If you roll a ten in an Arete roll, you may roll that die again. (you don't have to)
Re-rolling the die is handled like rolling an additional die. If a one comes up the ten from before is
cancelled (bad luck). If another ten comes up you may continue re-rolling
The rationale behind this was to make low level mages more powerful. Especially Mind effects can become useless pretty soon when sleepers resist 3 Arete dice with 5 Willpower dice. Atfer all this is magick. Forces attacks are equally disadvantaged at this level. A sleeper with only average attributes can roll more attack dice in a brawling attack than a mage sending a lightningbolt into his opponent.
|Magick and Combat|
Working a magickal effect is an exclusive action. That means, no additional actions may be undertaken in the same turn.
The only exception to this rule are effects which focus through other actions. If - for example - a character would like to augment
an atack with a firearm with Forces, both the attack and the magickal effect are possible in the same turn.
If a character uses this option, the dicepools for Enlightenment and any skill have to be adjusted according to the rules below and
the additional fast casting modifier of +1 is applied to the difficulty of the magickal effect.
Each player may announce a number of actions equal to or less than their dexterity score.
Each action, starting with the first, subtracts one die from the available dicepool for each additional action taken in this turn.
This number increases by one for every action after the first. Such an action may be declared as dodge (see below).
Example:Secret Agent John Courage is confronted by two vicious alien creatures. The Storyteller decides that John Courage will take three actions this turn. His first action will be a magickal Procedure to augment an attack using his Arete of 4 , the second will be a dodge with a dicepool of 7 and the last a firearm attack with a dicepool of 8. Since three actions are taken, each dicepool is reduced by 2 dice. The second has to take away another die, and the third yet another.
That leaves 2 dice for the Arete roll, 4 for the dodge and 4 for the attack.
Good luck John
This rule comes into effect if a player has not declared a dodge but still wants to dodge at some later point.
To do so, the player has to expend a willpower point and reduce the dicepool for the dodge as if it had been declared
as another action.
Because it is 'out of sequence', the dicepool for the dodge just loses dice equal to the number of actions, but not the additional 'sequence dice'. The dicepools for the other actions remain as they are.
Example:After his last action from above, John Courage is attacked another time by an alien that suddenly materializes beside him. The Storyteller expends one willpower point and rolls 4 dice to dodge. (7 dice minus 3 dice because John Courage has taken four actions now)
To reduce variation and give characters with high attributes a head start, Initiative is rolled
as 1D10 + (Dexterity+Wits). That means if you have Dexterity 4 and Wits 3 your Initiative would be
1D10+7. Whoever has the highest score goes first.
Basic countermagick can be used just like dodging. By expending one willpower point and reducing the dicepool accordingly
a character may use Basic Countermagick, Sphere vs. Sphere Countermagick or Anti-Magick to counter an effect aimed at her.
Offensive Countermagick and Unweaving always have to be declared actions and cannot be used this way.