Anti-Magick
This is not exactly a house rule - it's taken directly from the book - this is just my interpretation of the authors' tortured grammar.
As usual with White Wolf, this assumes that the opponent is another mage. If the opponent is a different type of super, then these rules will be tweaked as specified by other house rules.
Special note: On these rolls, you cannot spend Quint to reduce difficulty, but can (as usual) spend a point of Willpower for an automatic success.
Basic countermagick
Soak an incoming effect.
- You need at least 1 in each sphere used in the effect.
- Arete vs 7 if the effect targets you, 8 if it targets someone else.
- Successes cancel 1:1.
Offensive countermagick
Reflect an incoming effect.
- You need at least 1 in one or more of the spheres used in the effect, plus Prime 1.
- Arete vs 9.
- You must get more successes than the attacker.
Sphere-versus-sphere countermagick
Create your own effect that disrupts an incoming effect.
- You need to come up with something that you have the spheres to create, and that would plausibly disrupt the incoming effect if successful.
- Arete vs 8.
- Successes cancel 1:1.
Anti-magick
Reinforce static reality.
- You need Prime 2 or higher.
- Prime (not Arete) vs 8; you cannot split your dice pool this round.
- Each success allows you to spend 1 Quint to raise the attacker's difficulty by 1; this can raise difficulty by more than 3, but cannot raise it above 10.
- Attacker may spend Quint and/or Willpower as usual.
Unweaving
Disassemble an ongoing effect.
- You need at least 1 in each sphere used in the effect, plus Prime 1.
- Arete vs 8.
- Successes cancel 1:1.
- You may do this as an extended ritual; on a botch, the ongoing effect is not weakened at all.
- Whenever unweaving is attempted, the creator of the ongoing effect rolls Wits+Intuition vs 7 to realize it.
page revision: 1, last edited: 05 Sep 2008 05:55