clock ever hits midnight, then staff will unleash a particular metaplot about the Masquerade breaking in a gigantic and world-changing way. This number is a tally maintained by storytellers that is composed of masquerade breaches, which can be cleaned up. If we have too many uncured breaches, though, ... Well, you&amp;#039;ll see what happens. Or you won&amp;#039;t, hopefully.  When connected to the game, you can see the Doomsday Clock by typing &amp;quot;+who&amp;quot; or &amp;quot;+doom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here are instances where someone or some&amp;#039;&amp;#039;thing&amp;#039;&amp;#039; has moved the needle... &lt;br /&gt;
&lt;br /&gt;
* [[Midnight Massacre Leaves 3 Dead, Several Wounded]], August 05, 2021&lt;br /&gt;
* [[Shocking Light Over City]], November 04, 2021&lt;br /&gt;
* Murder of 6 Police Officers in Morgue Shocks City, January 13, 2021&lt;br /&gt;
&lt;br /&gt;
These particular incidents can be investigated and maybe even should!  Repeat offenders only drive us closer to destruction, spin doctors can turn the clock back, and if nothing else, it pays to know who did what if only not to go down with them!&lt;br /&gt;
&lt;br /&gt;
= Unsorted Events =&lt;br /&gt;
Some events happen but are not yet able to be sorted into a specific plot line just &amp;#039;&amp;#039;&amp;#039;yet.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
* [[Golden Gate Bridge Damaged In Late Night Wreck]], Nov 21 2021&lt;br /&gt;
* [[Murder Victim Identified In Bayview]], Jan 10 2022&lt;br /&gt;
* [[Murder Victim&amp;#039;s Father Speaks Out]], January 14 2022&lt;br /&gt;
&lt;br /&gt;
= Resolved Plots =&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Seekings&amp;diff=4825</id>
		<title>Seekings</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Seekings&amp;diff=4825"/>
		<updated>2022-04-08T00:50:19Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; justify-content:space-evenly&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 60%; margin: 0 2em&amp;quot;&amp;gt;&lt;br /&gt;
Seekings are available to Mages after a number of months have passed equal to twice the pursued Arete level (2 months from 0 to 1, 4 months from 1 to 2, etc).  [[Karma]] points can be spent in order to waive the wait times (but not the XP cost, just the wit time).&lt;br /&gt;
&lt;br /&gt;
Request a Seeking through +request. At this time, you may add to (but not contradict) your Avatar +note to give the ST more to work with and deepen the development of your Avatar. The Storyteller will then devise a challenge, place a staff-only note on your sheet for reference and internal consistency among STs regarding the details of the challenge, and then use your Avatar +note to have your Avatar communicate with you and push you towards the challenge. Until the Seeking +request is resolved, your character&amp;#039;s actions are evaluated regardless of whether you are in an obviously scheduled seeking scene.&lt;br /&gt;
&lt;br /&gt;
Seeking challenges are designed around the concept that your Avatar embodies. You will be expected to become more in harmony with your Avatar&amp;#039;s ideals, and your character will be pushed with a challenge that comes with significant risk. This risk may be psychological, physical, social, or a combination. Seekings to achieve Arete 3 or higher will inherently include permanent ones, such as death and deep psychological scarring.&lt;br /&gt;
&lt;br /&gt;
The price of success may also include significant consequences such as loss and ostracization and war wounds both physical and psychological. It&amp;#039;s pocket change to pay for heightened understanding of the truth of the universe. If your character fails their Seeking, you may apply again after a month. So, if you have Arete 3 and failed your Seeking, you can apply again after 1 month, then again after another month, and so on.&lt;br /&gt;
&lt;br /&gt;
While a player may not use karma to apply for an arete 4+ mage outright, they may use karma to request a Seeking the moment they have an approved mage and the amount of karma to spend on it.  Please note, this karma expenditure does not actually guarantee any success with your Seeking and does not have an impact on the XP cost of an Arete raise. Karma spending merely waives the wait time that normally governs whether you are eligible for a Seeking.&lt;br /&gt;
&lt;br /&gt;
If you qualify for a Seeking but do not have the XP you may still request and perform your Seeking since these things can take time in the first place.  You may not raise your Arete until you do get the XP, but you may indeed get the on-screen, IC parts out of the way if you do not mind having to accumulate the XP before being able to enjoy the mechanical fruits of your Seeking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Wait Times Between Seekings&lt;br /&gt;
|-&lt;br /&gt;
|Current Arete || First Attempt*&lt;br /&gt;
|-&lt;br /&gt;
| 0† || 2 months&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 months&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 months&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 months&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 months&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 months&lt;br /&gt;
|- &lt;br /&gt;
| 6 || 14 months&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 months&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 months&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 20 months&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Number of months that must be waited since the prior raise.&amp;lt;br&amp;gt;If you fail a seeking, you must wait another month or pay the Karma listed below under &amp;#039;subsequent attempts&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Karma Costs To Waive Wait Times&lt;br /&gt;
|-&lt;br /&gt;
|Current Arete || First Attempt* || Subsequent Attempts&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 4 karma || 4 karma&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 16 karma || 4 karma&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 24 karma || 6 karma&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 32 karma || 8 karma&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 40 karma || 10 karma&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 48 karma || 12 karma&lt;br /&gt;
|- &lt;br /&gt;
| 6 || 56 karma || 14 karma&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 64 karma || 16 karma&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 72 karma || 18 karma&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 80 karma || 20 karma&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Amount of karma that must be spent to pre-emptively trigger an Arete raise instead of waiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Seekings&amp;diff=4824</id>
		<title>Seekings</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Seekings&amp;diff=4824"/>
		<updated>2022-04-08T00:49:40Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; justify-content:space-evenly&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 60%; margin: 0 2em&amp;quot;&amp;gt;&lt;br /&gt;
Seekings are available to Mages after a number of months have passed equal to twice the pursued Arete level (2 months from 0 to 1, 4 months from 1 to 2, etc).  [[Karma]] points can be spent in order to waive the wait times (but not the XP cost, just the wit time).&lt;br /&gt;
&lt;br /&gt;
Request a Seeking through +request. At this time, you may add to (but not contradict) your Avatar +note to give the ST more to work with and deepen the development of your Avatar. The Storyteller will then devise a challenge, place a staff-only note on your sheet for reference and internal consistency among STs regarding the details of the challenge, and then use your Avatar +note to have your Avatar communicate with you and push you towards the challenge. Until the Seeking +request is resolved, your character&amp;#039;s actions are evaluated regardless of whether you are in an obviously scheduled seeking scene.&lt;br /&gt;
&lt;br /&gt;
Seeking challenges are designed around the concept that your Avatar embodies. You will be expected to become more in harmony with your Avatar&amp;#039;s ideals, and your character will be pushed with a challenge that comes with significant risk. This risk may be psychological, physical, social, or a combination. Seekings to achieve Arete 3 or higher will inherently include permanent ones, such as death and deep psychological scarring.&lt;br /&gt;
&lt;br /&gt;
The price of success may also include significant consequences such as loss and ostracization and war wounds both physical and psychological. It&amp;#039;s pocket change to pay for heightened understanding of the truth of the universe. If your character fails their Seeking, you may apply again after a month. So, if you have Arete 3 and failed your Seeking, you can apply again after 1 month, then again after another month, and so on.&lt;br /&gt;
&lt;br /&gt;
While a player may not use karma to apply for an arete 4+ mage outright, they may use karma to request a Seeking the moment they have an approved mage and the amount of karma to spend on it.  Please note, this karma expenditure does not actually guarantee any success with your Seeking and does not have an impact on the XP cost of an Arete raise. Karma spending merely waives the wait time that normally governs whether you are eligible for a Seeking.&lt;br /&gt;
&lt;br /&gt;
If you qualify for a Seeking but do not have the XP you may still request and perform your Seeking since these things can take time in the first place.  You may not raise your Arete until you do get the XP, but you may indeed get the on-screen, IC parts out of the way if you do not mind having to accumulate the XP before being able to enjoy the mechanical fruits of your Seeking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Wait Times Between Seekings&lt;br /&gt;
|-&lt;br /&gt;
|Current Arete || First Attempt*&lt;br /&gt;
|-&lt;br /&gt;
| 0† || 2 months&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 months&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 months&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 months&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 months&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 months&lt;br /&gt;
|- &lt;br /&gt;
| 6 || 14 months&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 months&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 months&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 20 months&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Number of months that must be waited since the prior raise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Karma Costs To Waive Wait Times&lt;br /&gt;
|-&lt;br /&gt;
|Current Arete || First Attempt* || Subsequent Attempts&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 4 karma || 4 karma&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 16 karma || 4 karma&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 24 karma || 6 karma&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 32 karma || 8 karma&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 40 karma || 10 karma&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 48 karma || 12 karma&lt;br /&gt;
|- &lt;br /&gt;
| 6 || 56 karma || 14 karma&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 64 karma || 16 karma&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 72 karma || 18 karma&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 80 karma || 20 karma&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Amount of karma that must be spent to pre-emptively trigger an Arete raise instead of waiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Seekings&amp;diff=4823</id>
		<title>Seekings</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Seekings&amp;diff=4823"/>
		<updated>2022-04-08T00:49:01Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;display: flex; justify-content:space-evenly&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 60%; margin: 0 2em&amp;quot;&amp;gt;&lt;br /&gt;
Seekings are available to Mages after a number of months have passed equal to twice the pursued Arete level (2 months from 0 to 1, 4 months from 1 to 2, etc).  [[Karma]] points can be spent in order to waive the wait times (but not the XP cost, just the wit time).&lt;br /&gt;
&lt;br /&gt;
Request a Seeking through +request. At this time, you may add to (but not contradict) your Avatar +note to give the ST more to work with and deepen the development of your Avatar. The Storyteller will then devise a challenge, place a staff-only note on your sheet for reference and internal consistency among STs regarding the details of the challenge, and then use your Avatar +note to have your Avatar communicate with you and push you towards the challenge. Until the Seeking +request is resolved, your character&amp;#039;s actions are evaluated regardless of whether you are in an obviously scheduled seeking scene.&lt;br /&gt;
&lt;br /&gt;
Seeking challenges are designed around the concept that your Avatar embodies. You will be expected to become more in harmony with your Avatar&amp;#039;s ideals, and your character will be pushed with a challenge that comes with significant risk. This risk may be psychological, physical, social, or a combination. Seekings to achieve Arete 3 or higher will inherently include permanent ones, such as death and deep psychological scarring.&lt;br /&gt;
&lt;br /&gt;
The price of success may also include significant consequences such as loss and ostracization and war wounds both physical and psychological. It&amp;#039;s pocket change to pay for heightened understanding of the truth of the universe. If your character fails their Seeking, you may apply again after a month. So, if you have Arete 3 and failed your Seeking, you can apply again after 1 month, then again after another month, and so on.&lt;br /&gt;
&lt;br /&gt;
While a player may not use karma to apply for an arete 4+ mage outright, they may use karma to request a Seeking the moment they have an approved mage and the amount of karma to spend on it.  Please note, this karma expenditure does not actually guarantee any success with your Seeking and does not have an impact on the XP cost of an Arete raise. Karma spending merely waives the wait time that normally governs whether you are eligible for a Seeking.&lt;br /&gt;
&lt;br /&gt;
If you qualify for a Seeking but do not have the XP you may still request and perform your Seeking since these things can take time in the first place.  You may not raise your Arete until you do get the XP, but you may indeed get the on-screen, IC parts out of the way if you do not mind having to accumulate the XP before being able to enjoy the mechanical fruits of your Seeking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Wait Times Between Seekings&lt;br /&gt;
|-&lt;br /&gt;
|Current Arete || First Attempt*&lt;br /&gt;
|-&lt;br /&gt;
| 0† || 2 months&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 months&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 months&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 months&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 months&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 months&lt;br /&gt;
|- &lt;br /&gt;
| 6 || 14 months&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 months&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 months&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 20 months&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Number of months that must be waited since the prior raise.&amp;lt;br&amp;gt;† Minimum time after approval for IC Awakening. Arete 0 is treated as 1/2 Arete for purposes of wait times after the Awakening attempt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Karma Costs To Waive Wait Times&lt;br /&gt;
|-&lt;br /&gt;
|Current Arete || First Attempt* || Subsequent Attempts&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 4 karma || 4 karma&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 16 karma || 4 karma&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 24 karma || 6 karma&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 32 karma || 8 karma&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 40 karma || 10 karma&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 48 karma || 12 karma&lt;br /&gt;
|- &lt;br /&gt;
| 6 || 56 karma || 14 karma&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 64 karma || 16 karma&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 72 karma || 18 karma&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 80 karma || 20 karma&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Amount of karma that must be spent to pre-emptively trigger an Arete raise instead of waiting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Mage_How_To_Buff&amp;diff=4727</id>
		<title>Mage How To Buff</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Mage_How_To_Buff&amp;diff=4727"/>
		<updated>2022-03-25T15:42:01Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= How to Buff =&lt;br /&gt;
&lt;br /&gt;
WIP GUIDE ON REASONABLE &amp;quot;USUALLY ON&amp;quot; BUFFING&lt;br /&gt;
&lt;br /&gt;
A mage needs to be prepared! But there are trade-offs to overusing their abilities. This is a guide about what can be considered good manners on our game when preparing effects in advance.&lt;br /&gt;
&lt;br /&gt;
This is a guide about long-term or daily effects, not about the prep you might do before going into battle, such as purchasing the strongest potions.&lt;br /&gt;
&lt;br /&gt;
Some relevant house rules:&lt;br /&gt;
* As a reminder, we charge downtime for longer offscreen actions.&lt;br /&gt;
** A Ritual (1-5 successes) takes 5 minutes per roll.&lt;br /&gt;
** A Ceremony (6-10 successes) takes 1 hour per roll. We charge 1 downtime for each Ceremony (not each roll)&lt;br /&gt;
** A Great Work (11+ successes) takes 5 hours per roll. We charge 1 downtime for each Great Work Roll.&lt;br /&gt;
* Every 2 effects a character has on themselves makes it easier to detect their later effects with Awareness or Prime sight. See &amp;#039;news awareness&amp;#039;&lt;br /&gt;
* Every 2 effects a character has on themselves adds 1 Permanent Paradox. Recall that this is a bad name and White Wolf should feel bad about it. It really means &amp;quot;sticky&amp;quot; paradox, and is essentially extra dice rolled on top of normal paradox when a backlash occurs.&lt;br /&gt;
&lt;br /&gt;
And some relevant book rules:&lt;br /&gt;
* Every 2 effects in M20 DOES NOT cause a difficulty penalty to cast Magick, as long as the effects are within their normal duration and don&amp;#039;t require concentration.&lt;br /&gt;
&lt;br /&gt;
And some relevant clarifications:&lt;br /&gt;
* See [[Permanent Paradox And Pattern Bleeding]]&lt;br /&gt;
&lt;br /&gt;
== Casting small effects every day ==&lt;br /&gt;
&lt;br /&gt;
An effect that has a target of 5 or fewer successes only takes a few minutes to cast. Thus, a character could theoretically cast a few of these in the morning and have them last the rest of the day, and take about the same amount of time they would to put on their makeup or read the newspaper.&lt;br /&gt;
&lt;br /&gt;
* Pros:&lt;br /&gt;
** Can cast several of these with no downtime cost.&lt;br /&gt;
** Avoids Pattern Bleeding&lt;br /&gt;
* Cons:&lt;br /&gt;
** 2 of the successes would go to the duration (one day), leaving only 3 in the budget for effect. Thus, powerful or complicated effects can&amp;#039;t be kept up using this method.&lt;br /&gt;
** A &amp;quot;one day&amp;quot; duration isn&amp;#039;t strictly 24 hours. With this option we will enforce a few hour gap where your character is vulnerable. Some paradigms might have their &amp;quot;one day&amp;quot; spells ending with the dawn, for others it might be at a different time. If you want 24/7 coverage, a longer duration is required.&lt;br /&gt;
** Lots of smaller effects might lead to hitting the house rules about multiple effects&lt;br /&gt;
** Please don&amp;#039;t stack similar effects to get around the spirit of this. e.g. Better Body 4 times each morning to get a +3 to strength, dex, stamina, and appearance. You *can* cast it *once* to get a +3 to *one* of those things, or +1 each to *three* of those things, given the 3 success budget.&lt;br /&gt;
&lt;br /&gt;
Still, a character might have a morning routine of a series of five-minute rituals that steady themselves with a mind shield, proof themselves against disease, make themselves a little more alert, and pretty themselves up... and there&amp;#039;s nothing wrong with doing that. It probably won&amp;#039;t even be long enough for us to ask for downtime if you are reasonable, about an hour per day. If you have such a routine, let us know and we&amp;#039;ll note it. We&amp;#039;ll figure out the time it takes for you to do these morning rituals and some monthly paradox you receive using averages based on your circumstances so that you aren&amp;#039;t putting in a daily job, and we&amp;#039;ll add a persistant note to you.&lt;br /&gt;
&lt;br /&gt;
== Casting longer-lasting effects (month or 6 month duration) ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Casting permanent effects ==&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Mage_How_To_Buff&amp;diff=4726</id>
		<title>Mage How To Buff</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Mage_How_To_Buff&amp;diff=4726"/>
		<updated>2022-03-25T15:40:06Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= How to Buff =&lt;br /&gt;
&lt;br /&gt;
WIP GUIDE ON REASONABLE &amp;quot;USUALLY ON&amp;quot; BUFFING&lt;br /&gt;
&lt;br /&gt;
A mage needs to be prepared! But there are trade-offs to overusing their abilities. This is a guide about what can be considered good manners on our game when preparing effects in advance.&lt;br /&gt;
&lt;br /&gt;
This is a guide about long-term or daily effects, not about the prep you might do before going into battle, such as purchasing the strongest potions.&lt;br /&gt;
&lt;br /&gt;
Some relevant house rules:&lt;br /&gt;
- As a reminder, we charge downtime for longer offscreen actions.&lt;br /&gt;
-- A Ritual (1-5 successes) takes 5 minutes per roll.&lt;br /&gt;
-- A Ceremony (6-10 successes) takes 1 hour per roll. We charge 1 downtime for each Ceremony (not each roll)&lt;br /&gt;
-- A Great Work (11+ successes) takes 5 hours per roll. We charge 1 downtime for each Great Work Roll.&lt;br /&gt;
- Every 2 effects a character has on themselves makes it easier to detect their later effects with Awareness or Prime sight. See &amp;#039;news awareness&amp;#039;&lt;br /&gt;
- Every 2 effects a character has on themselves adds 1 Permanent Paradox. Recall that this is a bad name and White Wolf should feel bad about it. It really means &amp;quot;sticky&amp;quot; paradox, and is essentially extra dice rolled on top of normal paradox when a backlash occurs.&lt;br /&gt;
&lt;br /&gt;
And some relevant book rules:&lt;br /&gt;
- Every 2 effects in M20 DOES NOT cause a difficulty penalty to cast Magick, as long as the effects are within their normal duration and don&amp;#039;t require concentration.&lt;br /&gt;
&lt;br /&gt;
And some relevant clarifications:&lt;br /&gt;
- See [[Permanent Paradox And Pattern Bleeding]]&lt;br /&gt;
&lt;br /&gt;
== Casting small effects every day ==&lt;br /&gt;
&lt;br /&gt;
An effect that has a target of 5 or fewer successes only takes a few minutes to cast. Thus, a character could theoretically cast a few of these in the morning and have them last the rest of the day, and take about the same amount of time they would to put on their makeup or read the newspaper.&lt;br /&gt;
&lt;br /&gt;
- Pros:&lt;br /&gt;
-- Can cast several of these with no downtime cost.&lt;br /&gt;
-- Avoids Pattern Bleeding&lt;br /&gt;
- Cons:&lt;br /&gt;
-- 2 of the successes would go to the duration (one day), leaving only 3 in the budget for effect. Thus, powerful or complicated effects can&amp;#039;t be kept up using this method.&lt;br /&gt;
-- A &amp;quot;one day&amp;quot; duration isn&amp;#039;t strictly 24 hours. With this option we will enforce a few hour gap where your character is vulnerable. Some paradigms might have their &amp;quot;one day&amp;quot; spells ending with the dawn, for others it might be at a different time. If you want 24/7 coverage, a longer duration is required.&lt;br /&gt;
-- Lots of smaller effects might lead to hitting the house rules about multiple effects&lt;br /&gt;
-- Please don&amp;#039;t stack similar effects to get around the spirit of this. e.g. Better Body 4 times each morning to get a +3 to strength, dex, stamina, and appearance. You *can* cast it *once* to get a +3 to *one* of those things, or +1 each to *three* of those things, given the 3 success budget.&lt;br /&gt;
&lt;br /&gt;
Still, a character might have a morning routine of a series of five-minute rituals that steady themselves with a mind shield, proof themselves against disease, make themselves a little more alert, and pretty themselves up... and there&amp;#039;s nothing wrong with doing that. It probably won&amp;#039;t even be long enough for us to ask for downtime if you are reasonable, about an hour per day. If you have such a routine, let us know and we&amp;#039;ll note it. We&amp;#039;ll figure out the time it takes for you to do these morning rituals and some monthly paradox you receive using averages based on your circumstances so that you aren&amp;#039;t putting in a daily job, and we&amp;#039;ll add a persistant note to you.&lt;br /&gt;
&lt;br /&gt;
== Casting longer-lasting effects (month or 6 month duration) ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Casting permanent effects ==&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Mage_How_To_Buff&amp;diff=4725</id>
		<title>Mage How To Buff</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Mage_How_To_Buff&amp;diff=4725"/>
		<updated>2022-03-25T15:39:53Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= How to Buff =&lt;br /&gt;
&lt;br /&gt;
WIP GUIDE ON REASONABLE &amp;quot;USUALLY ON&amp;quot; BUFFING&lt;br /&gt;
&lt;br /&gt;
A mage needs to be prepared! But there are trade-offs to overusing their abilities. This is a guide about what can be considered good manners on our game when preparing effects in advance.&lt;br /&gt;
&lt;br /&gt;
This is a guide about long-term or daily effects, not about the prep you might do before going into battle, such as purchasing the strongest potions.&lt;br /&gt;
&lt;br /&gt;
Some relevant house rules:&lt;br /&gt;
- As a reminder, we charge downtime for longer offscreen actions.&lt;br /&gt;
-- A Ritual (1-5 successes) takes 5 minutes per roll.&lt;br /&gt;
-- A Ceremony (6-10 successes) takes 1 hour per roll. We charge 1 downtime for each Ceremony (not each roll)&lt;br /&gt;
-- A Great Work (11+ successes) takes 5 hours per roll. We charge 1 downtime for each Great Work Roll.&lt;br /&gt;
- Every 2 effects a character has on themselves makes it easier to detect their later effects with Awareness or Prime sight. See &amp;#039;news awareness&amp;#039;&lt;br /&gt;
- Every 2 effects a character has on themselves adds 1 Permanent Paradox. Recall that this is a bad name and White Wolf should feel bad about it. It really means &amp;quot;sticky&amp;quot; paradox, and is essentially extra dice rolled on top of normal paradox when a backlash occurs.&lt;br /&gt;
&lt;br /&gt;
And some relevant book rules:&lt;br /&gt;
- Every 2 effects in M20 DOES NOT cause a difficulty penalty to cast Magick, as long as the effects are within their normal duration and don&amp;#039;t require concentration.&lt;br /&gt;
&lt;br /&gt;
And some relevant clarifications:&lt;br /&gt;
- See [[Permanent_Paradox_And_Pattern_Bleeding]]&lt;br /&gt;
&lt;br /&gt;
== Casting small effects every day ==&lt;br /&gt;
&lt;br /&gt;
An effect that has a target of 5 or fewer successes only takes a few minutes to cast. Thus, a character could theoretically cast a few of these in the morning and have them last the rest of the day, and take about the same amount of time they would to put on their makeup or read the newspaper.&lt;br /&gt;
&lt;br /&gt;
- Pros:&lt;br /&gt;
-- Can cast several of these with no downtime cost.&lt;br /&gt;
-- Avoids Pattern Bleeding&lt;br /&gt;
- Cons:&lt;br /&gt;
-- 2 of the successes would go to the duration (one day), leaving only 3 in the budget for effect. Thus, powerful or complicated effects can&amp;#039;t be kept up using this method.&lt;br /&gt;
-- A &amp;quot;one day&amp;quot; duration isn&amp;#039;t strictly 24 hours. With this option we will enforce a few hour gap where your character is vulnerable. Some paradigms might have their &amp;quot;one day&amp;quot; spells ending with the dawn, for others it might be at a different time. If you want 24/7 coverage, a longer duration is required.&lt;br /&gt;
-- Lots of smaller effects might lead to hitting the house rules about multiple effects&lt;br /&gt;
-- Please don&amp;#039;t stack similar effects to get around the spirit of this. e.g. Better Body 4 times each morning to get a +3 to strength, dex, stamina, and appearance. You *can* cast it *once* to get a +3 to *one* of those things, or +1 each to *three* of those things, given the 3 success budget.&lt;br /&gt;
&lt;br /&gt;
Still, a character might have a morning routine of a series of five-minute rituals that steady themselves with a mind shield, proof themselves against disease, make themselves a little more alert, and pretty themselves up... and there&amp;#039;s nothing wrong with doing that. It probably won&amp;#039;t even be long enough for us to ask for downtime if you are reasonable, about an hour per day. If you have such a routine, let us know and we&amp;#039;ll note it. We&amp;#039;ll figure out the time it takes for you to do these morning rituals and some monthly paradox you receive using averages based on your circumstances so that you aren&amp;#039;t putting in a daily job, and we&amp;#039;ll add a persistant note to you.&lt;br /&gt;
&lt;br /&gt;
== Casting longer-lasting effects (month or 6 month duration) ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Casting permanent effects ==&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Mage_How_To_Buff&amp;diff=4724</id>
		<title>Mage How To Buff</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Mage_How_To_Buff&amp;diff=4724"/>
		<updated>2022-03-25T15:39:08Z</updated>

		<summary type="html">&lt;p&gt;Skynet: Created page with &amp;quot;= How to Buff =  WIP GUIDE ON REASONABLE &amp;quot;USUALLY ON&amp;quot; BUFFING  A mage needs to be prepared! But there are trade-offs to overusing their abilities. This is a guide about what c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= How to Buff =&lt;br /&gt;
&lt;br /&gt;
WIP GUIDE ON REASONABLE &amp;quot;USUALLY ON&amp;quot; BUFFING&lt;br /&gt;
&lt;br /&gt;
A mage needs to be prepared! But there are trade-offs to overusing their abilities. This is a guide about what can be considered good manners on our game when preparing effects in advance.&lt;br /&gt;
&lt;br /&gt;
This is a guide about long-term or daily effects, not about the prep you might do before going into battle, such as purchasing the strongest potions.&lt;br /&gt;
&lt;br /&gt;
Some relevant house rules:&lt;br /&gt;
- As a reminder, we charge downtime for longer offscreen actions.&lt;br /&gt;
-- A Ritual (1-5 successes) takes 5 minutes per roll.&lt;br /&gt;
-- A Ceremony (6-10 successes) takes 1 hour per roll. We charge 1 downtime for each Ceremony (not each roll)&lt;br /&gt;
-- A Great Work (11+ successes) takes 5 hours per roll. We charge 1 downtime for each Great Work Roll.&lt;br /&gt;
- Every 2 effects a character has on themselves makes it easier to detect their later effects with Awareness or Prime sight. See &amp;#039;news awareness&amp;#039;&lt;br /&gt;
- Every 2 effects a character has on themselves adds 1 Permanent Paradox. Recall that this is a bad name and White Wolf should feel bad about it. It really means &amp;quot;sticky&amp;quot; paradox, and is essentially extra dice rolled on top of normal paradox when a backlash occurs.&lt;br /&gt;
&lt;br /&gt;
And some relevant book rules:&lt;br /&gt;
- Every 2 effects in M20 DOES NOT cause a difficulty penalty to cast Magick, as long as the effects are within their normal duration and don&amp;#039;t require concentration.&lt;br /&gt;
&lt;br /&gt;
And some relevant clarifications:&lt;br /&gt;
- See [[House_rules:Permanent_Paradox]]&lt;br /&gt;
&lt;br /&gt;
== Casting small effects every day ==&lt;br /&gt;
&lt;br /&gt;
An effect that has a target of 5 or fewer successes only takes a few minutes to cast. Thus, a character could theoretically cast a few of these in the morning and have them last the rest of the day, and take about the same amount of time they would to put on their makeup or read the newspaper.&lt;br /&gt;
&lt;br /&gt;
- Pros:&lt;br /&gt;
-- Can cast several of these with no downtime cost.&lt;br /&gt;
-- Avoids Pattern Bleeding&lt;br /&gt;
- Cons:&lt;br /&gt;
-- 2 of the successes would go to the duration (one day), leaving only 3 in the budget for effect. Thus, powerful or complicated effects can&amp;#039;t be kept up using this method.&lt;br /&gt;
-- A &amp;quot;one day&amp;quot; duration isn&amp;#039;t strictly 24 hours. With this option we will enforce a few hour gap where your character is vulnerable. Some paradigms might have their &amp;quot;one day&amp;quot; spells ending with the dawn, for others it might be at a different time. If you want 24/7 coverage, a longer duration is required.&lt;br /&gt;
-- Lots of smaller effects might lead to hitting the house rules about multiple effects&lt;br /&gt;
-- Please don&amp;#039;t stack similar effects to get around the spirit of this. e.g. Better Body 4 times each morning to get a +3 to strength, dex, stamina, and appearance. You *can* cast it *once* to get a +3 to *one* of those things, or +1 each to *three* of those things, given the 3 success budget.&lt;br /&gt;
&lt;br /&gt;
Still, a character might have a morning routine of a series of five-minute rituals that steady themselves with a mind shield, proof themselves against disease, make themselves a little more alert, and pretty themselves up... and there&amp;#039;s nothing wrong with doing that. It probably won&amp;#039;t even be long enough for us to ask for downtime if you are reasonable, about an hour per day. If you have such a routine, let us know and we&amp;#039;ll note it. We&amp;#039;ll figure out the time it takes for you to do these morning rituals and some monthly paradox you receive using averages based on your circumstances so that you aren&amp;#039;t putting in a daily job, and we&amp;#039;ll add a persistant note to you.&lt;br /&gt;
&lt;br /&gt;
== Casting longer-lasting effects (month or 6 month duration) ==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Casting permanent effects ==&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Rotes&amp;diff=4717</id>
		<title>Rotes</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Rotes&amp;diff=4717"/>
		<updated>2022-03-25T01:18:23Z</updated>

		<summary type="html">&lt;p&gt;Skynet: Updated difficulty of Rote practice rolls based on mathematical analysis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview = &lt;br /&gt;
Rotes are spell effects that have been refined and practiced so thoroughly that they become second nature to the Mage who practices them.  Just like composing a song from scratch is a far more involved process than simply learning one that has been written from the sheet music, creating a spell effect on the fly is more error-prone than the practiced formula of a memorized Rote.  Rotes are, thus, the sheet music of magic.&lt;br /&gt;
&lt;br /&gt;
Rotes allow a Mage to ignore the Fast Casting Penalty and add the highest involved sphere&amp;#039;s rating to their casting roll.  For example, a Mage who has Forces 3 and chooses to learn a Rote that uses Forces can add their Forces rating to their Arete roll.  Only one of your spheres may count (your highest applicable one).&lt;br /&gt;
&lt;br /&gt;
= Rote Points = &lt;br /&gt;
Rotes are purchased with Rote Points. In character generation, mages are granted 10 Rote Points to begin with starting rotes.  Additional Rote Points can be purchased at 1 XP for 5 Rote points or 1 Karma for 5 Rote Points.&lt;br /&gt;
&lt;br /&gt;
= Acquiring Rotes =&lt;br /&gt;
All rotes cost a number of Rote Points equal to the total number of Sphere dots involved in the effect (a Forces 2, Correspondence 2, Matter 1 Rote costs 5 Rote Points). If the rote is from a paradigm or practice that does not match your character&amp;#039;s paradigms or practices, the cost is doubled.  If the Rote is not only counter to your paradigms and practices but belongs to a different Craft (like a Verbena trying to learn an Etherite rote), then the cost is tripled.&lt;br /&gt;
&lt;br /&gt;
Learning an existing Rote requires research time (1 downtime), and a research roll to learn.  The research roll is Intelligence + Occult ([[Secondary Abilities|in replacement of Esoterica]]) or Science depending on your paradigms and practices.  The difficulty of the research roll is 5 + the highest sphere in the rote.  Only one success is required for the roll.&lt;br /&gt;
&lt;br /&gt;
To initiate the process, send in a +request describing the Rote you want to learn (read below for the Rote Proposal sheet if you are asking for a new one).&lt;br /&gt;
&lt;br /&gt;
= Choice Of Rotes = &lt;br /&gt;
There are &amp;#039;&amp;#039;&amp;#039;Enlightened Grimoire Rotes&amp;#039;&amp;#039;&amp;#039; (EG Rotes), &amp;#039;&amp;#039;&amp;#039;Modern Nights Rotes&amp;#039;&amp;#039;&amp;#039; (MN Rotes), and &amp;#039;&amp;#039;&amp;#039;Personal Rotes&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
Enlightened Grimoire Rotes are the rotes found in the unofficial work entitled &amp;#039;&amp;#039;Enlightened Grimoire&amp;#039;&amp;#039;.  Modern Nights Rotes are rotes that players contribute as supplemental world building.   In terms of their IC popularity, if Rotes were movies or TV shows, then the Rotes found in Enlightened Grimoire are the enduring, iconic classics: they&amp;#039;re &amp;#039;&amp;#039;The Godfather&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Terminator 2&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;The Wizard Of Oz&amp;#039;&amp;#039; in terms of their prominence in mage culture. Countless have experienced them, everybody has at least heard of them.  Modern Nights Rotes are more obscure, but still popular within individual Crafts.  Extending the movies and TV metaphor, they&amp;#039;re the works that still have a special place among certain cultures but aren&amp;#039;t mainstream classics, like &amp;#039;&amp;#039;Reefer Madness&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Paris Is Burning&amp;#039;&amp;#039;.  This metaphor is not entirely appropriate since there are Rotes that are called out in Enlightened Grimoire as being specifically proprietary to a particular group.  In those individual cases, those Rotes remain secret as they are described, like &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Personal Rotes are ones your mage has created themselves and are thus known to your mage and whomever your mage decides to teach.&lt;br /&gt;
&lt;br /&gt;
== Enlightened Grimoire ==&lt;br /&gt;
You may choose any rote from Enlightened Grimoire for your mage to learn.  When you pick a rote from EG, staff will review the rote if they have not done so already in order to ensure compliance with &amp;#039;&amp;#039;How Do You Do That?&amp;#039;&amp;#039; because the mage material is very contradictory and we want the mechanics to comply with HDYDT as much as possible.  Eventually, we may have all of the EG rotes reviewed, but M20 is a shitload of material to pour through, and so until that day comes, rotes picked out of E.G. will need to be reviewed by staff before their approval.  If they contradict the HDYDT material, we won&amp;#039;t reject the rote, we&amp;#039;ll just change the way the rote works so that it follows the rules in HDYDT.  You can see any Rotes that have already been reviewed and approved on our [[Enlightened Grimoire Errata]] page. &lt;br /&gt;
&lt;br /&gt;
In order to prevent as much &amp;quot;Whoops, actually the mechanics are...&amp;quot; as possible, two staffers will need to review the requested rote before it is approved, but once it&amp;#039;s approved, it&amp;#039;s upheld.&lt;br /&gt;
&lt;br /&gt;
Rotes that are called out in Enlightened Grimoire as being specifically proprietary to a particular group remain specifically proprietary, like &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039; (p. 73 of EG).  If you are not part of that group and the rote&amp;#039;s description specifically calls out that this is a guarded secret, it remains a guarded secret.  Please note that this just means the Rote itself: the spell effects in proprietary rotes are not magically off-limits to someone else coming up with something similar.  For example, just because &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039; essentially describes a potion that can heal Aggravated damage, that doesn&amp;#039;t mean another Craft can&amp;#039;t also make up a potion that heals Aggravated damage.&lt;br /&gt;
&lt;br /&gt;
== Modern Nights Rotes ==&lt;br /&gt;
If you wish to add a rote to the story world, you are welcome to do so.  For example, maybe you&amp;#039;re acting as Storyteller and want to reward their mage characters with a cool spooky tome.  Maybe you just came up with a cool idea or found something cool on the Internet and want to add it to the game.  So long as the Rote in question makes sense for the Craft and the Rote doesn&amp;#039;t conveniently solve an ongoing IC issue your character is actively facing, we will add it as a Modern Nights Rote.  If it solves an IC issue your character is actively facing, we will still allow you to acquire it, but we will want you to use the rote creation rules in the Personal Rotes section, below.&lt;br /&gt;
&lt;br /&gt;
Contributing a new Rote costs nothing (learning it on your Mage does).  {{Rote Proposal}}&lt;br /&gt;
&lt;br /&gt;
Two staffers will need to review the submitted rote in order to ensure compliance and consistency with HDYDT.&lt;br /&gt;
&lt;br /&gt;
== Personal Rotes ==&lt;br /&gt;
While players can contribute to the world building by proposing Rotes, individual characters can also personally craft new rotes themselves.  The Personal Rotes rules are used when you decide your character is going to personally create a rote, themselves.  Staff may deem a Modern Nights rote proposal to be more appropriately a Personal Rote when it appears that the Rote is serving the mage who submits it more than the game.  Here are some flags that make us think that:&lt;br /&gt;
* Effects don&amp;#039;t make sense for the craft, like a Verbena rote to run diagnostics on a computer.&lt;br /&gt;
* Mechanics play disproportionately to the strengths of the contributor&amp;#039;s mage character, such as using an instrument that happens to be their personal or unique instrument.&lt;br /&gt;
* Effects address a very obscure or specific situation that strains the believability that this could be valuable practice within a subculture.&lt;br /&gt;
* Effects address a currently ongoing IC issue pertinent to their mage character.&lt;br /&gt;
&lt;br /&gt;
=== Creating New Rotes ===&lt;br /&gt;
==== Rote Proposal ====&lt;br /&gt;
First comes the Rote Proposal.  To submit a new Rote, send in a +request with the following information, and specify somewhere that your character is making this Rote themselves.&lt;br /&gt;
&lt;br /&gt;
{{Rote Proposal}}&lt;br /&gt;
&lt;br /&gt;
==== Extended Roll ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:2rem&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Highest Sphere Rating&lt;br /&gt;
! Required Successes&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The process of refining, tinkering with and perfecting the rote are represented by an extended roll.  An Attribute + Ability dice pool is selected by the ST based on the Instrument(s) and Practice(s) being used in the description of the rote.  So, if someone describes a rote where they must sing a particular song, the roll might be Charisma + Performance.  The difficulty is 7 (specialties apply) and cannot be modified by the &amp;quot;magic enhancing abilities&amp;quot; rules.&lt;br /&gt;
&lt;br /&gt;
Each individual roll costs 1 Downtime and each Downtime point represents an entire day or night being dedicated to practice. For every 5 rolls made, your Mage accumulates 1 point of Paradox, 2 if the Rote is vulgar (and not practiced in a Sanctum), representative of the mistakes the mage makes along the way.  You may space out your rolls as you see fit: there is no time constraint requirement, only a completion requirement.  For each skill roll, a failure indicates no progress.  A botch requires you to start over. &lt;br /&gt;
&lt;br /&gt;
When you&amp;#039;ve achieved the total number of successes you&amp;#039;ll have fully refined the rote.&lt;br /&gt;
The required successes depend on the highest sphere rating used in the rote: a level 1 Rote takes 10 successes, a level 2 rote takes 25, and then each level higher requires +25 successes. See the table to the right.&lt;br /&gt;
&lt;br /&gt;
= Rotes And Your Mentor =&lt;br /&gt;
Just as Vampires can roll their Mentor rating at a difficulty of 3 + Ritual Level to determine if their Mentor is both willing and able to teach them a Ritual free of cost, a similar mechanic applies for learning Rotes for Mages.&lt;br /&gt;
&lt;br /&gt;
When wanting to learn an Enlightened Grimoire rote from their Mentor, a Mage rolls their Mentor rating at a difficulty of 3 + Highest Involved Sphere Level.   When wanting to learn of an existing rote that is not in Enlightened Grimoire, a Mage rolls their Mentor rating at a difficulty of 6 + Highest Involved Sphere Level.  You may ask your Mentor for a rote that has not actually been submitted before (&amp;quot;Hey Jimbo, is there a rote that ...&amp;quot;).  The ST will need some time to make some decisions about that rote, but it is an option.&lt;br /&gt;
&lt;br /&gt;
When that roll succeeds, the mentor is happy to teach the rote to their pupil as a matter of course.  When that roll fails, the mentor either doesn&amp;#039;t know it or feels that their pupil must first make it worth their while to teach it and will administer a task.  When that roll botches, the mentor is either not willing or able to negotiate: they&amp;#039;ve been picked at a particularly bad time, and can be asked again in a month.&lt;br /&gt;
&lt;br /&gt;
= A selection of custom rotes =&lt;br /&gt;
== Stop Killin&amp;#039;, Just Smoke ==&lt;br /&gt;
* Rote Type: MN &lt;br /&gt;
* Required Spheres: Mind 3&lt;br /&gt;
* Practice: Ecstasis &lt;br /&gt;
* Paradigmatic Keyphrase: Your Mind is My Mind, My Peace(High) is Your Peace(High) &lt;br /&gt;
* Instrument: Drugs (In particular drugs that invoke a euphoric or calming effect and produce a smoke or highly effusing smell) &lt;br /&gt;
* Spell Effect: Coincidental&lt;br /&gt;
** The Cultist takes a particularly deep drag from a smokable or vapable drug and then expels it into the air of the area they occupy, in doing so they intentionally share and slightly expedite the effects of the euphoric sensations from the high they&amp;#039;ve invoked by imbibing the substance they&amp;#039;ve just smoked, encapsulating the experience of it, and projecting it outwards through the smoke and the smell. &lt;br /&gt;
** Though through a practical view it appears as though the Cultist intends to invoke the principle of a &amp;#039;contact&amp;#039; or &amp;#039;second hand&amp;#039; high, in truth those followers of the First Bud that devised this method of &amp;#039;calming a room&amp;#039; view it as the decoherence of the boundaries of place and person so that the understandings of the importance of peace, comprehension, and the importance of shared progress towards the better. &lt;br /&gt;
** Mechanical Effect: This effect is meant to be similar in function to the Mind 3 sleep spell effect mentioned in HDYDT pg. 128 in terms of usage and resistances, though it is intended to cause greater complacency and calm, as opposed to sleep. Successes are intended to be divided between number of targets, the strength of the mental complusion, and perhaps the amount of time the subjects remain complacent.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;br /&gt;
[[Category:Mage]]&lt;br /&gt;
[[Category:Rotes]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4699</id>
		<title>Story - Old</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4699"/>
		<updated>2022-03-23T16:50:25Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as an information hub for organizing plots!  Staff uses it, PRP runners are welcome and encouraged to use it and edit it at will, as well.  Communicate and organize your plot in whatever format works best for you, and be sure to check out our [[Plot Overview Template]] to copypasta as a framework to get started.  You can also find [[:Category:Plots For Adoption|Plots For Adoption]] which are plots which can be handed off to someone else to run for as long as the PRP runner wants to run it. &lt;br /&gt;
&lt;br /&gt;
= Cross-Sphere =&lt;br /&gt;
* [[Finding The Author]]: A group of hunters known as The Children of Athanasius have identified a powerful relic in an attempt to gain the upper hand in destroying the non-supernatural.&lt;br /&gt;
&lt;br /&gt;
= Vampire-Centric =&lt;br /&gt;
* [[The Children Of Athanasius]]: Prince Winder has launched an investigation into a group of chillingly-informed vampire hunters announced themselves to the Bay area with an execution film in the guise of a supernatural thriller movie. Meanwhile, a group of vampire hunters have reportedly kidnapped the Sabbat pack, The Iron Shields, and each Sect wants to track them down, whether to recover their brethren or leverage the missing vampires as a lead to exterminate the hunters.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Neptune&amp;#039;s Bones]] (Malkavian):&amp;#039;&amp;#039;&amp;#039; The Cobweb is chatty ... &amp;quot;He has pierced the heart of Ahwaste,&amp;quot; a voice cries: &amp;quot;He feasts upon Neptune&amp;#039;s bones! He will drag us into the ocean!&amp;quot;  What is this about? Where is this leading?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Setite Smokeout]] (Sabbat):&amp;#039;&amp;#039;&amp;#039; The Sabbat have found a few worshippers of the dusty god.  Are they going to take initiative?&lt;br /&gt;
&lt;br /&gt;
= Mage-Centric =&lt;br /&gt;
* [[Sutro Baths]]: The Technocratic Union has taken over a node previously occupied by a mysterious, violent monster.&lt;br /&gt;
* Dr. Martin&amp;#039;s Return: The Etherite who created the Chantry was rescued from a trash-filled Interstellar situation. A month of his time went by, but 40 years for everyone else.&lt;br /&gt;
** In [[Updating Doctor Martin]], January 29 2022, he discovers that his peers didn&amp;#039;t look for him that hard from his point of view.&lt;br /&gt;
** In [[Cocktails with the Neighbors]], February 6 2022, Dr. Martin&amp;#039;s house is assaulted by cultists! But why? And who are they?&lt;br /&gt;
** In [[The Advocate Council Meeting Feb 11 2022]], it was revealed that Dr. Martin evicted the Mages from their Chantry. Now homeless, what do they do?&lt;br /&gt;
** In [[Discombobulabyebye]], Dr. Martin enforced the eviction and sent the Traditions packing. Now they need to find new places to lay low and gather resources.&lt;br /&gt;
* In [[The Ghost Of 725 Beulah]], Khoi, Christy, Bernard, and Dr. Mason Costache were given a sense of the danger Trads face now that they are out in the open, and turn down an offer for help.&lt;br /&gt;
* SF Armory Masquerade Ball: A mysterious benefactor threw a very Cult of Ecstasy Pleasuredome party. What shop is being set up here?&lt;br /&gt;
** Jeff&amp;#039;s cabal recently got in contact with [[Bernard]]. Perhaps he will reveal that conversation?&lt;br /&gt;
&lt;br /&gt;
= City-Centric =&lt;br /&gt;
The following plots are geared to have no inherent supernatural components -- at least, not as a hook -- so that human characters and mortal+ characters can easily find something to join in on without relying on supernatural allies.&lt;br /&gt;
* [[Drug Syndicates]]: San Francisco&amp;#039;s opiate crisis has been worsened not only with fentanyl, but the introduction of untraceable ghost guns.&lt;br /&gt;
* [[Fort Point Murders]]: Three bodies have been brutally claimed in mere weeks, brutally savaged to death.  What the hell is going on out there?&lt;br /&gt;
* [[Eddy Rocked]]: A shootout at a Tenderloin nightclub has killed 4 people and injured several others.&lt;br /&gt;
&lt;br /&gt;
= Tick, Tock, Doomsday Clock =&lt;br /&gt;
There is a plotline about the Masquerade breaking that you have the power and obligation to stave off! If the clock ever hits midnight, then staff will unleash a particular metaplot about the Masquerade breaking in a gigantic and world-changing way. This number is a tally maintained by storytellers that is composed of masquerade breaches, which can be cleaned up. If we have too many uncured breaches, though, ... Well, you&amp;#039;ll see what happens. Or you won&amp;#039;t, hopefully.  When connected to the game, you can see the Doomsday Clock by typing &amp;quot;+who&amp;quot; or &amp;quot;+doom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here are instances where someone or some&amp;#039;&amp;#039;thing&amp;#039;&amp;#039; has moved the needle... &lt;br /&gt;
&lt;br /&gt;
* [[Midnight Massacre Leaves 3 Dead, Several Wounded]], August 05, 2021&lt;br /&gt;
* [[Shocking Light Over City]], November 04, 2021&lt;br /&gt;
* Murder of 6 Police Officers in Morgue Shocks City, January 13, 2021&lt;br /&gt;
&lt;br /&gt;
These particular incidents can be investigated and maybe even should!  Repeat offenders only drive us closer to destruction, spin doctors can turn the clock back, and if nothing else, it pays to know who did what if only not to go down with them!&lt;br /&gt;
&lt;br /&gt;
= Unsorted Events =&lt;br /&gt;
Some events happen but are not yet able to be sorted into a specific plot line just &amp;#039;&amp;#039;&amp;#039;yet.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
* [[Golden Gate Bridge Damaged In Late Night Wreck]], Nov 21 2021&lt;br /&gt;
* [[Murder Victim Identified In Bayview]], Jan 10 2022&lt;br /&gt;
* [[Murder Victim&amp;#039;s Father Speaks Out]], January 14 2022&lt;br /&gt;
&lt;br /&gt;
= Resolved Plots =&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Rotes&amp;diff=4697</id>
		<title>Rotes</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Rotes&amp;diff=4697"/>
		<updated>2022-03-22T23:44:05Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview = &lt;br /&gt;
Rotes are spell effects that have been refined and practiced so thoroughly that they become second nature to the Mage who practices them.  Just like composing a song from scratch is a far more involved process than simply learning one that has been written from the sheet music, creating a spell effect on the fly is more error-prone than the practiced formula of a memorized Rote.  Rotes are, thus, the sheet music of magic.&lt;br /&gt;
&lt;br /&gt;
Rotes allow a Mage to ignore the Fast Casting Penalty and add the highest involved sphere&amp;#039;s rating to their casting roll.  For example, a Mage who has Forces 3 and chooses to learn a Rote that uses Forces can add their Forces rating to their Arete roll.  Only one of your spheres may count (your highest applicable one).&lt;br /&gt;
&lt;br /&gt;
= Rote Points = &lt;br /&gt;
Rotes are purchased with Rote Points. In character generation, mages are granted 10 Rote Points to begin with starting rotes.  Additional Rote Points can be purchased at 1 XP for 5 Rote points or 1 Karma for 5 Rote Points.&lt;br /&gt;
&lt;br /&gt;
= Acquiring Rotes =&lt;br /&gt;
All rotes cost a number of Rote Points equal to the total number of Sphere dots involved in the effect (a Forces 2, Correspondence 2, Matter 1 Rote costs 5 Rote Points). If the rote is from a paradigm or practice that does not match your character&amp;#039;s paradigms or practices, the cost is doubled.  If the Rote is not only counter to your paradigms and practices but belongs to a different Craft (like a Verbena trying to learn an Etherite rote), then the cost is tripled.&lt;br /&gt;
&lt;br /&gt;
Learning an existing Rote requires research time (1 downtime), and a research roll to learn.  The research roll is Intelligence + Occult ([[Secondary Abilities|in replacement of Esoterica]]) or Science depending on your paradigms and practices.  The difficulty of the research roll is 5 + the highest sphere in the rote.  Only one success is required for the roll.&lt;br /&gt;
&lt;br /&gt;
To initiate the process, send in a +request describing the Rote you want to learn (read below for the Rote Proposal sheet if you are asking for a new one).&lt;br /&gt;
&lt;br /&gt;
= Choice Of Rotes = &lt;br /&gt;
There are &amp;#039;&amp;#039;&amp;#039;Enlightened Grimoire Rotes&amp;#039;&amp;#039;&amp;#039; (EG Rotes), &amp;#039;&amp;#039;&amp;#039;Modern Nights Rotes&amp;#039;&amp;#039;&amp;#039; (MN Rotes), and &amp;#039;&amp;#039;&amp;#039;Personal Rotes&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
Enlightened Grimoire Rotes are the rotes found in the unofficial work entitled &amp;#039;&amp;#039;Enlightened Grimoire&amp;#039;&amp;#039;.  Modern Nights Rotes are rotes that players contribute as supplemental world building.   In terms of their IC popularity, if Rotes were movies or TV shows, then the Rotes found in Enlightened Grimoire are the enduring, iconic classics: they&amp;#039;re &amp;#039;&amp;#039;The Godfather&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Terminator 2&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;The Wizard Of Oz&amp;#039;&amp;#039; in terms of their prominence in mage culture. Countless have experienced them, everybody has at least heard of them.  Modern Nights Rotes are more obscure, but still popular within individual Crafts.  Extending the movies and TV metaphor, they&amp;#039;re the works that still have a special place among certain cultures but aren&amp;#039;t mainstream classics, like &amp;#039;&amp;#039;Reefer Madness&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Paris Is Burning&amp;#039;&amp;#039;.  This metaphor is not entirely appropriate since there are Rotes that are called out in Enlightened Grimoire as being specifically proprietary to a particular group.  In those individual cases, those Rotes remain secret as they are described, like &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Personal Rotes are ones your mage has created themselves and are thus known to your mage and whomever your mage decides to teach.&lt;br /&gt;
&lt;br /&gt;
== Enlightened Grimoire ==&lt;br /&gt;
You may choose any rote from Enlightened Grimoire for your mage to learn.  When you pick a rote from EG, staff will review the rote if they have not done so already in order to ensure compliance with &amp;#039;&amp;#039;How Do You Do That?&amp;#039;&amp;#039; because the mage material is very contradictory and we want the mechanics to comply with HDYDT as much as possible.  Eventually, we may have all of the EG rotes reviewed, but M20 is a shitload of material to pour through, and so until that day comes, rotes picked out of E.G. will need to be reviewed by staff before their approval.  If they contradict the HDYDT material, we won&amp;#039;t reject the rote, we&amp;#039;ll just change the way the rote works so that it follows the rules in HDYDT.  You can see any Rotes that have already been reviewed and approved on our [[Enlightened Grimoire Errata]] page. &lt;br /&gt;
&lt;br /&gt;
In order to prevent as much &amp;quot;Whoops, actually the mechanics are...&amp;quot; as possible, two staffers will need to review the requested rote before it is approved, but once it&amp;#039;s approved, it&amp;#039;s upheld.&lt;br /&gt;
&lt;br /&gt;
Rotes that are called out in Enlightened Grimoire as being specifically proprietary to a particular group remain specifically proprietary, like &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039; (p. 73 of EG).  If you are not part of that group and the rote&amp;#039;s description specifically calls out that this is a guarded secret, it remains a guarded secret.  Please note that this just means the Rote itself: the spell effects in proprietary rotes are not magically off-limits to someone else coming up with something similar.  For example, just because &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039; essentially describes a potion that can heal Aggravated damage, that doesn&amp;#039;t mean another Craft can&amp;#039;t also make up a potion that heals Aggravated damage.&lt;br /&gt;
&lt;br /&gt;
== Modern Nights Rotes ==&lt;br /&gt;
If you wish to add a rote to the story world, you are welcome to do so.  For example, maybe you&amp;#039;re acting as Storyteller and want to reward their mage characters with a cool spooky tome.  Maybe you just came up with a cool idea or found something cool on the Internet and want to add it to the game.  So long as the Rote in question makes sense for the Craft and the Rote doesn&amp;#039;t conveniently solve an ongoing IC issue your character is actively facing, we will add it as a Modern Nights Rote.  If it solves an IC issue your character is actively facing, we will still allow you to acquire it, but we will want you to use the rote creation rules in the Personal Rotes section, below.&lt;br /&gt;
&lt;br /&gt;
Contributing a new Rote costs nothing (learning it on your Mage does).  {{Rote Proposal}}&lt;br /&gt;
&lt;br /&gt;
Two staffers will need to review the submitted rote in order to ensure compliance and consistency with HDYDT.&lt;br /&gt;
&lt;br /&gt;
== Personal Rotes ==&lt;br /&gt;
While players can contribute to the world building by proposing Rotes, individual characters can also personally craft new rotes themselves.  The Personal Rotes rules are used when you decide your character is going to personally create a rote, themselves.  Staff may deem a Modern Nights rote proposal to be more appropriately a Personal Rote when it appears that the Rote is serving the mage who submits it more than the game.  Here are some flags that make us think that:&lt;br /&gt;
* Effects don&amp;#039;t make sense for the craft, like a Verbena rote to run diagnostics on a computer.&lt;br /&gt;
* Mechanics play disproportionately to the strengths of the contributor&amp;#039;s mage character, such as using an instrument that happens to be their personal or unique instrument.&lt;br /&gt;
* Effects address a very obscure or specific situation that strains the believability that this could be valuable practice within a subculture.&lt;br /&gt;
* Effects address a currently ongoing IC issue pertinent to their mage character.&lt;br /&gt;
&lt;br /&gt;
=== Creating New Rotes ===&lt;br /&gt;
==== Rote Proposal ====&lt;br /&gt;
First comes the Rote Proposal.  To submit a new Rote, send in a +request with the following information, and specify somewhere that your character is making this Rote themselves.&lt;br /&gt;
&lt;br /&gt;
{{Rote Proposal}}&lt;br /&gt;
&lt;br /&gt;
==== Extended Roll ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:2rem&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Highest Sphere Rating&lt;br /&gt;
! Required Successes&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The process of refining, tinkering with and perfecting the rote are represented by an extended roll.  An Attribute + Ability dice pool is selected by the ST based on the Instrument(s) and Practice(s) being used in the description of the rote.  So, if someone describes a rote where they must sing a particular song, the roll might be Charisma + Performance.  The difficulty is 8 (specialties apply) and cannot be modified by the &amp;quot;magic enhancing abilities&amp;quot; rules.&lt;br /&gt;
&lt;br /&gt;
Each individual roll costs 1 Downtime and each Downtime point represents an entire day or night being dedicated to practice. For every 5 rolls made, your Mage accumulates 1 point of Paradox, 2 if the Rote is vulgar (and not practiced in a Sanctum), representative of the mistakes the mage makes along the way.  You may space out your rolls as you see fit: there is no time constraint requirement, only a completion requirement.  For each skill roll, a failure indicates no progress.  A botch requires you to start over. &lt;br /&gt;
&lt;br /&gt;
When you&amp;#039;ve achieved the total number of successes you&amp;#039;ll have fully refined the rote.&lt;br /&gt;
The required successes depend on the highest sphere rating used in the rote: a level 1 Rote takes 10 successes, a level 2 rote takes 25, and then each level higher requires +25 successes. See the table to the right.&lt;br /&gt;
&lt;br /&gt;
= Rotes And Your Mentor =&lt;br /&gt;
Just as Vampires can roll their Mentor rating at a difficulty of 3 + Ritual Level to determine if their Mentor is both willing and able to teach them a Ritual free of cost, a similar mechanic applies for learning Rotes for Mages.&lt;br /&gt;
&lt;br /&gt;
When wanting to learn an Enlightened Grimoire rote from their Mentor, a Mage rolls their Mentor rating at a difficulty of 3 + Highest Involved Sphere Level.   When wanting to learn of an existing rote that is not in Enlightened Grimoire, a Mage rolls their Mentor rating at a difficulty of 6 + Highest Involved Sphere Level.  You may ask your Mentor for a rote that has not actually been submitted before (&amp;quot;Hey Jimbo, is there a rote that ...&amp;quot;).  The ST will need some time to make some decisions about that rote, but it is an option.&lt;br /&gt;
&lt;br /&gt;
When that roll succeeds, the mentor is happy to teach the rote to their pupil as a matter of course.  When that roll fails, the mentor either doesn&amp;#039;t know it or feels that their pupil must first make it worth their while to teach it and will administer a task.  When that roll botches, the mentor is either not willing or able to negotiate: they&amp;#039;ve been picked at a particularly bad time, and can be asked again in a month.&lt;br /&gt;
&lt;br /&gt;
= A selection of custom rotes =&lt;br /&gt;
== Stop Killin&amp;#039;, Just Smoke ==&lt;br /&gt;
* Rote Type: MN &lt;br /&gt;
* Required Spheres: Mind 3&lt;br /&gt;
* Practice: Ecstasis &lt;br /&gt;
* Paradigmatic Keyphrase: Your Mind is My Mind, My Peace(High) is Your Peace(High) &lt;br /&gt;
* Instrument: Drugs (In particular drugs that invoke a euphoric or calming effect and produce a smoke or highly effusing smell) &lt;br /&gt;
* Spell Effect: Coincidental&lt;br /&gt;
** The Cultist takes a particularly deep drag from a smokable or vapable drug and then expels it into the air of the area they occupy, in doing so they intentionally share and slightly expedite the effects of the euphoric sensations from the high they&amp;#039;ve invoked by imbibing the substance they&amp;#039;ve just smoked, encapsulating the experience of it, and projecting it outwards through the smoke and the smell. &lt;br /&gt;
** Though through a practical view it appears as though the Cultist intends to invoke the principle of a &amp;#039;contact&amp;#039; or &amp;#039;second hand&amp;#039; high, in truth those followers of the First Bud that devised this method of &amp;#039;calming a room&amp;#039; view it as the decoherence of the boundaries of place and person so that the understandings of the importance of peace, comprehension, and the importance of shared progress towards the better. &lt;br /&gt;
** Mechanical Effect: This effect is meant to be similar in function to the Mind 3 sleep spell effect mentioned in HDYDT pg. 128 in terms of usage and resistances, though it is intended to cause greater complacency and calm, as opposed to sleep. Successes are intended to be divided between number of targets, the strength of the mental complusion, and perhaps the amount of time the subjects remain complacent.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;br /&gt;
[[Category:Mage]]&lt;br /&gt;
[[Category:Rotes]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Rotes&amp;diff=4696</id>
		<title>Rotes</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Rotes&amp;diff=4696"/>
		<updated>2022-03-22T23:43:18Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview = &lt;br /&gt;
Rotes are spell effects that have been refined and practiced so thoroughly that they become second nature to the Mage who practices them.  Just like composing a song from scratch is a far more involved process than simply learning one that has been written from the sheet music, creating a spell effect on the fly is more error-prone than the practiced formula of a memorized Rote.  Rotes are, thus, the sheet music of magic.&lt;br /&gt;
&lt;br /&gt;
Rotes allow a Mage to ignore the Fast Casting Penalty and add the highest involved sphere&amp;#039;s rating to their casting roll.  For example, a Mage who has Forces 3 and chooses to learn a Rote that uses Forces can add their Forces rating to their Arete roll.  Only one of your spheres may count (your highest applicable one).&lt;br /&gt;
&lt;br /&gt;
= Rote Points = &lt;br /&gt;
Rotes are purchased with Rote Points. In character generation, mages are granted 10 Rote Points to begin with starting rotes.  Additional Rote Points can be purchased at 1 XP for 5 Rote points or 1 Karma for 5 Rote Points.&lt;br /&gt;
&lt;br /&gt;
= Acquiring Rotes =&lt;br /&gt;
All rotes cost a number of Rote Points equal to the total number of Sphere dots involved in the effect (a Forces 2, Correspondence 2, Matter 1 Rote costs 5 Rote Points). If the rote is from a paradigm or practice that does not match your character&amp;#039;s paradigms or practices, the cost is doubled.  If the Rote is not only counter to your paradigms and practices but belongs to a different Craft (like a Verbena trying to learn an Etherite rote), then the cost is tripled.&lt;br /&gt;
&lt;br /&gt;
Learning an existing Rote requires research time (1 downtime), and a research roll to learn.  The research roll is Intelligence + Occult ([[Secondary Abilities|in replacement of Esoterica]]) or Science depending on your paradigms and practices.  The difficulty of the research roll is 5 + the highest sphere in the rote.  Only one success is required for the roll.&lt;br /&gt;
&lt;br /&gt;
To initiate the process, send in a +request describing the Rote you want to learn (read below for the Rote Proposal sheet if you are asking for a new one).&lt;br /&gt;
&lt;br /&gt;
= Choice Of Rotes = &lt;br /&gt;
There are &amp;#039;&amp;#039;&amp;#039;Enlightened Grimoire Rotes&amp;#039;&amp;#039;&amp;#039; (EG Rotes), &amp;#039;&amp;#039;&amp;#039;Modern Nights Rotes&amp;#039;&amp;#039;&amp;#039; (MN Rotes), and &amp;#039;&amp;#039;&amp;#039;Personal Rotes&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
Enlightened Grimoire Rotes are the rotes found in the unofficial work entitled &amp;#039;&amp;#039;Enlightened Grimoire&amp;#039;&amp;#039;.  Modern Nights Rotes are rotes that players contribute as supplemental world building.   In terms of their IC popularity, if Rotes were movies or TV shows, then the Rotes found in Enlightened Grimoire are the enduring, iconic classics: they&amp;#039;re &amp;#039;&amp;#039;The Godfather&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Terminator 2&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;The Wizard Of Oz&amp;#039;&amp;#039; in terms of their prominence in mage culture. Countless have experienced them, everybody has at least heard of them.  Modern Nights Rotes are more obscure, but still popular within individual Crafts.  Extending the movies and TV metaphor, they&amp;#039;re the works that still have a special place among certain cultures but aren&amp;#039;t mainstream classics, like &amp;#039;&amp;#039;Reefer Madness&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Paris Is Burning&amp;#039;&amp;#039;.  This metaphor is not entirely appropriate since there are Rotes that are called out in Enlightened Grimoire as being specifically proprietary to a particular group.  In those individual cases, those Rotes remain secret as they are described, like &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Personal Rotes are ones your mage has created themselves and are thus known to your mage and whomever your mage decides to teach.&lt;br /&gt;
&lt;br /&gt;
== Enlightened Grimoire ==&lt;br /&gt;
You may choose any rote from Enlightened Grimoire for your mage to learn.  When you pick a rote from EG, staff will review the rote if they have not done so already in order to ensure compliance with &amp;#039;&amp;#039;How Do You Do That?&amp;#039;&amp;#039; because the mage material is very contradictory and we want the mechanics to comply with HDYDT as much as possible.  Eventually, we may have all of the EG rotes reviewed, but M20 is a shitload of material to pour through, and so until that day comes, rotes picked out of E.G. will need to be reviewed by staff before their approval.  If they contradict the HDYDT material, we won&amp;#039;t reject the rote, we&amp;#039;ll just change the way the rote works so that it follows the rules in HDYDT.  You can see any Rotes that have already been reviewed and approved on our [[Enlightened Grimoire Errata]] page. &lt;br /&gt;
&lt;br /&gt;
In order to prevent as much &amp;quot;Whoops, actually the mechanics are...&amp;quot; as possible, two staffers will need to review the requested rote before it is approved, but once it&amp;#039;s approved, it&amp;#039;s upheld.&lt;br /&gt;
&lt;br /&gt;
Rotes that are called out in Enlightened Grimoire as being specifically proprietary to a particular group remain specifically proprietary, like &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039; (p. 73 of EG).  If you are not part of that group and the rote&amp;#039;s description specifically calls out that this is a guarded secret, it remains a guarded secret.  Please note that this just means the Rote itself: the spell effects in proprietary rotes are not magically off-limits to someone else coming up with something similar.  For example, just because &amp;#039;&amp;#039;Distill The Azoth Elixir&amp;#039;&amp;#039; essentially describes a potion that can heal Aggravated damage, that doesn&amp;#039;t mean another Craft can&amp;#039;t also make up a potion that heals Aggravated damage.&lt;br /&gt;
&lt;br /&gt;
== Modern Nights Rotes ==&lt;br /&gt;
If you wish to add a rote to the story world, you are welcome to do so.  For example, maybe you&amp;#039;re acting as Storyteller and want to reward their mage characters with a cool spooky tome.  Maybe you just came up with a cool idea or found something cool on the Internet and want to add it to the game.  So long as the Rote in question makes sense for the Craft and the Rote doesn&amp;#039;t conveniently solve an ongoing IC issue your character is actively facing, we will add it as a Modern Nights Rote.  If it solves an IC issue your character is actively facing, we will still allow you to acquire it, but we will want you to use the rote creation rules in the Personal Rotes section, below.&lt;br /&gt;
&lt;br /&gt;
Contributing a new Rote costs nothing (learning it on your Mage does).  {{Rote Proposal}}&lt;br /&gt;
&lt;br /&gt;
Two staffers will need to review the submitted rote in order to ensure compliance and consistency with HDYDT.&lt;br /&gt;
&lt;br /&gt;
== Personal Rotes ==&lt;br /&gt;
While players can contribute to the world building by proposing Rotes, individual characters can also personally craft new rotes themselves.  The Personal Rotes rules are used when you decide your character is going to personally create a rote, themselves.  Staff may deem a Modern Nights rote proposal to be more appropriately a Personal Rote when it appears that the Rote is serving the mage who submits it more than the game.  Here are some flags that make us think that:&lt;br /&gt;
* Effects don&amp;#039;t make sense for the craft, like a Verbena rote to run diagnostics on a computer.&lt;br /&gt;
* Mechanics play disproportionately to the strengths of the contributor&amp;#039;s mage character, such as using an instrument that happens to be their personal or unique instrument.&lt;br /&gt;
* Effects address a very obscure or specific situation that strains the believability that this could be valuable practice within a subculture.&lt;br /&gt;
* Effects address a currently ongoing IC issue pertinent to their mage character.&lt;br /&gt;
&lt;br /&gt;
=== Creating New Rotes ===&lt;br /&gt;
==== Rote Proposal ====&lt;br /&gt;
First comes the Rote Proposal.  To submit a new Rote, send in a +request with the following information, and specify somewhere that your character is making this Rote themselves.&lt;br /&gt;
&lt;br /&gt;
{{Rote Proposal}}&lt;br /&gt;
&lt;br /&gt;
==== Extended Roll ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:2rem&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Highest Sphere Rating&lt;br /&gt;
! Required Successes&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The process of refining, tinkering with and perfecting the rote are represented by an extended roll.  An Attribute + Ability dice pool is selected by the ST based on the Instrument(s) and Practice(s) being used in the description of the rote.  So, if someone describes a rote where they must sing a particular song, the roll might be Charisma + Performance.  The difficulty is 8 (specialties apply) and cannot be modified by the &amp;quot;magic enhancing abilities&amp;quot; rules.&lt;br /&gt;
&lt;br /&gt;
Each individual roll costs 1 Downtime and each Downtime point represents an entire day or night being dedicated to practice. For every 5 rolls made, your Mage accumulates 1 point of Paradox, 2 if the Rote is vulgar (and not practiced in a Sanctum), representative of the mistakes the mage makes along the way.  You may space out your rolls as you see fit: there is no time constraint requirement, only a completion requirement.  For each skill roll, a failure indicates no progress.  A botch requires you to start over. &lt;br /&gt;
&lt;br /&gt;
When you&amp;#039;ve achieved the total number of successes you&amp;#039;ll have fully refined the rote.&lt;br /&gt;
The required successes depend on the highest sphere rating used in the rote: a level 1 Rote takes 10 successes, a level 2 rote takes 25, and then each level higher requires +25 successes. See the table to the right.&lt;br /&gt;
&lt;br /&gt;
= Rotes And Your Mentor =&lt;br /&gt;
Just as Vampires can roll their Mentor rating at a difficulty of 3 + Ritual Level to determine if their Mentor is both willing and able to teach them a Ritual free of cost, a similar mechanic applies for learning Rotes for Mages.&lt;br /&gt;
&lt;br /&gt;
When wanting to learn an Enlightened Grimoire rote from their Mentor, a Mage rolls their Mentor rating at a difficulty of 3 + Highest Involved Sphere Level.   When wanting to learn of an existing rote that is not in Enlightened Grimoire, a Mage rolls their Mentor rating at a difficulty of 6 + Highest Involved Sphere Level.  You may ask your Mentor for a rote that has not actually been submitted before (&amp;quot;Hey Jimbo, is there a rote that ...&amp;quot;).  The ST will need some time to make some decisions about that rote, but it is an option.&lt;br /&gt;
&lt;br /&gt;
When that roll succeeds, the mentor is happy to teach the rote to their pupil as a matter of course.  When that roll fails, the mentor either doesn&amp;#039;t know it or feels that their pupil must first make it worth their while to teach it and will administer a task.  When that roll botches, the mentor is either not willing or able to negotiate: they&amp;#039;ve been picked at a particularly bad time, and can be asked again in a month.&lt;br /&gt;
&lt;br /&gt;
= A selection of custom rotes =&lt;br /&gt;
 * Rote Name: Stop Killin&amp;#039;, Just Smoke &lt;br /&gt;
&lt;br /&gt;
 * Rote Type: MN &lt;br /&gt;
&lt;br /&gt;
 * Required Spheres: Mind 3&lt;br /&gt;
&lt;br /&gt;
 * Practice: Ecstasis &lt;br /&gt;
&lt;br /&gt;
 * Paradigmatic Keyphrase: Your Mind is My Mind, My Peace(High) is Your Peace(High) &lt;br /&gt;
&lt;br /&gt;
 * Instrument: Drugs (In particular drugs that invoke a euphoric or calming effect and produce a smoke or highly effusing smell) &lt;br /&gt;
&lt;br /&gt;
 * Spell Effect: Coincidental - The Cultist takes a particularly deep drag from a smokable or vapable drug and then expels it into the air of the area they occupy, in doing so they intentionally share and slightly expedite the effects of the euphoric sensations from the high they&amp;#039;ve invoked by imbibing the substance they&amp;#039;ve just smoked, encapsulating the experience of it, and projecting it outwards through the smoke and the smell. &lt;br /&gt;
&lt;br /&gt;
          Though through a practical view it appears as though the Cultist intends to invoke the principle of a &amp;#039;contact&amp;#039; or &amp;#039;second hand&amp;#039; high, in truth those followers of the First Bud that devised this method of &amp;#039;calming a room&amp;#039; view it as the decoherence of the boundaries of place and person so that the understandings of the importance of peace, comprehension, and the importance of shared progress towards the better. &lt;br /&gt;
&lt;br /&gt;
 * Mechanical Effect: This effect is meant to be similar in function to the Mind 3 sleep spell effect mentioned in HDYDT pg. 128 in terms of usage and resistances, though it is intended to cause greater complacency and calm, as opposed to sleep. Successes are intended to be divided between number of targets, the strength of the mental complusion, and perhaps the amount of time the subjects remain complacent.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;br /&gt;
[[Category:Mage]]&lt;br /&gt;
[[Category:Rotes]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Counterspelling&amp;diff=4651</id>
		<title>Counterspelling</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Counterspelling&amp;diff=4651"/>
		<updated>2022-03-12T20:33:37Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt; Innate Countermagick and Counterspelling &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The books we use conflict with each other on how counterspelling works, so this is meant to make things a bit more unified and cross-sphere friendly.&lt;br /&gt;
&lt;br /&gt;
* A difficulty of 6 and a larger dice pool (as mentioned in V20 and M20 for vampiric counterspelling) make night folk way better at counterspelling than actual wizards. In a concrete example, a mage with Arete 3 (the most you can have for almost a year playing the game) with the difficulty given in M20 (7) will on average roll 1.6 successes but has a 9% chance to botch; whereas a vampire with Wits + Occult dicepool of 6 against difficulty 6 will roll an average of 2.8 successes and has a 1% chance to botch. Further, the Vampire can easily get a dicepool higher where the Mage could not.&lt;br /&gt;
** So we took the base difficulty of 8 from Sorcerer and applied it to Vampires as well.&lt;br /&gt;
* Sorcerers requiring Paths to counterspell is hard when there is a huge diaspora of paths that do not line up with other splats&amp;#039; powers.&lt;br /&gt;
** So we increased the ability for Sorcerers and Psychics to counterspell by buying specific counterspell abilities, but don&amp;#039;t require them. Either paths or these new abilities work just as well.&lt;br /&gt;
* In V20, vampires require Thaumaturgy or Thaumaturgical Countermagic to counterspell. In M20, any Vampire with Occult can counterspell by default innately, though it is an optional rule to require them to have Thaumaturgy or Thaumaturgical Countermagic. We have opted to add a Willpower and Blood point cost to counterspelling for vampires who have Occult but not real Thaumaturgical or Countermagic training in order to give them incentive to learn those things, while making it more difficult to telenuke etc.&lt;br /&gt;
* That said, we have removed M20&amp;#039;s suggested cap of the vampire&amp;#039;s willpower for the counterspelling roll.&lt;br /&gt;
* In V20, Thaumaturgical Countermagic says it cannot be used to counterspell non-Vampire blood magic, but the writeup for Magi in that same book says it can be used to counterspell. We have opted to allow it to be used to counterspell non-Vampire stuff. It even has a reduced difficulty, given that unlike Wits + Occult it can only be used to counterspell!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Sorcerers and Psychics&amp;lt;/h2&amp;gt;&lt;br /&gt;
Sorcerers or Psychics can purchase the ability to counterspell the abilities of other night*folk.&lt;br /&gt;
&lt;br /&gt;
The counterspell options for vampires and spirits and magick are more focused because these are relatively common to run into, where counterspelling Werewolves, Fae, etc. will be a bit easier since we see less of them on the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Purchasable counterspell options&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Fae, Werewolves, Etc. These are broader because we see them less on the game.&lt;br /&gt;
** Counterspell [Splat Name]: (3xp)&lt;br /&gt;
&lt;br /&gt;
* Vampiric&lt;br /&gt;
** Counterspell Physical Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Celerity&lt;br /&gt;
**** Fortitude&lt;br /&gt;
**** Potence&lt;br /&gt;
**** Protean&lt;br /&gt;
**** Vicissitude&lt;br /&gt;
** Counterspell Mental Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Animalism&lt;br /&gt;
**** Auspex&lt;br /&gt;
**** Chimerstry&lt;br /&gt;
**** Dementation&lt;br /&gt;
**** Dominate&lt;br /&gt;
**** Obfuscate&lt;br /&gt;
**** Presence&lt;br /&gt;
** Counterspell Metaphysical Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Assamite Sorcery&lt;br /&gt;
**** Koldun Sorcery&lt;br /&gt;
**** Necromancy&lt;br /&gt;
**** Obtenebration&lt;br /&gt;
**** Thaumaturgy&lt;br /&gt;
**** Quietus&lt;br /&gt;
&lt;br /&gt;
* Magic and Magick&lt;br /&gt;
** Counterspell Pattern Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Forces, Life, Matter Spheres&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Alchemy&lt;br /&gt;
***** Enchantment&lt;br /&gt;
***** Healing&lt;br /&gt;
***** Hellfire&lt;br /&gt;
***** Shadowcasting&lt;br /&gt;
***** Shapeshifting&lt;br /&gt;
***** Weather Control&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Biocontrol&lt;br /&gt;
***** Cyberkinesis&lt;br /&gt;
***** Ectoplasmic Creation&lt;br /&gt;
***** Psychic Healing&lt;br /&gt;
***** Telekinesis&lt;br /&gt;
***** Pyrokinesis&lt;br /&gt;
** Counterspell Ephemeral Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Spirit, Mind, Prime Spheres&lt;br /&gt;
**** Spirit charms and attacks&lt;br /&gt;
**** Ghost charms and attacks&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Fascination&lt;br /&gt;
***** Mana Manipulation&lt;br /&gt;
***** Oneiromancy&lt;br /&gt;
***** Summoning, Binding, and Warding&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Astral Projection&lt;br /&gt;
***** Channeling&lt;br /&gt;
***** Cyberpathy&lt;br /&gt;
***** Psychic Hypnosis&lt;br /&gt;
***** Psychic Invisibility&lt;br /&gt;
***** Synergy&lt;br /&gt;
***** Telepathy&lt;br /&gt;
** Counterspell Relational Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Time, Entropy, Correspondence Spheres&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Conjuration&lt;br /&gt;
***** Conveyance&lt;br /&gt;
***** Divination&lt;br /&gt;
***** Fortune&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Clairvoyance&lt;br /&gt;
***** Precognition&lt;br /&gt;
***** Psychic Vampirism&lt;br /&gt;
***** Psychometry&lt;br /&gt;
***** Psychoportation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sorcerer and Psychic Counterspelling&amp;lt;/h3&amp;gt;&lt;br /&gt;
* If Sorcerer or Psychic, MUST HAVE &amp;quot;Counterspell [Type] Disciplines&amp;quot; (against Vampires), &amp;quot;Counterspell [Type] Magic&amp;quot; (against Mages, Sorcerers, Psychics), &amp;quot;Counterspell [Splat]&amp;quot; OR possess relevant Numina&lt;br /&gt;
** e.g. someone without &amp;quot;Counterspell Mental Disciplines&amp;quot; but who does have Psychic Hypnosis can counterspell Dominate 1-4, but not Obfuscate. Someone with &amp;quot;Counterspell Mental Disciplines&amp;quot; can counterspell either.&lt;br /&gt;
* Require successful Awareness check to know that spell or discipline is happening, unless it is obvious or vulgar&lt;br /&gt;
* Requires aborting to defense or using an action if in combat situation&lt;br /&gt;
* Roll Wits + Occult against Diff 8&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Mana&lt;br /&gt;
* +1 difficulty if power is not directed at the Counterspeller&lt;br /&gt;
* If the power is not something that is rolled, every success instead lowers the effective level of the Discipline by 1&lt;br /&gt;
** Example: Celerity 5 being used; counterspell generates 2 successes, makes it equivalent to Celerity 3.&lt;br /&gt;
** Example: Obtenebration 4 user uses Obtenebration 1. Counterspell would need 4 successes to make Obtenebration 1 not work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sorcerer Unweaving Standing Effects&amp;lt;/h3&amp;gt;&lt;br /&gt;
* e.g. A Vampire&amp;#039;s Majesty that is already active, a Mage&amp;#039;s Ward, a Sorcerer&amp;#039;s Enchanted Item&lt;br /&gt;
* An extended roll, maximum rolls = Willpower&lt;br /&gt;
** If 5 or fewer successes needed, 1 roll per turn&lt;br /&gt;
** If 10 or fewer successes needed, 5 minutes per roll&lt;br /&gt;
** If more successes needed, 1 hour per roll&lt;br /&gt;
* Wits + Occult at Diff 9&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Mana&lt;br /&gt;
* +1 success required for every 2 levels of the power used on top of original successes. As above, if the power is not something that is rolled, every success lowers the effective level of the Discipline by 1.&lt;br /&gt;
** e.g. Majesty (Presence 5) takes 3 successes to dispel. 2 for the power level, 1 because as a non*rolled power this is all that is needed to bring the user&amp;#039;s effective level down to 4, assuming they are not high enough Generation to have Presence 6+.&lt;br /&gt;
* Must also sacrifice Mana (Tass or vials of Vitae are also acceptable) equal to the Quintessence, Mana, Willpower or Vitae imbued in the effect. Wonders and Wards are difficult to tear down.&lt;br /&gt;
** e.g. Unweaving a Majesty effect costs a point of Mana to unweave since it cost a Willpower to cast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Vampires&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Disciplines&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Can&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Blood Magick&amp;lt;/h3&amp;gt;&lt;br /&gt;
* See Thaumaturgical Counterspelling in V20 core.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Spheres or Numina&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Requires the vampire to have Blood Magick or Thaumaturgical Counterspelling OR any vampire with Occult can spend 1 Willpower + 1 Vitae per roll&lt;br /&gt;
* Require successful Awareness check to know that spell is happening, unless it is vulgar&lt;br /&gt;
* Requires aborting to defense or using an action if in combat situation&lt;br /&gt;
* With Blood Magick, roll Wits + Occult against Diff 8&lt;br /&gt;
* With Thaumaturgical Counterspelling, roll Thaumaturgical Counterspelling dicepool against Highest Power Rating + 3&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Vitae (generation limits apply)&lt;br /&gt;
* CAN be used to block a spell meant for someone else at +1 difficulty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Unweaving Effects&amp;lt;/h3&amp;gt;&lt;br /&gt;
* e.g. A Mage&amp;#039;s Ward, a Sorcerer&amp;#039;s Enchanted Item. Cannot Unweave Disciplines.&lt;br /&gt;
* Requires the vampire to haveBlood Magick or Thaumaturgical Counterspelling OR any vampire with Occult can spend 1 Willpower + 1 Vitae per roll&lt;br /&gt;
* An extended roll, maximum rolls = Willpower&lt;br /&gt;
** If 5 or fewer successes needed, 1 roll per turn&lt;br /&gt;
** If 10 or fewer successes needed, 5 minutes per roll&lt;br /&gt;
** If more successes needed, 1 hour per roll&lt;br /&gt;
* With Blood Magick, roll Wits + Occult at Diff 9&lt;br /&gt;
* With Thaumaturgical Counterspelling, roll Thaumaturgical Counterspelling dicepool against Highest Power Rating + 4&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Vitae (generation limits apply)&lt;br /&gt;
* +1 success required for every 2 levels of the power used on top of canceling out original successes.&lt;br /&gt;
* Must also sacrifice Vitae equal to the Quintessence or Mana imbued in the effect. Wonders and Wards are difficult to tear down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Mages&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mages Counterspelling Disciplines&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Mage must have Spheres appropriate for the Discipline:&lt;br /&gt;
** Celerity, Fortitude, Potence, Protean, Quietus 2-5, Vicissitude: Matter 1 + Life 1&lt;br /&gt;
** Blood Magick: Judge based on Path being used&lt;br /&gt;
** Animalism: Life 1 + Mind 1&lt;br /&gt;
** Auspex, Chimerstry, Dementation, Dominate, Obfuscate, Presence: Mind 1&lt;br /&gt;
** Obtenebration 1-3, Quietus 1: Forces 1&lt;br /&gt;
** Obtenebration 4-5: Matter 1 + Life 1 + Forces 1&lt;br /&gt;
* Mostly same as M20 p. 545:&lt;br /&gt;
** Countering Disciplines targeting the Counterspeller is Arete vs 7 and requires the spheres above and can be aborted into as a defensive action in combat.&lt;br /&gt;
** Countering Disciplines targeting anyone or anything else is Arete vs 8 and requires Prime 1 and a Quintessence point, and cannot be aborted into. It can still intercept things earlier in initiative if it was a character&amp;#039;s declare.&lt;br /&gt;
** Setting up anti-Discipline (anti-Magick) *can* be done but requires Prime 3, Matter 2, and Life 3 instead of just the Prime 3 it would need against Mages and Sorcerers or Psychics. Anti*Magick must be cast *before* the attacker acts. It requires 1 quintessence per success.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mages Counterspelling Mages, Sorcerers, Psychics&amp;lt;/h3&amp;gt;&lt;br /&gt;
* See M20 p. 545&lt;br /&gt;
** Countering Disciplines targeting the Counterspeller is Arete vs 7 and requires the spheres above and can be aborted into.&lt;br /&gt;
** Countering Disciplines targeting anyone or anything else is Arete vs 8 and requires Prime 1 and a Quintessence point, and cannot be aborted into. It can still intercept things earlier in initiative if it was a character&amp;#039;s declare though.&lt;br /&gt;
** Anti-Magick requires Prime 3 and 1 quintessence per successes, and must be cast *before* the attacker attacks.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Counterspelling&amp;diff=4650</id>
		<title>Counterspelling</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Counterspelling&amp;diff=4650"/>
		<updated>2022-03-12T20:26:01Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt; Innate Countermagick and Counterspelling &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the books are kind of wrong for different reasons.&lt;br /&gt;
* A difficulty of 6 and a larger dice pool (as mentioned in V20 and M20 for vampiric counterspelling) make night folk way better at counterspelling than actual wizards. In a concrete example, a mage with Arete 3 (the most you can have for almost a year playing the game) with the difficulty given in M20 (7) will on average roll 1.6 successes but has a 9% chance to botch; whereas a vampire with Wits + Occult dicepool of 6 against difficulty 6 will roll an average of 2.8 successes and has a 1% chance to botch. Further, the Vampire can easily get a dicepool higher where the Mage could not.&lt;br /&gt;
** So we took the base difficulty of 8 from Sorcerer and applied it to Vampires as well.&lt;br /&gt;
* Sorcerers requiring Paths to counterspell is hard when there is a huge diaspora of paths that do not line up with other splats&amp;#039; powers.&lt;br /&gt;
** So we increased the ability for Sorcerers and Psychics to counterspell by buying specific counterspell abilities, but don&amp;#039;t require them. Either paths or these new abilities work just as well.&lt;br /&gt;
* In V20, vampires require Thaumaturgy or Thaumaturgical Countermagic to counterspell. In M20, any Vampire with Occult can counterspell by default innately, though it is an optional rule to require them to have Thaumaturgy or Thaumaturgical Countermagic. We have opted to add a Willpower and Blood point cost to counterspelling for vampires who have Occult but not real Thaumaturgical or Countermagic training in order to give them incentive to learn those things, while making it more difficult to telenuke etc.&lt;br /&gt;
* That said, we have removed M20&amp;#039;s suggested cap of the vampire&amp;#039;s willpower for the counterspelling roll.&lt;br /&gt;
* In V20, Thaumaturgical Countermagic says it cannot be used to counterspell non-Vampire blood magic, but the writeup for Magi in that same book says it can be used to counterspell. We have opted to allow it to be used to counterspell non-Vampire stuff. It even has a reduced difficulty, given that unlike Wits + Occult it can only be used to counterspell!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Sorcerers and Psychics&amp;lt;/h2&amp;gt;&lt;br /&gt;
Sorcerers or Psychics can purchase the ability to counterspell the abilities of other night*folk.&lt;br /&gt;
&lt;br /&gt;
The counterspell options for vampires and spirits and magick are more focused because these are relatively common to run into, where counterspelling Werewolves, Fae, etc. will be a bit easier since we see less of them on the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Purchasable counterspell options&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Fae, Werewolves, Etc. These are broader because we see them less on the game.&lt;br /&gt;
** Counterspell [Splat Name]: (3xp)&lt;br /&gt;
&lt;br /&gt;
* Vampiric&lt;br /&gt;
** Counterspell Physical Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Celerity&lt;br /&gt;
**** Fortitude&lt;br /&gt;
**** Potence&lt;br /&gt;
**** Protean&lt;br /&gt;
**** Vicissitude&lt;br /&gt;
** Counterspell Mental Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Animalism&lt;br /&gt;
**** Auspex&lt;br /&gt;
**** Chimerstry&lt;br /&gt;
**** Dementation&lt;br /&gt;
**** Dominate&lt;br /&gt;
**** Obfuscate&lt;br /&gt;
**** Presence&lt;br /&gt;
** Counterspell Metaphysical Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Assamite Sorcery&lt;br /&gt;
**** Koldun Sorcery&lt;br /&gt;
**** Necromancy&lt;br /&gt;
**** Obtenebration&lt;br /&gt;
**** Thaumaturgy&lt;br /&gt;
**** Quietus&lt;br /&gt;
&lt;br /&gt;
* Magic and Magick&lt;br /&gt;
** Counterspell Pattern Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Forces, Life, Matter Spheres&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Alchemy&lt;br /&gt;
***** Enchantment&lt;br /&gt;
***** Healing&lt;br /&gt;
***** Hellfire&lt;br /&gt;
***** Shadowcasting&lt;br /&gt;
***** Shapeshifting&lt;br /&gt;
***** Weather Control&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Biocontrol&lt;br /&gt;
***** Cyberkinesis&lt;br /&gt;
***** Ectoplasmic Creation&lt;br /&gt;
***** Psychic Healing&lt;br /&gt;
***** Telekinesis&lt;br /&gt;
***** Pyrokinesis&lt;br /&gt;
** Counterspell Ephemeral Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Spirit, Mind, Prime Spheres&lt;br /&gt;
**** Spirit charms and attacks&lt;br /&gt;
**** Ghost charms and attacks&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Fascination&lt;br /&gt;
***** Mana Manipulation&lt;br /&gt;
***** Oneiromancy&lt;br /&gt;
***** Summoning, Binding, and Warding&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Astral Projection&lt;br /&gt;
***** Channeling&lt;br /&gt;
***** Cyberpathy&lt;br /&gt;
***** Psychic Hypnosis&lt;br /&gt;
***** Psychic Invisibility&lt;br /&gt;
***** Synergy&lt;br /&gt;
***** Telepathy&lt;br /&gt;
** Counterspell Relational Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Time, Entropy, Correspondence Spheres&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Conjuration&lt;br /&gt;
***** Conveyance&lt;br /&gt;
***** Divination&lt;br /&gt;
***** Fortune&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Clairvoyance&lt;br /&gt;
***** Precognition&lt;br /&gt;
***** Psychic Vampirism&lt;br /&gt;
***** Psychometry&lt;br /&gt;
***** Psychoportation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sorcerer and Psychic Counterspelling&amp;lt;/h3&amp;gt;&lt;br /&gt;
* If Sorcerer or Psychic, MUST HAVE &amp;quot;Counterspell [Type] Disciplines&amp;quot; (against Vampires), &amp;quot;Counterspell [Type] Magic&amp;quot; (against Mages, Sorcerers, Psychics), &amp;quot;Counterspell [Splat]&amp;quot; OR possess relevant Numina&lt;br /&gt;
** e.g. someone without &amp;quot;Counterspell Mental Disciplines&amp;quot; but who does have Psychic Hypnosis can counterspell Dominate 1-4, but not Obfuscate. Someone with &amp;quot;Counterspell Mental Disciplines&amp;quot; can counterspell either.&lt;br /&gt;
* Require successful Awareness check to know that spell or discipline is happening, unless it is obvious or vulgar&lt;br /&gt;
* Requires aborting to defense or using an action if in combat situation&lt;br /&gt;
* Roll Wits + Occult against Diff 8&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Mana&lt;br /&gt;
* +1 difficulty if power is not directed at the Counterspeller&lt;br /&gt;
* If the power is not something that is rolled, every success instead lowers the effective level of the Discipline by 1&lt;br /&gt;
** Example: Celerity 5 being used; counterspell generates 2 successes, makes it equivalent to Celerity 3.&lt;br /&gt;
** Example: Obtenebration 4 user uses Obtenebration 1. Counterspell would need 4 successes to make Obtenebration 1 not work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sorcerer Unweaving Standing Effects&amp;lt;/h3&amp;gt;&lt;br /&gt;
* e.g. A Vampire&amp;#039;s Majesty that is already active, a Mage&amp;#039;s Ward, a Sorcerer&amp;#039;s Enchanted Item&lt;br /&gt;
* An extended roll, maximum rolls = Willpower&lt;br /&gt;
** If 5 or fewer successes needed, 1 roll per turn&lt;br /&gt;
** If 10 or fewer successes needed, 5 minutes per roll&lt;br /&gt;
** If more successes needed, 1 hour per roll&lt;br /&gt;
* Wits + Occult at Diff 9&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Mana&lt;br /&gt;
* +1 success required for every 2 levels of the power used on top of original successes. As above, if the power is not something that is rolled, every success lowers the effective level of the Discipline by 1.&lt;br /&gt;
** e.g. Majesty (Presence 5) takes 3 successes to dispel. 2 for the power level, 1 because as a non*rolled power this is all that is needed to bring the user&amp;#039;s effective level down to 4, assuming they are not high enough Generation to have Presence 6+.&lt;br /&gt;
* Must also sacrifice Mana (Tass or vials of Vitae are also acceptable) equal to the Quintessence, Mana, Willpower or Vitae imbued in the effect. Wonders and Wards are difficult to tear down.&lt;br /&gt;
** e.g. Unweaving a Majesty effect costs a point of Mana to unweave since it cost a Willpower to cast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Vampires&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Disciplines&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Can&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Blood Magick&amp;lt;/h3&amp;gt;&lt;br /&gt;
* See Thaumaturgical Counterspelling in V20 core.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Spheres or Numina&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Requires the vampire to have Blood Magick or Thaumaturgical Counterspelling OR any vampire with Occult can spend 1 Willpower + 1 Vitae per roll&lt;br /&gt;
* Require successful Awareness check to know that spell is happening, unless it is vulgar&lt;br /&gt;
* Requires aborting to defense or using an action if in combat situation&lt;br /&gt;
* With Blood Magick, roll Wits + Occult against Diff 8&lt;br /&gt;
* With Thaumaturgical Counterspelling, roll Thaumaturgical Counterspelling dicepool against Highest Power Rating + 3&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Vitae (generation limits apply)&lt;br /&gt;
* CAN be used to block a spell meant for someone else at +1 difficulty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Unweaving Effects&amp;lt;/h3&amp;gt;&lt;br /&gt;
* e.g. A Mage&amp;#039;s Ward, a Sorcerer&amp;#039;s Enchanted Item. Cannot Unweave Disciplines.&lt;br /&gt;
* Requires the vampire to haveBlood Magick or Thaumaturgical Counterspelling OR any vampire with Occult can spend 1 Willpower + 1 Vitae per roll&lt;br /&gt;
* An extended roll, maximum rolls = Willpower&lt;br /&gt;
** If 5 or fewer successes needed, 1 roll per turn&lt;br /&gt;
** If 10 or fewer successes needed, 5 minutes per roll&lt;br /&gt;
** If more successes needed, 1 hour per roll&lt;br /&gt;
* With Blood Magick, roll Wits + Occult at Diff 9&lt;br /&gt;
* With Thaumaturgical Counterspelling, roll Thaumaturgical Counterspelling dicepool against Highest Power Rating + 4&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Vitae (generation limits apply)&lt;br /&gt;
* +1 success required for every 2 levels of the power used on top of canceling out original successes.&lt;br /&gt;
* Must also sacrifice Vitae equal to the Quintessence or Mana imbued in the effect. Wonders and Wards are difficult to tear down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Mages&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mages Counterspelling Disciplines&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Mage must have Spheres appropriate for the Discipline:&lt;br /&gt;
** Celerity, Fortitude, Potence, Protean, Quietus 2-5, Vicissitude: Matter 1 + Life 1&lt;br /&gt;
** Blood Magick: Judge based on Path being used&lt;br /&gt;
** Animalism: Life 1 + Mind 1&lt;br /&gt;
** Auspex, Chimerstry, Dementation, Dominate, Obfuscate, Presence: Mind 1&lt;br /&gt;
** Obtenebration 1-3, Quietus 1: Forces 1&lt;br /&gt;
** Obtenebration 4-5: Matter 1 + Life 1 + Forces 1&lt;br /&gt;
* Mostly same as M20 p. 545:&lt;br /&gt;
** Countering Disciplines targeting the Counterspeller is Arete vs 7 and requires the spheres above and can be aborted into as a defensive action in combat.&lt;br /&gt;
** Countering Disciplines targeting anyone or anything else is Arete vs 8 and requires Prime 1 and a Quintessence point, and cannot be aborted into. It can still intercept things earlier in initiative if it was a character&amp;#039;s declare.&lt;br /&gt;
** Setting up anti-Discipline (anti-Magick) *can* be done but requires Prime 3, Matter 2, and Life 3 instead of just the Prime 3 it would need against Mages and Sorcerers or Psychics. Anti*Magick must be cast *before* the attacker acts. It requires 1 quintessence per success.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mages Counterspelling Mages, Sorcerers, Psychics&amp;lt;/h3&amp;gt;&lt;br /&gt;
* See M20 p. 545&lt;br /&gt;
** Countering Disciplines targeting the Counterspeller is Arete vs 7 and requires the spheres above and can be aborted into.&lt;br /&gt;
** Countering Disciplines targeting anyone or anything else is Arete vs 8 and requires Prime 1 and a Quintessence point, and cannot be aborted into. It can still intercept things earlier in initiative if it was a character&amp;#039;s declare though.&lt;br /&gt;
** Anti-Magick requires Prime 3 and 1 quintessence per successes, and must be cast *before* the attacker attacks.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Counterspelling&amp;diff=4649</id>
		<title>Counterspelling</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Counterspelling&amp;diff=4649"/>
		<updated>2022-03-12T20:22:32Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt; Innate Countermagick and Counterspelling &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the books are kind of wrong for different reasons.&lt;br /&gt;
* A difficulty of 6 and a larger dice pool (as mentioned in V20 and M20 for vampiric counterspelling) make night folk way better at counterspelling than actual wizards. In a concrete example, a mage with Arete 3 (the most you can have for almost a year playing the game) with the difficulty given in M20 (7) will on average roll 1.6 successes but has a 9% chance to botch; whereas a vampire with Wits + Occult dicepool of 6 against difficulty 6 will roll an average of 2.8 successes and has a 1% chance to botch. Further, the Vampire can easily get a dicepool higher where the Mage could not.&lt;br /&gt;
** So we took the base difficulty of 8 from Sorcerer and applied it to Vampires as well.&lt;br /&gt;
* Sorcerers requiring Paths to counterspell is hard when there is a huge diaspora of paths that do not line up with other splats&amp;#039; powers.&lt;br /&gt;
** So we increased the ability for Sorcerers and Psychics to counterspell by buying specific counterspell abilities, but don&amp;#039;t require them. Either paths or these new abilities work just as well.&lt;br /&gt;
* In V20, vampires require Thaumaturgy or Thaumaturgical Countermagic to counterspell. In M20, any Vampire with Occult can counterspell by default innately, though it is an optional rule to require them to have Thaumaturgy or Thaumaturgical Countermagic. We have opted to add a Willpower and Blood point cost to counterspelling for vampires who have Occult but not real Thaumaturgical or Countermagic training in order to give them incentive to learn those things, while making it more difficult to telenuke etc.&lt;br /&gt;
* That said, we have removed M20&amp;#039;s suggested cap of the vampire&amp;#039;s willpower for the counterspelling roll.&lt;br /&gt;
* In V20, Thaumaturgical Countermagic says it cannot be used to counterspell non-Vampire blood magic, but the writeup for Magi in that same book says it can be used to counterspell. We have opted to allow it to be used to counterspell non-Vampire stuff. It even has a reduced difficulty, given that unlike Wits + Occult it can only be used to counterspell!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Sorcerers and Psychics&amp;lt;/h2&amp;gt;&lt;br /&gt;
Sorcerers or Psychics can purchase the ability to counterspell the abilities of other night*folk.&lt;br /&gt;
&lt;br /&gt;
The counterspell options for vampires and spirits and magick are more focused because these are relatively common to run into, where counterspelling Werewolves, Fae, etc. will be a bit easier since we see less of them on the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Purchasable counterspell options&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Fae, Werewolves, Etc. These are broader because we see them less on the game.&lt;br /&gt;
** Counterspell [Splat Name]: (3xp)&lt;br /&gt;
&lt;br /&gt;
* Vampiric&lt;br /&gt;
** Counterspell Physical Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Celerity&lt;br /&gt;
**** Fortitude&lt;br /&gt;
**** Potence&lt;br /&gt;
**** Protean&lt;br /&gt;
**** Vicissitude&lt;br /&gt;
** Counterspell Mental Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Animalism&lt;br /&gt;
**** Auspex&lt;br /&gt;
**** Chimerstry&lt;br /&gt;
**** Dementation&lt;br /&gt;
**** Dominate&lt;br /&gt;
**** Obfuscate&lt;br /&gt;
**** Presence&lt;br /&gt;
** Counterspell Metaphysical Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Assamite Sorcery&lt;br /&gt;
**** Koldun Sorcery&lt;br /&gt;
**** Necromancy&lt;br /&gt;
**** Obtenebration&lt;br /&gt;
**** Thaumaturgy&lt;br /&gt;
**** Quietus&lt;br /&gt;
&lt;br /&gt;
* Magic and Magick&lt;br /&gt;
** Counterspell Pattern Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Forces, Life, Matter Spheres&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Alchemy&lt;br /&gt;
***** Enchantment&lt;br /&gt;
***** Healing&lt;br /&gt;
***** Hellfire&lt;br /&gt;
***** Shadowcasting&lt;br /&gt;
***** Shapeshifting&lt;br /&gt;
***** Weather Control&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Biocontrol&lt;br /&gt;
***** Cyberkinesis&lt;br /&gt;
***** Ectoplasmic Creation&lt;br /&gt;
***** Psychic Healing&lt;br /&gt;
***** Telekinesis&lt;br /&gt;
***** Pyrokinesis&lt;br /&gt;
** Counterspell Ephemeral Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Spirit, Mind, Prime Spheres&lt;br /&gt;
**** Spirit charms and attacks&lt;br /&gt;
**** Ghost charms and attacks&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Fascination&lt;br /&gt;
***** Mana Manipulation&lt;br /&gt;
***** Oneiromancy&lt;br /&gt;
***** Summoning, Binding, and Warding&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Astral Projection&lt;br /&gt;
***** Channeling&lt;br /&gt;
***** Cyberpathy&lt;br /&gt;
***** Psychic Hypnosis&lt;br /&gt;
***** Psychic Invisibility&lt;br /&gt;
***** Synergy&lt;br /&gt;
***** Telepathy&lt;br /&gt;
** Counterspell Relational Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Time, Entropy, Correspondence Spheres&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Conjuration&lt;br /&gt;
***** Conveyance&lt;br /&gt;
***** Divination&lt;br /&gt;
***** Fortune&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Clairvoyance&lt;br /&gt;
***** Precognition&lt;br /&gt;
***** Psychic Vampirism&lt;br /&gt;
***** Psychometry&lt;br /&gt;
***** Psychoportation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sorcerer and Psychic Counterspelling&amp;lt;/h3&amp;gt;&lt;br /&gt;
* If Sorcerer or Psychic, MUST HAVE &amp;quot;Counterspell [Type] Disciplines&amp;quot; (against Vampires), &amp;quot;Counterspell [Type] Magic&amp;quot; (against Mages, Sorcerers, Psychics), &amp;quot;Counterspell [Splat]&amp;quot; OR possess relevant Numina&lt;br /&gt;
** e.g. someone without &amp;quot;Counterspell Mental Disciplines&amp;quot; but who does have Psychic Hypnosis can counterspell Dominate 1-4, but not Obfuscate. Someone with &amp;quot;Counterspell Mental Disciplines&amp;quot; can counterspell either.&lt;br /&gt;
* Requires successful Awareness check to abort action to counterspell if in combat&lt;br /&gt;
* Roll Wits + Occult against Diff 8&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Mana&lt;br /&gt;
* +1 difficulty if power is not directed at the Counterspeller&lt;br /&gt;
* If the power is not something that is rolled, every success instead lowers the effective level of the Discipline by 1&lt;br /&gt;
** Example: Celerity 5 being used; counterspell generates 2 successes, makes it equivalent to Celerity 3.&lt;br /&gt;
** Example: Obtenebration 4 user uses Obtenebration 1. Counterspell would need 4 successes to make Obtenebration 1 not work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sorcerer Unweaving Standing Effects&amp;lt;/h3&amp;gt;&lt;br /&gt;
* e.g. A Vampire&amp;#039;s Majesty that is already active, a Mage&amp;#039;s Ward, a Sorcerer&amp;#039;s Enchanted Item&lt;br /&gt;
* An extended roll, maximum rolls = Willpower&lt;br /&gt;
** If 5 or fewer successes needed, 1 roll per turn&lt;br /&gt;
** If 10 or fewer successes needed, 5 minutes per roll&lt;br /&gt;
** If more successes needed, 1 hour per roll&lt;br /&gt;
* Wits + Occult at Diff 9&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Mana&lt;br /&gt;
* +1 success required for every 2 levels of the power used on top of original successes. As above, if the power is not something that is rolled, every success lowers the effective level of the Discipline by 1.&lt;br /&gt;
** e.g. Majesty (Presence 5) takes 3 successes to dispel. 2 for the power level, 1 because as a non*rolled power this is all that is needed to bring the user&amp;#039;s effective level down to 4, assuming they are not high enough Generation to have Presence 6+.&lt;br /&gt;
* Must also sacrifice Mana (Tass or vials of Vitae are also acceptable) equal to the Quintessence, Mana, Willpower or Vitae imbued in the effect. Wonders and Wards are difficult to tear down.&lt;br /&gt;
** e.g. Unweaving a Majesty effect costs a point of Mana to unweave since it cost a Willpower to cast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Vampires&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Disciplines&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Can&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Blood Magick&amp;lt;/h3&amp;gt;&lt;br /&gt;
* See Thaumaturgical Counterspelling in V20 core.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Spheres or Numina&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Requires the vampire to have Blood Magick or Thaumaturgical Counterspelling OR any vampire with Occult can spend 1 Willpower + 1 Vitae per roll&lt;br /&gt;
* Require successful Awareness check to know that spell is happening, unless it is vulgar&lt;br /&gt;
* Requires aborting to defense or using an action if in combat situation&lt;br /&gt;
* With Blood Magick, roll Wits + Occult against Diff 8&lt;br /&gt;
* With Thaumaturgical Counterspelling, roll Thaumaturgical Counterspelling dicepool against Highest Power Rating + 3&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Vitae (generation limits apply)&lt;br /&gt;
* CAN be used to block a spell meant for someone else at +1 difficulty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Unweaving Effects&amp;lt;/h3&amp;gt;&lt;br /&gt;
* e.g. A Mage&amp;#039;s Ward, a Sorcerer&amp;#039;s Enchanted Item. Cannot Unweave Disciplines.&lt;br /&gt;
* Requires the vampire to haveBlood Magick or Thaumaturgical Counterspelling OR any vampire with Occult can spend 1 Willpower + 1 Vitae per roll&lt;br /&gt;
* An extended roll, maximum rolls = Willpower&lt;br /&gt;
** If 5 or fewer successes needed, 1 roll per turn&lt;br /&gt;
** If 10 or fewer successes needed, 5 minutes per roll&lt;br /&gt;
** If more successes needed, 1 hour per roll&lt;br /&gt;
* With Blood Magick, roll Wits + Occult at Diff 9&lt;br /&gt;
* With Thaumaturgical Counterspelling, roll Thaumaturgical Counterspelling dicepool against Highest Power Rating + 4&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Vitae (generation limits apply)&lt;br /&gt;
* +1 success required for every 2 levels of the power used on top of canceling out original successes.&lt;br /&gt;
* Must also sacrifice Vitae equal to the Quintessence or Mana imbued in the effect. Wonders and Wards are difficult to tear down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Mages&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mages Counterspelling Disciplines&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Mage must have Spheres appropriate for the Discipline:&lt;br /&gt;
** Celerity, Fortitude, Potence, Protean, Quietus 2-5, Vicissitude: Matter 1 + Life 1&lt;br /&gt;
** Blood Magick: Judge based on Path being used&lt;br /&gt;
** Animalism: Life 1 + Mind 1&lt;br /&gt;
** Auspex, Chimerstry, Dementation, Dominate, Obfuscate, Presence: Mind 1&lt;br /&gt;
** Obtenebration 1-3, Quietus 1: Forces 1&lt;br /&gt;
** Obtenebration 4-5: Matter 1 + Life 1 + Forces 1&lt;br /&gt;
* Mostly same as M20 p. 545:&lt;br /&gt;
** Countering Disciplines targeting the Counterspeller is Arete vs 7 and requires the spheres above and can be aborted into as a defensive action in combat.&lt;br /&gt;
** Countering Disciplines targeting anyone or anything else is Arete vs 8 and requires Prime 1 and a Quintessence point, and cannot be aborted into. It can still intercept things earlier in initiative if it was a character&amp;#039;s declare.&lt;br /&gt;
** Setting up anti-Discipline (anti-Magick) *can* be done but requires Prime 3, Matter 2, and Life 3 instead of just the Prime 3 it would need against Mages and Sorcerers or Psychics. Anti*Magick must be cast *before* the attacker acts. It requires 1 quintessence per success.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mages Counterspelling Mages, Sorcerers, Psychics&amp;lt;/h3&amp;gt;&lt;br /&gt;
* See M20 p. 545&lt;br /&gt;
** Countering Disciplines targeting the Counterspeller is Arete vs 7 and requires the spheres above and can be aborted into.&lt;br /&gt;
** Countering Disciplines targeting anyone or anything else is Arete vs 8 and requires Prime 1 and a Quintessence point, and cannot be aborted into. It can still intercept things earlier in initiative if it was a character&amp;#039;s declare though.&lt;br /&gt;
** Anti-Magick requires Prime 3 and 1 quintessence per successes, and must be cast *before* the attacker attacks.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Counterspelling&amp;diff=4648</id>
		<title>Counterspelling</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Counterspelling&amp;diff=4648"/>
		<updated>2022-03-12T20:22:17Z</updated>

		<summary type="html">&lt;p&gt;Skynet: Created page with &amp;quot;&amp;lt;h1&amp;gt; Innate Countermagick and Counterspelling &amp;lt;/h1&amp;gt;  All the books are kind of wrong for different reasons. * A difficulty of 6 and a larger dice pool (as mentioned in V20 and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt; Innate Countermagick and Counterspelling &amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the books are kind of wrong for different reasons.&lt;br /&gt;
* A difficulty of 6 and a larger dice pool (as mentioned in V20 and M20 for vampiric counterspelling) make night folk way better at counterspelling than actual wizards. In a concrete example, a mage with Arete 3 (the most you can have for almost a year playing the game) with the difficulty given in M20 (7) will on average roll 1.6 successes but has a 9% chance to botch; whereas a vampire with Wits + Occult dicepool of 6 against difficulty 6 will roll an average of 2.8 successes and has a 1% chance to botch. Further, the Vampire can easily get a dicepool higher where the Mage could not.&lt;br /&gt;
** So we took the base difficulty of 8 from Sorcerer and applied it to Vampires as well.&lt;br /&gt;
* Sorcerers requiring Paths to counterspell is hard when there is a huge diaspora of paths that do not line up with other splats&amp;#039; powers.&lt;br /&gt;
** So we increased the ability for Sorcerers and Psychics to counterspell by buying specific counterspell abilities, but don&amp;#039;t require them. Either paths or these new abilities work just as well.&lt;br /&gt;
* In V20, vampires require Thaumaturgy or Thaumaturgical Countermagic to counterspell. In M20, any Vampire with Occult can counterspell by default innately, though it is an optional rule to require them to have Thaumaturgy or Thaumaturgical Countermagic. We have opted to add a Willpower and Blood point cost to counterspelling for vampires who have Occult but not real Thaumaturgical or Countermagic training in order to give them incentive to learn those things, while making it more difficult to telenuke etc.&lt;br /&gt;
* That said, we have removed M20&amp;#039;s suggested cap of the vampire&amp;#039;s willpower for the counterspelling roll.&lt;br /&gt;
* In V20, Thaumaturgical Countermagic says it cannot be used to counterspell non-Vampire blood magic, but the writeup for Magi in that same book says it can be used to counterspell. We have opted to allow it to be used to counterspell non-Vampire stuff. It even has a reduced difficulty, given that unlike Wits + Occult it can only be used to counterspell!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Sorcerers and Psychics&amp;lt;/h2&amp;gt;&lt;br /&gt;
Sorcerers or Psychics can purchase the ability to counterspell the abilities of other night*folk.&lt;br /&gt;
&lt;br /&gt;
The counterspell options for vampires and spirits and magick are more focused because these are relatively common to run into, where counterspelling Werewolves, Fae, etc. will be a bit easier since we see less of them on the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Purchasable counterspell options&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Fae, Werewolves, Etc. These are broader because we see them less on the game.&lt;br /&gt;
** Counterspell [Splat Name]: (3xp)&lt;br /&gt;
&lt;br /&gt;
* Vampiric&lt;br /&gt;
** Counterspell Physical Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Celerity&lt;br /&gt;
**** Fortitude&lt;br /&gt;
**** Potence&lt;br /&gt;
**** Protean&lt;br /&gt;
**** Vicissitude&lt;br /&gt;
** Counterspell Mental Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Animalism&lt;br /&gt;
**** Auspex&lt;br /&gt;
**** Chimerstry&lt;br /&gt;
**** Dementation&lt;br /&gt;
**** Dominate&lt;br /&gt;
**** Obfuscate&lt;br /&gt;
**** Presence&lt;br /&gt;
** Counterspell Metaphysical Disciplines (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Assamite Sorcery&lt;br /&gt;
**** Koldun Sorcery&lt;br /&gt;
**** Necromancy&lt;br /&gt;
**** Obtenebration&lt;br /&gt;
**** Thaumaturgy&lt;br /&gt;
**** Quietus&lt;br /&gt;
&lt;br /&gt;
* Magic and Magick&lt;br /&gt;
** Counterspell Pattern Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Forces, Life, Matter Spheres&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Alchemy&lt;br /&gt;
***** Enchantment&lt;br /&gt;
***** Healing&lt;br /&gt;
***** Hellfire&lt;br /&gt;
***** Shadowcasting&lt;br /&gt;
***** Shapeshifting&lt;br /&gt;
***** Weather Control&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Biocontrol&lt;br /&gt;
***** Cyberkinesis&lt;br /&gt;
***** Ectoplasmic Creation&lt;br /&gt;
***** Psychic Healing&lt;br /&gt;
***** Telekinesis&lt;br /&gt;
***** Pyrokinesis&lt;br /&gt;
** Counterspell Ephemeral Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Spirit, Mind, Prime Spheres&lt;br /&gt;
**** Spirit charms and attacks&lt;br /&gt;
**** Ghost charms and attacks&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Fascination&lt;br /&gt;
***** Mana Manipulation&lt;br /&gt;
***** Oneiromancy&lt;br /&gt;
***** Summoning, Binding, and Warding&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Astral Projection&lt;br /&gt;
***** Channeling&lt;br /&gt;
***** Cyberpathy&lt;br /&gt;
***** Psychic Hypnosis&lt;br /&gt;
***** Psychic Invisibility&lt;br /&gt;
***** Synergy&lt;br /&gt;
***** Telepathy&lt;br /&gt;
** Counterspell Relational Magic (3xp)&lt;br /&gt;
*** Applies to...&lt;br /&gt;
**** Time, Entropy, Correspondence Spheres&lt;br /&gt;
**** Paths like...&lt;br /&gt;
***** Conjuration&lt;br /&gt;
***** Conveyance&lt;br /&gt;
***** Divination&lt;br /&gt;
***** Fortune&lt;br /&gt;
**** Psychic powers like...&lt;br /&gt;
***** Clairvoyance&lt;br /&gt;
***** Precognition&lt;br /&gt;
***** Psychic Vampirism&lt;br /&gt;
***** Psychometry&lt;br /&gt;
***** Psychoportation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sorcerer and Psychic Counterspelling&amp;lt;/h3&amp;gt;&lt;br /&gt;
* If Sorcerer or Psychic, MUST HAVE &amp;quot;Counterspell [Type] Disciplines&amp;quot; (against Vampires), &amp;quot;Counterspell [Type] Magic&amp;quot; (against Mages, Sorcerers, Psychics), &amp;quot;Counterspell [Splat]&amp;quot; OR possess relevant Numina&lt;br /&gt;
** e.g. someone without &amp;quot;Counterspell Mental Disciplines&amp;quot; but who does have Psychic Hypnosis can counterspell Dominate 1-4, but not Obfuscate. Someone with &amp;quot;Counterspell Mental Disciplines&amp;quot; can counterspell either.&lt;br /&gt;
* Requires successful Awareness check to abort action to counterspell if in combat&lt;br /&gt;
* Roll Wits + Occult against Diff 8&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Mana&lt;br /&gt;
* +1 difficulty if power is not directed at the Counterspeller&lt;br /&gt;
* If the power is not something that is rolled, every success instead lowers the effective level of the Discipline by 1&lt;br /&gt;
** Example: Celerity 5 being used; counterspell generates 2 successes, makes it equivalent to Celerity 3.&lt;br /&gt;
** Example: Obtenebration 4 user uses Obtenebration 1. Counterspell would need 4 successes to make Obtenebration 1 not work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Sorcerer Unweaving Standing Effects&amp;lt;/h3&amp;gt;&lt;br /&gt;
* e.g. A Vampire&amp;#039;s Majesty that is already active, a Mage&amp;#039;s Ward, a Sorcerer&amp;#039;s Enchanted Item&lt;br /&gt;
* An extended roll, maximum rolls = Willpower&lt;br /&gt;
** If 5 or fewer successes needed, 1 roll per turn&lt;br /&gt;
** If 10 or fewer successes needed, 5 minutes per roll&lt;br /&gt;
** If more successes needed, 1 hour per roll&lt;br /&gt;
* Wits + Occult at Diff 9&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Mana&lt;br /&gt;
* +1 success required for every 2 levels of the power used on top of original successes. As above, if the power is not something that is rolled, every success lowers the effective level of the Discipline by 1.&lt;br /&gt;
** e.g. Majesty (Presence 5) takes 3 successes to dispel. 2 for the power level, 1 because as a non*rolled power this is all that is needed to bring the user&amp;#039;s effective level down to 4, assuming they are not high enough Generation to have Presence 6+.&lt;br /&gt;
* Must also sacrifice Mana (Tass or vials of Vitae are also acceptable) equal to the Quintessence, Mana, Willpower or Vitae imbued in the effect. Wonders and Wards are difficult to tear down.&lt;br /&gt;
** e.g. Unweaving a Majesty effect costs a point of Mana to unweave since it cost a Willpower to cast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Vampires&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Disciplines&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Can&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Blood Magick&amp;lt;/h3&amp;gt;&lt;br /&gt;
* See Thaumaturgical Counterspelling in V20 core.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Counterspelling Spheres or Numina&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Requires the vampire to have Blood Magick or Thaumaturgical Counterspelling OR any vampire with Occult can spend 1 Willpower + 1 Vitae per roll&lt;br /&gt;
* Require successful Awareness check to know that spell is happening, unless it is vulgar&lt;br /&gt;
* Requires aborting to defense or using an action if in combat situation&lt;br /&gt;
* With Blood Magick, roll Wits + Occult against Diff 8&lt;br /&gt;
* With Thaumaturgical Counterspelling, roll Thaumaturgical Counterspelling dicepool against Highest Power Rating + 3&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Vitae (generation limits apply)&lt;br /&gt;
* CAN be used to block a spell meant for someone else at +1 difficulty&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Vampires Unweaving Effects&amp;lt;/h3&amp;gt;&lt;br /&gt;
* e.g. A Mage&amp;#039;s Ward, a Sorcerer&amp;#039;s Enchanted Item. Cannot Unweave Disciplines.&lt;br /&gt;
* Requires the vampire to haveBlood Magick or Thaumaturgical Counterspelling OR any vampire with Occult can spend 1 Willpower + 1 Vitae per roll&lt;br /&gt;
* An extended roll, maximum rolls = Willpower&lt;br /&gt;
** If 5 or fewer successes needed, 1 roll per turn&lt;br /&gt;
** If 10 or fewer successes needed, 5 minutes per roll&lt;br /&gt;
** If more successes needed, 1 hour per roll&lt;br /&gt;
* With Blood Magick, roll Wits + Occult at Diff 9&lt;br /&gt;
* With Thaumaturgical Counterspelling, roll Thaumaturgical Counterspelling dicepool against Highest Power Rating + 4&lt;br /&gt;
* Can lower difficulty (up to -3) by spending Vitae (generation limits apply)&lt;br /&gt;
* +1 success required for every 2 levels of the power used on top of canceling out original successes.&lt;br /&gt;
* Must also sacrifice Vitae equal to the Quintessence or Mana imbued in the effect. Wonders and Wards are difficult to tear down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Mages&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mages Counterspelling Disciplines&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Mage must have Spheres appropriate for the Discipline:&lt;br /&gt;
** Celerity, Fortitude, Potence, Protean, Quietus 2-5, Vicissitude: Matter 1 + Life 1&lt;br /&gt;
** Blood Magick: Judge based on Path being used&lt;br /&gt;
** Animalism: Life 1 + Mind 1&lt;br /&gt;
** Auspex, Chimerstry, Dementation, Dominate, Obfuscate, Presence: Mind 1&lt;br /&gt;
** Obtenebration 1-3, Quietus 1: Forces 1&lt;br /&gt;
** Obtenebration 4-5: Matter 1 + Life 1 + Forces 1&lt;br /&gt;
* Mostly same as M20 p. 545:&lt;br /&gt;
** Countering Disciplines targeting the Counterspeller is Arete vs 7 and requires the spheres above and can be aborted into as a defensive action in combat.&lt;br /&gt;
** Countering Disciplines targeting anyone or anything else is Arete vs 8 and requires Prime 1 and a Quintessence point, and cannot be aborted into. It can still intercept things earlier in initiative if it was a character&amp;#039;s declare.&lt;br /&gt;
** Setting up anti-Discipline (anti-Magick) *can* be done but requires Prime 3, Matter 2, and Life 3 instead of just the Prime 3 it would need against Mages and Sorcerers or Psychics. Anti*Magick must be cast *before* the attacker acts. It requires 1 quintessence per success.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Mages Counterspelling Mages, Sorcerers, Psychics&amp;lt;/h3&amp;gt;&lt;br /&gt;
* See M20 p. 545&lt;br /&gt;
** Countering Disciplines targeting the Counterspeller is Arete vs 7 and requires the spheres above and can be aborted into.&lt;br /&gt;
** Countering Disciplines targeting anyone or anything else is Arete vs 8 and requires Prime 1 and a Quintessence point, and cannot be aborted into. It can still intercept things earlier in initiative if it was a character&amp;#039;s declare though.&lt;br /&gt;
** Anti-Magick requires Prime 3 and 1 quintessence per successes, and must be cast *before* the attacker attacks.&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4647</id>
		<title>Permanent Paradox And Pattern Bleeding</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4647"/>
		<updated>2022-03-12T20:12:02Z</updated>

		<summary type="html">&lt;p&gt;Skynet: /* DRAFT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[http://forum.theonyxpath.com/forum/main-category/main-forum/the-classic-world-of-darkness/mage-the-ascension/1387950-m20-questions-about-casting-spell?p=1393647#post1393647 M20 is dreadfully unclear on the subject compared to earlier editions, which are all over the place], and we want [[Can I Just Do This?|players]], PrP runners, and staff to be able to adjudicate this consistently.&lt;br /&gt;
&lt;br /&gt;
The following is a mixture of clarification from one of the developers of Mage (Malcolm Sheppard) answering a FAQ, adjusted for M20, and MN-specific house-rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;How do mages gain and lose permanent paradox?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain Permanent Paradox from two main sources:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type A:&amp;#039;&amp;#039;&amp;#039; Major Backlashes inflict it, and it never goes away without special scourging techniques.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type B:&amp;#039;&amp;#039;&amp;#039; Potent or Vulgar long term effects cause it. It goes away when the enhancement goes away.&lt;br /&gt;
&lt;br /&gt;
The name is deceptive. You can get rid of Permanent Paradox. We will sometimes call it &amp;quot;stickydox&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Methods *may* exist to get rid of Type A, but will be quest-worthy and very painful.&lt;br /&gt;
To get rid of Type B, simply drop the effects that cause Permanent Paradox. Typically this is any long-term Vulgar effect, or potent coincidental effect. If the effect is just for a scene, maybe don&amp;#039;t bother tracking it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarification: These include, but are not limited to these Vulgar effects...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The Enhancements background: 1 per dot but can be offset with genetic flaws or other options.&lt;br /&gt;
* Wonders that cannot be taken from you, e.g. tattoos, horns: 1 for each dot in Wonder.&lt;br /&gt;
* Life or youth extension magic.&lt;br /&gt;
* Magic that raises an attribute over 5: 1 for every level above 5.&lt;br /&gt;
* Life Magic that allows the mage to do something a human Pattern can&amp;#039;t naturally do, like gills or infrared vision as a part of the natural form&amp;#039;s abilities: 1 per ability.&lt;br /&gt;
* Life Magic that gives the mage&amp;#039;s Life Pattern the ability to soak aggravated wounds: 1.&lt;br /&gt;
* Other persistent Vulgar effects that travel with a character&amp;#039;s Pattern: 1 per highest sphere in effect.  A Traveling Corr 4 Ban therefore might be 4.&lt;br /&gt;
* DO NOT add permanent paradox for changes that do not add superhuman abilities. e.g. changing eye color, hair color.&lt;br /&gt;
* etc. Player and staff storytellers are encouraged to add to this list for consistency.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And potent coincidental effects such as...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Persistent Magick Enhancing Abilities at -3 difficulty or below: 1.&lt;br /&gt;
* Persistent Slipstream effect: 1.&lt;br /&gt;
* Mind shields at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Time at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Space at 6 strength or above: 1.&lt;br /&gt;
* etc.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Multiple effects:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1 stickydox for every 2 effects on the character past their Arete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What is pattern bleeding?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a condition related to but distinct from permanent paradox. Pattern bleeding only comes from Life pattern-enhancing effects. Typically this is from the &amp;#039;&amp;#039;&amp;#039;••• Better Body&amp;#039;&amp;#039;&amp;#039; Effect.&lt;br /&gt;
&lt;br /&gt;
A mage gains pattern bleeding by maintaining a magical effect that increases stats or grants impossible traits like gills or wings. It&amp;#039;s not unusual for mages to suffer from both permanent paradox and pattern bleeding simultaneously.&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid pattern bleeding from stat gain by swapping stat ratings – trading a dot of strength for a dot of dexterity would not result in pattern bleeding, while simply gaining a dot of dexterity would.&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a binary trait – &amp;#039;&amp;#039;&amp;#039;either a mage is suffering from it or not.&amp;#039;&amp;#039;&amp;#039; There are no degrees of severity.&lt;br /&gt;
&lt;br /&gt;
A mage suffering from pattern bleeding becomes a Thaumivore. She loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. This &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick but see below.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a Node 2, such as the one in Clarion alley, only gives 5 points of Quintessence and 3 Tass a week, and that must be shared with all the other Mages.&lt;br /&gt;
&lt;br /&gt;
Because Pattern Bleeding occurs once per day, magical Effects with a duration of one day or less never inflict pattern bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;tl;dr:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;You suffer Pattern Bleeding when BOTH of these conditions are met:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# You increase your stats (without lowering another stat equally). This includes changing yourself to gain merits or eliminate flaws. Soaking lethal or aggravated damage with stamina. Or you grant yourself an impossible trait.&lt;br /&gt;
#* Pattern Bleeding occurs whenever you enhance a Pattern beyond its basic capabilities, but not necessarily to superhuman levels. For example, increasing a mage&amp;#039;s normal 3 Strength to 5 creates Pattern Bleeding. Increasing it to 6 creates Pattern Bleeding *and* Permanent Paradox.&lt;br /&gt;
#* In other words, all Life sphere effects that cause Type B Permanent Paradox also cause Pattern Bleeding but the reverse is not true.&lt;br /&gt;
# This change lasts a day or longer and is not permanent (Clarification: Permanent Life changes require many successes for Duration, as well as half xp expenditure).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And it causes...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The afflicted individual loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. This &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick, but see below.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Healing Pattern Leakage Damage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Damage from Pattern Leakage can be healed with Magick, but is more difficult than healing even normal Aggravated damage.&lt;br /&gt;
* This effect requires two points of quintessence, and Life 3 (4 for others) / Prime 2. It is always Vulgar.&lt;br /&gt;
* An ounce of prevention is better than a pound of cure.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4646</id>
		<title>Groups</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4646"/>
		<updated>2022-03-06T23:24:10Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Cabals&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Sanguine Services, Inc.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=250&amp;gt;&lt;br /&gt;
Jeff&lt;br /&gt;
Zach&lt;br /&gt;
Dice&lt;br /&gt;
Harlan&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Guiding Hand&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=nolines widths=250&amp;gt;&lt;br /&gt;
Father Mason Jiminez|[[Father Jiminez]]&lt;br /&gt;
Christian Youth Pastor&lt;br /&gt;
Some Hermetic&lt;br /&gt;
Some Dreamspeaker&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;Coteries&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Court of San Francisco&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=nolines perrow=4 widths=250&amp;gt;&lt;br /&gt;
Winder.png|Prince [[Winder]]&lt;br /&gt;
Seneschal&lt;br /&gt;
Sheriff&lt;br /&gt;
Keeper of Elysium&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Primogen&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=nolines perrow=4 widths=250&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;Packs&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Bueller?&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=nolines perrow=4 widths=250&amp;gt;&lt;br /&gt;
AndyMain.jpg|[[Andy]]&lt;br /&gt;
Grant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4645</id>
		<title>Groups</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4645"/>
		<updated>2022-03-06T23:14:31Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Cabals&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Sanguine Services, Inc.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jeff&lt;br /&gt;
Zach&lt;br /&gt;
Dice&lt;br /&gt;
Harlan&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Guiding Hand&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Father Mason Jiminez|[[Father Jiminez]]&lt;br /&gt;
Christian Youth Pastor&lt;br /&gt;
Some Hermetic&lt;br /&gt;
Some Dreamspeaker&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;Coteries&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Court of San Francisco&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Winder.png|Prince [[Winder]]&lt;br /&gt;
Seneschal&lt;br /&gt;
Sheriff&lt;br /&gt;
Keeper of Elysium&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Primogen&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;Packs&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Bueller?&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AndyMain.jpg|[[Andy]]&lt;br /&gt;
Grant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4644</id>
		<title>Groups</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4644"/>
		<updated>2022-03-06T23:10:46Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Cabals&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Sanguine Services, Inc.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jeff&lt;br /&gt;
Zach&lt;br /&gt;
Dice&lt;br /&gt;
Harlan&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Guiding Hand&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
[[Father Mason Jiminez]]&lt;br /&gt;
Christian Youth Pastor&lt;br /&gt;
Some Hermetic&lt;br /&gt;
Some Dreamspeaker&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;Coteries&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Court of San Francisco&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
[[Winder]]&lt;br /&gt;
Seneschal&lt;br /&gt;
Sheriff&lt;br /&gt;
Keeper of Elysium&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Primogen&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;Packs&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Bueller?&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
[[Andy]]&lt;br /&gt;
[[Grant]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4643</id>
		<title>Groups</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4643"/>
		<updated>2022-03-06T23:05:02Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Cabals&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Sanguine Services, Inc.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Jeff]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Zach]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Dice]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Unknown&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Guiding Hand&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Father Mason Jiminez]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Christian Youth Pastor&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Hidebound Hermetic&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;Coteries&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Court of San Francisco&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Winder]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Seneschal&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Sheriff&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Keeper of Elysium&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Primogen&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;Packs&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Bueller?&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Andy]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Grant]]&amp;lt;/h3&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4642</id>
		<title>Groups</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4642"/>
		<updated>2022-03-06T22:57:49Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Cabals&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Sanguine Services, Inc.&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:officer-bork-bork.jpg|200px]] Description&lt;br /&gt;
&amp;lt;h1&amp;gt;Coteries&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Court of San Francisco&amp;lt;/h2&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4641</id>
		<title>Groups</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4641"/>
		<updated>2022-03-06T22:56:57Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Cabals&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Sanguine Services, Inc.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:officer-bork-bork.jpg|200px]]&amp;lt;span&amp;gt;Description&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Coteries&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Court of San Francisco&amp;lt;/h2&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4640</id>
		<title>Groups</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4640"/>
		<updated>2022-03-06T22:56:48Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Cabals&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Sanguine Services, Inc.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:officer-bork-bork.jpg]]&amp;lt;span&amp;gt;Description&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Coteries&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Court of San Francisco&amp;lt;/h2&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4639</id>
		<title>Groups</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4639"/>
		<updated>2022-03-06T22:55:27Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Cabals&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Sanguine Services, Inc.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:Officer bork bork.jpg]]&amp;lt;span&amp;gt;Description&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Coteries&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Court of San Francisco&amp;lt;/h2&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4638</id>
		<title>Groups</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Groups&amp;diff=4638"/>
		<updated>2022-03-06T22:54:24Z</updated>

		<summary type="html">&lt;p&gt;Skynet: Created page with &amp;quot;&amp;lt;h1&amp;gt;Cabals&amp;lt;/h1&amp;gt; &amp;lt;h2&amp;gt;Sanguine Services, Inc.&amp;lt;/h2&amp;gt; &amp;lt;div&amp;gt;File:Jimbo.jpg&amp;lt;span&amp;gt;Description&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;  &amp;lt;h1&amp;gt;Coteries&amp;lt;/h1&amp;gt; &amp;lt;h2&amp;gt;The Court of San Francisco&amp;lt;/h2&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Cabals&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Sanguine Services, Inc.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:Jimbo.jpg]]&amp;lt;span&amp;gt;Description&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Coteries&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;The Court of San Francisco&amp;lt;/h2&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=MediaWiki:Sidebar&amp;diff=4637</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=MediaWiki:Sidebar&amp;diff=4637"/>
		<updated>2022-03-06T22:47:10Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
&lt;br /&gt;
* Game Resources&lt;br /&gt;
** Mission_Statement|Mission Statement&lt;br /&gt;
** setting|Setting&lt;br /&gt;
** Story|Story&lt;br /&gt;
** Category:Policies|News Files/Policies&lt;br /&gt;
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* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4634</id>
		<title>Story - Old</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4634"/>
		<updated>2022-03-06T21:31:25Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as an information hub for organizing plots!  Staff uses it, PRP runners are welcome and encouraged to use it and edit it at will, as well.  Communicate and organize your plot in whatever format works best for you, and be sure to check out our [[Plot Overview Template]] to copypasta as a framework to get started.  You can also find [[:Category:Plots For Adoption|Plots For Adoption]] which are plots which can be handed off to someone else to run for as long as the PRP runner wants to run it. &lt;br /&gt;
&lt;br /&gt;
= Cross-Sphere =&lt;br /&gt;
* [[Finding The Author]]: A group of hunters known as The Children of Athanasius have identified a powerful relic in an attempt to gain the upper hand in destroying the non-supernatural.&lt;br /&gt;
&lt;br /&gt;
= Vampire-Centric =&lt;br /&gt;
* [[The Children Of Athanasius]]: Prince Winder has launched an investigation into a group of chillingly-informed vampire hunters announced themselves to the Bay area with an execution film in the guise of a supernatural thriller movie. Meanwhile, a group of vampire hunters have reportedly kidnapped the Sabbat pack, The Iron Shields, and each Sect wants to track them down, whether to recover their brethren or leverage the missing vampires as a lead to exterminate the hunters.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Neptune&amp;#039;s Bones]] (Malkavian):&amp;#039;&amp;#039;&amp;#039; The Cobweb is chatty ... &amp;quot;He has pierced the heart of Ahwaste,&amp;quot; a voice cries: &amp;quot;He feasts upon Neptune&amp;#039;s bones! He will drag us into the ocean!&amp;quot;  What is this about? Where is this leading?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Setite Smokeout]] (Sabbat):&amp;#039;&amp;#039;&amp;#039; The Sabbat have found a few worshippers of the dusty god.  Are they going to take initiative?&lt;br /&gt;
&lt;br /&gt;
= Mage-Centric =&lt;br /&gt;
* [[Sutro Baths]]: The Technocratic Union has taken over a node previously occupied by a mysterious, violent monster.&lt;br /&gt;
* Dr. Martin&amp;#039;s Return: The Etherite who created the Chantry was rescued from a trash-filled Interstellar situation. A month of his time went by, but 40 years for everyone else.&lt;br /&gt;
** In [[Updating Doctor Martin]], January 29 2022, he discovers that his peers didn&amp;#039;t look for him that hard from his point of view.&lt;br /&gt;
** In [[Cocktails with the Neighbors]], February 6 2022, Dr. Martin&amp;#039;s house is assaulted by cultists! But why? And who are they?&lt;br /&gt;
** In [[The Advocate Council Meeting Feb 11 2022]], it was revealed that Dr. Martin evicted the Mages from their Chantry. Now homeless, what do they do?&lt;br /&gt;
** In [[Discombublabyebye]], Dr. Martin enforced the eviction and sent the Traditions packing. Now they need to find new places to lay low and gather resources.&lt;br /&gt;
* In [[The Ghost Of 725 Beulah]], Khoi, Christy, Bernard, and Dr. Mason Costache were given a sense of the danger Trads face now that they are out in the open, and turn down an offer for help.&lt;br /&gt;
* SF Armory Masquerade Ball: A mysterious benefactor threw a very Cult of Ecstasy Pleasuredome party. What shop is being set up here?&lt;br /&gt;
** Jeff&amp;#039;s cabal recently got in contact with [[Bernard]]. Perhaps he will reveal that conversation?&lt;br /&gt;
&lt;br /&gt;
= City-Centric =&lt;br /&gt;
The following plots are geared to have no inherent supernatural components -- at least, not as a hook -- so that human characters and mortal+ characters can easily find something to join in on without relying on supernatural allies.&lt;br /&gt;
* [[Drug Syndicates]]: San Francisco&amp;#039;s opiate crisis has been worsened not only with fentanyl, but the introduction of untraceable ghost guns.&lt;br /&gt;
* [[Fort Point Murders]]: Three bodies have been brutally claimed in mere weeks, brutally savaged to death.  What the hell is going on out there?&lt;br /&gt;
* [[Eddy Rocked]]: A shootout at a Tenderloin nightclub has killed 4 people and injured several others.&lt;br /&gt;
&lt;br /&gt;
= Tick, Tock, Doomsday Clock =&lt;br /&gt;
There is a plotline about the Masquerade breaking that you have the power and obligation to stave off! If the clock ever hits midnight, then staff will unleash a particular metaplot about the Masquerade breaking in a gigantic and world-changing way. This number is a tally maintained by storytellers that is composed of masquerade breaches, which can be cleaned up. If we have too many uncured breaches, though, ... Well, you&amp;#039;ll see what happens. Or you won&amp;#039;t, hopefully.  When connected to the game, you can see the Doomsday Clock by typing &amp;quot;+who&amp;quot; or &amp;quot;+doom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here are instances where someone or some&amp;#039;&amp;#039;thing&amp;#039;&amp;#039; has moved the needle... &lt;br /&gt;
&lt;br /&gt;
* [[Midnight Massacre Leaves 3 Dead, Several Wounded]], August 05, 2021&lt;br /&gt;
* [[Shocking Light Over City]], November 04, 2021&lt;br /&gt;
* Murder of 6 Police Officers in Morgue Shocks City, January 13, 2021&lt;br /&gt;
&lt;br /&gt;
These particular incidents can be investigated and maybe even should!  Repeat offenders only drive us closer to destruction, spin doctors can turn the clock back, and if nothing else, it pays to know who did what if only not to go down with them!&lt;br /&gt;
&lt;br /&gt;
= Unsorted Events =&lt;br /&gt;
Some events happen but are not yet able to be sorted into a specific plot line just &amp;#039;&amp;#039;&amp;#039;yet.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
* [[Golden Gate Bridge Damaged In Late Night Wreck]], Nov 21 2021&lt;br /&gt;
* [[Murder Victim Identified In Bayview]], Jan 10 2022&lt;br /&gt;
* [[Murder Victim&amp;#039;s Father Speaks Out]], January 14 2022&lt;br /&gt;
&lt;br /&gt;
= Resolved Plots =&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Using_Magick&amp;diff=4621</id>
		<title>Using Magick</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Using_Magick&amp;diff=4621"/>
		<updated>2022-02-22T02:32:41Z</updated>

		<summary type="html">&lt;p&gt;Skynet: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On other games, some staff ask for something called &amp;#039;Phenomenon, Action, Theory&amp;#039;, or a PAT.  We don&amp;#039;t use the PAT approach.  We just use the process capsulized on page 501 of M20 Core.   If you&amp;#039;re familiar with the PAT approach, we essentially require the &amp;quot;P&amp;quot; and the &amp;quot;T&amp;quot;.  If you&amp;#039;re struggling to get it after reading more below, just write the P and the T. &lt;br /&gt;
&lt;br /&gt;
= Process =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Step One – Effect:&amp;#039;&amp;#039;&amp;#039; Identify what you&amp;#039;re trying to accomplish and what spheres you&amp;#039;re using to do it.&lt;br /&gt;
For example: &amp;quot;I&amp;#039;d like to use Prime 1 to sense magickal energies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Step Two - Ability:&amp;#039;&amp;#039;&amp;#039; Identify how your mage can do it. Touch on the following points: &lt;br /&gt;
* How does your character focus belief and practice into making it happen?&lt;br /&gt;
* Which tools and/or rituals are you using? &lt;br /&gt;
* Are any allies assisting you? &lt;br /&gt;
* Do you have any mundane skills that might help?&lt;br /&gt;
* How long does it take? &amp;#039;&amp;#039;(Optional - ST will determine based on required successes and instrument of choice)&amp;#039;&amp;#039;&lt;br /&gt;
* Is what you&amp;#039;re doing vulgar or coincidental?  &amp;#039;&amp;#039;(Optional - ST will determine based on IC details and chosen effects)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In order to answer &amp;quot;How does your character focus belief and practice into making it happen?&amp;quot;, write a sentence that ties one of your character&amp;#039;s Practices into one of your Paradigmatic Keyphrases.  For example, a mage might have &amp;quot;High Ritual Magick&amp;quot; as one of their three practices and &amp;quot;Ancient Wisdom Is The Key&amp;quot; as one of their Paradigmatic key phrases.  They might say, &amp;quot;As Ancient Wisdom is the Key to power over sprits and otherworldly beings, I can bind a specter through an act of High Ritual Magick.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Next, to answer &amp;quot;which tools and/or rituals are you using?&amp;quot;, single out one or more of your Instruments.  For example, &amp;quot;I will draw a Magick Circle on the floor inscribed with Latin and then use an Invocation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you are not sure if you have &amp;quot;mundane Skills that might help,&amp;quot; don&amp;#039;t hesitate to ask your storyteller.  A mundane skill is a literal skill on your sheet, like Crafts, Meditation or Firearms.  If one of your instruments reasonably would be expressed as a skill roll, this is a &amp;#039;mundane skill that might help&amp;#039;.  For example, if your mage is using dance as an instrument, they might roll Dexterity + Performance.&lt;br /&gt;
&lt;br /&gt;
Put it all together: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;character-page_quote&amp;quot;&amp;gt;I want to summon a ghost with Spirit 2 (and this here fetter). Because &amp;#039;&amp;#039;&amp;#039;Ancient Wisdom is the Key&amp;#039;&amp;#039;&amp;#039; to power over sprits and otherworldly beings, I can summon a specter through an act of &amp;#039;&amp;#039;&amp;#039;High Ritual Magick&amp;#039;&amp;#039;&amp;#039;. I will draw a &amp;#039;&amp;#039;&amp;#039;Magick Circle&amp;#039;&amp;#039;&amp;#039; on the floor inscribed with Latin and then use an &amp;#039;&amp;#039;&amp;#039;Invocation&amp;#039;&amp;#039;&amp;#039; to command the Spectre to manifest within the circle.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;character-page_quote&amp;quot;&amp;gt;I want to look into the fuuuuture with Time 2. Because &amp;#039;&amp;#039;&amp;#039;Everything Is An Illusion&amp;#039;&amp;#039;&amp;#039;, I can bypass the thoughtforms that create it by using &amp;#039;&amp;#039;&amp;#039;Chaos Magick&amp;#039;&amp;#039;&amp;#039;. I&amp;#039;m using &amp;#039;&amp;#039;&amp;#039;Instruments of Chance&amp;#039;&amp;#039;&amp;#039;, creating a cut-up out of news articles like some kind of Dadaist ransom letter, and what will happen here next week will end up in the randomly generated sentences.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can go far more in depth than this and illustrate your paradigm in detail if you like, but these short descriptions are all you need.  If you are the sort of person who likes to break down the mechanics, you are welcome to provide them, but all we require is a sentence that says what you want to accomplish, the Practice you use, the Paradigmatic keyphrase that empowers that practice, and the instrument(s) that facilitate that practice.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;It is not your responsibility as a player&amp;#039;&amp;#039;&amp;#039; to know how many successes you need, what the difficulty is, or any of those particulars. Yes, knowing this information is greatly appreciated by the storyteller(s) and typically speeds up the process, but the only thing you&amp;#039;re required to actually do is role play your character, be generally familiar with the mechanics, and follow ST instructions. Not knowing how to do something should never be a blocker to telling staff you want to do a thing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;It is your responsibility&amp;#039;&amp;#039;&amp;#039; to know what difficulty modifiers you wish to use since we can&amp;#039;t really read your mind.  Storytellers will attempt to do some of the lifting for you since we all like to make difficulties on dice rolls friendlier to us, but if you want your character to use the node, use a transcended instrument, and so on, we can&amp;#039;t read your mind and you&amp;#039;ll need to tell us. You can find the Magickal Difficulty Modifiers listed neatly out on page 503 of M20 Core.&lt;br /&gt;
&lt;br /&gt;
= How Much Time Does It Take? =&lt;br /&gt;
The amount of time something takes is informed largely by the amount of necessary successes to achieve an effect. Your choice of a particular instrument might also inherently come with a time frame depending on what it is, but that is a little self-explanatory (one doesn&amp;#039;t have to know the mage mechanics to know that dealing some tarot cards takes less time than, say, bringing a big cauldron to a boil).  If you are in doubt about how long a particular instrument&amp;#039;s usage should take, ask your storyteller. &lt;br /&gt;
&lt;br /&gt;
We use the Dividing Successes rule (page 504 M20 core) and we use the Ritual, Ceremony, And Great Work rule (page 541 M20 core), and so when finding out how much time a spell will take to cast, work out the successes you need.&lt;br /&gt;
&lt;br /&gt;
== Casting In Combat == &lt;br /&gt;
When in combat, an arete rolls take a single combat round, which is 3 seconds or less.  The fast-casting penalty will apply unless the spell is a rote or the instrument used is violence (see p 415 M20 core). &lt;br /&gt;
&lt;br /&gt;
When casting in combat, please note that there are specific rules towards accumulating successes over multiple Arete rolls. The moniker &amp;#039;fast-casting&amp;#039; is poorly chosen and is referring to casting &amp;#039;&amp;#039;under pressure&amp;#039;&amp;#039; or &amp;#039;&amp;#039;unprepared&amp;#039;&amp;#039;, not when trying to cast something as fast as possible.  Please see the &amp;#039;Partial Successes&amp;#039; section.&lt;br /&gt;
&lt;br /&gt;
== Brief Rites ==&lt;br /&gt;
When a prepared spell requires 5 or less successes, that is a &amp;quot;Brief Rite&amp;quot;.  Each Arete roll for a brief rite takes an abstract amount of time that is significantly longer than a combat round, but typically no longer than a couple of minutes.  There are no stamina rules that apply to Brief Rites, and so there is plenty of narrative flexibility for how long a particular spell should take to achieve.  Still, each roll should represent a block of time long enough that application in combat is unrealistic.&lt;br /&gt;
&lt;br /&gt;
Once you acquire your targeted amount of successes in an Arete roll, you are done rolling for the spell.  If you happened to get more successes than you originally planned in a given arete roll, you get to keep them and distribute them as you like, but you do not get to roll again to obtain even more.  For example, Jimbo has rolled once already and gotten 2 of his necessary 3 successes.  He rolls one more time to get that third success and is lucky: all 3 of his Arete dice come up successes.  He only needed 3, but he got 5!  He gets to keep the extra 2, but is done casting his spell.&lt;br /&gt;
&lt;br /&gt;
== Ceremonies ==&lt;br /&gt;
When a prepared spell requires 6 to 10 successes, that is a &amp;quot;Ceremony&amp;quot;. Each Arete roll for a ceremony takes an hour. Additionally, as pointed out on page 541, a Mage can cast for one hour per dot of Stamina until they have to make Stamina checks.  &lt;br /&gt;
&lt;br /&gt;
Narratively, storytellers and players may depict that an Arete roll doesn&amp;#039;t take a full hour and instead takes some other (still considerable) amount of time such as thirty minutes.  Mechanically, however, each Arete roll in a ceremony is treated as if it is one full hour for the purposes of Stamina checks regardless of the narrated passage of time.  So, a storyteller and mage might agree that each Arete roll takes 20 minutes in the narrative sense. They will still need to do Stamina checks as if each Arete roll took an hour.&lt;br /&gt;
&lt;br /&gt;
When casting Ceremonies off-screen, such as in +jobs or through automated systems, one Downtime point gets deducted from a Mage for every completed Ceremony.  This downtime cost is not applied when you&amp;#039;re actively in a scene with a storyteller but it does count when casting in any off-screen context.&lt;br /&gt;
&lt;br /&gt;
Once you acquire your targeted amount of successes in an Arete roll for A Ceremony, you are done rolling for the spell.  If you happened to get more successes than you originally planned in a given arete roll, you get to keep them and distribute them as you like, but you do not get to roll again to obtain even more.  For example, Jimbo has rolled several times already and gotten 7 of his necessary 8 successes.  He rolls one more time to get that eighth success and is lucky: all 3 of his Arete dice come up successes.  He only needed 7, but he got 10!  He gets to keep the extra 2, but is done casting his spell.&lt;br /&gt;
&lt;br /&gt;
== Great Work ==&lt;br /&gt;
When a prepared spell requires more than 10 successes, that is a &amp;quot;Great Work&amp;quot;.  Each Arete roll for a great work takes a demanding and significant span of time: five hours.&lt;br /&gt;
&lt;br /&gt;
Narratively, storytellers and players may depict that an Arete roll doesn&amp;#039;t take a full 5 hours and instead takes some other (still very long) amount of time, at least two hours. Mechanically, however, each Arete roll in a Great Work is treated as if it is five hours for the purposes of Stamina checks regardless of the narrated passage of time. So, a storyteller and mage might agree that, narratively speaking, each Arete roll is taking 4 hours, not 5, for whatever story reason. They will still need to do Stamina checks as if each Arete roll took five hours.&lt;br /&gt;
&lt;br /&gt;
For clarification regarding the stamina rolls described on page 542 of M20 core, you do, in fact, need to perform all your Stamina rolls before &amp;#039;unlocking&amp;#039; your first Arete roll for a Great Work.  If you have Stamina 3 and set out to perform a Great Work, for example, you&amp;#039;ll need to roll Stamina twice before you can roll Arete. After that, for each Arete roll you want, you&amp;#039;ll need to roll Stamina 5 times.&lt;br /&gt;
&lt;br /&gt;
When casting Great Works, one Downtime point gets deducted from a Mage &amp;#039;&amp;#039;&amp;#039;per Arete roll&amp;#039;&amp;#039;&amp;#039;.  You can go into negative downtime for simplicity (you&amp;#039;ll just not be able to take other off-screen actions until your downtime pool is replenished).  This downtime cost is applied even when you&amp;#039;re actively in a scene with a storyteller.&lt;br /&gt;
&lt;br /&gt;
Once you acquire your targeted amount of successes in an Arete roll, you are done rolling for the spell.  If you happened to get more successes than you originally planned in a given arete roll, you get to keep them and distribute them as you like, but you do not get to roll again to obtain even more.  For example, Jimbo has rolled once already and gotten 11 of his necessary 12 successes.  He rolls one more time to get that twelfth success and is lucky: all 3 of his Arete dice come up successes.  He only needed 12, but he got 15!  He gets to keep the extra 2, but is done casting his spell.&lt;br /&gt;
&lt;br /&gt;
= Maximum Spell Successes = &lt;br /&gt;
There is technically no upper limit to however many successes you can design a spell to have, but there is a limit to however many arete rolls you may take (Arete + Willpower), and therefore there&amp;#039;s a ceiling from a practical standpoint.  Logically, at Arete 2 and Willpower 5, if you can only roll 2 dice 7 times, you can only get 14 successes, and rolling nothing but successes all 7 times is pretty damn unlikely.&lt;br /&gt;
&lt;br /&gt;
= Threshold Rule = &lt;br /&gt;
If an Arete roll&amp;#039;s difficulty is ever increased to 10, the difficulty is actually 9 and the additional difficulty modifiers (which stack) are tacked on as pre-requisite successes to get a spell going.  So, if you are casting a spell that requires 5 successes and then keep failing such that you rack up what would &amp;#039;&amp;#039;technically&amp;#039;&amp;#039; be difficulty 10, you&amp;#039;d be rolling at difficulty 9 and require 1 more success (6 total successes).  If you failed that difficulty 9 roll, then you owe yet another success (7 total successes).  See page 387 of M20 Core for in-depth details.&lt;br /&gt;
&lt;br /&gt;
= Partial Successes = &lt;br /&gt;
In combat, your Arete rolls are typically one and done.  You get the successes in one roll or you don&amp;#039;t. &lt;br /&gt;
&lt;br /&gt;
There is an exception to this rule: the Partial Successes rule.  Those who &amp;#039;&amp;#039;&amp;#039;specifically state ahead of time&amp;#039;&amp;#039;&amp;#039; how many successes you are going for can roll in the next combat round if they acquire half the required successes for an effect.  You need to acquire half of the successes in &amp;#039;&amp;#039;&amp;#039;both&amp;#039;&amp;#039;&amp;#039; arete rolls for this effect to occur, or else the entire spell is lost.  If your first arete roll achieves half or more of the required successes, you can in fact carry your spell into the next combat round at +1 difficulty.   That second Arete roll will be your last because you&amp;#039;re expected to get half of the total required successes in that roll. &lt;br /&gt;
&lt;br /&gt;
Again, it is important to note that you need to call this shot &amp;#039;&amp;#039;before&amp;#039;&amp;#039; you roll Arete.  You cannot look at the results of your roll and &amp;#039;&amp;#039;then&amp;#039;&amp;#039; deem that you want to roll again in the next round. &lt;br /&gt;
&lt;br /&gt;
Due to the nature of a Ceremony (a spell that takes 6+ successes) requiring an hour of time per Arete roll, you can only use this Partial Successes approach to cast spells that require 5 successes or less.  A Mage can still be perfectly fatal with 5 successes or less (and so can a guy with a shotgun).&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
Jimbo Bani Ignis wants to murder someone with the iconic fireball (Forces 3, Prime 2, Vulgar).  He &amp;#039;&amp;#039;does not&amp;#039;&amp;#039; specify how strong he wants his fireball to be, rolls Arete vs 7, and gets only 1 success.  That would do no damage, so he tries to continue to cast in combat round 2. The storyteller says, &amp;#039;tough titties, man.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Jimbo&amp;#039;s time to shine comes again.  In this combat, he&amp;#039;s says, &amp;quot;I&amp;#039;m going to do a 4-success fireball so I can murder Tim.&amp;quot;  He rolls his Arete vs 7 and he gets 1 success. Womp womp.  Jimbo then gets cracked in the face by Tim, who was meanwhile studying the blade.&lt;br /&gt;
&lt;br /&gt;
In his next fight, he tries the 4 success Fireball Of Death again. His first Arete roll gets 2 successes.  He can now roll Arete again in the next combat round at a difficulty of 8. The next combat round comes around. He gets 1 success.  Womp womp: he needs to get the other half in the second roll and he didn&amp;#039;t. Jimbo then gets cracked in the face by Tim, who was meanwhile studying the blade.&lt;br /&gt;
&lt;br /&gt;
Third time&amp;#039;s a charm. Jimbo fights again. He rolls his Arete vs 7 and gets 2 successes.  He can nearly taste victory.  &amp;quot;Kame hame!&amp;quot; he cries, in combat round 1, looking forward to his imminent &amp;quot;Ha!&amp;quot;.  Jimbo then gets cracked in the face by Tim,  who was meanwhile studying the blade and is by no means going to stand there and let Jimbo charge his laser.  if Jimbo wants his &amp;quot;ha!&amp;quot; then he must succeed on a difficulty 8 Willpower roll (see &amp;quot;Interference&amp;quot;, page 540). &lt;br /&gt;
&lt;br /&gt;
Jimbo passes his Willpower roll.  Combat round 2 rolls around.  He gets 2 successes. At last, he casts his fireball. Fireballs can indeed be dodged, but oh lawd, that fireball comin&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
[[Locking an Effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Using_Magick&amp;diff=4620</id>
		<title>Using Magick</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Using_Magick&amp;diff=4620"/>
		<updated>2022-02-22T02:32:30Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On other games, some staff ask for something called &amp;#039;Phenomenon, Action, Theory&amp;#039;, or a PAT.  We don&amp;#039;t use the PAT approach.  We just use the process capsulized on page 501 of M20 Core.   If you&amp;#039;re familiar with the PAT approach, we essentially require the &amp;quot;P&amp;quot; and the &amp;quot;T&amp;quot;.  If you&amp;#039;re struggling to get it after reading more below, just write the P and the T. &lt;br /&gt;
&lt;br /&gt;
= Process =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Step One – Effect:&amp;#039;&amp;#039;&amp;#039; Identify what you&amp;#039;re trying to accomplish and what spheres you&amp;#039;re using to do it.&lt;br /&gt;
For example: &amp;quot;I&amp;#039;d like to use Prime 1 to sense magickal energies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Step Two - Ability:&amp;#039;&amp;#039;&amp;#039; Identify how your mage can do it. Touch on the following points: &lt;br /&gt;
* How does your character focus belief and practice into making it happen?&lt;br /&gt;
* Which tools and/or rituals are you using? &lt;br /&gt;
* Are any allies assisting you? &lt;br /&gt;
* Do you have any mundane skills that might help?&lt;br /&gt;
* How long does it take? &amp;#039;&amp;#039;(Optional - ST will determine based on required successes and instrument of choice)&amp;#039;&amp;#039;&lt;br /&gt;
* Is what you&amp;#039;re doing vulgar or coincidental?  &amp;#039;&amp;#039;(Optional - ST will determine based on IC details and chosen effects)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In order to answer &amp;quot;How does your character focus belief and practice into making it happen?&amp;quot;, write a sentence that ties one of your character&amp;#039;s Practices into one of your Paradigmatic Keyphrases.  For example, a mage might have &amp;quot;High Ritual Magick&amp;quot; as one of their three practices and &amp;quot;Ancient Wisdom Is The Key&amp;quot; as one of their Paradigmatic key phrases.  They might say, &amp;quot;As Ancient Wisdom is the Key to power over sprits and otherworldly beings, I can bind a specter through an act of High Ritual Magick.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Next, to answer &amp;quot;which tools and/or rituals are you using?&amp;quot;, single out one or more of your Instruments.  For example, &amp;quot;I will draw a Magick Circle on the floor inscribed with Latin and then use an Invocation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you are not sure if you have &amp;quot;mundane Skills that might help,&amp;quot; don&amp;#039;t hesitate to ask your storyteller.  A mundane skill is a literal skill on your sheet, like Crafts, Meditation or Firearms.  If one of your instruments reasonably would be expressed as a skill roll, this is a &amp;#039;mundane skill that might help&amp;#039;.  For example, if your mage is using dance as an instrument, they might roll Dexterity + Performance.&lt;br /&gt;
&lt;br /&gt;
Put it all together: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;character-page_quote&amp;quot;&amp;gt;I want to summon a ghost with Spirit 2 (and this here fetter). Because &amp;#039;&amp;#039;&amp;#039;Ancient Wisdom is the Key&amp;#039;&amp;#039;&amp;#039; to power over sprits and otherworldly beings, I can summon a specter through an act of &amp;#039;&amp;#039;&amp;#039;High Ritual Magick&amp;#039;&amp;#039;&amp;#039;. I will draw a &amp;#039;&amp;#039;&amp;#039;Magick Circle&amp;#039;&amp;#039;&amp;#039; on the floor inscribed with Latin and then use an &amp;#039;&amp;#039;&amp;#039;Invocation&amp;#039;&amp;#039;&amp;#039; to command the Spectre to manifest within the circle.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;character-page_quote&amp;quot;&amp;gt;I want to look into the fuuuuture with Time 2. Because &amp;#039;&amp;#039;&amp;#039;Everything Is An Illusion&amp;#039;&amp;#039;&amp;#039;, I can bypass the thoughtforms that create it by using &amp;#039;&amp;#039;&amp;#039;Chaos Magick&amp;#039;&amp;#039;&amp;#039;. I&amp;#039;m using &amp;#039;&amp;#039;&amp;#039;Instruments of Chance&amp;#039;&amp;#039;&amp;#039;, creating a cut-up out of news articles like some kind of Dadaist ransom letter, and what will happen here next week will end up in the randomly generated sentences.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can go far more in depth than this and illustrate your paradigm in detail if you like, but these short descriptions are all you need.  If you are the sort of person who likes to break down the mechanics, you are welcome to provide them, but all we require is a sentence that says what you want to accomplish, the Practice you use, the Paradigmatic keyphrase that empowers that practice, and the instrument(s) that facilitate that practice.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;It is not your responsibility as a player&amp;#039;&amp;#039;&amp;#039; to know how many successes you need, what the difficulty is, or any of those particulars. Yes, knowing this information is greatly appreciated by the storyteller(s) and typically speeds up the process, but the only thing you&amp;#039;re required to actually do is role play your character, be generally familiar with the mechanics, and follow ST instructions. Not knowing how to do something should never be a blocker to telling staff you want to do a thing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;It is your responsibility&amp;#039;&amp;#039;&amp;#039; to know what difficulty modifiers you wish to use since we can&amp;#039;t really read your mind.  Storytellers will attempt to do some of the lifting for you since we all like to make difficulties on dice rolls friendlier to us, but if you want your character to use the node, use a transcended instrument, and so on, we can&amp;#039;t read your mind and you&amp;#039;ll need to tell us. You can find the Magickal Difficulty Modifiers listed neatly out on page 503 of M20 Core.&lt;br /&gt;
&lt;br /&gt;
= How Much Time Does It Take? =&lt;br /&gt;
The amount of time something takes is informed largely by the amount of necessary successes to achieve an effect. Your choice of a particular instrument might also inherently come with a time frame depending on what it is, but that is a little self-explanatory (one doesn&amp;#039;t have to know the mage mechanics to know that dealing some tarot cards takes less time than, say, bringing a big cauldron to a boil).  If you are in doubt about how long a particular instrument&amp;#039;s usage should take, ask your storyteller. &lt;br /&gt;
&lt;br /&gt;
We use the Dividing Successes rule (page 504 M20 core) and we use the Ritual, Ceremony, And Great Work rule (page 541 M20 core), and so when finding out how much time a spell will take to cast, work out the successes you need.&lt;br /&gt;
&lt;br /&gt;
== Casting In Combat == &lt;br /&gt;
When in combat, an arete rolls take a single combat round, which is 3 seconds or less.  The fast-casting penalty will apply unless the spell is a rote or the instrument used is violence (see p 415 M20 core). &lt;br /&gt;
&lt;br /&gt;
When casting in combat, please note that there are specific rules towards accumulating successes over multiple Arete rolls. The moniker &amp;#039;fast-casting&amp;#039; is poorly chosen and is referring to casting &amp;#039;&amp;#039;under pressure&amp;#039;&amp;#039; or &amp;#039;&amp;#039;unprepared&amp;#039;&amp;#039;, not when trying to cast something as fast as possible.  Please see the &amp;#039;Partial Successes&amp;#039; section.&lt;br /&gt;
&lt;br /&gt;
== Brief Rites ==&lt;br /&gt;
When a prepared spell requires 5 or less successes, that is a &amp;quot;Brief Rite&amp;quot;.  Each Arete roll for a brief rite takes an abstract amount of time that is significantly longer than a combat round, but typically no longer than a couple of minutes.  There are no stamina rules that apply to Brief Rites, and so there is plenty of narrative flexibility for how long a particular spell should take to achieve.  Still, each roll should represent a block of time long enough that application in combat is unrealistic.&lt;br /&gt;
&lt;br /&gt;
Once you acquire your targeted amount of successes in an Arete roll, you are done rolling for the spell.  If you happened to get more successes than you originally planned in a given arete roll, you get to keep them and distribute them as you like, but you do not get to roll again to obtain even more.  For example, Jimbo has rolled once already and gotten 2 of his necessary 3 successes.  He rolls one more time to get that third success and is lucky: all 3 of his Arete dice come up successes.  He only needed 3, but he got 5!  He gets to keep the extra 2, but is done casting his spell.&lt;br /&gt;
&lt;br /&gt;
== Ceremonies ==&lt;br /&gt;
When a prepared spell requires 6 to 10 successes, that is a &amp;quot;Ceremony&amp;quot;. Each Arete roll for a ceremony takes an hour. Additionally, as pointed out on page 541, a Mage can cast for one hour per dot of Stamina until they have to make Stamina checks.  &lt;br /&gt;
&lt;br /&gt;
Narratively, storytellers and players may depict that an Arete roll doesn&amp;#039;t take a full hour and instead takes some other (still considerable) amount of time such as thirty minutes.  Mechanically, however, each Arete roll in a ceremony is treated as if it is one full hour for the purposes of Stamina checks regardless of the narrated passage of time.  So, a storyteller and mage might agree that each Arete roll takes 20 minutes in the narrative sense. They will still need to do Stamina checks as if each Arete roll took an hour.&lt;br /&gt;
&lt;br /&gt;
When casting Ceremonies off-screen, such as in +jobs or through automated systems, one Downtime point gets deducted from a Mage for every completed Ceremony.  This downtime cost is not applied when you&amp;#039;re actively in a scene with a storyteller but it does count when casting in any off-screen context.&lt;br /&gt;
&lt;br /&gt;
Once you acquire your targeted amount of successes in an Arete roll for A Ceremony, you are done rolling for the spell.  If you happened to get more successes than you originally planned in a given arete roll, you get to keep them and distribute them as you like, but you do not get to roll again to obtain even more.  For example, Jimbo has rolled several times already and gotten 7 of his necessary 8 successes.  He rolls one more time to get that eighth success and is lucky: all 3 of his Arete dice come up successes.  He only needed 7, but he got 10!  He gets to keep the extra 2, but is done casting his spell.&lt;br /&gt;
&lt;br /&gt;
== Great Work ==&lt;br /&gt;
When a prepared spell requires more than 10 successes, that is a &amp;quot;Great Work&amp;quot;.  Each Arete roll for a great work takes a demanding and significant span of time: five hours.&lt;br /&gt;
&lt;br /&gt;
Narratively, storytellers and players may depict that an Arete roll doesn&amp;#039;t take a full 5 hours and instead takes some other (still very long) amount of time, at least two hours. Mechanically, however, each Arete roll in a Great Work is treated as if it is five hours for the purposes of Stamina checks regardless of the narrated passage of time. So, a storyteller and mage might agree that, narratively speaking, each Arete roll is taking 4 hours, not 5, for whatever story reason. They will still need to do Stamina checks as if each Arete roll took five hours.&lt;br /&gt;
&lt;br /&gt;
For clarification regarding the stamina rolls described on page 542 of M20 core, you do, in fact, need to perform all your Stamina rolls before &amp;#039;unlocking&amp;#039; your first Arete roll for a Great Work.  If you have Stamina 3 and set out to perform a Great Work, for example, you&amp;#039;ll need to roll Stamina twice before you can roll Arete. After that, for each Arete roll you want, you&amp;#039;ll need to roll Stamina 5 times.&lt;br /&gt;
&lt;br /&gt;
When casting Great Works, one Downtime point gets deducted from a Mage &amp;#039;&amp;#039;&amp;#039;per Arete roll&amp;#039;&amp;#039;&amp;#039;.  You can go into negative downtime for simplicity (you&amp;#039;ll just not be able to take other off-screen actions until your downtime pool is replenished).  This downtime cost is applied even when you&amp;#039;re actively in a scene with a storyteller.&lt;br /&gt;
&lt;br /&gt;
Once you acquire your targeted amount of successes in an Arete roll, you are done rolling for the spell.  If you happened to get more successes than you originally planned in a given arete roll, you get to keep them and distribute them as you like, but you do not get to roll again to obtain even more.  For example, Jimbo has rolled once already and gotten 11 of his necessary 12 successes.  He rolls one more time to get that twelfth success and is lucky: all 3 of his Arete dice come up successes.  He only needed 12, but he got 15!  He gets to keep the extra 2, but is done casting his spell.&lt;br /&gt;
&lt;br /&gt;
= Maximum Spell Successes = &lt;br /&gt;
There is technically no upper limit to however many successes you can design a spell to have, but there is a limit to however many arete rolls you may take (Arete + Willpower), and therefore there&amp;#039;s a ceiling from a practical standpoint.  Logically, at Arete 2 and Willpower 5, if you can only roll 2 dice 7 times, you can only get 14 successes, and rolling nothing but successes all 7 times is pretty damn unlikely.&lt;br /&gt;
&lt;br /&gt;
= Threshold Rule = &lt;br /&gt;
If an Arete roll&amp;#039;s difficulty is ever increased to 10, the difficulty is actually 9 and the additional difficulty modifiers (which stack) are tacked on as pre-requisite successes to get a spell going.  So, if you are casting a spell that requires 5 successes and then keep failing such that you rack up what would &amp;#039;&amp;#039;technically&amp;#039;&amp;#039; be difficulty 10, you&amp;#039;d be rolling at difficulty 9 and require 1 more success (6 total successes).  If you failed that difficulty 9 roll, then you owe yet another success (7 total successes).  See page 387 of M20 Core for in-depth details.&lt;br /&gt;
&lt;br /&gt;
= Partial Successes = &lt;br /&gt;
In combat, your Arete rolls are typically one and done.  You get the successes in one roll or you don&amp;#039;t. &lt;br /&gt;
&lt;br /&gt;
There is an exception to this rule: the Partial Successes rule.  Those who &amp;#039;&amp;#039;&amp;#039;specifically state ahead of time&amp;#039;&amp;#039;&amp;#039; how many successes you are going for can roll in the next combat round if they acquire half the required successes for an effect.  You need to acquire half of the successes in &amp;#039;&amp;#039;&amp;#039;both&amp;#039;&amp;#039;&amp;#039; arete rolls for this effect to occur, or else the entire spell is lost.  If your first arete roll achieves half or more of the required successes, you can in fact carry your spell into the next combat round at +1 difficulty.   That second Arete roll will be your last because you&amp;#039;re expected to get half of the total required successes in that roll. &lt;br /&gt;
&lt;br /&gt;
Again, it is important to note that you need to call this shot &amp;#039;&amp;#039;before&amp;#039;&amp;#039; you roll Arete.  You cannot look at the results of your roll and &amp;#039;&amp;#039;then&amp;#039;&amp;#039; deem that you want to roll again in the next round. &lt;br /&gt;
&lt;br /&gt;
Due to the nature of a Ceremony (a spell that takes 6+ successes) requiring an hour of time per Arete roll, you can only use this Partial Successes approach to cast spells that require 5 successes or less.  A Mage can still be perfectly fatal with 5 successes or less (and so can a guy with a shotgun).&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
Jimbo Bani Ignis wants to murder someone with the iconic fireball (Forces 3, Prime 2, Vulgar).  He &amp;#039;&amp;#039;does not&amp;#039;&amp;#039; specify how strong he wants his fireball to be, rolls Arete vs 7, and gets only 1 success.  That would do no damage, so he tries to continue to cast in combat round 2. The storyteller says, &amp;#039;tough titties, man.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Jimbo&amp;#039;s time to shine comes again.  In this combat, he&amp;#039;s says, &amp;quot;I&amp;#039;m going to do a 4-success fireball so I can murder Tim.&amp;quot;  He rolls his Arete vs 7 and he gets 1 success. Womp womp.  Jimbo then gets cracked in the face by Tim, who was meanwhile studying the blade.&lt;br /&gt;
&lt;br /&gt;
In his next fight, he tries the 4 success Fireball Of Death again. His first Arete roll gets 2 successes.  He can now roll Arete again in the next combat round at a difficulty of 8. The next combat round comes around. He gets 1 success.  Womp womp: he needs to get the other half in the second roll and he didn&amp;#039;t. Jimbo then gets cracked in the face by Tim, who was meanwhile studying the blade.&lt;br /&gt;
&lt;br /&gt;
Third time&amp;#039;s a charm. Jimbo fights again. He rolls his Arete vs 7 and gets 2 successes.  He can nearly taste victory.  &amp;quot;Kame hame!&amp;quot; he cries, in combat round 1, looking forward to his imminent &amp;quot;Ha!&amp;quot;.  Jimbo then gets cracked in the face by Tim,  who was meanwhile studying the blade and is by no means going to stand there and let Jimbo charge his laser.  if Jimbo wants his &amp;quot;ha!&amp;quot; then he must succeed on a difficulty 8 Willpower roll (see &amp;quot;Interference&amp;quot;, page 540). &lt;br /&gt;
&lt;br /&gt;
Jimbo passes his Willpower roll.  Combat round 2 rolls around.  He gets 2 successes. At last, he casts his fireball. Fireballs can indeed be dodged, but oh lawd, that fireball comin&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
[[Locking_an_Effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4613</id>
		<title>Story - Old</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4613"/>
		<updated>2022-02-18T22:43:42Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as an information hub for organizing plots!  Staff uses it, PRP runners are welcome and encouraged to use it and edit it at will, as well.  Communicate and organize your plot in whatever format works best for you, and be sure to check out our [[Plot Overview Template]] to copypasta as a framework to get started.  You can also find [[:Category:Plots For Adoption|Plots For Adoption]] which are plots which can be handed off to someone else to run for as long as the PRP runner wants to run it. &lt;br /&gt;
&lt;br /&gt;
= Cross-Sphere =&lt;br /&gt;
* [[Finding The Author]]: A group of hunters known as The Children of Athanasius have identified a powerful relic in an attempt to gain the upper hand in destroying the non-supernatural.&lt;br /&gt;
&lt;br /&gt;
= Vampire-Centric =&lt;br /&gt;
* [[The Children Of Athanasius]]: Prince Winder has launched an investigation into a group of chillingly-informed vampire hunters announced themselves to the Bay area with an execution film in the guise of a supernatural thriller movie. Meanwhile, a group of vampire hunters have reportedly kidnapped the Sabbat pack, The Iron Shields, and each Sect wants to track them down, whether to recover their brethren or leverage the missing vampires as a lead to exterminate the hunters.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Neptune&amp;#039;s Bones]] (Malkavian):&amp;#039;&amp;#039;&amp;#039; The Cobweb is chatty ... &amp;quot;He has pierced the heart of Ahwaste,&amp;quot; a voice cries: &amp;quot;He feasts upon Neptune&amp;#039;s bones! He will drag us into the ocean!&amp;quot;  What is this about? Where is this leading?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Setite Smokeout]] (Sabbat):&amp;#039;&amp;#039;&amp;#039; The Sabbat have found a few worshippers of the dusty god.  Are they going to take initiative?&lt;br /&gt;
&lt;br /&gt;
= Mage-Centric =&lt;br /&gt;
* [[Sutro Baths]]: The Technocratic Union has taken over a node previously occupied by a mysterious, violent monster.&lt;br /&gt;
* Dr. Martin&amp;#039;s Return: The Etherite who created the Chantry was rescued from a trash-filled Interstellar situation. A month of his time went by, but 40 years for everyone else.&lt;br /&gt;
** In [[Updating Doctor Martin]], January 29 2022, he discovers that his peers didn&amp;#039;t look for him that hard from his point of view.&lt;br /&gt;
** In [[Cocktails with the Neighbors]], February 6 2022, Dr. Martin&amp;#039;s house is assaulted by cultists! But why? And who are they?&lt;br /&gt;
** In [[The Advocate Council Meeting Feb 11 2022]], it was revealed that Dr. Martin evicted the Mages from their Chantry. Now homeless, what do they do?&lt;br /&gt;
* SF Armory Masquerade Ball: A mysterious benefactor threw a very Cult of Ecstasy Pleasuredome party. What shop is being set up here?&lt;br /&gt;
** Jeff&amp;#039;s cabal recently got in contact with [[Bernard]]. Perhaps he will reveal that conversation?&lt;br /&gt;
&lt;br /&gt;
= City-Centric =&lt;br /&gt;
The following plots are geared to have no inherent supernatural components -- at least, not as a hook -- so that human characters and mortal+ characters can easily find something to join in on without relying on supernatural allies.&lt;br /&gt;
* [[Drug Syndicates]]: San Francisco&amp;#039;s opiate crisis has been worsened not only with fentanyl, but the introduction of untraceable ghost guns.&lt;br /&gt;
* [[Fort Point Murders]]: Three bodies have been brutally claimed in mere weeks, brutally savaged to death.  What the hell is going on out there?&lt;br /&gt;
* [[Eddy Rocked]]: A shootout at a Tenderloin nightclub has killed 4 people and injured several others.&lt;br /&gt;
&lt;br /&gt;
= Tick, Tock, Doomsday Clock =&lt;br /&gt;
There is a plotline about the Masquerade breaking that you have the power and obligation to stave off! If the clock ever hits midnight, then staff will unleash a particular metaplot about the Masquerade breaking in a gigantic and world-changing way. This number is a tally maintained by storytellers that is composed of masquerade breaches, which can be cleaned up. If we have too many uncured breaches, though, ... Well, you&amp;#039;ll see what happens. Or you won&amp;#039;t, hopefully.  When connected to the game, you can see the Doomsday Clock by typing &amp;quot;+who&amp;quot; or &amp;quot;+doom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here are instances where someone or some&amp;#039;&amp;#039;thing&amp;#039;&amp;#039; has moved the needle... &lt;br /&gt;
&lt;br /&gt;
* [[Midnight Massacre Leaves 3 Dead, Several Wounded]], August 05, 2021&lt;br /&gt;
* [[Shocking Light Over City]], November 04, 2021&lt;br /&gt;
* Murder of 6 Police Officers in Morgue Shocks City, January 13, 2021&lt;br /&gt;
&lt;br /&gt;
These particular incidents can be investigated and maybe even should!  Repeat offenders only drive us closer to destruction, spin doctors can turn the clock back, and if nothing else, it pays to know who did what if only not to go down with them!&lt;br /&gt;
&lt;br /&gt;
= Unsorted Events =&lt;br /&gt;
Some events happen but are not yet able to be sorted into a specific plot line just &amp;#039;&amp;#039;&amp;#039;yet.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
* [[Golden Gate Bridge Damaged In Late Night Wreck]], Nov 21 2021&lt;br /&gt;
* [[Murder Victim Identified In Bayview]], Jan 10 2022&lt;br /&gt;
* [[Murder Victim&amp;#039;s Father Speaks Out]], January 14 2022&lt;br /&gt;
&lt;br /&gt;
= Resolved Plots =&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Locking_an_Effect&amp;diff=4612</id>
		<title>Locking an Effect</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Locking_an_Effect&amp;diff=4612"/>
		<updated>2022-02-09T04:53:48Z</updated>

		<summary type="html">&lt;p&gt;Skynet: Created page with &amp;quot;Locking An Effect:  When a Mage wants to create an effect that travels along with an object or person or other pattern, and the spell isn&amp;#039;t from that pattern&amp;#039;s sphere, a conju...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locking An Effect:&lt;br /&gt;
&lt;br /&gt;
When a Mage wants to create an effect that travels along with an object or person or other pattern, and the spell isn&amp;#039;t from that pattern&amp;#039;s sphere, a conjunctional sphere is needed.&lt;br /&gt;
&lt;br /&gt;
For a full description of what this is, see p. 511 of M20, p. 31 of How Do You DO That, and p. 95 of How Do You DO That.&lt;br /&gt;
&lt;br /&gt;
However, HDYDT is inconsistent on which spheres are needed to lock onto which things, particular in the section about Chi martial arts. This is what we will use on Modern Nights.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Yourself&lt;br /&gt;
|Life 3&lt;br /&gt;
|-&lt;br /&gt;
|Another Person or other complex creature&lt;br /&gt;
|Life 4&lt;br /&gt;
|-&lt;br /&gt;
|A Vampire&lt;br /&gt;
|Matter 2 AND Life 4&lt;br /&gt;
|-&lt;br /&gt;
|A plant or other simple life form&lt;br /&gt;
|Life 2&lt;br /&gt;
|-&lt;br /&gt;
| .&lt;br /&gt;
| .&lt;br /&gt;
|-&lt;br /&gt;
|A simple nonliving object&lt;br /&gt;
|Matter 2&lt;br /&gt;
|-&lt;br /&gt;
|A complex nonliving object&lt;br /&gt;
|Matter 3&lt;br /&gt;
|-&lt;br /&gt;
| .&lt;br /&gt;
| .&lt;br /&gt;
|-&lt;br /&gt;
|Minor sources of energy, roomscale light and shadow&lt;br /&gt;
|Forces 3&lt;br /&gt;
|-&lt;br /&gt;
|More powerful/complex/larger forces&lt;br /&gt;
|Forces 4-5&lt;br /&gt;
|-&lt;br /&gt;
| .&lt;br /&gt;
| .&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&lt;br /&gt;
|Spirit 2&lt;br /&gt;
|-&lt;br /&gt;
|Actual Spirits&lt;br /&gt;
|Spirit 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
Bob wants to create a traveling ward on himself that makes it more difficult for spirits to affect him with their powers. He is creating a Minor Traveling Ward effect. He will need Prime 2, Correspondence 2, and Spirit 2 for the ward itself. However, because he is locking it onto himself, he will need Life 3. Because Correspondence requires that your sphere level is equal to or greater than the highest other conjunctional sphere, he will also need Correspondence 3.&lt;br /&gt;
&lt;br /&gt;
Sarah wants to be invisible and creep around. She will need Forces 2 and Life 3. (Note: The book says Forces 2, Life 2. This is because it is inconsistent.) Without Life 3, she can make herself invisible as long as she&amp;#039;s standing in the same spot.&lt;br /&gt;
&lt;br /&gt;
Oliver wants to cast a tracking spell on a vampire. He would normally need Correspondence 2 to get the direction and distance to something. But because that something is moving, he locks it onto his vampire target with Matter 2 and Life 4. This means he actually needs Correspondence 4 to track a vampire because again Correspondence must be at least equal to the highest other sphere.&lt;br /&gt;
&lt;br /&gt;
Maya wants to bless herself with good luck for the next six months. She will need Entropy 3 and Life 3 to lock the effect so it travels with her. With entropy 3 alone, she could bless everything in a small area for that time.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Cocktails_with_the_Neighbors&amp;diff=4608</id>
		<title>Cocktails with the Neighbors</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Cocktails_with_the_Neighbors&amp;diff=4608"/>
		<updated>2022-02-06T14:10:46Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width:60%;margin-left:auto;margin-right:auto&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The setup...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Instead of asking &amp;#039;what are you doing and where are you&amp;#039; I am going to be mischevious with the scene setup. It is a given that you are in the Chantry for lazy times, but:&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Khoi, why have you been in the restroom for the last 20 minutes?&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Now, you popcorn to someone else and ask some pointed question that implies something about where they are but they get to fill out the details.&amp;quot;&lt;br /&gt;
 [OOC] Brey laaaughs!&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Bernard, your go. Feel free to popcorn to Karina, Corinna, or Brey.&amp;quot;&lt;br /&gt;
 [OOC] Bernard says, &amp;quot;Oh my god Corinna where did you get that?!&amp;quot;&lt;br /&gt;
 [OOC] Bernard says, &amp;quot;Do I pose in now? Or what until a full circle rotation?&amp;quot;&lt;br /&gt;
 [OOC] Khoi says, &amp;quot;I think we wait until everybody&amp;#039;s been popcorned&amp;quot;&lt;br /&gt;
 [OOC] Corinna says, &amp;quot;Karina, *I* know where I got what Bernard is talking about, and *you* know&lt;br /&gt;
 where I got it. But it wasn&amp;#039;t what we were supposed to get. Why are you having a hard time getting&lt;br /&gt;
 ahold of the supplier, and what we were we originally supposed to get?&amp;quot;&lt;br /&gt;
 [OOC] Karina says, &amp;quot;I can tell you why I&amp;#039;m having a hard time getting in touch with the supplier&lt;br /&gt;
 and what we were originally supposed to get, but first I need to know why Brey would possibly&lt;br /&gt;
 bring that in here.&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Brey, you can popcorn to me, I will be playing some Dr. Martin.&amp;quot;&lt;br /&gt;
 [OOC] Brey says, &amp;quot;I have legitimate reasons, how could you doubt me? I&amp;#039;m more curious as to how Dr.&lt;br /&gt;
 Martin, after his days of learning about the modern world, decided THAT, *that* was what he wanted&lt;br /&gt;
 to wear in the Chantry while fiddling with, watchacallit, you know that hobby.&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Perfect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Dr. Noah Martin, in a pair of flip-flops, a smoking jacket, and tiger-striped thong underwear, is crouched and bent over working on installing some Atomic Age-looking machine next to the hallway. It is big, bulky, full of vacuum tubes and dials. &amp;quot;FIFTY years of maintenance that just got IGNORED,&amp;quot; he says to himself. As he explained when someone asked why he&amp;#039;s wearing that in a more or less public room: &amp;quot;It&amp;#039;s MY house.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 It&amp;#039;s been 20 minutes. There&amp;#039;s water coming out from under the door to the bathroom and the relentless sound of an ever-flushing toilet that Khoi is having absolute attack over trying to fix, if the Vietnamese yelling from behind the door is any indication. The English that crests over his language tirade is a wave of &amp;quot;WHO EVEN DOES THIS?!&amp;quot; The toilet wooshing stops, and soon after, there&amp;#039;s a clatter of a tool thrown onto the tile. &amp;quot;THERE. FUCK!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Corinna&amp;#039;s sitting on top of a big glass bowl, upside down on the shag 60s carpet of the conversation pit. Under her butt, and under that glass jar is a GIANT huntsman spider. From Australia. Next to her, a torn-open cardboard box that was supposed to have something else entirely. &amp;quot;Who the fuck? Who the fuck mistakes this,&amp;quot; she&amp;#039;s ranting, jabbing a finger down and hitting the glass.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;For, you know.&amp;quot; She flicks a glance to Karina, and back to Brey and Bernard. She doesn&amp;#039;t say what it was supposed to be. Much more subdued: &amp;quot;Stuff.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard has been in the kitchen tidying up and then making breakfast. It is after all another glorious sunny day in the central coast. Saffron, cinnamon and the sizzle of cooking waft from the kitchen. It is a serene, homey scene which makes the loud, &amp;quot;Fuck!&amp;quot; all the more jarring. A loud sign preceeds his turning around now covered in egg wash, fixings and a colorful medley of spices. The look on the usually symmetrical face of the lil&amp;#039;est Sahajiya is twisted as he tries his hardest not to sneeze.&lt;br /&gt;
&lt;br /&gt;
 Whatever distress his mess caused is whisked away when he sees Corinna and her spider friend. &amp;quot;I don&amp;#039;t know why I forgot that was there. Ok sorry guys chilaquiles are going be a minute.&amp;quot;. There is a bit of nervousness in the initiate&amp;#039;s eyes everytime the come across the good doctor.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;NO! YOUR DAD! GIVE THE PHONE TO YOUR DAD!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
 . . . &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;YES, HELLO MR. TOODLES, PLEASETELLJIMMYTOGIVETHEPHONETOHISDAD!&amp;quot; Karina yells into her phone, she passed rage a few requests ago. Now it&amp;#039;s onto bargaining and general hope. &lt;br /&gt;
 She just shrugs with disdain when Corinna questions her further. An accusatory glance thrown at the spider beneath Blue&amp;#039;s butt. &amp;quot;Why aren&amp;#039;t you an cassowary ribcage?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
 Totally stock standard stuff, see? &lt;br /&gt;
&lt;br /&gt;
 If only what Brey brought in had been an cassowary ribcage&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Christy comes into the main area of the house from one of the rooms upstairs, surrounded by a haze of incense and weed smoke. There&amp;#039;s that faint sense of magick clinging to her, like maybe she&amp;#039;s just finished some sort of casting. Slowly, she looks at everyone in turn, blinking as she reenters reality. Dr. Martin&amp;#039;s thong gets a very, very long look indeed. &amp;quot;Oh, you are all really here,&amp;quot; she notes, then re-focuses on the giant spider. &amp;quot;We are all one, even that guy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey herself is just resting on the floor, back against one of the seating options, dressed as always in one of her long skirts and the today, an old sweatshirt. Plain gray. As Bernard spills food all over himself, she reaches to stop the squirming, curious brown-with-black-splotches kunekune pig in its little harness from heading over, doing her best to pick up the half-grown, oinking thing, &amp;quot;No, no, you stay here--&amp;quot; And then there&amp;#039;s the shouting from the bathroom and the pig is squealing and running to try and get past Brey to hide beneath the bench, making her sigh, &amp;quot;Thank you for cooking, Bernard--&amp;quot; Brey tries to grab the pig by it&amp;#039;s harness, &amp;quot;And really it&amp;#039;s all--&amp;quot; Karina is shouting, and Brey half-collapses to her side, as the pig squeals again, trying to run with renewed energy. Fortunately, it&amp;#039;s a fairly small, tame pig.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;HOW am I meant to THINK with all of this CHAOS? Who is supposed to have been responsible for keeping the house in order? The decoration is even the same. It is as if you all have collectively left it as it was, letting the cleaning device take care of messes,&amp;quot; says Martin, wrenching something tight and tossing his spanner to the ground next to him. He stands up and turns, showing his slightly jiggly pale belly where his smoking jacket has come open before he cinches it shut. &amp;quot;But nobody has touched the matter-energy conversion coils, or the electrostatic screening devices, and the fuse box had dead roaches in it and a little piece of tape that said &amp;#039;ell oh ell, eye dee kay&amp;#039;. What are these letters to represent?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Corinna leans forward, resting her elbows between her thighs, and nods maybe one too many times up at Karina. &amp;quot;Yeah. Cassowary ribcage.&amp;quot; She looks to Brey and continues nodding. Totally. &amp;quot;Hey, could that little piggywiggy eat a whole spider, you think?&amp;quot; The blue-haired witch is just being practical, here. Her brown eyes flit up to meet the miniature pig&amp;#039;s (temporary?) keeper.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The bathroom door blows open, and Khoi spills out with a towel, dropping it on the floor just in time for a piglet to squeal past him. His knees and the front of his shirt are wet, he reeks of chlorine and drain cleaner, his eyes are red and irritated, and even his hair is screwed up. Not his perfect hair! It&amp;#039;s a bad day indeed.&lt;br /&gt;
&lt;br /&gt;
 Khoi snaps his head up and he stares after the pig as he tries to sop up toilet water leaking into the reaches of the den. &amp;quot;Man I&amp;#039;m /trying/ here, Doc, but I&amp;#039;m not a plumber, okay, I&amp;#039;m trying.&amp;quot; He sops up more water. &amp;quot;El oh el is uh, laugh out loud, I D K is uh, I don&amp;#039;t know. As in, it means the person who wrote it does not know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 And yeah, she&amp;#039;s still sitting on that glass bowl with a big ol&amp;#039; huntsman trapped in it. The thing crawls around, tapping at the glass with lits little fuzzy paws to find some way to escape. No thank you.&lt;br /&gt;
There&amp;#039;s a pig? Christy stares at the pig next, and her pale eyes register some concern. But then, Dr. Martin is talking, and while most of his diatribe seems to go over her stoned head, she latches on to something, &amp;quot;...ROACHES? WHERE?&amp;quot; Christy spins around, and her laid back expression turns to horror. &amp;quot;Are THEY here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard flinches at the Etherites outcry, his eyes narrow in the good doctor&amp;#039;s direction lingering a moment before looking to more familiar faces. Looking Brey he offers a soft, &amp;quot;For sure.&amp;quot; and the general assembly surrounding the spider bowl, &amp;quot;I&amp;#039;m going to clean this shit before dude get&amp;#039;s more pissed off.&amp;quot;. His expression clearly implies a bitten tongue and some modicum of relief at the excuse he gave himself to flee back to the distance he&amp;#039;s maintained from the Scientist out of time.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Besides the bulldog-sized Roach spirit that SOMEONE invited into my house?&amp;quot; Nevermind that Many-Legs-Trash-Thief only appears once in a blue moon. &amp;quot;No, the rest are dead. Decades old. Bit at the cables too much,&amp;quot; the good Doctor replies to Christy. He straightens his jacket, and kicks closed the access panel to his machine. Then he presses a button on it. The lights in the party room dim a bit as the dials jump up and the bulky thing starts whirring. &amp;quot;Good. The heater should now be working in the transdimensional spaces upstairs as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 To Khoi, he gives a solid look. &amp;quot;You do not know who is this lollidick?&amp;quot; He was possibly not fully paying attention to the Cultist.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Karina takes to rubbing at her brow as she speaks into the phone. Since yelling has been consistently failing, a lesson she will willingly choose to learn absolutely nothing from, she&amp;#039;s swapped over to bargaining. Specifically she&amp;#039;s overing the child foods that will probably keep it up long beyond reasonable hours. How cruel. &lt;br /&gt;
&lt;br /&gt;
 While she makes offers the squealing pig catches her attention, one good eye tracing its path of attempted escape. &amp;quot;Bacon. . .&amp;quot; She says, absentmindedly. &amp;quot;Uhhh. . . yeah, I can make that happen. . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Possibly, but its owner is trying to keep it on a vegetarian diet.&amp;quot; Brey says to Corinna, and she, she definitely rolled her eyes at the idea. &amp;quot;Well, there wasn&amp;#039;t precisely an -instruction- manual. And the Chantry hasn&amp;#039;t really had many long-term members who really had the time to dedicate here. Brey pushes herself up to her feet, lifting her skirt so she can walk WITH PURPOSE towards that escaping pig. &amp;quot;Thank you for fixing the bathroom, Khoi. And the pig is going back to its owner in two days. Don&amp;#039;t get any ideas.&amp;quot; This said louder, for the room at large.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Uhhhh...&amp;quot; Christy is reassured by Dr. Martin&amp;#039;s statement about the roaches, and heaves a mighty sigh of obvious relief. Then she cocks her head, as though listening to something, and is abruptly galvanized into action, bounding toward the door to look out the peephole. &amp;quot;Uh, everyone, I think - there&amp;#039;s something outside the house, shouting, and I think ... it&amp;#039;s like, I hear fire. I mean, fire is happening.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey stops abruptly on her way, something catching her attention even through all this noise and mess that&amp;#039;s ongoing. She turns to sweep her eyes over the room and then focus on the door, &amp;quot;Something&amp;#039;s happening outside.&amp;quot; She says abruptly, &amp;quot;And I don&amp;#039;t like the sound of it. It&amp;#039;s too near here.&amp;quot; She reaches down, grabbing more of her skirt so her legs are more, you know, just make herself more able to go. If necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;There&amp;#039;s dudes in robes outside, throwing grenades,&amp;quot; Christy says as she rears back from the peephole. She whirls around, making a gesture toward the door, and while magick ripples off her, it seems to dissipate just as quickly. &amp;quot;Fuck,&amp;quot; she gasps out, taking another step back.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Khoi hears Christy&amp;#039;s voice and is caught up in a moment of disbelief. When 2 and 2 finally click to 4 in his head he goes, &amp;quot;Fuck!&amp;quot; and starts to psyche himself out for getting froggy on some terries. He bounces from one foot to another in some kind of footwork like he&amp;#039;s winding  up to bust a move as the presence of his own magick sparks off of him.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard perks and looks horrified to hear fire. Panic creeps into the face of the Santa Cruz native as he scrambles through the kitchen on a mad dash search for a fire extinguisher he cannot seem to find. The progress of this journey is outlined by the &amp;quot;Fucks!&amp;quot; of increasing volume. He winds down a little when Christy&amp;#039;s words finally hit him exclaiming in her direction, &amp;quot;Seriously?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Listen, I&amp;#039;ll call ye&amp;#039; back, we&amp;#039;ll do lunch.&amp;quot; Karina offers to her phone even as she&amp;#039;s pulling it away from her face and shoves it into the pockets of her grey sweats. Hand immediately slipping back out again with a gilded lighter in tow. &lt;br /&gt;
&lt;br /&gt;
 A flick to open the lid followed by a rolling of the flint wheel to send sparks skittering out over her other palm and Karina&amp;#039;s own hot resonance rolls out through the room as she focuses on the street facing wall of the abode. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;What&amp;#039;cha got on ye&amp;#039;, Blue?&amp;quot; Questions Red after further info makes its way in about what&amp;#039;s going on outside, prep time, it seems.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey, ever-squishy sorceress she is, makes the executive decision to get the heck out of everyone&amp;#039;s way. She hears grenades, and luckily she&amp;#039;s already lifted her skirt so she can dart to the kitchen and behind the counter, juuuuust in case. She doesn&amp;#039;t seem particularly worried, but then again, she&amp;#039;s not exactly one to wear her heart on her sleeve. &amp;quot;Did any of you make any interesting friends recently?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Hey, these guys know exactly what to do about giant huntsman spiders. Just burn the whole shit down. Good point.&amp;quot; Corinna bolts up off the glass bowl. She throws a shrug Red&amp;#039;s way, and glances toward her bag in the entryway, a bit too far away for useful given what she&amp;#039;s about to do. &amp;quot;Gun? My other shit--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Then she steps back just enough to get some room to quickly prepare herself. She shouts, and starts to hit herself, pounding her fists onto her arms and thighs. That might leave a bruise tomorrow.&lt;br /&gt;
&lt;br /&gt;
 There is a sense of her Will in the air as she keeps hitting herself and letting out pained grunts, now in the stomach. There is something in the way she stands straight, then, that just *seems* more solid.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Dr. Martin&amp;#039;s eyes widen. He pushes his circle glasses -- like Khoi&amp;#039;s but cooler -- up his nose. &amp;quot;Quickly! Activate the heterogeneous boundary mechanisms!&amp;quot; When nobody seems to immediately grok what he is saying, he just turns, and runs down toward the stairs leading to the basement. His flip flops slap disgustingly against the tile and wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 A molotov cocktail, its fiery head crackling as it sails through the air, smashes through the barred glass of the front window, breaking on impact. Not the door, but a front-facing actual window. A spray of napalm cuts through the curtains, lands on the tile nearby, and threatens one of the old pieces of 60s furniture. The party pad main room is still huge, but the next throw might go further, given the lack of window in the way.&lt;br /&gt;
&lt;br /&gt;
 The fire burning on the tile seems to creep forward unnaturally, the burning gasoline slithering like a trio of snakes toward Karina&amp;#039;s feet without any physics to explain it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Ah, fuck! Khoi&amp;#039;s heart rate leaps as his footwork warms himself up, another few frantic seconds spared toward another few seemingly random jukes and hops back and forth, side to side, as he watches a gutter of flame down the way, practicing the upcoming art of Getting The Fuck Out Of The Way.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard stops his descent on the bag of flour once he realizes it&amp;#039;s not just an electrical fire in the alley. The baby Sahajiya snatches a bucther&amp;#039;s knife from the block. He looks to the rabble with steely eyes looking prepared to launch himself into the fray. Then without warning he lurchs from phantom cannon fire, the knife falling from his hand and clattering to the floor. A gasp nearly chokes as he collapses, grasping at a wound that doesn&amp;#039;t exist. At least not now. &amp;quot;Sylvie!&amp;quot; he calls out mournfully with a southern twang that wasn&amp;#039;t there before. HIs voices drops to whisper, reflective of the blood he thinks that he is losing. &amp;quot;I&amp;#039;m sorry...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Christy takes a deep breath and spins around, her movements fluid and graceful. She makes a gesture toward the now-smashed window, a dance move of sorts, perhaps part of a pirouette. The magick is spinning off her as well, out into the alleyway and toward the assailants with the WRONG kind of cocktails for this time of day.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 When one is the only sorceress in a room full of mages and an emergency happens-- one should always let the mages try to prove themselves and handle the situation: sometimes they can absolutely wrap things up. As Brey continues to watch the situation unfold-- Dr. Martin disappears, a molotov cocktail lands inside, Bernard&amp;#039;s descent into a southern drama... Brey presses her lips together. It doesn&amp;#039;t look like things are going to be handled quickly, mentally calculating her options on what to do next. She grabs her skirt and tucks it, turning the maxi into a knee-length, still behind the counter checking where to go next.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Fuck!&amp;quot; Corinna calls out at the sudden fire. She looks around once, twice, but keeps her chill. She&amp;#039;s good at keeping a good head in panic type situations. She bites her lip, and rushes over to the wall near the kitchen. She flips out a knife from her pocket and begins to carve big exaggerated runes in the wall. Four of them, in total. It&amp;#039;s speed, she&amp;#039;s going for, not excellence.&lt;br /&gt;
&lt;br /&gt;
 She glances over her shoulder at the brightening flames. &amp;quot;Get ready to, uh, fucking, come &amp;#039;round here,&amp;quot; she calls.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 There&amp;#039;s a brief moment in which Special K does considere Blue&amp;#039;s bag after that gun is mentioned. . . but in the end she decides &amp;#039;guns blazing&amp;#039; perhaps isn&amp;#039;t the best starting gambit. . . &lt;br /&gt;
&lt;br /&gt;
 Especially not when the new friends outside were so presumptuous as to challenge her to a fire fight. &lt;br /&gt;
&lt;br /&gt;
 Brandishing her lighter before her as if it were some holy symbol the Modern Barbarian glances towards the trails of flame creeping towards her and grins at it with a malicious mirth. &lt;br /&gt;
&lt;br /&gt;
 Raising her free hand, she grips tightly at the burned flesh around her neck and yells towards that broken window. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;YOU&amp;#039;RE MINE!&amp;quot; She demands, voice loud and full of steel, &amp;quot;BURN THOSE THAT GOT THE BALLS&amp;#039;TA THINK OTHERWISE!&amp;quot; Would the people outside hear her? Possibly, but she knew with certainty that, as an even more vicious rolling wave of oppressive heat resonated out from her, what she was really yelling at would.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Little panels click open along the baseboards of the front-facing wall. One on either side of the windows and one every 3 feet after. Thin poles lift out of the ground there, looking like Warp Cores out of star trek. They begin to crackle and hum like scifi fence posts. One is a little stuck, from the age, and from the burning fire atop of it. It flickers. Foreboding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The flames that creep toward Karina burst up as she casts her spell, little tendrils as tall as her now within a few feet, and licking the weird 60s glass chandelier.&lt;br /&gt;
&lt;br /&gt;
 Two shotgun blasts ring out as one goon gets up to the door and fires through it, and another gets up to the fire-enveloped window encasement and tries to shoot through it. The one who shoots through the door manages to splinter a big hole through it with a slug, which scrapes through Christy&amp;#039;s flesh as it carries through into the room beyond. The one that tries to shoot through the firey window, though, hisses as he gets too close and he burns his hand there, delaying him.&lt;br /&gt;
&lt;br /&gt;
 Deeper outside there is sudden screaming as Karina and Christy&amp;#039;s combined efforts result in those molotovs that were intended for internal Chantry use are applied externally. One man has his arm aflame, another his feet, and a third has his entire body set aflame, as the dropped molotov lights all the other bottles that were sitting there nearby as well. A great boom shatters windows across the street, and a plume of fire outside can be seen through that burning window, thick black smoke rising into the air.&lt;br /&gt;
&lt;br /&gt;
 If the police were not already on their way, they probably are now.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard sits with his knees to his chest trembling with one hand on his gut and the other in front of his face so he can stare at blood he shed in another lifetime. When he notices Corinna carved he looks over at the blue haired witch bewildered, &amp;quot;Sylvie?&amp;quot; he asks in the slow Missouri accent he doesn&amp;#039;t normally speak with.&lt;br /&gt;
&lt;br /&gt;
 The gunfire, explosions and other sounds of external battle continue to rattle the sweat soaked Sahajiya in the messy apron. Weakly he tries to rise, scooping the knife that clattered next to him. Still holding his gut he starts to limp toward the ruckus. &amp;quot;I&amp;#039;m coming.&amp;quot; he mutters under his breath.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Escape? What&amp;#039;s this about escape? There&amp;#039;s a fire to feed, after all, and one generator and a few goons just weren&amp;#039;t going to be enough for what had already been started. Let alone what this fire could potentially become. &lt;br /&gt;
&lt;br /&gt;
 As the fire already inside grew nearer Karina, and fiercer still in its proximity, the redhead sneered more broadly. Apparently already assured of her ability to drive off whatever encroaching force their was. Certain enough, it seemed, to remove her hand from around her neck and the burn that decorated it to stretch it forward towards the now towering column of fire that reached towards her. Fingers spread and palm pushed forward as she called out more for it. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;NOW YOU&amp;#039;RE GETTIN&amp;#039; INTO IT! C&amp;#039;MON! MORE! SHOW &amp;#039;EM WHAT THEY&amp;#039;RE FUCKIN&amp;#039; WITH!&amp;quot; She demanded, and once more a surge of burning will flowed out from the woman. . . but unlike before it did not roll out over the area, spreading and growing. Instead it simply suffused the air. . . and as it did the column of fire in the house crept closer, sweeping around, like it wanted to encapsulate and enshroud her. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;. . . Hold on now, I already know what ye&amp;#039; can do. . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Corinna just starts punching the wall, bloodying her knuckles in the process. It&amp;#039;s old, plaster and lathe, not drywall. It&amp;#039;s hard. It hurts. She yells. But as she pierces the wall with her fists, those runes she carved start to shine, the cracks letting out a deep purple-and-black. The hole she&amp;#039;s punched through doesn&amp;#039;t open up into wall, but into the void: a nebulous, beautiful starscape. Crack. Crack. More of it shows as she beats at the wall.&lt;br /&gt;
&lt;br /&gt;
 She looks askance at Bernard as he calls out to her, though it&amp;#039;s the wrong name. Her nose curls over her bull-ring, but she returns her focus to her work. Carving a way out of the prison.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Leave?!&amp;quot; The incredulity in Khoi&amp;#039;s voice is as loud as his frazzled panic as Bernard starts losing his mind, Corinna starts punching the wall, and he bounds up towards the -- OH! Jesus! Hot, hot fire! He jukes, nearly gagging at the smell of gasoline and the withering gout of heat as he jumps toward the door in some thoughtless bid to make sure he gets shot. See, in Khoi&amp;#039;s mind it&amp;#039;s &amp;quot;instead of others&amp;quot;, but in reality land, I mean, he&amp;#039;s probably just an idiot, not a martyr. &amp;quot;Get the fuck out of here!&amp;quot; Khoi yells, moments before an immolated man sears his horrible probably-death straight into his retinas.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The fire that has crept up to Karina is thin, but almost floor to ceiling now and starting to circle her like a curtain.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey&amp;#039;s already in the kitchen-- and she&amp;#039;s one of the old-timers. She knows where that fire extinguisher is, so as things get ~interesting~ and everyone seems to be doing what they can-- but she&amp;#039;s clocked that the fire near Karina seems to be extra-fun. So after grabbing the fire extinguisher, she moves near Karina, following the instructions to rip what needs to be ripped, pull whatever&amp;#039;s got to be pulled, point in the right directions and starts aiming for the fir enear Karina&amp;#039;s feet, sweeping slowly to make sure it doesn&amp;#039;t succeed. There might be a momentary dart of her eyes to check towards Corinna&amp;#039;s progress, but she doesn&amp;#039;t call out: there&amp;#039;s enough chaos without distracting the other verbena.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The flames that lick up toward the ceiling near Karina kind of... scream? When Brey sprays them with the fire extinguisher. They abate, and slither back, recoiling toward the window from whence they came.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 As Christy spins back away from the door, she reaches up toward her shoulder, where the shotgun blast and accompanying pieces of debris hit her and drew blood. She feels that area gently for a moment, and then pulls her hand back into a fist and PUNCHES the wound, screaming out in pain as she lurches toward Corinna and the wall. All the blood basically drains out of Christy&amp;#039;s face, but she keeps on moving, pushing her body to the limit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The men outside continue to scream. And run. And roll on the ground. Their not-quite-Klan-robes alight with their own mistakes. Two more shotgun blasts ring out, one through the hole that already appeared, and the other through the window. The blast through the window ends in a ball of fire centered on Karina as specialty ammunition creates a small explosion. The one through the window buzzes past Khoi and slams into the oven, back in the kitchen.&lt;br /&gt;
&lt;br /&gt;
 The fire in the house has spread to the walls and ceiling near the window and blackened a trail on the tile to the Modern Barbarian. It will be hard-pressed to end it with just a fire extinguisher now, but it can be slowed. If only Wizards with Magick could just turn it off.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The fence posts finally light up entirely, a sickly green glow appearing in the room as energy lances between them. The fire is split by this energy, and what rages outside on the bricks no longer threatens to keep coming into the house. That which is already in the house, however, continues to eat priceless Eames chairs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The rapidity with which Karina&amp;#039;s overly prideful sneer fell from her face as the fire began to surround her could perhaps have been considered funny. . . if it weren&amp;#039;t for the fact that said humor was built upon the foundation of everyone possibly burning to death. &lt;br /&gt;
&lt;br /&gt;
 And yet despite that set of circumstances its the screaming of the flame that has her attention over the actual immediate threat to her life posed by the flaming shell that impacted her. Doubling her over with a snarl of pain as it impacted her and flared across her form. &lt;br /&gt;
&lt;br /&gt;
 As she straighted though, it was still the fire she focused on most. &amp;quot;Wait!&amp;quot; She demands. &amp;quot;Jus&amp;#039; wait, I got it!&amp;quot; She assures, standing up straight again with little regard to how movement might tear fire weakened flesh. &lt;br /&gt;
&lt;br /&gt;
 And then she raised her hands again, one upon the burn on her neck and the other brandishing her lighter towards the swelling curtain of flame before her. &amp;quot;Down. Now.&amp;quot; She grunts in a darker tone. &amp;quot;I&amp;#039;ve seen enough from you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The Two Blues work their magick together on that wall, turning it from a border into a threshold to elsewhere. With Christy adding her own Will to the task at hand, Corinna punches the final chunks of plaster out of the way, leaving a jagged hole into The Void where the wall once was.&lt;br /&gt;
&lt;br /&gt;
 It coalesces into a proper place, as if the hole in the wall simply leads to a dark space filled with flourescent mushrooms. The runes themselves still hum with that purple light, though.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Let&amp;#039;s fuckin&amp;#039; GO!&amp;quot; Corinna hasn&amp;#039;t been paying particular attention, so focused on the gate that she maybe doesn&amp;#039;t realize it&amp;#039;s over. Situational awareness is hard. She windmills her arms, gesturing into the shimmering gate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Situational awareness is hard indeed. His ears ringing from the shotgun, his eyes and lungs stinging from the smoke and chemicals of the gasoline and what the fire consumes, he&amp;#039;s in his own world. These guys are dig dugging a hole to elswhere, he&amp;#039;s going to put out the damn fire. Khoi bolts, bounding to the kitchen to throw the pantry door open. No idea where a fire extinguisher is, but salt, salt, salt -- Ah!! He finds a canister, tears it open, and now he&amp;#039;s pouring the whole of it onto the fires.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 As Karina tames the fires like Chris Pratt taming velociraptors, it retreats and simmers. Black smoke still arches up and stains the ceiling, but the flames grow quieter, lesser. It is only the edges of the window, leading up to that sickly green fence that still burn. Past the fence, on the outside, the street still rages in an inferno. But none of that heat or smoke or flame seems to be coming inside. The sound of fire-trucks pealing as they head down Mission street make it hard to concentrate.&lt;br /&gt;
&lt;br /&gt;
 Khoi&amp;#039;s salt is like spitting on it in comparison to Karina&amp;#039;s magick, but does cause it to retreat another foot or so.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 As the fires begin to lower themselves Karina grunts something of actual worth through those gritted teeth of hers. &amp;quot;There are two other people in here. Creepin&amp;#039; &amp;#039;round. Upstairs, in the back rooms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Christy is breathing heavily, face still white from the shock and pain of punching her wound. She doesn&amp;#039;t stop moving, though, bounding toward Brey and attempting to gather her up and pull her through the portal to safety. &amp;quot;Come on, let&amp;#039;s get out of here - Bernie, you&amp;#039;re next!&amp;quot; she pants out, &amp;quot;We - wait, someone else is in the house? Fuck! No, safety first. Come on, Brey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey&amp;#039;s been doin&amp;#039; her best with the extinguisher. When she&amp;#039;s suddenly collected, she lets herself be pulled, calling out, &amp;quot;Extinguisher!&amp;quot; Before she starts letting herself be dragged. There&amp;#039;s a momentary glance back and perhaps a frown, &amp;quot;Check the back rooms after the fire! See if they&amp;#039;ve left anything behind--&amp;quot; But she&amp;#039;s still being corralled to the portal, and she plunges through it with, perhaps, an inordinate amount of trust to toss herself into a space-rip to fluorescent star void of mushrooms and low lights.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Dr. Martin comes stomping up the stairs with his own fire extinguisher, this one with some sort of edison bulb having device that he&amp;#039;s fitted on the hose. &amp;quot;MY BEAUTUFUL CHAIRS!&amp;quot; He looks aghast, and moves closer, thong-area jiggling. &amp;quot;Has NOBODY engaged the Boundary Matrix IN 40 years??!? It is a simple 8-step procedure, but because of the disrepair it took 23!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 He aims his fire extinguisher at the fires and sprays out a blast of cold so sharp that it leaves the floor, chairs, and window dripping with icicles. The fire is no more, and in its place a frosty, smoking ruin.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard doesn&amp;#039;t respond to his name, sadly not even a flinch in his friends direction. His steely gaze turns to Karina announcing that there were intruders remaining. He whispers something to the butcher&amp;#039;s knife as he pours a thin trickle of quintessence into the weapon. If the blade tugs in a certain direction the lanky Sahajiya seems to follow.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;We decide to summarize the ending...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernie, possessed by a literal zeitgeist, manages to hunt down and ambush one of the creepers. After a brief struggle, the knife ends inside the occult-symbol-robed man. The robe, blue and silver, does have some symbols that are perhaps familiar to Karina, who dispatches the second creeper by bearing arms. Which means she uses her bear-like arms to bear-hug him to death or unconsciousness.&lt;br /&gt;
&lt;br /&gt;
 Meanwhile in the main room, Dr. Martin refuses to retreat from his home, and is appaled that his wall was damaged. On top of the fire damage!&lt;br /&gt;
&lt;br /&gt;
 The fire trucks spray the house with water to put out the fire, but none of that gets inside. And the Arcane effect that hides the place from casual inquiry seems to be strengthened by whatever that Boundary Matrix Dr. Martin was talking about might be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4607</id>
		<title>Story - Old</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4607"/>
		<updated>2022-02-06T14:08:42Z</updated>

		<summary type="html">&lt;p&gt;Skynet: /* Mage-Centric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as an information hub for organizing plots!  Staff uses it, PRP runners are welcome and encouraged to use it and edit it at will, as well.  Communicate and organize your plot in whatever format works best for you, and be sure to check out our [[Plot Overview Template]] to copypasta as a framework to get started.  You can also find [[:Category:Plots For Adoption|Plots For Adoption]] which are plots which can be handed off to someone else to run for as long as the PRP runner wants to run it. &lt;br /&gt;
&lt;br /&gt;
= Cross-Sphere =&lt;br /&gt;
* [[Finding The Author]]: A group of hunters known as The Children of Athanasius have identified a powerful relic in an attempt to gain the upper hand in destroying the non-supernatural.&lt;br /&gt;
&lt;br /&gt;
= Vampire-Centric =&lt;br /&gt;
* [[The Children Of Athanasius]]: Prince Winder has launched an investigation into a group of chillingly-informed vampire hunters announced themselves to the Bay area with an execution film in the guise of a supernatural thriller movie. Meanwhile, a group of vampire hunters have reportedly kidnapped the Sabbat pack, The Iron Shields, and each Sect wants to track them down, whether to recover their brethren or leverage the missing vampires as a lead to exterminate the hunters.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Neptune&amp;#039;s Bones]] (Malkavian):&amp;#039;&amp;#039;&amp;#039; The Cobweb is chatty ... &amp;quot;He has pierced the heart of Ahwaste,&amp;quot; a voice cries: &amp;quot;He feasts upon Neptune&amp;#039;s bones! He will drag us into the ocean!&amp;quot;  What is this about? Where is this leading?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Setite Smokeout]] (Sabbat):&amp;#039;&amp;#039;&amp;#039; The Sabbat have found a few worshippers of the dusty god.  Are they going to take initiative?&lt;br /&gt;
&lt;br /&gt;
= Mage-Centric =&lt;br /&gt;
* [[Sutro Baths]]: The Technocratic Union has taken over a node previously occupied by a mysterious, violent monster.&lt;br /&gt;
* Dr. Martin&amp;#039;s Return: The Etherite who created the Chantry was rescued from a trash-filled Interstellar situation. A month of his time went by, but 40 years for everyone else.&lt;br /&gt;
** In [[Updating Doctor Martin]], January 29 2022, he discovers that his peers didn&amp;#039;t look for him that hard from his point of view.&lt;br /&gt;
** In [[Cocktails with the Neighbors]], February 6 2022, Dr. Martin&amp;#039;s house is assaulted by cultists! But why? And who are they?&lt;br /&gt;
* SF Armory Masquerade Ball: A mysterious benefactor threw a very Cult of Ecstasy Pleasuredome party. What shop is being set up here?&lt;br /&gt;
&lt;br /&gt;
= City-Centric =&lt;br /&gt;
The following plots are geared to have no inherent supernatural components -- at least, not as a hook -- so that human characters and mortal+ characters can easily find something to join in on without relying on supernatural allies.&lt;br /&gt;
* [[Drug Syndicates]]: San Francisco&amp;#039;s opiate crisis has been worsened not only with fentanyl, but the introduction of untraceable ghost guns.&lt;br /&gt;
* [[Fort Point Murders]]: Three bodies have been brutally claimed in mere weeks, brutally savaged to death.  What the hell is going on out there?&lt;br /&gt;
* [[Eddy Rocked]]: A shootout at a Tenderloin nightclub has killed 4 people and injured several others.&lt;br /&gt;
&lt;br /&gt;
= Tick, Tock, Doomsday Clock =&lt;br /&gt;
There is a plotline about the Masquerade breaking that you have the power and obligation to stave off! If the clock ever hits midnight, then staff will unleash a particular metaplot about the Masquerade breaking in a gigantic and world-changing way. This number is a tally maintained by storytellers that is composed of masquerade breaches, which can be cleaned up. If we have too many uncured breaches, though, ... Well, you&amp;#039;ll see what happens. Or you won&amp;#039;t, hopefully.  When connected to the game, you can see the Doomsday Clock by typing &amp;quot;+who&amp;quot; or &amp;quot;+doom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here are instances where someone or some&amp;#039;&amp;#039;thing&amp;#039;&amp;#039; has moved the needle... &lt;br /&gt;
&lt;br /&gt;
* [[Midnight Massacre Leaves 3 Dead, Several Wounded]], August 05, 2021&lt;br /&gt;
* [[Shocking Light Over City]], November 04, 2021&lt;br /&gt;
* Murder of 6 Police Officers in Morgue Shocks City, January 13, 2021&lt;br /&gt;
&lt;br /&gt;
These particular incidents can be investigated and maybe even should!  Repeat offenders only drive us closer to destruction, spin doctors can turn the clock back, and if nothing else, it pays to know who did what if only not to go down with them!&lt;br /&gt;
&lt;br /&gt;
= Unsorted Events =&lt;br /&gt;
Some events happen but are not yet able to be sorted into a specific plot line just &amp;#039;&amp;#039;&amp;#039;yet.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
* [[Golden Gate Bridge Damaged In Late Night Wreck]], Nov 21 2021&lt;br /&gt;
* [[Murder Victim Identified In Bayview]], Jan 10 2022&lt;br /&gt;
* [[Murder Victim&amp;#039;s Father Speaks Out]], January 14 2022&lt;br /&gt;
&lt;br /&gt;
= Resolved Plots =&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Cocktails_with_the_Neighbors&amp;diff=4606</id>
		<title>Cocktails with the Neighbors</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Cocktails_with_the_Neighbors&amp;diff=4606"/>
		<updated>2022-02-06T14:04:20Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width:60%;margin-left:auto;margin-right:auto;font-size:1.2rem&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The setup...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Instead of asking &amp;#039;what are you doing and where are you&amp;#039; I am going to be mischevious with the scene setup. It is a given that you are in the Chantry for lazy times, but:&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Khoi, why have you been in the restroom for the last 20 minutes?&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Now, you popcorn to someone else and ask some pointed question that implies something about where they are but they get to fill out the details.&amp;quot;&lt;br /&gt;
 [OOC] Brey laaaughs!&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Bernard, your go. Feel free to popcorn to Karina, Corinna, or Brey.&amp;quot;&lt;br /&gt;
 [OOC] Bernard says, &amp;quot;Oh my god Corinna where did you get that?!&amp;quot;&lt;br /&gt;
 [OOC] Bernard says, &amp;quot;Do I pose in now? Or what until a full circle rotation?&amp;quot;&lt;br /&gt;
 [OOC] Khoi says, &amp;quot;I think we wait until everybody&amp;#039;s been popcorned&amp;quot;&lt;br /&gt;
 [OOC] Corinna says, &amp;quot;Karina, *I* know where I got what Bernard is talking about, and *you* know&lt;br /&gt;
 where I got it. But it wasn&amp;#039;t what we were supposed to get. Why are you having a hard time getting&lt;br /&gt;
 ahold of the supplier, and what we were we originally supposed to get?&amp;quot;&lt;br /&gt;
 [OOC] Karina says, &amp;quot;I can tell you why I&amp;#039;m having a hard time getting in touch with the supplier&lt;br /&gt;
 and what we were originally supposed to get, but first I need to know why Brey would possibly&lt;br /&gt;
 bring that in here.&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Brey, you can popcorn to me, I will be playing some Dr. Martin.&amp;quot;&lt;br /&gt;
 [OOC] Brey says, &amp;quot;I have legitimate reasons, how could you doubt me? I&amp;#039;m more curious as to how Dr.&lt;br /&gt;
 Martin, after his days of learning about the modern world, decided THAT, *that* was what he wanted&lt;br /&gt;
 to wear in the Chantry while fiddling with, watchacallit, you know that hobby.&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Perfect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Dr. Noah Martin, in a pair of flip-flops, a smoking jacket, and tiger-striped thong underwear, is crouched and bent over working on installing some Atomic Age-looking machine next to the hallway. It is big, bulky, full of vacuum tubes and dials. &amp;quot;FIFTY years of maintenance that just got IGNORED,&amp;quot; he says to himself. As he explained when someone asked why he&amp;#039;s wearing that in a more or less public room: &amp;quot;It&amp;#039;s MY house.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 It&amp;#039;s been 20 minutes. There&amp;#039;s water coming out from under the door to the bathroom and the relentless sound of an ever-flushing toilet that Khoi is having absolute attack over trying to fix, if the Vietnamese yelling from behind the door is any indication. The English that crests over his language tirade is a wave of &amp;quot;WHO EVEN DOES THIS?!&amp;quot; The toilet wooshing stops, and soon after, there&amp;#039;s a clatter of a tool thrown onto the tile. &amp;quot;THERE. FUCK!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Corinna&amp;#039;s sitting on top of a big glass bowl, upside down on the shag 60s carpet of the conversation pit. Under her butt, and under that glass jar is a GIANT huntsman spider. From Australia. Next to her, a torn-open cardboard box that was supposed to have something else entirely. &amp;quot;Who the fuck? Who the fuck mistakes this,&amp;quot; she&amp;#039;s ranting, jabbing a finger down and hitting the glass.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;For, you know.&amp;quot; She flicks a glance to Karina, and back to Brey and Bernard. She doesn&amp;#039;t say what it was supposed to be. Much more subdued: &amp;quot;Stuff.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard has been in the kitchen tidying up and then making breakfast. It is after all another glorious sunny day in the central coast. Saffron, cinnamon and the sizzle of cooking waft from the kitchen. It is a serene, homey scene which makes the loud, &amp;quot;Fuck!&amp;quot; all the more jarring. A loud sign preceeds his turning around now covered in egg wash, fixings and a colorful medley of spices. The look on the usually symmetrical face of the lil&amp;#039;est Sahajiya is twisted as he tries his hardest not to sneeze.&lt;br /&gt;
&lt;br /&gt;
 Whatever distress his mess caused is whisked away when he sees Corinna and her spider friend. &amp;quot;I don&amp;#039;t know why I forgot that was there. Ok sorry guys chilaquiles are going be a minute.&amp;quot;. There is a bit of nervousness in the initiate&amp;#039;s eyes everytime the come across the good doctor.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;NO! YOUR DAD! GIVE THE PHONE TO YOUR DAD!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
 . . . &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;YES, HELLO MR. TOODLES, PLEASETELLJIMMYTOGIVETHEPHONETOHISDAD!&amp;quot; Karina yells into her phone, she passed rage a few requests ago. Now it&amp;#039;s onto bargaining and general hope. &lt;br /&gt;
 She just shrugs with disdain when Corinna questions her further. An accusatory glance thrown at the spider beneath Blue&amp;#039;s butt. &amp;quot;Why aren&amp;#039;t you an cassowary ribcage?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
 Totally stock standard stuff, see? &lt;br /&gt;
&lt;br /&gt;
 If only what Brey brought in had been an cassowary ribcage&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Christy comes into the main area of the house from one of the rooms upstairs, surrounded by a haze of incense and weed smoke. There&amp;#039;s that faint sense of magick clinging to her, like maybe she&amp;#039;s just finished some sort of casting. Slowly, she looks at everyone in turn, blinking as she reenters reality. Dr. Martin&amp;#039;s thong gets a very, very long look indeed. &amp;quot;Oh, you are all really here,&amp;quot; she notes, then re-focuses on the giant spider. &amp;quot;We are all one, even that guy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey herself is just resting on the floor, back against one of the seating options, dressed as always in one of her long skirts and the today, an old sweatshirt. Plain gray. As Bernard spills food all over himself, she reaches to stop the squirming, curious brown-with-black-splotches kunekune pig in its little harness from heading over, doing her best to pick up the half-grown, oinking thing, &amp;quot;No, no, you stay here--&amp;quot; And then there&amp;#039;s the shouting from the bathroom and the pig is squealing and running to try and get past Brey to hide beneath the bench, making her sigh, &amp;quot;Thank you for cooking, Bernard--&amp;quot; Brey tries to grab the pig by it&amp;#039;s harness, &amp;quot;And really it&amp;#039;s all--&amp;quot; Karina is shouting, and Brey half-collapses to her side, as the pig squeals again, trying to run with renewed energy. Fortunately, it&amp;#039;s a fairly small, tame pig.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;HOW am I meant to THINK with all of this CHAOS? Who is supposed to have been responsible for keeping the house in order? The decoration is even the same. It is as if you all have collectively left it as it was, letting the cleaning device take care of messes,&amp;quot; says Martin, wrenching something tight and tossing his spanner to the ground next to him. He stands up and turns, showing his slightly jiggly pale belly where his smoking jacket has come open before he cinches it shut. &amp;quot;But nobody has touched the matter-energy conversion coils, or the electrostatic screening devices, and the fuse box had dead roaches in it and a little piece of tape that said &amp;#039;ell oh ell, eye dee kay&amp;#039;. What are these letters to represent?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Corinna leans forward, resting her elbows between her thighs, and nods maybe one too many times up at Karina. &amp;quot;Yeah. Cassowary ribcage.&amp;quot; She looks to Brey and continues nodding. Totally. &amp;quot;Hey, could that little piggywiggy eat a whole spider, you think?&amp;quot; The blue-haired witch is just being practical, here. Her brown eyes flit up to meet the miniature pig&amp;#039;s (temporary?) keeper.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The bathroom door blows open, and Khoi spills out with a towel, dropping it on the floor just in time for a piglet to squeal past him. His knees and the front of his shirt are wet, he reeks of chlorine and drain cleaner, his eyes are red and irritated, and even his hair is screwed up. Not his perfect hair! It&amp;#039;s a bad day indeed.&lt;br /&gt;
&lt;br /&gt;
 Khoi snaps his head up and he stares after the pig as he tries to sop up toilet water leaking into the reaches of the den. &amp;quot;Man I&amp;#039;m /trying/ here, Doc, but I&amp;#039;m not a plumber, okay, I&amp;#039;m trying.&amp;quot; He sops up more water. &amp;quot;El oh el is uh, laugh out loud, I D K is uh, I don&amp;#039;t know. As in, it means the person who wrote it does not know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 And yeah, she&amp;#039;s still sitting on that glass bowl with a big ol&amp;#039; huntsman trapped in it. The thing crawls around, tapping at the glass with lits little fuzzy paws to find some way to escape. No thank you.&lt;br /&gt;
There&amp;#039;s a pig? Christy stares at the pig next, and her pale eyes register some concern. But then, Dr. Martin is talking, and while most of his diatribe seems to go over her stoned head, she latches on to something, &amp;quot;...ROACHES? WHERE?&amp;quot; Christy spins around, and her laid back expression turns to horror. &amp;quot;Are THEY here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard flinches at the Etherites outcry, his eyes narrow in the good doctor&amp;#039;s direction lingering a moment before looking to more familiar faces. Looking Brey he offers a soft, &amp;quot;For sure.&amp;quot; and the general assembly surrounding the spider bowl, &amp;quot;I&amp;#039;m going to clean this shit before dude get&amp;#039;s more pissed off.&amp;quot;. His expression clearly implies a bitten tongue and some modicum of relief at the excuse he gave himself to flee back to the distance he&amp;#039;s maintained from the Scientist out of time.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Besides the bulldog-sized Roach spirit that SOMEONE invited into my house?&amp;quot; Nevermind that Many-Legs-Trash-Thief only appears once in a blue moon. &amp;quot;No, the rest are dead. Decades old. Bit at the cables too much,&amp;quot; the good Doctor replies to Christy. He straightens his jacket, and kicks closed the access panel to his machine. Then he presses a button on it. The lights in the party room dim a bit as the dials jump up and the bulky thing starts whirring. &amp;quot;Good. The heater should now be working in the transdimensional spaces upstairs as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 To Khoi, he gives a solid look. &amp;quot;You do not know who is this lollidick?&amp;quot; He was possibly not fully paying attention to the Cultist.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Karina takes to rubbing at her brow as she speaks into the phone. Since yelling has been consistently failing, a lesson she will willingly choose to learn absolutely nothing from, she&amp;#039;s swapped over to bargaining. Specifically she&amp;#039;s overing the child foods that will probably keep it up long beyond reasonable hours. How cruel. &lt;br /&gt;
&lt;br /&gt;
 While she makes offers the squealing pig catches her attention, one good eye tracing its path of attempted escape. &amp;quot;Bacon. . .&amp;quot; She says, absentmindedly. &amp;quot;Uhhh. . . yeah, I can make that happen. . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Possibly, but its owner is trying to keep it on a vegetarian diet.&amp;quot; Brey says to Corinna, and she, she definitely rolled her eyes at the idea. &amp;quot;Well, there wasn&amp;#039;t precisely an -instruction- manual. And the Chantry hasn&amp;#039;t really had many long-term members who really had the time to dedicate here. Brey pushes herself up to her feet, lifting her skirt so she can walk WITH PURPOSE towards that escaping pig. &amp;quot;Thank you for fixing the bathroom, Khoi. And the pig is going back to its owner in two days. Don&amp;#039;t get any ideas.&amp;quot; This said louder, for the room at large.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Uhhhh...&amp;quot; Christy is reassured by Dr. Martin&amp;#039;s statement about the roaches, and heaves a mighty sigh of obvious relief. Then she cocks her head, as though listening to something, and is abruptly galvanized into action, bounding toward the door to look out the peephole. &amp;quot;Uh, everyone, I think - there&amp;#039;s something outside the house, shouting, and I think ... it&amp;#039;s like, I hear fire. I mean, fire is happening.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey stops abruptly on her way, something catching her attention even through all this noise and mess that&amp;#039;s ongoing. She turns to sweep her eyes over the room and then focus on the door, &amp;quot;Something&amp;#039;s happening outside.&amp;quot; She says abruptly, &amp;quot;And I don&amp;#039;t like the sound of it. It&amp;#039;s too near here.&amp;quot; She reaches down, grabbing more of her skirt so her legs are more, you know, just make herself more able to go. If necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;There&amp;#039;s dudes in robes outside, throwing grenades,&amp;quot; Christy says as she rears back from the peephole. She whirls around, making a gesture toward the door, and while magick ripples off her, it seems to dissipate just as quickly. &amp;quot;Fuck,&amp;quot; she gasps out, taking another step back.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Khoi hears Christy&amp;#039;s voice and is caught up in a moment of disbelief. When 2 and 2 finally click to 4 in his head he goes, &amp;quot;Fuck!&amp;quot; and starts to psyche himself out for getting froggy on some terries. He bounces from one foot to another in some kind of footwork like he&amp;#039;s winding  up to bust a move as the presence of his own magick sparks off of him.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard perks and looks horrified to hear fire. Panic creeps into the face of the Santa Cruz native as he scrambles through the kitchen on a mad dash search for a fire extinguisher he cannot seem to find. The progress of this journey is outlined by the &amp;quot;Fucks!&amp;quot; of increasing volume. He winds down a little when Christy&amp;#039;s words finally hit him exclaiming in her direction, &amp;quot;Seriously?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Listen, I&amp;#039;ll call ye&amp;#039; back, we&amp;#039;ll do lunch.&amp;quot; Karina offers to her phone even as she&amp;#039;s pulling it away from her face and shoves it into the pockets of her grey sweats. Hand immediately slipping back out again with a gilded lighter in tow. &lt;br /&gt;
&lt;br /&gt;
 A flick to open the lid followed by a rolling of the flint wheel to send sparks skittering out over her other palm and Karina&amp;#039;s own hot resonance rolls out through the room as she focuses on the street facing wall of the abode. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;What&amp;#039;cha got on ye&amp;#039;, Blue?&amp;quot; Questions Red after further info makes its way in about what&amp;#039;s going on outside, prep time, it seems.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey, ever-squishy sorceress she is, makes the executive decision to get the heck out of everyone&amp;#039;s way. She hears grenades, and luckily she&amp;#039;s already lifted her skirt so she can dart to the kitchen and behind the counter, juuuuust in case. She doesn&amp;#039;t seem particularly worried, but then again, she&amp;#039;s not exactly one to wear her heart on her sleeve. &amp;quot;Did any of you make any interesting friends recently?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Hey, these guys know exactly what to do about giant huntsman spiders. Just burn the whole shit down. Good point.&amp;quot; Corinna bolts up off the glass bowl. She throws a shrug Red&amp;#039;s way, and glances toward her bag in the entryway, a bit too far away for useful given what she&amp;#039;s about to do. &amp;quot;Gun? My other shit--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Then she steps back just enough to get some room to quickly prepare herself. She shouts, and starts to hit herself, pounding her fists onto her arms and thighs. That might leave a bruise tomorrow.&lt;br /&gt;
&lt;br /&gt;
 There is a sense of her Will in the air as she keeps hitting herself and letting out pained grunts, now in the stomach. There is something in the way she stands straight, then, that just *seems* more solid.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Dr. Martin&amp;#039;s eyes widen. He pushes his circle glasses -- like Khoi&amp;#039;s but cooler -- up his nose. &amp;quot;Quickly! Activate the heterogeneous boundary mechanisms!&amp;quot; When nobody seems to immediately grok what he is saying, he just turns, and runs down toward the stairs leading to the basement. His flip flops slap disgustingly against the tile and wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 A molotov cocktail, its fiery head crackling as it sails through the air, smashes through the barred glass of the front window, breaking on impact. Not the door, but a front-facing actual window. A spray of napalm cuts through the curtains, lands on the tile nearby, and threatens one of the old pieces of 60s furniture. The party pad main room is still huge, but the next throw might go further, given the lack of window in the way.&lt;br /&gt;
&lt;br /&gt;
 The fire burning on the tile seems to creep forward unnaturally, the burning gasoline slithering like a trio of snakes toward Karina&amp;#039;s feet without any physics to explain it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Ah, fuck! Khoi&amp;#039;s heart rate leaps as his footwork warms himself up, another few frantic seconds spared toward another few seemingly random jukes and hops back and forth, side to side, as he watches a gutter of flame down the way, practicing the upcoming art of Getting The Fuck Out Of The Way.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard stops his descent on the bag of flour once he realizes it&amp;#039;s not just an electrical fire in the alley. The baby Sahajiya snatches a bucther&amp;#039;s knife from the block. He looks to the rabble with steely eyes looking prepared to launch himself into the fray. Then without warning he lurchs from phantom cannon fire, the knife falling from his hand and clattering to the floor. A gasp nearly chokes as he collapses, grasping at a wound that doesn&amp;#039;t exist. At least not now. &amp;quot;Sylvie!&amp;quot; he calls out mournfully with a southern twang that wasn&amp;#039;t there before. HIs voices drops to whisper, reflective of the blood he thinks that he is losing. &amp;quot;I&amp;#039;m sorry...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Christy takes a deep breath and spins around, her movements fluid and graceful. She makes a gesture toward the now-smashed window, a dance move of sorts, perhaps part of a pirouette. The magick is spinning off her as well, out into the alleyway and toward the assailants with the WRONG kind of cocktails for this time of day.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 When one is the only sorceress in a room full of mages and an emergency happens-- one should always let the mages try to prove themselves and handle the situation: sometimes they can absolutely wrap things up. As Brey continues to watch the situation unfold-- Dr. Martin disappears, a molotov cocktail lands inside, Bernard&amp;#039;s descent into a southern drama... Brey presses her lips together. It doesn&amp;#039;t look like things are going to be handled quickly, mentally calculating her options on what to do next. She grabs her skirt and tucks it, turning the maxi into a knee-length, still behind the counter checking where to go next.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Fuck!&amp;quot; Corinna calls out at the sudden fire. She looks around once, twice, but keeps her chill. She&amp;#039;s good at keeping a good head in panic type situations. She bites her lip, and rushes over to the wall near the kitchen. She flips out a knife from her pocket and begins to carve big exaggerated runes in the wall. Four of them, in total. It&amp;#039;s speed, she&amp;#039;s going for, not excellence.&lt;br /&gt;
&lt;br /&gt;
 She glances over her shoulder at the brightening flames. &amp;quot;Get ready to, uh, fucking, come &amp;#039;round here,&amp;quot; she calls.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 There&amp;#039;s a brief moment in which Special K does considere Blue&amp;#039;s bag after that gun is mentioned. . . but in the end she decides &amp;#039;guns blazing&amp;#039; perhaps isn&amp;#039;t the best starting gambit. . . &lt;br /&gt;
&lt;br /&gt;
 Especially not when the new friends outside were so presumptuous as to challenge her to a fire fight. &lt;br /&gt;
&lt;br /&gt;
 Brandishing her lighter before her as if it were some holy symbol the Modern Barbarian glances towards the trails of flame creeping towards her and grins at it with a malicious mirth. &lt;br /&gt;
&lt;br /&gt;
 Raising her free hand, she grips tightly at the burned flesh around her neck and yells towards that broken window. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;YOU&amp;#039;RE MINE!&amp;quot; She demands, voice loud and full of steel, &amp;quot;BURN THOSE THAT GOT THE BALLS&amp;#039;TA THINK OTHERWISE!&amp;quot; Would the people outside hear her? Possibly, but she knew with certainty that, as an even more vicious rolling wave of oppressive heat resonated out from her, what she was really yelling at would.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Little panels click open along the baseboards of the front-facing wall. One on either side of the windows and one every 3 feet after. Thin poles lift out of the ground there, looking like Warp Cores out of star trek. They begin to crackle and hum like scifi fence posts. One is a little stuck, from the age, and from the burning fire atop of it. It flickers. Foreboding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The flames that creep toward Karina burst up as she casts her spell, little tendrils as tall as her now within a few feet, and licking the weird 60s glass chandelier.&lt;br /&gt;
&lt;br /&gt;
 Two shotgun blasts ring out as one goon gets up to the door and fires through it, and another gets up to the fire-enveloped window encasement and tries to shoot through it. The one who shoots through the door manages to splinter a big hole through it with a slug, which scrapes through Christy&amp;#039;s flesh as it carries through into the room beyond. The one that tries to shoot through the firey window, though, hisses as he gets too close and he burns his hand there, delaying him.&lt;br /&gt;
&lt;br /&gt;
 Deeper outside there is sudden screaming as Karina and Christy&amp;#039;s combined efforts result in those molotovs that were intended for internal Chantry use are applied externally. One man has his arm aflame, another his feet, and a third has his entire body set aflame, as the dropped molotov lights all the other bottles that were sitting there nearby as well. A great boom shatters windows across the street, and a plume of fire outside can be seen through that burning window, thick black smoke rising into the air.&lt;br /&gt;
&lt;br /&gt;
 If the police were not already on their way, they probably are now.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard sits with his knees to his chest trembling with one hand on his gut and the other in front of his face so he can stare at blood he shed in another lifetime. When he notices Corinna carved he looks over at the blue haired witch bewildered, &amp;quot;Sylvie?&amp;quot; he asks in the slow Missouri accent he doesn&amp;#039;t normally speak with.&lt;br /&gt;
&lt;br /&gt;
 The gunfire, explosions and other sounds of external battle continue to rattle the sweat soaked Sahajiya in the messy apron. Weakly he tries to rise, scooping the knife that clattered next to him. Still holding his gut he starts to limp toward the ruckus. &amp;quot;I&amp;#039;m coming.&amp;quot; he mutters under his breath.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Escape? What&amp;#039;s this about escape? There&amp;#039;s a fire to feed, after all, and one generator and a few goons just weren&amp;#039;t going to be enough for what had already been started. Let alone what this fire could potentially become. &lt;br /&gt;
&lt;br /&gt;
 As the fire already inside grew nearer Karina, and fiercer still in its proximity, the redhead sneered more broadly. Apparently already assured of her ability to drive off whatever encroaching force their was. Certain enough, it seemed, to remove her hand from around her neck and the burn that decorated it to stretch it forward towards the now towering column of fire that reached towards her. Fingers spread and palm pushed forward as she called out more for it. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;NOW YOU&amp;#039;RE GETTIN&amp;#039; INTO IT! C&amp;#039;MON! MORE! SHOW &amp;#039;EM WHAT THEY&amp;#039;RE FUCKIN&amp;#039; WITH!&amp;quot; She demanded, and once more a surge of burning will flowed out from the woman. . . but unlike before it did not roll out over the area, spreading and growing. Instead it simply suffused the air. . . and as it did the column of fire in the house crept closer, sweeping around, like it wanted to encapsulate and enshroud her. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;. . . Hold on now, I already know what ye&amp;#039; can do. . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Corinna just starts punching the wall, bloodying her knuckles in the process. It&amp;#039;s old, plaster and lathe, not drywall. It&amp;#039;s hard. It hurts. She yells. But as she pierces the wall with her fists, those runes she carved start to shine, the cracks letting out a deep purple-and-black. The hole she&amp;#039;s punched through doesn&amp;#039;t open up into wall, but into the void: a nebulous, beautiful starscape. Crack. Crack. More of it shows as she beats at the wall.&lt;br /&gt;
&lt;br /&gt;
 She looks askance at Bernard as he calls out to her, though it&amp;#039;s the wrong name. Her nose curls over her bull-ring, but she returns her focus to her work. Carving a way out of the prison.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Leave?!&amp;quot; The incredulity in Khoi&amp;#039;s voice is as loud as his frazzled panic as Bernard starts losing his mind, Corinna starts punching the wall, and he bounds up towards the -- OH! Jesus! Hot, hot fire! He jukes, nearly gagging at the smell of gasoline and the withering gout of heat as he jumps toward the door in some thoughtless bid to make sure he gets shot. See, in Khoi&amp;#039;s mind it&amp;#039;s &amp;quot;instead of others&amp;quot;, but in reality land, I mean, he&amp;#039;s probably just an idiot, not a martyr. &amp;quot;Get the fuck out of here!&amp;quot; Khoi yells, moments before an immolated man sears his horrible probably-death straight into his retinas.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The fire that has crept up to Karina is thin, but almost floor to ceiling now and starting to circle her like a curtain.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey&amp;#039;s already in the kitchen-- and she&amp;#039;s one of the old-timers. She knows where that fire extinguisher is, so as things get ~interesting~ and everyone seems to be doing what they can-- but she&amp;#039;s clocked that the fire near Karina seems to be extra-fun. So after grabbing the fire extinguisher, she moves near Karina, following the instructions to rip what needs to be ripped, pull whatever&amp;#039;s got to be pulled, point in the right directions and starts aiming for the fir enear Karina&amp;#039;s feet, sweeping slowly to make sure it doesn&amp;#039;t succeed. There might be a momentary dart of her eyes to check towards Corinna&amp;#039;s progress, but she doesn&amp;#039;t call out: there&amp;#039;s enough chaos without distracting the other verbena.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The flames that lick up toward the ceiling near Karina kind of... scream? When Brey sprays them with the fire extinguisher. They abate, and slither back, recoiling toward the window from whence they came.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 As Christy spins back away from the door, she reaches up toward her shoulder, where the shotgun blast and accompanying pieces of debris hit her and drew blood. She feels that area gently for a moment, and then pulls her hand back into a fist and PUNCHES the wound, screaming out in pain as she lurches toward Corinna and the wall. All the blood basically drains out of Christy&amp;#039;s face, but she keeps on moving, pushing her body to the limit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The men outside continue to scream. And run. And roll on the ground. Their not-quite-Klan-robes alight with their own mistakes. Two more shotgun blasts ring out, one through the hole that already appeared, and the other through the window. The blast through the window ends in a ball of fire centered on Karina as specialty ammunition creates a small explosion. The one through the window buzzes past Khoi and slams into the oven, back in the kitchen.&lt;br /&gt;
&lt;br /&gt;
 The fire in the house has spread to the walls and ceiling near the window and blackened a trail on the tile to the Modern Barbarian. It will be hard-pressed to end it with just a fire extinguisher now, but it can be slowed. If only Wizards with Magick could just turn it off.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The fence posts finally light up entirely, a sickly green glow appearing in the room as energy lances between them. The fire is split by this energy, and what rages outside on the bricks no longer threatens to keep coming into the house. That which is already in the house, however, continues to eat priceless Eames chairs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The rapidity with which Karina&amp;#039;s overly prideful sneer fell from her face as the fire began to surround her could perhaps have been considered funny. . . if it weren&amp;#039;t for the fact that said humor was built upon the foundation of everyone possibly burning to death. &lt;br /&gt;
&lt;br /&gt;
 And yet despite that set of circumstances its the screaming of the flame that has her attention over the actual immediate threat to her life posed by the flaming shell that impacted her. Doubling her over with a snarl of pain as it impacted her and flared across her form. &lt;br /&gt;
&lt;br /&gt;
 As she straighted though, it was still the fire she focused on most. &amp;quot;Wait!&amp;quot; She demands. &amp;quot;Jus&amp;#039; wait, I got it!&amp;quot; She assures, standing up straight again with little regard to how movement might tear fire weakened flesh. &lt;br /&gt;
&lt;br /&gt;
 And then she raised her hands again, one upon the burn on her neck and the other brandishing her lighter towards the swelling curtain of flame before her. &amp;quot;Down. Now.&amp;quot; She grunts in a darker tone. &amp;quot;I&amp;#039;ve seen enough from you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Corinna]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The Two Blues work their magick together on that wall, turning it from a border into a threshold to elsewhere. With Christy adding her own Will to the task at hand, Corinna punches the final chunks of plaster out of the way, leaving a jagged hole into The Void where the wall once was.&lt;br /&gt;
&lt;br /&gt;
 It coalesces into a proper place, as if the hole in the wall simply leads to a dark space filled with flourescent mushrooms. The runes themselves still hum with that purple light, though.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Let&amp;#039;s fuckin&amp;#039; GO!&amp;quot; Corinna hasn&amp;#039;t been paying particular attention, so focused on the gate that she maybe doesn&amp;#039;t realize it&amp;#039;s over. Situational awareness is hard. She windmills her arms, gesturing into the shimmering gate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Khoi]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Situational awareness is hard indeed. His ears ringing from the shotgun, his eyes and lungs stinging from the smoke and chemicals of the gasoline and what the fire consumes, he&amp;#039;s in his own world. These guys are dig dugging a hole to elswhere, he&amp;#039;s going to put out the damn fire. Khoi bolts, bounding to the kitchen to throw the pantry door open. No idea where a fire extinguisher is, but salt, salt, salt -- Ah!! He finds a canister, tears it open, and now he&amp;#039;s pouring the whole of it onto the fires.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 As Karina tames the fires like Chris Pratt taming velociraptors, it retreats and simmers. Black smoke still arches up and stains the ceiling, but the flames grow quieter, lesser. It is only the edges of the window, leading up to that sickly green fence that still burn. Past the fence, on the outside, the street still rages in an inferno. But none of that heat or smoke or flame seems to be coming inside. The sound of fire-trucks pealing as they head down Mission street make it hard to concentrate.&lt;br /&gt;
&lt;br /&gt;
 Khoi&amp;#039;s salt is like spitting on it in comparison to Karina&amp;#039;s magick, but does cause it to retreat another foot or so.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Karina]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 As the fires begin to lower themselves Karina grunts something of actual worth through those gritted teeth of hers. &amp;quot;There are two other people in here. Creepin&amp;#039; &amp;#039;round. Upstairs, in the back rooms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Christy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Christy is breathing heavily, face still white from the shock and pain of punching her wound. She doesn&amp;#039;t stop moving, though, bounding toward Brey and attempting to gather her up and pull her through the portal to safety. &amp;quot;Come on, let&amp;#039;s get out of here - Bernie, you&amp;#039;re next!&amp;quot; she pants out, &amp;quot;We - wait, someone else is in the house? Fuck! No, safety first. Come on, Brey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Brey]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey&amp;#039;s been doin&amp;#039; her best with the extinguisher. When she&amp;#039;s suddenly collected, she lets herself be pulled, calling out, &amp;quot;Extinguisher!&amp;quot; Before she starts letting herself be dragged. There&amp;#039;s a momentary glance back and perhaps a frown, &amp;quot;Check the back rooms after the fire! See if they&amp;#039;ve left anything behind--&amp;quot; But she&amp;#039;s still being corralled to the portal, and she plunges through it with, perhaps, an inordinate amount of trust to toss herself into a space-rip to fluorescent star void of mushrooms and low lights.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Dr. Martin]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Dr. Martin comes stomping up the stairs with his own fire extinguisher, this one with some sort of edison bulb having device that he&amp;#039;s fitted on the hose. &amp;quot;MY BEAUTUFUL CHAIRS!&amp;quot; He looks aghast, and moves closer, thong-area jiggling. &amp;quot;Has NOBODY engaged the Boundary Matrix IN 40 years??!? It is a simple 8-step procedure, but because of the disrepair it took 23!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 He aims his fire extinguisher at the fires and sprays out a blast of cold so sharp that it leaves the floor, chairs, and window dripping with icicles. The fire is no more, and in its place a frosty, smoking ruin.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Bernard]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard doesn&amp;#039;t respond to his name, sadly not even a flinch in his friends direction. His steely gaze turns to Karina announcing that there were intruders remaining. He whispers something to the butcher&amp;#039;s knife as he pours a thin trickle of quintessence into the weapon. If the blade tugs in a certain direction the lanky Sahajiya seems to follow.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;We decide to summarize the ending...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernie, possessed by a literal zeitgeist, manages to hunt down and ambush one of the creepers. After a brief struggle, the knife ends inside the occult-symbol-robed man. The robe, blue and silver, does have some symbols that are perhaps familiar to Karina, who dispatches the second creeper by bearing arms. Which means she uses her bear-like arms to bear-hug him to death or unconsciousness.&lt;br /&gt;
&lt;br /&gt;
 Meanwhile in the main room, Dr. Martin refuses to retreat from his home, and is appaled that his wall was damaged. On top of the fire damage!&lt;br /&gt;
&lt;br /&gt;
 The fire trucks spray the house with water to put out the fire, but none of that gets inside. And the Arcane effect that hides the place from casual inquiry seems to be strengthened by whatever that Boundary Matrix Dr. Martin was talking about might be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Cocktails_with_the_Neighbors&amp;diff=4605</id>
		<title>Cocktails with the Neighbors</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Cocktails_with_the_Neighbors&amp;diff=4605"/>
		<updated>2022-02-06T14:01:52Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;width:80%;margin-left:auto;margin-right:auto&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The setup...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Instead of asking &amp;#039;what are you doing and where are you&amp;#039; I am going to be mischevious with the scene setup. It is a given that you are in the Chantry for lazy times, but:&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Khoi, why have you been in the restroom for the last 20 minutes?&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Now, you popcorn to someone else and ask some pointed question that implies something about where they are but they get to fill out the details.&amp;quot;&lt;br /&gt;
 [OOC] Brey laaaughs!&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Bernard, your go. Feel free to popcorn to Karina, Corinna, or Brey.&amp;quot;&lt;br /&gt;
 [OOC] Bernard says, &amp;quot;Oh my god Corinna where did you get that?!&amp;quot;&lt;br /&gt;
 [OOC] Bernard says, &amp;quot;Do I pose in now? Or what until a full circle rotation?&amp;quot;&lt;br /&gt;
 [OOC] Khoi says, &amp;quot;I think we wait until everybody&amp;#039;s been popcorned&amp;quot;&lt;br /&gt;
 [OOC] Corinna says, &amp;quot;Karina, *I* know where I got what Bernard is talking about, and *you* know&lt;br /&gt;
 where I got it. But it wasn&amp;#039;t what we were supposed to get. Why are you having a hard time getting&lt;br /&gt;
 ahold of the supplier, and what we were we originally supposed to get?&amp;quot;&lt;br /&gt;
 [OOC] Karina says, &amp;quot;I can tell you why I&amp;#039;m having a hard time getting in touch with the supplier&lt;br /&gt;
 and what we were originally supposed to get, but first I need to know why Brey would possibly&lt;br /&gt;
 bring that in here.&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Brey, you can popcorn to me, I will be playing some Dr. Martin.&amp;quot;&lt;br /&gt;
 [OOC] Brey says, &amp;quot;I have legitimate reasons, how could you doubt me? I&amp;#039;m more curious as to how Dr.&lt;br /&gt;
 Martin, after his days of learning about the modern world, decided THAT, *that* was what he wanted&lt;br /&gt;
 to wear in the Chantry while fiddling with, watchacallit, you know that hobby.&amp;quot;&lt;br /&gt;
 [OOC] Skynet says, &amp;quot;Perfect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dr. Martin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Dr. Noah Martin, in a pair of flip-flops, a smoking jacket, and tiger-striped thong underwear, is crouched and bent over working on installing some Atomic Age-looking machine next to the hallway. It is big, bulky, full of vacuum tubes and dials. &amp;quot;FIFTY years of maintenance that just got IGNORED,&amp;quot; he says to himself. As he explained when someone asked why he&amp;#039;s wearing that in a more or less public room: &amp;quot;It&amp;#039;s MY house.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Khoi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 It&amp;#039;s been 20 minutes. There&amp;#039;s water coming out from under the door to the bathroom and the relentless sound of an ever-flushing toilet that Khoi is having absolute attack over trying to fix, if the Vietnamese yelling from behind the door is any indication. The English that crests over his language tirade is a wave of &amp;quot;WHO EVEN DOES THIS?!&amp;quot; The toilet wooshing stops, and soon after, there&amp;#039;s a clatter of a tool thrown onto the tile. &amp;quot;THERE. FUCK!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Corinna&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Corinna&amp;#039;s sitting on top of a big glass bowl, upside down on the shag 60s carpet of the conversation pit. Under her butt, and under that glass jar is a GIANT huntsman spider. From Australia. Next to her, a torn-open cardboard box that was supposed to have something else entirely. &amp;quot;Who the fuck? Who the fuck mistakes this,&amp;quot; she&amp;#039;s ranting, jabbing a finger down and hitting the glass.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;For, you know.&amp;quot; She flicks a glance to Karina, and back to Brey and Bernard. She doesn&amp;#039;t say what it was supposed to be. Much more subdued: &amp;quot;Stuff.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bernard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard has been in the kitchen tidying up and then making breakfast. It is after all another glorious sunny day in the central coast. Saffron, cinnamon and the sizzle of cooking waft from the kitchen. It is a serene, homey scene which makes the loud, &amp;quot;Fuck!&amp;quot; all the more jarring. A loud sign preceeds his turning around now covered in egg wash, fixings and a colorful medley of spices. The look on the usually symmetrical face of the lil&amp;#039;est Sahajiya is twisted as he tries his hardest not to sneeze.&lt;br /&gt;
&lt;br /&gt;
 Whatever distress his mess caused is whisked away when he sees Corinna and her spider friend. &amp;quot;I don&amp;#039;t know why I forgot that was there. Ok sorry guys chilaquiles are going be a minute.&amp;quot;. There is a bit of nervousness in the initiate&amp;#039;s eyes everytime the come across the good doctor.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Karina&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;NO! YOUR DAD! GIVE THE PHONE TO YOUR DAD!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
 . . . &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;YES, HELLO MR. TOODLES, PLEASETELLJIMMYTOGIVETHEPHONETOHISDAD!&amp;quot; Karina yells into her phone, she passed rage a few requests ago. Now it&amp;#039;s onto bargaining and general hope. &lt;br /&gt;
 She just shrugs with disdain when Corinna questions her further. An accusatory glance thrown at the spider beneath Blue&amp;#039;s butt. &amp;quot;Why aren&amp;#039;t you an cassowary ribcage?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
 Totally stock standard stuff, see? &lt;br /&gt;
&lt;br /&gt;
 If only what Brey brought in had been an cassowary ribcage&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Christy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Christy comes into the main area of the house from one of the rooms upstairs, surrounded by a haze of incense and weed smoke. There&amp;#039;s that faint sense of magick clinging to her, like maybe she&amp;#039;s just finished some sort of casting. Slowly, she looks at everyone in turn, blinking as she reenters reality. Dr. Martin&amp;#039;s thong gets a very, very long look indeed. &amp;quot;Oh, you are all really here,&amp;quot; she notes, then re-focuses on the giant spider. &amp;quot;We are all one, even that guy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey herself is just resting on the floor, back against one of the seating options, dressed as always in one of her long skirts and the today, an old sweatshirt. Plain gray. As Bernard spills food all over himself, she reaches to stop the squirming, curious brown-with-black-splotches kunekune pig in its little harness from heading over, doing her best to pick up the half-grown, oinking thing, &amp;quot;No, no, you stay here--&amp;quot; And then there&amp;#039;s the shouting from the bathroom and the pig is squealing and running to try and get past Brey to hide beneath the bench, making her sigh, &amp;quot;Thank you for cooking, Bernard--&amp;quot; Brey tries to grab the pig by it&amp;#039;s harness, &amp;quot;And really it&amp;#039;s all--&amp;quot; Karina is shouting, and Brey half-collapses to her side, as the pig squeals again, trying to run with renewed energy. Fortunately, it&amp;#039;s a fairly small, tame pig.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dr. Martin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;HOW am I meant to THINK with all of this CHAOS? Who is supposed to have been responsible for keeping the house in order? The decoration is even the same. It is as if you all have collectively left it as it was, letting the cleaning device take care of messes,&amp;quot; says Martin, wrenching something tight and tossing his spanner to the ground next to him. He stands up and turns, showing his slightly jiggly pale belly where his smoking jacket has come open before he cinches it shut. &amp;quot;But nobody has touched the matter-energy conversion coils, or the electrostatic screening devices, and the fuse box had dead roaches in it and a little piece of tape that said &amp;#039;ell oh ell, eye dee kay&amp;#039;. What are these letters to represent?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Corinna&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Corinna leans forward, resting her elbows between her thighs, and nods maybe one too many times up at Karina. &amp;quot;Yeah. Cassowary ribcage.&amp;quot; She looks to Brey and continues nodding. Totally. &amp;quot;Hey, could that little piggywiggy eat a whole spider, you think?&amp;quot; The blue-haired witch is just being practical, here. Her brown eyes flit up to meet the miniature pig&amp;#039;s (temporary?) keeper.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Khoi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The bathroom door blows open, and Khoi spills out with a towel, dropping it on the floor just in time for a piglet to squeal past him. His knees and the front of his shirt are wet, he reeks of chlorine and drain cleaner, his eyes are red and irritated, and even his hair is screwed up. Not his perfect hair! It&amp;#039;s a bad day indeed.&lt;br /&gt;
&lt;br /&gt;
 Khoi snaps his head up and he stares after the pig as he tries to sop up toilet water leaking into the reaches of the den. &amp;quot;Man I&amp;#039;m /trying/ here, Doc, but I&amp;#039;m not a plumber, okay, I&amp;#039;m trying.&amp;quot; He sops up more water. &amp;quot;El oh el is uh, laugh out loud, I D K is uh, I don&amp;#039;t know. As in, it means the person who wrote it does not know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Corinna&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 And yeah, she&amp;#039;s still sitting on that glass bowl with a big ol&amp;#039; huntsman trapped in it. The thing crawls around, tapping at the glass with lits little fuzzy paws to find some way to escape. No thank you.&lt;br /&gt;
There&amp;#039;s a pig? Christy stares at the pig next, and her pale eyes register some concern. But then, Dr. Martin is talking, and while most of his diatribe seems to go over her stoned head, she latches on to something, &amp;quot;...ROACHES? WHERE?&amp;quot; Christy spins around, and her laid back expression turns to horror. &amp;quot;Are THEY here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bernard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard flinches at the Etherites outcry, his eyes narrow in the good doctor&amp;#039;s direction lingering a moment before looking to more familiar faces. Looking Brey he offers a soft, &amp;quot;For sure.&amp;quot; and the general assembly surrounding the spider bowl, &amp;quot;I&amp;#039;m going to clean this shit before dude get&amp;#039;s more pissed off.&amp;quot;. His expression clearly implies a bitten tongue and some modicum of relief at the excuse he gave himself to flee back to the distance he&amp;#039;s maintained from the Scientist out of time.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dr. Martin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Besides the bulldog-sized Roach spirit that SOMEONE invited into my house?&amp;quot; Nevermind that Many-Legs-Trash-Thief only appears once in a blue moon. &amp;quot;No, the rest are dead. Decades old. Bit at the cables too much,&amp;quot; the good Doctor replies to Christy. He straightens his jacket, and kicks closed the access panel to his machine. Then he presses a button on it. The lights in the party room dim a bit as the dials jump up and the bulky thing starts whirring. &amp;quot;Good. The heater should now be working in the transdimensional spaces upstairs as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 To Khoi, he gives a solid look. &amp;quot;You do not know who is this lollidick?&amp;quot; He was possibly not fully paying attention to the Cultist.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Karina&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Karina takes to rubbing at her brow as she speaks into the phone. Since yelling has been consistently failing, a lesson she will willingly choose to learn absolutely nothing from, she&amp;#039;s swapped over to bargaining. Specifically she&amp;#039;s overing the child foods that will probably keep it up long beyond reasonable hours. How cruel. &lt;br /&gt;
&lt;br /&gt;
 While she makes offers the squealing pig catches her attention, one good eye tracing its path of attempted escape. &amp;quot;Bacon. . .&amp;quot; She says, absentmindedly. &amp;quot;Uhhh. . . yeah, I can make that happen. . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Possibly, but its owner is trying to keep it on a vegetarian diet.&amp;quot; Brey says to Corinna, and she, she definitely rolled her eyes at the idea. &amp;quot;Well, there wasn&amp;#039;t precisely an -instruction- manual. And the Chantry hasn&amp;#039;t really had many long-term members who really had the time to dedicate here. Brey pushes herself up to her feet, lifting her skirt so she can walk WITH PURPOSE towards that escaping pig. &amp;quot;Thank you for fixing the bathroom, Khoi. And the pig is going back to its owner in two days. Don&amp;#039;t get any ideas.&amp;quot; This said louder, for the room at large.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Christy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Uhhhh...&amp;quot; Christy is reassured by Dr. Martin&amp;#039;s statement about the roaches, and heaves a mighty sigh of obvious relief. Then she cocks her head, as though listening to something, and is abruptly galvanized into action, bounding toward the door to look out the peephole. &amp;quot;Uh, everyone, I think - there&amp;#039;s something outside the house, shouting, and I think ... it&amp;#039;s like, I hear fire. I mean, fire is happening.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey stops abruptly on her way, something catching her attention even through all this noise and mess that&amp;#039;s ongoing. She turns to sweep her eyes over the room and then focus on the door, &amp;quot;Something&amp;#039;s happening outside.&amp;quot; She says abruptly, &amp;quot;And I don&amp;#039;t like the sound of it. It&amp;#039;s too near here.&amp;quot; She reaches down, grabbing more of her skirt so her legs are more, you know, just make herself more able to go. If necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Christy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;There&amp;#039;s dudes in robes outside, throwing grenades,&amp;quot; Christy says as she rears back from the peephole. She whirls around, making a gesture toward the door, and while magick ripples off her, it seems to dissipate just as quickly. &amp;quot;Fuck,&amp;quot; she gasps out, taking another step back.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Khoi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Khoi hears Christy&amp;#039;s voice and is caught up in a moment of disbelief. When 2 and 2 finally click to 4 in his head he goes, &amp;quot;Fuck!&amp;quot; and starts to psyche himself out for getting froggy on some terries. He bounces from one foot to another in some kind of footwork like he&amp;#039;s winding  up to bust a move as the presence of his own magick sparks off of him.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bernard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard perks and looks horrified to hear fire. Panic creeps into the face of the Santa Cruz native as he scrambles through the kitchen on a mad dash search for a fire extinguisher he cannot seem to find. The progress of this journey is outlined by the &amp;quot;Fucks!&amp;quot; of increasing volume. He winds down a little when Christy&amp;#039;s words finally hit him exclaiming in her direction, &amp;quot;Seriously?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Karina&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Listen, I&amp;#039;ll call ye&amp;#039; back, we&amp;#039;ll do lunch.&amp;quot; Karina offers to her phone even as she&amp;#039;s pulling it away from her face and shoves it into the pockets of her grey sweats. Hand immediately slipping back out again with a gilded lighter in tow. &lt;br /&gt;
&lt;br /&gt;
 A flick to open the lid followed by a rolling of the flint wheel to send sparks skittering out over her other palm and Karina&amp;#039;s own hot resonance rolls out through the room as she focuses on the street facing wall of the abode. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;What&amp;#039;cha got on ye&amp;#039;, Blue?&amp;quot; Questions Red after further info makes its way in about what&amp;#039;s going on outside, prep time, it seems.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey, ever-squishy sorceress she is, makes the executive decision to get the heck out of everyone&amp;#039;s way. She hears grenades, and luckily she&amp;#039;s already lifted her skirt so she can dart to the kitchen and behind the counter, juuuuust in case. She doesn&amp;#039;t seem particularly worried, but then again, she&amp;#039;s not exactly one to wear her heart on her sleeve. &amp;quot;Did any of you make any interesting friends recently?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Corinna&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Hey, these guys know exactly what to do about giant huntsman spiders. Just burn the whole shit down. Good point.&amp;quot; Corinna bolts up off the glass bowl. She throws a shrug Red&amp;#039;s way, and glances toward her bag in the entryway, a bit too far away for useful given what she&amp;#039;s about to do. &amp;quot;Gun? My other shit--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Then she steps back just enough to get some room to quickly prepare herself. She shouts, and starts to hit herself, pounding her fists onto her arms and thighs. That might leave a bruise tomorrow.&lt;br /&gt;
&lt;br /&gt;
 There is a sense of her Will in the air as she keeps hitting herself and letting out pained grunts, now in the stomach. There is something in the way she stands straight, then, that just *seems* more solid.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dr. Martin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Dr. Martin&amp;#039;s eyes widen. He pushes his circle glasses -- like Khoi&amp;#039;s but cooler -- up his nose. &amp;quot;Quickly! Activate the heterogeneous boundary mechanisms!&amp;quot; When nobody seems to immediately grok what he is saying, he just turns, and runs down toward the stairs leading to the basement. His flip flops slap disgustingly against the tile and wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 A molotov cocktail, its fiery head crackling as it sails through the air, smashes through the barred glass of the front window, breaking on impact. Not the door, but a front-facing actual window. A spray of napalm cuts through the curtains, lands on the tile nearby, and threatens one of the old pieces of 60s furniture. The party pad main room is still huge, but the next throw might go further, given the lack of window in the way.&lt;br /&gt;
&lt;br /&gt;
 The fire burning on the tile seems to creep forward unnaturally, the burning gasoline slithering like a trio of snakes toward Karina&amp;#039;s feet without any physics to explain it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Khoi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Ah, fuck! Khoi&amp;#039;s heart rate leaps as his footwork warms himself up, another few frantic seconds spared toward another few seemingly random jukes and hops back and forth, side to side, as he watches a gutter of flame down the way, practicing the upcoming art of Getting The Fuck Out Of The Way.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bernard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard stops his descent on the bag of flour once he realizes it&amp;#039;s not just an electrical fire in the alley. The baby Sahajiya snatches a bucther&amp;#039;s knife from the block. He looks to the rabble with steely eyes looking prepared to launch himself into the fray. Then without warning he lurchs from phantom cannon fire, the knife falling from his hand and clattering to the floor. A gasp nearly chokes as he collapses, grasping at a wound that doesn&amp;#039;t exist. At least not now. &amp;quot;Sylvie!&amp;quot; he calls out mournfully with a southern twang that wasn&amp;#039;t there before. HIs voices drops to whisper, reflective of the blood he thinks that he is losing. &amp;quot;I&amp;#039;m sorry...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Christy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Christy takes a deep breath and spins around, her movements fluid and graceful. She makes a gesture toward the now-smashed window, a dance move of sorts, perhaps part of a pirouette. The magick is spinning off her as well, out into the alleyway and toward the assailants with the WRONG kind of cocktails for this time of day.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 When one is the only sorceress in a room full of mages and an emergency happens-- one should always let the mages try to prove themselves and handle the situation: sometimes they can absolutely wrap things up. As Brey continues to watch the situation unfold-- Dr. Martin disappears, a molotov cocktail lands inside, Bernard&amp;#039;s descent into a southern drama... Brey presses her lips together. It doesn&amp;#039;t look like things are going to be handled quickly, mentally calculating her options on what to do next. She grabs her skirt and tucks it, turning the maxi into a knee-length, still behind the counter checking where to go next.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Corinna&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Fuck!&amp;quot; Corinna calls out at the sudden fire. She looks around once, twice, but keeps her chill. She&amp;#039;s good at keeping a good head in panic type situations. She bites her lip, and rushes over to the wall near the kitchen. She flips out a knife from her pocket and begins to carve big exaggerated runes in the wall. Four of them, in total. It&amp;#039;s speed, she&amp;#039;s going for, not excellence.&lt;br /&gt;
&lt;br /&gt;
 She glances over her shoulder at the brightening flames. &amp;quot;Get ready to, uh, fucking, come &amp;#039;round here,&amp;quot; she calls.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Karina&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 There&amp;#039;s a brief moment in which Special K does considere Blue&amp;#039;s bag after that gun is mentioned. . . but in the end she decides &amp;#039;guns blazing&amp;#039; perhaps isn&amp;#039;t the best starting gambit. . . &lt;br /&gt;
&lt;br /&gt;
 Especially not when the new friends outside were so presumptuous as to challenge her to a fire fight. &lt;br /&gt;
&lt;br /&gt;
 Brandishing her lighter before her as if it were some holy symbol the Modern Barbarian glances towards the trails of flame creeping towards her and grins at it with a malicious mirth. &lt;br /&gt;
&lt;br /&gt;
 Raising her free hand, she grips tightly at the burned flesh around her neck and yells towards that broken window. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;YOU&amp;#039;RE MINE!&amp;quot; She demands, voice loud and full of steel, &amp;quot;BURN THOSE THAT GOT THE BALLS&amp;#039;TA THINK OTHERWISE!&amp;quot; Would the people outside hear her? Possibly, but she knew with certainty that, as an even more vicious rolling wave of oppressive heat resonated out from her, what she was really yelling at would.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dr. Martin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Little panels click open along the baseboards of the front-facing wall. One on either side of the windows and one every 3 feet after. Thin poles lift out of the ground there, looking like Warp Cores out of star trek. They begin to crackle and hum like scifi fence posts. One is a little stuck, from the age, and from the burning fire atop of it. It flickers. Foreboding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The flames that creep toward Karina burst up as she casts her spell, little tendrils as tall as her now within a few feet, and licking the weird 60s glass chandelier.&lt;br /&gt;
&lt;br /&gt;
 Two shotgun blasts ring out as one goon gets up to the door and fires through it, and another gets up to the fire-enveloped window encasement and tries to shoot through it. The one who shoots through the door manages to splinter a big hole through it with a slug, which scrapes through Christy&amp;#039;s flesh as it carries through into the room beyond. The one that tries to shoot through the firey window, though, hisses as he gets too close and he burns his hand there, delaying him.&lt;br /&gt;
&lt;br /&gt;
 Deeper outside there is sudden screaming as Karina and Christy&amp;#039;s combined efforts result in those molotovs that were intended for internal Chantry use are applied externally. One man has his arm aflame, another his feet, and a third has his entire body set aflame, as the dropped molotov lights all the other bottles that were sitting there nearby as well. A great boom shatters windows across the street, and a plume of fire outside can be seen through that burning window, thick black smoke rising into the air.&lt;br /&gt;
&lt;br /&gt;
 If the police were not already on their way, they probably are now.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bernard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard sits with his knees to his chest trembling with one hand on his gut and the other in front of his face so he can stare at blood he shed in another lifetime. When he notices Corinna carved he looks over at the blue haired witch bewildered, &amp;quot;Sylvie?&amp;quot; he asks in the slow Missouri accent he doesn&amp;#039;t normally speak with.&lt;br /&gt;
&lt;br /&gt;
 The gunfire, explosions and other sounds of external battle continue to rattle the sweat soaked Sahajiya in the messy apron. Weakly he tries to rise, scooping the knife that clattered next to him. Still holding his gut he starts to limp toward the ruckus. &amp;quot;I&amp;#039;m coming.&amp;quot; he mutters under his breath.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Karina&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Escape? What&amp;#039;s this about escape? There&amp;#039;s a fire to feed, after all, and one generator and a few goons just weren&amp;#039;t going to be enough for what had already been started. Let alone what this fire could potentially become. &lt;br /&gt;
&lt;br /&gt;
 As the fire already inside grew nearer Karina, and fiercer still in its proximity, the redhead sneered more broadly. Apparently already assured of her ability to drive off whatever encroaching force their was. Certain enough, it seemed, to remove her hand from around her neck and the burn that decorated it to stretch it forward towards the now towering column of fire that reached towards her. Fingers spread and palm pushed forward as she called out more for it. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;NOW YOU&amp;#039;RE GETTIN&amp;#039; INTO IT! C&amp;#039;MON! MORE! SHOW &amp;#039;EM WHAT THEY&amp;#039;RE FUCKIN&amp;#039; WITH!&amp;quot; She demanded, and once more a surge of burning will flowed out from the woman. . . but unlike before it did not roll out over the area, spreading and growing. Instead it simply suffused the air. . . and as it did the column of fire in the house crept closer, sweeping around, like it wanted to encapsulate and enshroud her. &lt;br /&gt;
&lt;br /&gt;
 &amp;quot;. . . Hold on now, I already know what ye&amp;#039; can do. . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Corinna&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Corinna just starts punching the wall, bloodying her knuckles in the process. It&amp;#039;s old, plaster and lathe, not drywall. It&amp;#039;s hard. It hurts. She yells. But as she pierces the wall with her fists, those runes she carved start to shine, the cracks letting out a deep purple-and-black. The hole she&amp;#039;s punched through doesn&amp;#039;t open up into wall, but into the void: a nebulous, beautiful starscape. Crack. Crack. More of it shows as she beats at the wall.&lt;br /&gt;
&lt;br /&gt;
 She looks askance at Bernard as he calls out to her, though it&amp;#039;s the wrong name. Her nose curls over her bull-ring, but she returns her focus to her work. Carving a way out of the prison.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Khoi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;quot;Leave?!&amp;quot; The incredulity in Khoi&amp;#039;s voice is as loud as his frazzled panic as Bernard starts losing his mind, Corinna starts punching the wall, and he bounds up towards the -- OH! Jesus! Hot, hot fire! He jukes, nearly gagging at the smell of gasoline and the withering gout of heat as he jumps toward the door in some thoughtless bid to make sure he gets shot. See, in Khoi&amp;#039;s mind it&amp;#039;s &amp;quot;instead of others&amp;quot;, but in reality land, I mean, he&amp;#039;s probably just an idiot, not a martyr. &amp;quot;Get the fuck out of here!&amp;quot; Khoi yells, moments before an immolated man sears his horrible probably-death straight into his retinas.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The fire that has crept up to Karina is thin, but almost floor to ceiling now and starting to circle her like a curtain.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey&amp;#039;s already in the kitchen-- and she&amp;#039;s one of the old-timers. She knows where that fire extinguisher is, so as things get ~interesting~ and everyone seems to be doing what they can-- but she&amp;#039;s clocked that the fire near Karina seems to be extra-fun. So after grabbing the fire extinguisher, she moves near Karina, following the instructions to rip what needs to be ripped, pull whatever&amp;#039;s got to be pulled, point in the right directions and starts aiming for the fir enear Karina&amp;#039;s feet, sweeping slowly to make sure it doesn&amp;#039;t succeed. There might be a momentary dart of her eyes to check towards Corinna&amp;#039;s progress, but she doesn&amp;#039;t call out: there&amp;#039;s enough chaos without distracting the other verbena.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The flames that lick up toward the ceiling near Karina kind of... scream? When Brey sprays them with the fire extinguisher. They abate, and slither back, recoiling toward the window from whence they came.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Christy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 As Christy spins back away from the door, she reaches up toward her shoulder, where the shotgun blast and accompanying pieces of debris hit her and drew blood. She feels that area gently for a moment, and then pulls her hand back into a fist and PUNCHES the wound, screaming out in pain as she lurches toward Corinna and the wall. All the blood basically drains out of Christy&amp;#039;s face, but she keeps on moving, pushing her body to the limit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The men outside continue to scream. And run. And roll on the ground. Their not-quite-Klan-robes alight with their own mistakes. Two more shotgun blasts ring out, one through the hole that already appeared, and the other through the window. The blast through the window ends in a ball of fire centered on Karina as specialty ammunition creates a small explosion. The one through the window buzzes past Khoi and slams into the oven, back in the kitchen.&lt;br /&gt;
&lt;br /&gt;
 The fire in the house has spread to the walls and ceiling near the window and blackened a trail on the tile to the Modern Barbarian. It will be hard-pressed to end it with just a fire extinguisher now, but it can be slowed. If only Wizards with Magick could just turn it off.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dr. Martin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The fence posts finally light up entirely, a sickly green glow appearing in the room as energy lances between them. The fire is split by this energy, and what rages outside on the bricks no longer threatens to keep coming into the house. That which is already in the house, however, continues to eat priceless Eames chairs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Karina&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The rapidity with which Karina&amp;#039;s overly prideful sneer fell from her face as the fire began to surround her could perhaps have been considered funny. . . if it weren&amp;#039;t for the fact that said humor was built upon the foundation of everyone possibly burning to death. &lt;br /&gt;
&lt;br /&gt;
 And yet despite that set of circumstances its the screaming of the flame that has her attention over the actual immediate threat to her life posed by the flaming shell that impacted her. Doubling her over with a snarl of pain as it impacted her and flared across her form. &lt;br /&gt;
&lt;br /&gt;
 As she straighted though, it was still the fire she focused on most. &amp;quot;Wait!&amp;quot; She demands. &amp;quot;Jus&amp;#039; wait, I got it!&amp;quot; She assures, standing up straight again with little regard to how movement might tear fire weakened flesh. &lt;br /&gt;
&lt;br /&gt;
 And then she raised her hands again, one upon the burn on her neck and the other brandishing her lighter towards the swelling curtain of flame before her. &amp;quot;Down. Now.&amp;quot; She grunts in a darker tone. &amp;quot;I&amp;#039;ve seen enough from you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Corinna&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 The Two Blues work their magick together on that wall, turning it from a border into a threshold to elsewhere. With Christy adding her own Will to the task at hand, Corinna punches the final chunks of plaster out of the way, leaving a jagged hole into The Void where the wall once was.&lt;br /&gt;
&lt;br /&gt;
 It coalesces into a proper place, as if the hole in the wall simply leads to a dark space filled with flourescent mushrooms. The runes themselves still hum with that purple light, though.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Let&amp;#039;s fuckin&amp;#039; GO!&amp;quot; Corinna hasn&amp;#039;t been paying particular attention, so focused on the gate that she maybe doesn&amp;#039;t realize it&amp;#039;s over. Situational awareness is hard. She windmills her arms, gesturing into the shimmering gate.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Khoi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Situational awareness is hard indeed. His ears ringing from the shotgun, his eyes and lungs stinging from the smoke and chemicals of the gasoline and what the fire consumes, he&amp;#039;s in his own world. These guys are dig dugging a hole to elswhere, he&amp;#039;s going to put out the damn fire. Khoi bolts, bounding to the kitchen to throw the pantry door open. No idea where a fire extinguisher is, but salt, salt, salt -- Ah!! He finds a canister, tears it open, and now he&amp;#039;s pouring the whole of it onto the fires.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Environment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 As Karina tames the fires like Chris Pratt taming velociraptors, it retreats and simmers. Black smoke still arches up and stains the ceiling, but the flames grow quieter, lesser. It is only the edges of the window, leading up to that sickly green fence that still burn. Past the fence, on the outside, the street still rages in an inferno. But none of that heat or smoke or flame seems to be coming inside. The sound of fire-trucks pealing as they head down Mission street make it hard to concentrate.&lt;br /&gt;
&lt;br /&gt;
 Khoi&amp;#039;s salt is like spitting on it in comparison to Karina&amp;#039;s magick, but does cause it to retreat another foot or so.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Karina&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 As the fires begin to lower themselves Karina grunts something of actual worth through those gritted teeth of hers. &amp;quot;There are two other people in here. Creepin&amp;#039; &amp;#039;round. Upstairs, in the back rooms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Christy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Christy is breathing heavily, face still white from the shock and pain of punching her wound. She doesn&amp;#039;t stop moving, though, bounding toward Brey and attempting to gather her up and pull her through the portal to safety. &amp;quot;Come on, let&amp;#039;s get out of here - Bernie, you&amp;#039;re next!&amp;quot; she pants out, &amp;quot;We - wait, someone else is in the house? Fuck! No, safety first. Come on, Brey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Brey&amp;#039;s been doin&amp;#039; her best with the extinguisher. When she&amp;#039;s suddenly collected, she lets herself be pulled, calling out, &amp;quot;Extinguisher!&amp;quot; Before she starts letting herself be dragged. There&amp;#039;s a momentary glance back and perhaps a frown, &amp;quot;Check the back rooms after the fire! See if they&amp;#039;ve left anything behind--&amp;quot; But she&amp;#039;s still being corralled to the portal, and she plunges through it with, perhaps, an inordinate amount of trust to toss herself into a space-rip to fluorescent star void of mushrooms and low lights.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dr. Martin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Dr. Martin comes stomping up the stairs with his own fire extinguisher, this one with some sort of edison bulb having device that he&amp;#039;s fitted on the hose. &amp;quot;MY BEAUTUFUL CHAIRS!&amp;quot; He looks aghast, and moves closer, thong-area jiggling. &amp;quot;Has NOBODY engaged the Boundary Matrix IN 40 years??!? It is a simple 8-step procedure, but because of the disrepair it took 23!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 He aims his fire extinguisher at the fires and sprays out a blast of cold so sharp that it leaves the floor, chairs, and window dripping with icicles. The fire is no more, and in its place a frosty, smoking ruin.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bernard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernard doesn&amp;#039;t respond to his name, sadly not even a flinch in his friends direction. His steely gaze turns to Karina announcing that there were intruders remaining. He whispers something to the butcher&amp;#039;s knife as he pours a thin trickle of quintessence into the weapon. If the blade tugs in a certain direction the lanky Sahajiya seems to follow.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;We decide to summarize the ending...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 Bernie, possessed by a literal zeitgeist, manages to hunt down and ambush one of the creepers. After a brief struggle, the knife ends inside the occult-symbol-robed man. The robe, blue and silver, does have some symbols that are perhaps familiar to Karina, who dispatches the second creeper by bearing arms. Which means she uses her bear-like arms to bear-hug him to death or unconsciousness.&lt;br /&gt;
&lt;br /&gt;
 Meanwhile in the main room, Dr. Martin refuses to retreat from his home, and is appaled that his wall was damaged. On top of the fire damage!&lt;br /&gt;
&lt;br /&gt;
 The fire trucks spray the house with water to put out the fire, but none of that gets inside. And the Arcane effect that hides the place from casual inquiry seems to be strengthened by whatever that Boundary Matrix Dr. Martin was talking about might be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4603</id>
		<title>Permanent Paradox And Pattern Bleeding</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4603"/>
		<updated>2022-02-05T18:39:46Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== DRAFT ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.theonyxpath.com/forum/main-category/main-forum/the-classic-world-of-darkness/mage-the-ascension/1387950-m20-questions-about-casting-spell?p=1393647#post1393647 M20 is dreadfully unclear on the subject compared to earlier editions, which are all over the place], and we want [[Can I Just Do This?|players]], PrP runners, and staff to be able to adjudicate this consistently.&lt;br /&gt;
&lt;br /&gt;
The following is a mixture of clarification from one of the developers of Mage (Malcolm Sheppard) answering a FAQ, adjusted for M20, and MN-specific house-rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;How do mages gain and lose permanent paradox?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain Permanent Paradox from two main sources:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type A:&amp;#039;&amp;#039;&amp;#039; Major Backlashes inflict it, and it never goes away without special scourging techniques.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type B:&amp;#039;&amp;#039;&amp;#039; Potent or Vulgar long term effects cause it. It goes away when the enhancement goes away.&lt;br /&gt;
&lt;br /&gt;
The name is deceptive. You can get rid of Permanent Paradox. We will sometimes call it &amp;quot;stickydox&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Methods *may* exist to get rid of Type A, but will be quest-worthy and very painful.&lt;br /&gt;
To get rid of Type B, simply drop the effects that cause Permanent Paradox. Typically this is any long-term Vulgar effect, or potent coincidental effect. If the effect is just for a scene, maybe don&amp;#039;t bother tracking it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarification: These include, but are not limited to these Vulgar effects...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The Enhancements background: 1 per dot but can be offset with genetic flaws or other options.&lt;br /&gt;
* Wonders that cannot be taken from you, e.g. tattoos, horns: 1 for each dot in Wonder.&lt;br /&gt;
* Life or youth extension magic.&lt;br /&gt;
* Magic that raises an attribute over 5: 1 for every level above 5.&lt;br /&gt;
* Life Magic that allows the mage to do something a human Pattern can&amp;#039;t naturally do, like gills or infrared vision as a part of the natural form&amp;#039;s abilities: 1 per ability.&lt;br /&gt;
* Life Magic that gives the mage&amp;#039;s Life Pattern the ability to soak aggravated wounds: 1.&lt;br /&gt;
* Other persistent Vulgar effects that travel with a character&amp;#039;s Pattern: 1 per highest sphere in effect.  A Traveling Corr 4 Ban therefore might be 4.&lt;br /&gt;
* DO NOT add permanent paradox for changes that do not add superhuman abilities. e.g. changing eye color, hair color.&lt;br /&gt;
* etc. Player and staff storytellers are encouraged to add to this list for consistency.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And potent coincidental effects such as...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Persistent Magick Enhancing Abilities at -3 difficulty or below: 1.&lt;br /&gt;
* Persistent Slipstream effect: 1.&lt;br /&gt;
* Mind shields at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Time at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Space at 6 strength or above: 1.&lt;br /&gt;
* etc.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Multiple effects:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1 stickydox for every 2 effects on the character past their Arete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What is pattern bleeding?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a condition related to but distinct from permanent paradox. Pattern bleeding only comes from Life pattern-enhancing effects. Typically this is from the &amp;#039;&amp;#039;&amp;#039;••• Better Body&amp;#039;&amp;#039;&amp;#039; Effect.&lt;br /&gt;
&lt;br /&gt;
A mage gains pattern bleeding by maintaining a magical effect that increases stats or grants impossible traits like gills or wings. It&amp;#039;s not unusual for mages to suffer from both permanent paradox and pattern bleeding simultaneously.&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid pattern bleeding from stat gain by swapping stat ratings – trading a dot of strength for a dot of dexterity would not result in pattern bleeding, while simply gaining a dot of dexterity would.&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a binary trait – &amp;#039;&amp;#039;&amp;#039;either a mage is suffering from it or not.&amp;#039;&amp;#039;&amp;#039; There are no degrees of severity.&lt;br /&gt;
&lt;br /&gt;
A mage suffering from pattern bleeding becomes a Thaumivore. She loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. This &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick but see below.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a Node 2, such as the one in Clarion alley, only gives 5 points of Quintessence and 3 Tass a week, and that must be shared with all the other Mages.&lt;br /&gt;
&lt;br /&gt;
Because Pattern Bleeding occurs once per day, magical Effects with a duration of one day or less never inflict pattern bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;tl;dr:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;You suffer Pattern Bleeding when BOTH of these conditions are met:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# You increase your stats (without lowering another stat equally). This includes changing yourself to gain merits or eliminate flaws. Soaking lethal or aggravated damage with stamina. Or you grant yourself an impossible trait.&lt;br /&gt;
#* Pattern Bleeding occurs whenever you enhance a Pattern beyond its basic capabilities, but not necessarily to superhuman levels. For example, increasing a mage&amp;#039;s normal 3 Strength to 5 creates Pattern Bleeding. Increasing it to 6 creates Pattern Bleeding *and* Permanent Paradox.&lt;br /&gt;
#* In other words, all Life sphere effects that cause Type B Permanent Paradox also cause Pattern Bleeding but the reverse is not true.&lt;br /&gt;
# This change lasts a day or longer and is not permanent (Clarification: Permanent Life changes require many successes for Duration, as well as half xp expenditure).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And it causes...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The afflicted individual loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. This &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick, but see below.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Healing Pattern Leakage Damage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Damage from Pattern Leakage can be healed with Magick, but is more difficult than healing even normal Aggravated damage.&lt;br /&gt;
* This effect requires two points of quintessence, and Life 3 (4 for others) / Prime 2. It is always Vulgar.&lt;br /&gt;
* An ounce of prevention is better than a pound of cure.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4602</id>
		<title>Permanent Paradox And Pattern Bleeding</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4602"/>
		<updated>2022-02-05T18:33:15Z</updated>

		<summary type="html">&lt;p&gt;Skynet: /* DRAFT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== DRAFT ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.theonyxpath.com/forum/main-category/main-forum/the-classic-world-of-darkness/mage-the-ascension/1387950-m20-questions-about-casting-spell?p=1393647#post1393647 M20 is dreadfully unclear on the subject compared to earlier editions, which are all over the place], and we want [[Can I Just Do This?|players]], PrP runners, and staff to be able to adjudicate this consistently.&lt;br /&gt;
&lt;br /&gt;
The following is a mixture of clarification from one of the developers of Mage (Malcolm Sheppard) answering a FAQ, adjusted for M20, and MN-specific house-rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;How do mages gain and lose permanent paradox?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain Permanent Paradox from two main sources:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type A:&amp;#039;&amp;#039;&amp;#039; Major Backlashes inflict it, and it never goes away without special scourging techniques.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type B:&amp;#039;&amp;#039;&amp;#039; Potent or Vulgar long term effects cause it. It goes away when the enhancement goes away.&lt;br /&gt;
&lt;br /&gt;
The name is deceptive. You can get rid of Permanent Paradox. We will sometimes call it &amp;quot;stickydox&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Methods *may* exist to get rid of Type A, but will be quest-worthy and very painful.&lt;br /&gt;
To get rid of Type B, simply drop the effects that cause Permanent Paradox. Typically this is any long-term Vulgar effect, or potent coincidental effect. If the effect is just for a scene, maybe don&amp;#039;t bother tracking it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarification: These include, but are not limited to these Vulgar effects...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The Enhancements background: 1 per dot but can be offset with genetic flaws or other options.&lt;br /&gt;
* Wonders that cannot be taken from you, e.g. tattoos, horns: 1 for each dot in Wonder.&lt;br /&gt;
* Life or youth extension magic.&lt;br /&gt;
* Magic that raises an attribute over 5: 1 for every level above 5.&lt;br /&gt;
* Life Magic that allows the mage to do something a human Pattern can&amp;#039;t naturally do, like gills or infrared vision as a part of the natural form&amp;#039;s abilities: 1 per ability.&lt;br /&gt;
* Life Magic that gives the mage&amp;#039;s Life Pattern the ability to soak aggravated wounds: 1.&lt;br /&gt;
* Other persistent Vulgar effects that travel with a character&amp;#039;s Pattern: 1 per highest sphere in effect.  A Traveling Corr 4 Ban therefore might be 4.&lt;br /&gt;
* etc. Player and staff storytellers are encouraged to add to this list for consistency.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And potent coincidental effects such as...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Persistent Magick Enhancing Abilities at -3 difficulty or below: 1.&lt;br /&gt;
* Persistent Slipstream effect: 1.&lt;br /&gt;
* Mind shields at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Time at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Space at 6 strength or above: 1.&lt;br /&gt;
* etc.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Multiple effects:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1 stickydox for every 2 effects on the character past their Arete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What is pattern bleeding?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a condition related to but distinct from permanent paradox. Pattern bleeding only comes from Life pattern-enhancing effects. Typically this is from the &amp;#039;&amp;#039;&amp;#039;••• Better Body&amp;#039;&amp;#039;&amp;#039; Effect.&lt;br /&gt;
&lt;br /&gt;
A mage gains pattern bleeding by maintaining a magical effect that increases stats or grants impossible traits like gills or wings. It&amp;#039;s not unusual for mages to suffer from both permanent paradox and pattern bleeding simultaneously.&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid pattern bleeding from stat gain by swapping stat ratings – trading a dot of strength for a dot of dexterity would not result in pattern bleeding, while simply gaining a dot of dexterity would.&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a binary trait – &amp;#039;&amp;#039;&amp;#039;either a mage is suffering from it or not.&amp;#039;&amp;#039;&amp;#039; There are no degrees of severity.&lt;br /&gt;
&lt;br /&gt;
A mage suffering from pattern bleeding becomes a Thaumivore. She loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. This &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick but see below.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a Node 2, such as the one in Clarion alley, only gives 5 points of Quintessence and 3 Tass a week, and that must be shared with all the other Mages.&lt;br /&gt;
&lt;br /&gt;
Because Pattern Bleeding occurs once per day, magical Effects with a duration of one day or less never inflict pattern bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;tl;dr:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;You suffer Pattern Bleeding when BOTH of these conditions are met:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# You increase your stats (without lowering another stat equally). This includes changing yourself to gain merits or eliminate flaws. Soaking lethal or aggravated damage with stamina. Or you grant yourself an impossible trait.&lt;br /&gt;
#* Pattern Bleeding occurs whenever you enhance a Pattern beyond its basic capabilities, but not necessarily to superhuman levels. For example, increasing a mage&amp;#039;s normal 3 Strength to 5 creates Pattern Bleeding. Increasing it to 6 creates Pattern Bleeding *and* Permanent Paradox.&lt;br /&gt;
#* In other words, all Life sphere effects that cause Type B Permanent Paradox also cause Pattern Bleeding but the reverse is not true.&lt;br /&gt;
# This change lasts a day or longer and is not permanent (Clarification: Permanent Life changes require many successes for Duration, as well as half xp expenditure).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And it causes...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The afflicted individual loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. This &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick, but see below.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Healing Pattern Leakage Damage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Damage from Pattern Leakage can be healed with Magick, but is more difficult than healing even normal Aggravated damage.&lt;br /&gt;
* This effect requires two points of quintessence, and Life 3 (4 for others) / Prime 2. It is always Vulgar.&lt;br /&gt;
* An ounce of prevention is better than a pound of cure.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4601</id>
		<title>Permanent Paradox And Pattern Bleeding</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4601"/>
		<updated>2022-02-05T18:32:44Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== DRAFT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://forum.theonyxpath.com/forum/main-category/main-forum/the-classic-world-of-darkness/mage-the-ascension/1387950-m20-questions-about-casting-spell?p=1393647#post1393647 M20 is dreadfully unclear on the subject compared to earlier editions, which are all over the place], and we want [[Can I Just Do This?|players]], PrP runners, and staff to be able to adjudicate this consistently.&lt;br /&gt;
&lt;br /&gt;
The following is a mixture of clarification from one of the developers of Mage (Malcolm Sheppard) answering a FAQ, adjusted for M20, and MN-specific house-rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;How do mages gain and lose permanent paradox?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain Permanent Paradox from two main sources:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type A:&amp;#039;&amp;#039;&amp;#039; Major Backlashes inflict it, and it never goes away without special scourging techniques.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type B:&amp;#039;&amp;#039;&amp;#039; Potent or Vulgar long term effects cause it. It goes away when the enhancement goes away.&lt;br /&gt;
&lt;br /&gt;
The name is deceptive. You can get rid of Permanent Paradox. We will sometimes call it &amp;quot;stickydox&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Methods *may* exist to get rid of Type A, but will be quest-worthy and very painful.&lt;br /&gt;
To get rid of Type B, simply drop the effects that cause Permanent Paradox. Typically this is any long-term Vulgar effect, or potent coincidental effect. If the effect is just for a scene, maybe don&amp;#039;t bother tracking it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarification: These include, but are not limited to these Vulgar effects...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The Enhancements background: 1 per dot but can be offset with genetic flaws or other options.&lt;br /&gt;
* Wonders that cannot be taken from you, e.g. tattoos, horns: 1 for each dot in Wonder.&lt;br /&gt;
* Life or youth extension magic.&lt;br /&gt;
* Magic that raises an attribute over 5: 1 for every level above 5.&lt;br /&gt;
* Life Magic that allows the mage to do something a human Pattern can&amp;#039;t naturally do, like gills or infrared vision as a part of the natural form&amp;#039;s abilities: 1 per ability.&lt;br /&gt;
* Life Magic that gives the mage&amp;#039;s Life Pattern the ability to soak aggravated wounds: 1.&lt;br /&gt;
* Other persistent Vulgar effects that travel with a character&amp;#039;s Pattern: 1 per highest sphere in effect.  A Traveling Corr 4 Ban therefore might be 4.&lt;br /&gt;
* etc. Player and staff storytellers are encouraged to add to this list for consistency.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And potent coincidental effects such as...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Persistent Magick Enhancing Abilities at -3 difficulty or below: 1.&lt;br /&gt;
* Persistent Slipstream effect: 1.&lt;br /&gt;
* Mind shields at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Time at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Space at 6 strength or above: 1.&lt;br /&gt;
* etc.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Multiple effects:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1 stickydox for every 2 effects on the character past their Arete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What is pattern bleeding?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a condition related to but distinct from permanent paradox. Pattern bleeding only comes from Life pattern-enhancing effects. Typically this is from the &amp;#039;&amp;#039;&amp;#039;••• Better Body&amp;#039;&amp;#039;&amp;#039; Effect.&lt;br /&gt;
&lt;br /&gt;
A mage gains pattern bleeding by maintaining a magical effect that increases stats or grants impossible traits like gills or wings. It&amp;#039;s not unusual for mages to suffer from both permanent paradox and pattern bleeding simultaneously.&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid pattern bleeding from stat gain by swapping stat ratings – trading a dot of strength for a dot of dexterity would not result in pattern bleeding, while simply gaining a dot of dexterity would.&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a binary trait – &amp;#039;&amp;#039;&amp;#039;either a mage is suffering from it or not.&amp;#039;&amp;#039;&amp;#039; There are no degrees of severity.&lt;br /&gt;
&lt;br /&gt;
A mage suffering from pattern bleeding becomes a Thaumivore. She loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. This &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick but see below.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a Node 2, such as the one in Clarion alley, only gives 5 points of Quintessence and 3 Tass a week, and that must be shared with all the other Mages.&lt;br /&gt;
&lt;br /&gt;
Because Pattern Bleeding occurs once per day, magical Effects with a duration of one day or less never inflict pattern bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;tl;dr:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;You suffer Pattern Bleeding when BOTH of these conditions are met:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# You increase your stats (without lowering another stat equally). This includes changing yourself to gain merits or eliminate flaws. Soaking lethal or aggravated damage with stamina. Or you grant yourself an impossible trait.&lt;br /&gt;
#* Pattern Bleeding occurs whenever you enhance a Pattern beyond its basic capabilities, but not necessarily to superhuman levels. For example, increasing a mage&amp;#039;s normal 3 Strength to 5 creates Pattern Bleeding. Increasing it to 6 creates Pattern Bleeding *and* Permanent Paradox.&lt;br /&gt;
#* In other words, all Life sphere effects that cause Type B Permanent Paradox also cause Pattern Bleeding but the reverse is not true.&lt;br /&gt;
# This change lasts a day or longer and is not permanent (Clarification: Permanent Life changes require many successes for Duration, as well as half xp expenditure).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And it causes...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The afflicted individual loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. This &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick, but see below.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Healing Pattern Leakage Damage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Damage from Pattern Leakage can be healed with Magick, but is more difficult than healing even normal Aggravated damage.&lt;br /&gt;
* This effect requires two points of quintessence, and Life 3 (4 for others) / Prime 2. It is always Vulgar.&lt;br /&gt;
* An ounce of prevention is better than a pound of cure.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4600</id>
		<title>Permanent Paradox And Pattern Bleeding</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4600"/>
		<updated>2022-02-05T17:32:38Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://forum.theonyxpath.com/forum/main-category/main-forum/the-classic-world-of-darkness/mage-the-ascension/1387950-m20-questions-about-casting-spell?p=1393647#post1393647 M20 is dreadfully unclear on the subject compared to earlier editions, which are all over the place], and we want [[Can I Just Do This?|players]], PrP runners, and staff to be able to adjudicate this consistently.&lt;br /&gt;
&lt;br /&gt;
The following is a mixture of clarification from one of the developers of Mage (Malcolm Sheppard) answering a FAQ, adjusted for M20, and MN-specific house-rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;How do mages gain and lose permanent paradox?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain Permanent Paradox from two main sources:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type A:&amp;#039;&amp;#039;&amp;#039; Major Backlashes inflict it, and it never goes away without special scourging techniques.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type B:&amp;#039;&amp;#039;&amp;#039; Potent or Vulgar long term effects cause it. It goes away when the enhancement goes away.&lt;br /&gt;
&lt;br /&gt;
The name is deceptive. You can get rid of Permanent Paradox. We will sometimes call it &amp;quot;stickydox&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Methods *may* exist to get rid of Type A, but will be quest-worthy and very painful.&lt;br /&gt;
To get rid of Type B, simply drop the effects that cause Permanent Paradox. Typically this is any long-term Vulgar effect, or potent coincidental effect. If the effect is just for a scene, maybe don&amp;#039;t bother tracking it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarification: These include, but are not limited to these Vulgar effects...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The Enhancements background: 1 per dot but can be offset with genetic flaws or other options.&lt;br /&gt;
* Wonders that cannot be taken from you, e.g. tattoos, horns: 1 for each dot in Wonder.&lt;br /&gt;
* Life or youth extension magic.&lt;br /&gt;
* Magic that raises an attribute over 5: 1 for every level above 5.&lt;br /&gt;
* Life Magic that allows the mage to do something a human Pattern can&amp;#039;t naturally do, like gills or infrared vision as a part of the natural form&amp;#039;s abilities: 1 per ability.&lt;br /&gt;
* Life Magic that gives the mage&amp;#039;s Life Pattern the ability to soak aggravated wounds: 1.&lt;br /&gt;
* Other persistent Vulgar effects that travel with a character&amp;#039;s Pattern: 1 per highest sphere in effect.  A Traveling Corr 4 Ban therefore might be 4.&lt;br /&gt;
* etc. Player and staff storytellers are encouraged to add to this list for consistency.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And potent coincidental effects such as...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Persistent Magick Enhancing Abilities at -3 difficulty or below: 1.&lt;br /&gt;
* Persistent Slipstream effect: 1.&lt;br /&gt;
* Mind shields at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Time at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Space at 6 strength or above: 1.&lt;br /&gt;
* etc.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Multiple effects:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1 stickydox for every 2 effects on the character past their Arete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What is pattern bleeding?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a condition related to but distinct from permanent paradox. Pattern bleeding only comes from Life pattern-enhancing effects. Typically this is from the &amp;#039;&amp;#039;&amp;#039;••• Better Body&amp;#039;&amp;#039;&amp;#039; Effect.&lt;br /&gt;
&lt;br /&gt;
A mage gains pattern bleeding by maintaining a magical effect that increases stats or grants impossible traits like gills or wings. It&amp;#039;s not unusual for mages to suffer from both permanent paradox and pattern bleeding simultaneously.&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid pattern bleeding from stat gain by swapping stat ratings – trading a dot of strength for a dot of dexterity would not result in pattern bleeding, while simply gaining a dot of dexterity would.&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a binary trait – &amp;#039;&amp;#039;&amp;#039;either a mage is suffering from it or not.&amp;#039;&amp;#039;&amp;#039; There are no degrees of severity.&lt;br /&gt;
&lt;br /&gt;
A mage suffering from pattern bleeding becomes a Thaumivore. She loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. This &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick but see below.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a Node 2, such as the one in Clarion alley, only gives 5 points of Quintessence and 3 Tass a week, and that must be shared with all the other Mages.&lt;br /&gt;
&lt;br /&gt;
Because Pattern Bleeding occurs once per day, magical Effects with a duration of one day or less never inflict pattern bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;tl;dr:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;You suffer Pattern Bleeding when BOTH of these conditions are met:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# You increase your stats (without lowering another stat equally). This includes changing yourself to gain merits or eliminate flaws. Soaking lethal or aggravated damage with stamina. Or you grant yourself an impossible trait.&lt;br /&gt;
#* Pattern Bleeding occurs whenever you enhance a Pattern beyond its basic capabilities, but not necessarily to superhuman levels. For example, increasing a mage&amp;#039;s normal 3 Strength to 5 creates Pattern Bleeding. Increasing it to 6 creates Pattern Bleeding *and* Permanent Paradox.&lt;br /&gt;
#* In other words, all Life sphere effects that cause Type B Permanent Paradox also cause Pattern Bleeding but the reverse is not true.&lt;br /&gt;
# This change lasts a day or longer and is not permanent (Clarification: Permanent Life changes require many successes for Duration, as well as half xp expenditure).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And it causes...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The afflicted individual loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. This &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick, but see below.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Healing Pattern Leakage Damage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Damage from Pattern Leakage can be healed with Magick, but is more difficult than healing even normal Aggravated damage.&lt;br /&gt;
* This effect requires two points of quintessence, and Life 3 (4 for others) / Prime 2. It is always Vulgar.&lt;br /&gt;
* An ounce of prevention is better than a pound of cure.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4599</id>
		<title>Permanent Paradox And Pattern Bleeding</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4599"/>
		<updated>2022-02-05T08:26:22Z</updated>

		<summary type="html">&lt;p&gt;Skynet: Remove Life 5 requirement for permanent effects for now: Deliberating.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://forum.theonyxpath.com/forum/main-category/main-forum/the-classic-world-of-darkness/mage-the-ascension/1387950-m20-questions-about-casting-spell?p=1393647#post1393647 M20 is dreadfully unclear on the subject compared to earlier editions, which are all over the place], and we want [[Can I Just Do This?|players]], PrP runners, and staff to be able to adjudicate this consistently.&lt;br /&gt;
&lt;br /&gt;
The following is a mixture of clarification from one of the developers of Mage (Malcolm Sheppard) answering a FAQ, adjusted for M20, and MN-specific house-rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;How do mages gain and lose permanent paradox?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain Permanent Paradox from two main sources:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type A:&amp;#039;&amp;#039;&amp;#039; Major Backlashes inflict it, and it never goes away without special scourging techniques.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type B:&amp;#039;&amp;#039;&amp;#039; Potent or Vulgar long term effects cause it. It goes away when the enhancement goes away.&lt;br /&gt;
&lt;br /&gt;
The name is deceptive. You can get rid of Permanent Paradox. We will sometimes call it &amp;quot;stickydox&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Methods *may* exist to get rid of Type A, but will be quest-worthy and very painful.&lt;br /&gt;
To get rid of Type B, simply drop the effects that cause Permanent Paradox. Typically this is any long-term Vulgar effect, or potent coincidental effect. If the effect is just for a scene, maybe don&amp;#039;t bother tracking it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarification: These include, but are not limited to these Vulgar effects...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The Enhancements background: 1 per dot but can be offset with genetic flaws or other options.&lt;br /&gt;
* Wonders that cannot be taken from you, e.g. tattoos, horns: 1 for each dot in Wonder.&lt;br /&gt;
* Life or youth extension magic.&lt;br /&gt;
* Magic that raises an attribute over 5: 1 for every level above 5.&lt;br /&gt;
* Life Magic that allows the mage to do something a human Pattern can&amp;#039;t naturally do, like gills or infrared vision as a part of the natural form&amp;#039;s abilities: 1 per ability.&lt;br /&gt;
* Life Magic that gives the mage&amp;#039;s Life Pattern the ability to soak aggravated wounds: 1.&lt;br /&gt;
* Other persistent Vulgar effects that travel with a character&amp;#039;s Pattern: 1 per highest sphere in effect.  A Traveling Corr 4 Ban therefore might be 4.&lt;br /&gt;
* etc. Player and staff storytellers are encouraged to add to this list for consistency.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And potent coincidental effects such as...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Persistent Magick Enhancing Abilities at -3 difficulty or below: 1.&lt;br /&gt;
* Persistent Slipstream effect: 1.&lt;br /&gt;
* Mind shields at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Time at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Space at 6 strength or above: 1.&lt;br /&gt;
* etc.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Multiple effects:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1 stickydox for every 2 effects on the character past their Arete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What is pattern bleeding?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a condition related to but distinct from permanent paradox. Pattern bleeding only comes from Life pattern-enhancing effects. Typically this is from the &amp;#039;&amp;#039;&amp;#039;••• Better Body&amp;#039;&amp;#039;&amp;#039; Effect.&lt;br /&gt;
&lt;br /&gt;
A mage gains pattern bleeding by maintaining a magical effect that increases stats or grants impossible traits like gills or wings. It&amp;#039;s not unusual for mages to suffer from both permanent paradox and pattern bleeding simultaneously.&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid pattern bleeding from stat gain by swapping stat ratings – trading a dot of strength for a dot of dexterity would not result in pattern bleeding, while simply gaining a dot of dexterity would.&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a binary trait – &amp;#039;&amp;#039;&amp;#039;either a mage is suffering from it or not.&amp;#039;&amp;#039;&amp;#039; There are no degrees of severity.&lt;br /&gt;
&lt;br /&gt;
A mage suffering from pattern bleeding becomes a Thaumivore. She loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. As an HR, this &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick but see below.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a Node 2, such as the one in Clarion alley, only gives 5 points of Quintessence and 3 Tass a week, and that must be shared with all the other Mages.&lt;br /&gt;
&lt;br /&gt;
Because Pattern Bleeding occurs once per day, magical Effects with a duration of one day or less never inflict pattern bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;tl;dr:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;You suffer Pattern Bleeding when BOTH of these conditions are met:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# You increase your stats (without lowering another stat equally). This includes changing yourself to gain merits or eliminate flaws. Soaking lethal or aggravated damage with stamina. Or you grant yourself an impossible trait.&lt;br /&gt;
#* Pattern Bleeding occurs whenever you enhance a Pattern beyond its basic capabilities, but not necessarily to superhuman levels. For example, increasing a mage&amp;#039;s normal 3 Strength to 5 creates Pattern Bleeding. Increasing it to 6 creates Pattern Bleeding *and* Permanent Paradox.&lt;br /&gt;
#* In other words, all Life sphere effects that cause Type B Permanent Paradox also cause Pattern Bleeding but the reverse is not true.&lt;br /&gt;
# This change lasts a day or longer and is not permanent (Clarification: Permanent Life changes require many successes for Duration, as well as half xp expenditure).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And it causes...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The afflicted individual loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable lethal damage that does not heal naturally. As an HR, this &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick, but see below.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Healing Pattern Leakage Damage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Damage from Pattern Leakage can be healed with Magick, but is more difficult than healing even normal Aggravated damage.&lt;br /&gt;
* This effect requires a point of quintessence, and Life 3 (4 for others) / Prime 2. It is always Vulgar.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4598</id>
		<title>Permanent Paradox And Pattern Bleeding</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4598"/>
		<updated>2022-02-05T07:59:02Z</updated>

		<summary type="html">&lt;p&gt;Skynet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://forum.theonyxpath.com/forum/main-category/main-forum/the-classic-world-of-darkness/mage-the-ascension/1387950-m20-questions-about-casting-spell?p=1393647#post1393647 M20 is dreadfully unclear on the subject compared to earlier editions, which are all over the place], and we want [[Can I Just Do This?|players]], PrP runners, and staff to be able to adjudicate this consistently.&lt;br /&gt;
&lt;br /&gt;
The following is a mixture of clarification from one of the developers of Mage (Malcolm Sheppard) answering a FAQ, adjusted for M20, and MN-specific house-rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;How do mages gain and lose permanent paradox?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain Permanent Paradox from two main sources:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type A:&amp;#039;&amp;#039;&amp;#039; Major Backlashes inflict it, and it never goes away without special scourging techniques.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type B:&amp;#039;&amp;#039;&amp;#039; Potent or Vulgar long term effects cause it. It goes away when the enhancement goes away.&lt;br /&gt;
&lt;br /&gt;
The name is deceptive. You can get rid of Permanent Paradox. We will sometimes call it &amp;quot;stickydox&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Methods *may* exist to get rid of Type A, but will be quest-worthy and very painful.&lt;br /&gt;
To get rid of Type B, simply drop the effects that cause Permanent Paradox. Typically this is any long-term Vulgar effect, or potent coincidental effect. If the effect is just for a scene, maybe don&amp;#039;t bother tracking it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarification: These include, but are not limited to these Vulgar effects...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The Enhancements background: 1 per dot but can be offset with genetic flaws or other options.&lt;br /&gt;
* Wonders that cannot be taken from you, e.g. tattoos, horns: 1 for each dot in Wonder.&lt;br /&gt;
* Life or youth extension magic.&lt;br /&gt;
* Magic that raises an attribute over 5: 1 for every level above 5.&lt;br /&gt;
* Life Magic that allows the mage to do something a human Pattern can&amp;#039;t naturally do, like gills or infrared vision as a part of the natural form&amp;#039;s abilities: 1 per ability.&lt;br /&gt;
* Life Magic that gives the mage&amp;#039;s Life Pattern the ability to soak aggravated wounds: 1.&lt;br /&gt;
* Other persistent Vulgar effects that travel with a character&amp;#039;s Pattern: 1 per highest sphere in effect.  A Traveling Corr 4 Ban therefore might be 4.&lt;br /&gt;
* etc. Player and staff storytellers are encouraged to add to this list for consistency.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And potent coincidental effects such as...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Persistent Magick Enhancing Abilities at -3 difficulty or below: 1.&lt;br /&gt;
* Persistent Slipstream effect: 1.&lt;br /&gt;
* Mind shields at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Time at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Space at 6 strength or above: 1.&lt;br /&gt;
* etc.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Multiple effects:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1 stickydox for every 2 effects on the character past their Arete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What is pattern bleeding?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a condition related to but distinct from permanent paradox. Pattern bleeding only comes from Life pattern-enhancing effects. Typically this is from the &amp;#039;&amp;#039;&amp;#039;••• Better Body&amp;#039;&amp;#039;&amp;#039; Effect.&lt;br /&gt;
&lt;br /&gt;
A mage gains pattern bleeding by maintaining a magical effect that increases stats or grants impossible traits like gills or wings. It&amp;#039;s not unusual for mages to suffer from both permanent paradox and pattern bleeding simultaneously.&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid pattern bleeding from stat gain by swapping stat ratings – trading a dot of strength for a dot of dexterity would not result in pattern bleeding, while simply gaining a dot of dexterity would.&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a binary trait – &amp;#039;&amp;#039;&amp;#039;either a mage is suffering from it or not.&amp;#039;&amp;#039;&amp;#039; There are no degrees of severity.&lt;br /&gt;
&lt;br /&gt;
A mage suffering from pattern bleeding becomes a Thaumivore. She loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. As an HR, this &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick but see below.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a Node 2, such as the one in Clarion alley, only gives 5 points of Quintessence and 3 Tass a week, and that must be shared with all the other Mages.&lt;br /&gt;
&lt;br /&gt;
Because Pattern Bleeding occurs once per day, magical Effects with a duration of one day or less never inflict pattern bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;tl;dr:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;You suffer Pattern Bleeding when BOTH of these conditions are met:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# You increase your stats (without lowering another stat equally). This includes changing yourself to gain merits or eliminate flaws. Soaking lethal or aggravated damage with stamina. Or you grant yourself an impossible trait.&lt;br /&gt;
#* Pattern Bleeding occurs whenever you enhance a Pattern beyond its basic capabilities, but not necessarily to superhuman levels. For example, increasing a mage&amp;#039;s normal 3 Strength to 5 creates Pattern Bleeding. Increasing it to 6 creates Pattern Bleeding *and* Permanent Paradox.&lt;br /&gt;
#* In other words, all Life sphere effects that cause Type B Permanent Paradox also cause Pattern Bleeding but the reverse is not true.&lt;br /&gt;
# This change lasts a day or longer and is not permanent (Clarification: Permanent Life changes require Life 5, many successes for Duration, as well as half xp expenditure).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And it causes...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The afflicted individual loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable lethal damage that does not heal naturally. As an HR, this &amp;#039;&amp;#039;&amp;#039;can&amp;#039;&amp;#039;&amp;#039; be healed with Magick, but see below.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Healing Pattern Leakage Damage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Damage from Pattern Leakage can be healed with Magick, but is more difficult than healing even normal Aggravated damage.&lt;br /&gt;
* This effect requires a point of quintessence, and Life 3 (4 for others) / Prime 2. It is always Vulgar.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4597</id>
		<title>Permanent Paradox And Pattern Bleeding</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4597"/>
		<updated>2022-02-05T07:58:07Z</updated>

		<summary type="html">&lt;p&gt;Skynet: Add link to edition comparison &amp;amp; malcolm sheppard original post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://forum.theonyxpath.com/forum/main-category/main-forum/the-classic-world-of-darkness/mage-the-ascension/1387950-m20-questions-about-casting-spell?p=1393647#post1393647 M20 is dreadfully unclear on the subject compared to earlier editions, which are all over the place], and we want [[Can I Just Do This?|players]], PrP runners, and staff to be able to adjudicate this consistently.&lt;br /&gt;
&lt;br /&gt;
The following is a mixture of clarification from one of the developers of Mage (Malcolm Sheppard) answering a FAQ, adjusted for M20, and MN-specific house-rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;How do mages gain and lose permanent paradox?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain Permanent Paradox from two main sources:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type A:&amp;#039;&amp;#039;&amp;#039; Major Backlashes inflict it, and it never goes away without special scourging techniques.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type B:&amp;#039;&amp;#039;&amp;#039; Potent or Vulgar long term effects cause it. It goes away when the enhancement goes away.&lt;br /&gt;
&lt;br /&gt;
The name is deceptive. You can get rid of Permanent Paradox. We will sometimes call it &amp;quot;stickydox&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Methods *may* exist to get rid of Type A, but will be quest-worthy and very painful.&lt;br /&gt;
To get rid of Type B, simply drop the effects that cause Permanent Paradox. Typically this is any long-term Vulgar effect, or potent coincidental effect. If the effect is just for a scene, maybe don&amp;#039;t bother tracking it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarification: These include, but are not limited to these Vulgar effects...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The Enhancements background: 1 per dot but can be offset with genetic flaws or other options.&lt;br /&gt;
* Wonders that cannot be taken from you, e.g. tattoos, horns: 1 for each dot in Wonder.&lt;br /&gt;
* Life or youth extension magic.&lt;br /&gt;
* Magic that raises an attribute over 5: 1 for every level above 5.&lt;br /&gt;
* Life Magic that allows the mage to do something a human Pattern can&amp;#039;t naturally do, like gills or infrared vision as a part of the natural form&amp;#039;s abilities: 1 per ability.&lt;br /&gt;
* Life Magic that gives the mage&amp;#039;s Life Pattern the ability to soak aggravated wounds: 1.&lt;br /&gt;
* Other persistent Vulgar effects that travel with a character&amp;#039;s Pattern: 1 per highest sphere in effect.  A Traveling Corr 4 Ban therefore might be 4.&lt;br /&gt;
* etc. Player and staff storytellers are encouraged to add to this list for consistency.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And potent coincidental effects such as...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Persistent Magick Enhancing Abilities at -3 difficulty or below: 1.&lt;br /&gt;
* Persistent Slipstream effect: 1.&lt;br /&gt;
* Mind shields at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Time at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Space at 6 strength or above: 1.&lt;br /&gt;
* etc.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Multiple effects:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1 stickydox for every 2 effects on the character past their Arete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What is pattern bleeding?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a condition related to but distinct from permanent paradox. Pattern bleeding only comes from Life pattern-enhancing effects. Typically this is from the &amp;#039;&amp;#039;&amp;#039;••• Better Body&amp;#039;&amp;#039;&amp;#039; Effect.&lt;br /&gt;
&lt;br /&gt;
A mage gains pattern bleeding by maintaining a magical effect that increases stats or grants impossible traits like gills or wings. It&amp;#039;s not unusual for mages to suffer from both permanent paradox and pattern bleeding simultaneously.&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid pattern bleeding from stat gain by swapping stat ratings – trading a dot of strength for a dot of dexterity would not result in pattern bleeding, while simply gaining a dot of dexterity would.&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a binary trait – &amp;#039;&amp;#039;&amp;#039;either a mage is suffering from it or not.&amp;#039;&amp;#039;&amp;#039; There are no degrees of severity.&lt;br /&gt;
&lt;br /&gt;
A mage suffering from pattern bleeding becomes a Thaumivore. She loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. As an HR, this *can* be healed with Magick but see below.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a Node 2, such as the one in Clarion alley, only gives 5 points of Quintessence and 3 Tass a week, and that must be shared with all the other Mages.&lt;br /&gt;
&lt;br /&gt;
Because Pattern Bleeding occurs once per day, magical Effects with a duration of one day or less never inflict pattern bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;tl;dr:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;You suffer Pattern Bleeding when BOTH of these conditions are met:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# You increase your stats (without lowering another stat equally). This includes changing yourself to gain merits or eliminate flaws. Soaking lethal or aggravated damage with stamina. Or you grant yourself an impossible trait.&lt;br /&gt;
#* Pattern Bleeding occurs whenever you enhance a Pattern beyond its basic capabilities, but not necessarily to superhuman levels. For example, increasing a mage&amp;#039;s normal 3 Strength to 5 creates Pattern Bleeding. Increasing it to 6 creates Pattern Bleeding *and* Permanent Paradox.&lt;br /&gt;
#* In other words, all Life sphere effects that cause Type B Permanent Paradox also cause Pattern Bleeding but the reverse is not true.&lt;br /&gt;
# This change lasts a day or longer and is not permanent (Clarification: Permanent Life changes require Life 5, many successes for Duration, as well as half xp expenditure).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And it causes...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The afflicted individual loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable lethal damage that does not heal naturally. As an HR, this *can* be healed with Magick, but see below.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Healing Pattern Leakage Damage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Damage from Pattern Leakage can be healed with Magick, but is more difficult than healing even normal Aggravated damage.&lt;br /&gt;
* This effect requires a point of quintessence, and Life 3 (4 for others) / Prime 2. It is always Vulgar.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4596</id>
		<title>Permanent Paradox And Pattern Bleeding</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4596"/>
		<updated>2022-02-05T07:14:48Z</updated>

		<summary type="html">&lt;p&gt;Skynet: Skynet moved page Pattern Leakage And Permanent Paradox to Permanent Paradox And Pattern Bleeding without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;M20 is dreadfully unclear on the subject, and we want [[Can I Just Do This?|players]], PrP runners, and staff to be able to adjudicate this consistently.&lt;br /&gt;
&lt;br /&gt;
The following is a mixture of clarification from one of the developers of Mage (Malcolm Sheppard) answering a FAQ, adjusted for M20, and MN-specific house-rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;How do mages gain and lose permanent paradox?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain Permanent Paradox from two main sources:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type A:&amp;#039;&amp;#039;&amp;#039; Major Backlashes inflict it, and it never goes away without special scourging techniques.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type B:&amp;#039;&amp;#039;&amp;#039; Potent or Vulgar long term effects cause it. It goes away when the enhancement goes away.&lt;br /&gt;
&lt;br /&gt;
The name is deceptive. You can get rid of Permanent Paradox. We will sometimes call it &amp;quot;stickydox&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Methods *may* exist to get rid of Type A, but will be quest-worthy and very painful.&lt;br /&gt;
To get rid of Type B, simply drop the effects that cause Permanent Paradox. Typically this is any long-term Vulgar effect, or potent coincidental effect. If the effect is just for a scene, maybe don&amp;#039;t bother tracking it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarification: These include, but are not limited to these Vulgar effects...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The Enhancements background: 1 per dot but can be offset with genetic flaws or other options.&lt;br /&gt;
* Wonders that cannot be taken from you, e.g. tattoos, horns: 1 for each dot in Wonder.&lt;br /&gt;
* Life or youth extension magic.&lt;br /&gt;
* Magic that raises an attribute over 5: 1 for every level above 5.&lt;br /&gt;
* Life Magic that allows the mage to do something a human Pattern can&amp;#039;t naturally do, like gills or infrared vision as a part of the natural form&amp;#039;s abilities: 1 per ability.&lt;br /&gt;
* Life Magic that gives the mage&amp;#039;s Life Pattern the ability to soak aggravated wounds: 1.&lt;br /&gt;
* Other persistent Vulgar effects that travel with a character&amp;#039;s Pattern: 1 per highest sphere in effect.  A Traveling Corr 4 Ban therefore might be 4.&lt;br /&gt;
* etc. Player and staff storytellers are encouraged to add to this list for consistency.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And potent coincidental effects such as...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Persistent Magick Enhancing Abilities at -3 difficulty or below: 1.&lt;br /&gt;
* Persistent Slipstream effect: 1.&lt;br /&gt;
* Mind shields at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Time at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Space at 6 strength or above: 1.&lt;br /&gt;
* etc.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Multiple effects:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1 stickydox for every 2 effects on the character past their Arete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What is pattern bleeding?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a condition related to but distinct from permanent paradox. Pattern bleeding only comes from Life pattern-enhancing effects. Typically this is from the &amp;#039;&amp;#039;&amp;#039;••• Better Body&amp;#039;&amp;#039;&amp;#039; Effect.&lt;br /&gt;
&lt;br /&gt;
A mage gains pattern bleeding by maintaining a magical effect that increases stats or grants impossible traits like gills or wings. It&amp;#039;s not unusual for mages to suffer from both permanent paradox and pattern bleeding simultaneously.&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid pattern bleeding from stat gain by swapping stat ratings – trading a dot of strength for a dot of dexterity would not result in pattern bleeding, while simply gaining a dot of dexterity would.&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a binary trait – &amp;#039;&amp;#039;&amp;#039;either a mage is suffering from it or not.&amp;#039;&amp;#039;&amp;#039; There are no degrees of severity.&lt;br /&gt;
&lt;br /&gt;
A mage suffering from pattern bleeding becomes a Thaumivore. She loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. As an HR, this *can* be healed with Magick but see below.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a Node 2, such as the one in Clarion alley, only gives 5 points of Quintessence and 3 Tass a week, and that must be shared with all the other Mages.&lt;br /&gt;
&lt;br /&gt;
Because Pattern Bleeding occurs once per day, magical Effects with a duration of one day or less never inflict pattern bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;tl;dr:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;You suffer Pattern Bleeding when BOTH of these conditions are met:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# You increase your stats (without lowering another stat equally). This includes changing yourself to gain merits or eliminate flaws. Soaking lethal or aggravated damage with stamina. Or you grant yourself an impossible trait.&lt;br /&gt;
#* Pattern Bleeding occurs whenever you enhance a Pattern beyond its basic capabilities, but not necessarily to superhuman levels. For example, increasing a mage&amp;#039;s normal 3 Strength to 5 creates Pattern Bleeding. Increasing it to 6 creates Pattern Bleeding *and* Permanent Paradox.&lt;br /&gt;
#* In other words, all Life sphere effects that cause Type B Permanent Paradox also cause Pattern Bleeding but the reverse is not true.&lt;br /&gt;
# This change lasts a day or longer and is not permanent (Clarification: Permanent Life changes require Life 5, many successes for Duration, as well as half xp expenditure).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And it causes...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The afflicted individual loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable lethal damage that does not heal naturally. As an HR, this *can* be healed with Magick, but see below.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Healing Pattern Leakage Damage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Damage from Pattern Leakage can be healed with Magick, but is more difficult than healing even normal Aggravated damage.&lt;br /&gt;
* This effect requires a point of quintessence, and Life 3 (4 for others) / Prime 2. It is always Vulgar.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4595</id>
		<title>Permanent Paradox And Pattern Bleeding</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4595"/>
		<updated>2022-02-05T07:14:11Z</updated>

		<summary type="html">&lt;p&gt;Skynet: WIP: Clarify permadox and pattern bleeding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;M20 is dreadfully unclear on the subject, and we want [[Can I Just Do This?|players]], PrP runners, and staff to be able to adjudicate this consistently.&lt;br /&gt;
&lt;br /&gt;
The following is a mixture of clarification from one of the developers of Mage (Malcolm Sheppard) answering a FAQ, adjusted for M20, and MN-specific house-rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;How do mages gain and lose permanent paradox?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain Permanent Paradox from two main sources:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type A:&amp;#039;&amp;#039;&amp;#039; Major Backlashes inflict it, and it never goes away without special scourging techniques.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Type B:&amp;#039;&amp;#039;&amp;#039; Potent or Vulgar long term effects cause it. It goes away when the enhancement goes away.&lt;br /&gt;
&lt;br /&gt;
The name is deceptive. You can get rid of Permanent Paradox. We will sometimes call it &amp;quot;stickydox&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Methods *may* exist to get rid of Type A, but will be quest-worthy and very painful.&lt;br /&gt;
To get rid of Type B, simply drop the effects that cause Permanent Paradox. Typically this is any long-term Vulgar effect, or potent coincidental effect. If the effect is just for a scene, maybe don&amp;#039;t bother tracking it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarification: These include, but are not limited to these Vulgar effects...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The Enhancements background: 1 per dot but can be offset with genetic flaws or other options.&lt;br /&gt;
* Wonders that cannot be taken from you, e.g. tattoos, horns: 1 for each dot in Wonder.&lt;br /&gt;
* Life or youth extension magic.&lt;br /&gt;
* Magic that raises an attribute over 5: 1 for every level above 5.&lt;br /&gt;
* Life Magic that allows the mage to do something a human Pattern can&amp;#039;t naturally do, like gills or infrared vision as a part of the natural form&amp;#039;s abilities: 1 per ability.&lt;br /&gt;
* Life Magic that gives the mage&amp;#039;s Life Pattern the ability to soak aggravated wounds: 1.&lt;br /&gt;
* Other persistent Vulgar effects that travel with a character&amp;#039;s Pattern: 1 per highest sphere in effect.  A Traveling Corr 4 Ban therefore might be 4.&lt;br /&gt;
* etc. Player and staff storytellers are encouraged to add to this list for consistency.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And potent coincidental effects such as...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Persistent Magick Enhancing Abilities at -3 difficulty or below: 1.&lt;br /&gt;
* Persistent Slipstream effect: 1.&lt;br /&gt;
* Mind shields at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Time at 6 strength or above: 1.&lt;br /&gt;
* Traveling Thickened Space at 6 strength or above: 1.&lt;br /&gt;
* etc.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Multiple effects:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* 1 stickydox for every 2 effects on the character past their Arete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;What is pattern bleeding?&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a condition related to but distinct from permanent paradox. Pattern bleeding only comes from Life pattern-enhancing effects. Typically this is from the &amp;#039;&amp;#039;&amp;#039;••• Better Body&amp;#039;&amp;#039;&amp;#039; Effect.&lt;br /&gt;
&lt;br /&gt;
A mage gains pattern bleeding by maintaining a magical effect that increases stats or grants impossible traits like gills or wings. It&amp;#039;s not unusual for mages to suffer from both permanent paradox and pattern bleeding simultaneously.&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid pattern bleeding from stat gain by swapping stat ratings – trading a dot of strength for a dot of dexterity would not result in pattern bleeding, while simply gaining a dot of dexterity would.&lt;br /&gt;
&lt;br /&gt;
Pattern bleeding is a binary trait – &amp;#039;&amp;#039;&amp;#039;either a mage is suffering from it or not.&amp;#039;&amp;#039;&amp;#039; There are no degrees of severity.&lt;br /&gt;
&lt;br /&gt;
A mage suffering from pattern bleeding becomes a Thaumivore. She loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable aggravated damage that does not heal naturally. As an HR, this *can* be healed with Magick but see below.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a Node 2, such as the one in Clarion alley, only gives 5 points of Quintessence and 3 Tass a week, and that must be shared with all the other Mages.&lt;br /&gt;
&lt;br /&gt;
Because Pattern Bleeding occurs once per day, magical Effects with a duration of one day or less never inflict pattern bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;tl;dr:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;You suffer Pattern Bleeding when BOTH of these conditions are met:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# You increase your stats (without lowering another stat equally). This includes changing yourself to gain merits or eliminate flaws. Soaking lethal or aggravated damage with stamina. Or you grant yourself an impossible trait.&lt;br /&gt;
#* Pattern Bleeding occurs whenever you enhance a Pattern beyond its basic capabilities, but not necessarily to superhuman levels. For example, increasing a mage&amp;#039;s normal 3 Strength to 5 creates Pattern Bleeding. Increasing it to 6 creates Pattern Bleeding *and* Permanent Paradox.&lt;br /&gt;
#* In other words, all Life sphere effects that cause Type B Permanent Paradox also cause Pattern Bleeding but the reverse is not true.&lt;br /&gt;
# This change lasts a day or longer and is not permanent (Clarification: Permanent Life changes require Life 5, many successes for Duration, as well as half xp expenditure).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;And it causes...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The afflicted individual loses 1 point of Quintessence per day. If the subject lacks Quintessence or Tass, she suffers one point of unsoakable lethal damage that does not heal naturally. As an HR, this *can* be healed with Magick, but see below.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House Rule: Healing Pattern Leakage Damage:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Damage from Pattern Leakage can be healed with Magick, but is more difficult than healing even normal Aggravated damage.&lt;br /&gt;
* This effect requires a point of quintessence, and Life 3 (4 for others) / Prime 2. It is always Vulgar.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Pattern_Leakage&amp;diff=4594</id>
		<title>Pattern Leakage</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Pattern_Leakage&amp;diff=4594"/>
		<updated>2022-02-05T05:08:36Z</updated>

		<summary type="html">&lt;p&gt;Skynet: Skynet moved page Pattern Leakage to Pattern Leakage And Permanent Paradox: using Malcolm Sheppard&amp;#039;s developer clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Pattern Leakage And Permanent Paradox]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4593</id>
		<title>Permanent Paradox And Pattern Bleeding</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Permanent_Paradox_And_Pattern_Bleeding&amp;diff=4593"/>
		<updated>2022-02-05T05:08:36Z</updated>

		<summary type="html">&lt;p&gt;Skynet: Skynet moved page Pattern Leakage to Pattern Leakage And Permanent Paradox: using Malcolm Sheppard&amp;#039;s developer clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pattern leakage from raising one&amp;#039;s attributes above 5 goes into effect in every circumstance and persists until the effect is dispelled. 6 IC hours pass before damage starts to occur, but it will occur.&lt;br /&gt;
&lt;br /&gt;
[[Category:House Rules]]&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
	<entry>
		<id>https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4592</id>
		<title>Story - Old</title>
		<link rel="alternate" type="text/html" href="https://modernnights.bigdamnmush.com/index.php?title=Story_-_Old&amp;diff=4592"/>
		<updated>2022-02-04T23:34:28Z</updated>

		<summary type="html">&lt;p&gt;Skynet: /* Mage-Centric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves as an information hub for organizing plots!  Staff uses it, PRP runners are welcome and encouraged to use it and edit it at will, as well.  Communicate and organize your plot in whatever format works best for you, and be sure to check out our [[Plot Overview Template]] to copypasta as a framework to get started.  You can also find [[:Category:Plots For Adoption|Plots For Adoption]] which are plots which can be handed off to someone else to run for as long as the PRP runner wants to run it. &lt;br /&gt;
&lt;br /&gt;
= Cross-Sphere =&lt;br /&gt;
* [[Finding The Author]]: A group of hunters known as The Children of Athanasius have identified a powerful relic in an attempt to gain the upper hand in destroying the non-supernatural.&lt;br /&gt;
&lt;br /&gt;
= Vampire-Centric =&lt;br /&gt;
* [[The Children Of Athanasius]]: Prince Winder has launched an investigation into a group of chillingly-informed vampire hunters announced themselves to the Bay area with an execution film in the guise of a supernatural thriller movie. Meanwhile, a group of vampire hunters have reportedly kidnapped the Sabbat pack, The Iron Shields, and each Sect wants to track them down, whether to recover their brethren or leverage the missing vampires as a lead to exterminate the hunters.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Neptune&amp;#039;s Bones]] (Malkavian):&amp;#039;&amp;#039;&amp;#039; The Cobweb is chatty ... &amp;quot;He has pierced the heart of Ahwaste,&amp;quot; a voice cries: &amp;quot;He feasts upon Neptune&amp;#039;s bones! He will drag us into the ocean!&amp;quot;  What is this about? Where is this leading?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Setite Smokeout]] (Sabbat):&amp;#039;&amp;#039;&amp;#039; The Sabbat have found a few worshippers of the dusty god.  Are they going to take initiative?&lt;br /&gt;
&lt;br /&gt;
= Mage-Centric =&lt;br /&gt;
* [[Sutro Baths]]: The Technocratic Union has taken over a node previously occupied by a mysterious, violent monster.&lt;br /&gt;
* Dr. Martin&amp;#039;s Return: The Etherite who created the Chantry was rescued from a trash-filled Interstellar situation. A month of his time went by, but 40 years for everyone else. In [[Updating Doctor Martin]], January 29 2022, he discovers that his peers didn&amp;#039;t look for him that hard from his point of view.&lt;br /&gt;
* SF Armory Masquerade Ball: A mysterious benefactor threw a very Cult of Ecstasy Pleasuredome party. What shop is being set up here?&lt;br /&gt;
&lt;br /&gt;
= City-Centric =&lt;br /&gt;
The following plots are geared to have no inherent supernatural components -- at least, not as a hook -- so that human characters and mortal+ characters can easily find something to join in on without relying on supernatural allies.&lt;br /&gt;
* [[Drug Syndicates]]: San Francisco&amp;#039;s opiate crisis has been worsened not only with fentanyl, but the introduction of untraceable ghost guns.&lt;br /&gt;
* [[Fort Point Murders]]: Three bodies have been brutally claimed in mere weeks, brutally savaged to death.  What the hell is going on out there?&lt;br /&gt;
* [[Eddy Rocked]]: A shootout at a Tenderloin nightclub has killed 4 people and injured several others.&lt;br /&gt;
&lt;br /&gt;
= Tick, Tock, Doomsday Clock =&lt;br /&gt;
There is a plotline about the Masquerade breaking that you have the power and obligation to stave off! If the clock ever hits midnight, then staff will unleash a particular metaplot about the Masquerade breaking in a gigantic and world-changing way. This number is a tally maintained by storytellers that is composed of masquerade breaches, which can be cleaned up. If we have too many uncured breaches, though, ... Well, you&amp;#039;ll see what happens. Or you won&amp;#039;t, hopefully.  When connected to the game, you can see the Doomsday Clock by typing &amp;quot;+who&amp;quot; or &amp;quot;+doom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here are instances where someone or some&amp;#039;&amp;#039;thing&amp;#039;&amp;#039; has moved the needle... &lt;br /&gt;
&lt;br /&gt;
* [[Midnight Massacre Leaves 3 Dead, Several Wounded]], August 05, 2021&lt;br /&gt;
* [[Shocking Light Over City]], November 04, 2021&lt;br /&gt;
* Murder of 6 Police Officers in Morgue Shocks City, January 13, 2021&lt;br /&gt;
&lt;br /&gt;
These particular incidents can be investigated and maybe even should!  Repeat offenders only drive us closer to destruction, spin doctors can turn the clock back, and if nothing else, it pays to know who did what if only not to go down with them!&lt;br /&gt;
&lt;br /&gt;
= Unsorted Events =&lt;br /&gt;
Some events happen but are not yet able to be sorted into a specific plot line just &amp;#039;&amp;#039;&amp;#039;yet.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
* [[Golden Gate Bridge Damaged In Late Night Wreck]], Nov 21 2021&lt;br /&gt;
* [[Murder Victim Identified In Bayview]], Jan 10 2022&lt;br /&gt;
* [[Murder Victim&amp;#039;s Father Speaks Out]], January 14 2022&lt;br /&gt;
&lt;br /&gt;
= Resolved Plots =&lt;/div&gt;</summary>
		<author><name>Skynet</name></author>
		
	</entry>
</feed>