Power Crossovers:

Powers vs. Powers:

Use this chart when determining the comparative power level of various supernatural powers.  This chart is also to be used for what levels can countermagic or unweave other levels of the different supernatural powers.

Fae

Vampires

Shifters

Mages

Mummy

Hedge Magic

N/A

Disc Lv1

Rank 0

Sphere Lv1

N/A

Path Lvl 1

Arts Lv1

Disc Lv2

Rank 1

Sphere Lv1

Hekau Lvl 1

Path Lvl 2

Arts Lv2

Disc Lv3

Rank 2

Sphere Lv2

Hekau Lvl 2

Path Lvl 3

Arts Lv3

Disc Lv4

Rank 3

Sphere Lv3

Hekau Lvl 3

Path Lvl 4

Arts Lv4

Disc Lv5

Rank 4

Sphere Lv4

Hekau Lvl 4

Path Lvl 5

Arts Lv5

Disc Lv6

Rank 5

Sphere Lv5

Hekau Lvl 5

Path Lvl 6

Arts Lv6

Disc Lv7

Rank 6

Sphere Lv6

Hekau Lvl 6

Path Lvl 7

Arts Lv7

Disc Lv8

Sphere Lv7

Hekau Lvl 7

Arts Lv8

Dics Lv9

Sphere Lv8

Hekau Lvl 8

Arts Lv9

Disc Lv10

Sphere Lv9

Fae:

Calling Upon Banality:

Cantrips are powerful in the world of the 7th Age.  But, like before the fall, all beings can call upon their Banality to counter a Fae’s cantrip.  This manifests as a Banality Retest in Cantrips that affect the character calling on their Banality.  Each character has a number of Banality that can be used to do so in one evening.  However, should a character use this method often, he runs the risk of becoming too Banal and either risks death from the Fae he offends, or worse, risks no longer being affected by the Dreaming altogether.  Before the fall, there was little repercussion to being too banal to interact with the fae.  However, in the 7th Age, to place oneself outside of Glamour is to place oneself outside of Dischordia (effectively making you an NPC) and unable to interact with the enchanted world… Which in this setting leaves you open to ravages of things from the other realms of the Umbra, such as the Abyss, with no one in Dischordia to be able to come to your aid. Should a character wish to call upon their Banality to retest a Cantrip challenge against them, they immediately gain two temporary Banality traits.  Once 10 temporary Banality is gained, the character’s permanent Banality increases by one. Once a character has 10 permanent Banality, it is no longer a playable character in Dischordia.

Vampires:

Feeding on…:

In crossover games such as this one vampires are bound to feed on supernaturals of all kinds.  See the chart below to see if anything comes of doing such an act.

Vampires

You will become blood bound, as well as gain blood.

Mages

You get blood as normal. Up to the storytellers to come up with side effects. the vampire’s sight shifts to random basic spheres”sights”. NOTHING good can come from this. More like bad acid flashes. They come and go and make it hard to do you every day job. Example: A vampire goes a bit OCD due to Correspondence 1.  They notice that everything is just a little off and points out all the placement and decorative imperfections in the room they are in. Gives an appropriate Negative Trait based upon the sphere you are affected by for the rest of the night.

Shifters 

Each trait counts as 2 traits, gives you the Negative Trait: Impatient for the rest of the night. Immediately after taking the first blood trait the vampire must test for Frenzy (Self Control/Instinct) difficulty 4 traits. This should be roleplayed as an amphetamine. 

Fae

Each trait counts as 2 traits, additionally every trait taken gives you the Negative Trait Forgetful for the rest of the night. This should be roleplayed as a hallucinogenic experience.

Mummies

You get blood as normal. It is up to the storytellers to come up with side effects, like bad acid flashes in hieroglyphs. They come and go and make it hard to do you every day job. You pick up the Negative Trait Oblivious for the rest of the night.

Wraith

You gain nothing from feeding off of a wraith, unless you have disciplines that allow you to do so.

Shifters:

The major changes that have been made here are that shifters get Bomb and Ties in strength, Dexterity, or Stamina related tests when in Crinos-type forms depending upon Shifter type (page 232 laws of the Wyld West).  Refer the the chart below to see in what categories you receive this bonus in.

Garou (Wolf)

Strength

Bastet (Cat)

Speed

Nuwisha (Coyote)

Speed

Corax/Omen (Raven)

Speed

(Ratkin) Rat

Speed

Gurahl (Bear), Ajaba (Hyaena)

Stamina

Mokole (Lizard)

Strength

Nagah (Snake) - NPC Only

Speed

Ananasi (Spider) - NPC Only

Strength

Rokea (Shark) - NPC Only

Strength

Powers vs Rank:

When in a crossover game Shifters are the only creatures that have no progression in the powers that they learn.  This makes for an interesting system.  When looking at clashing powers we will use the Shifter’s Rank in place of the power.  Example: A shifter and a vampire are getting into a fight.  The vampire spend the blood needed to activate Celerity 4 and the  Rank 5 shifter spends the gnosis needed to activate the gift Spirit of the Fray.  The shifter even while using a basic gift will go first in example due to the Power vs. Rank, Celerity 4 vs Rank 5.  Let’s say that the vampire has Celerity 6, it would then come down to physical vs physical, whomever had the higher traits.  Also note that Rank 6 can keep up with powers level 6.

Gifts, Challenges, and Expenditures:

If a power is NOT self-effecting, you will need a challenge, even if stated otherwise in the book.

Example: the difficulty of a long sword  would be 6 (FnF page 272). The long sword give 3 bonus traits but have 1 negative trait to give it a net bonus of 2, we then multiply this by 3 to come to the difficulty of 6. ( bonus traits 3-1 negative = 2, then take the 2 and multiply it by difficulty modifier of 3 to arrive at the difficulty rating of 6)

Example: the difficulty for a wonder level 3 would be 9. The background wonder times 3 (wonder rating 3x3=9 for the difficulty.) However magical items get 1 free retest.

Stepping Sideways: 

In the setting that we are using you will find stepping sideways is very easy at times and impossible at others. The gauntlet rating is almost never higher than 3 with a few exceptions. A Storyteller will let you know the difficulty in a given territory or domain. You may also find that the gauntlet rating is 0 so you cannot step sideways for you are already in both planes of existence. 

Mages:

Physical bodies

Most races are not physically affected by a single sphere , you normally will need a combo as seen below. This also covers healing.

Race.

Spheres needed.

Fae

Life + Mind

Vampires

Life + Matter

Shifters

Life + Spirit

Mages

Life

Hedge Mages

What ever race they are from.

Wraith

Entropy

Risen

Life + Entropy

Mummys

Life + Entropy

Making Power

Most races have a power source, each races power source can be created with combinations of spheres. please note each sphere must be at least level 2.

Race.

Spheres needed.

Conversion.

Fae

Prime + Mind

1 glamor = 1 quintessence

Mage

Prime

1 quintessence = 1 quintessence

Vampires

Prime + Life

3 blood = 1 quintessence

Shifters

Prime + Spirit

1 gnosis = 1 quintessence

Wraith

Prime + Entropy

1 pathos = 1 quintessence

Hedge magic

Prime

1 mana = 1 quintessence

Mummy

Prime + Entropy

1 sekhem = 1 quintessence

Taking Power via Magic:

All races have a source of power and you can use Prime 4 to take it from any of them but with a price.  You can however use your spheres to work around this.  A mage cannot take any power sources that are covered by its willpower. If a mage wants to take blood from an 8th gen vampire and the vampire has 5 will, this means the mage can not touch the vampires last 5 blood.

Race.

Spheres needed.

Consequences.

Fae

Prime + Mind

Dynamic resonance

Vampires

Prime + Entropy

Entropic resonance, Jhor in specific

Shifters

Prime + Spirit

Dynamic resonance

Hedge Mage

No way around this one

Static

Wraith

Prime + Entropy

Entropic resonance, Jhor in specific

Mummy

Prime + Entropy

Entropic resonance, Jhor in specific

Mages

Prime + Mind for Dynamic as lead

Prime + Entropy for Entropic as lead

Prime + Correspondence for Static as lead

Whatever the mage’s leading resonance is.

Counter Magic:

  1. Counter Magic - This is for sphere vs. sphere magic. In order to counter magic you must have the same sphere at the level of or higher then your opponent.  While they are taking a turn to cast the spell you take your turn to counter the spell.  This will come down to an Arete vs Arete (all modification are counted in this) challenge.  If you have Prime 1 (apprentice level) and a higher level Arete you may take control of the spell.
  2. Antimagic - This is when a mage spends a quintessence to raise the level of the difficulty of another mage’s spell, much like how you can lower your own difficulty.  This does not count as an action just as lowering the difficulty does not.  The normal rules of how many quintessens can be used is still limited by the avatar ratting background.
  1. Note that this will work on hedge magic, blood magic, hekau paths, gifts, and cantrips. For every Quintessens spent the difficulty of a path test to cast will increase by 3, increase the traits (all traits associated with the challenge) needed to cast on a one for one basis, or adds to ties on a one for one basis on Banality retests to counter cantrips. An area can be created as an “antimagic field” and these rules will apply within it.
  1. Unweaving - Follow the same rules as counter magic but for spells that are already cast and in play.
  2. Counter Magic vs Other powers - Prime is the sphere needed to counter magic, however other ways are possible. In the end it will be a trait+ability challenge when made against a non-mage at the difficulty they are casting at or at the difficulty of the level of power they are using. Knowledge of the appropriate Lore will apply.

Magic vs The World

Spheres vs. Disciplines: 

Below is a loose guide  for Disciplines and the spheres that are needed to “counter magic” as well as duplicate the effects. If you try to duplicate the effects of a discipline you will need to have equal level sphere(s) as the power you are duplicating and Lore of the power level you are duplicating.

Disciplines

Spheres to counter magic

Spheres need to duplicate

Abombwe

Spirit

not limited to, Spirit and/or Life

Animalism

Mind

Mind

Auspex

Mind

Mind

Celerity

Time

Time or Life

Chimerstry

Mind and/or Prime

not limited to, Mind and/or Prime and/or Life and/or Matter

Daimoinon

Entropy and/or Prime

not limited to, Entropy and/or Life and/or Prime and/or Mind and/or Spirit.

Dementation

Mind

not limited to, Mind and/or Entropy

Dominate

Mind

Mind

Fortitude

not limited to, Life and Matter and/or Prime

not limited to, Life and/or Matter and/or Forces

Mortis

not limited to , Life and/or Entropy and/or Matter and/or Prime and/or Spirit

not limited to, Life and/or Entropy and/or Matter and/or Prime and/or Spirit

Obfuscate

Mind

Mind

Obtenebration

not limited to, Entropy and/or Spirit and/or Prime

not limited to, Entropy and/or Spirit

Obeah

not limited to, Prime and/or Life

not limited to, Prime and/or Life and/or Mind

Ogham

Spirit

not limited to, Spirit and/or Life

Potence

not limited to, Forces and/or Life and Matter

Forces and/or Life

Presence

Spirit

Spirit

Protean

not limited to, Life and/or Matter

not limited to, Life and/or Matter

Quietus

no limited to Forces and/or Prime and/or Life and/or Entropy

no limited to Forces and/or Prime and/or Life and/or Entropy

Serpentis

not limited to, Mind and/or Life and/or Entropy and/or Prime

not limited to, Mind and/or Life and/or Entropy and/or Prime

Thaumaturgy

See Thaumaturgy sections

not limited to, all 9 spheres

Valeren

not limited to, Time and/or Forces and/or Correspondence and/or Entropy and/or Life and/or Matter

not limited to, Time and/or Forces and/or Correspondence and/or Entropy and/or Life and/or Matter

Vicissitude

not limited to, Life and/or Matter and/or Entropy

not limited to, Life and/or Matter and/or Entropy

Temporis

Time

Time

Necromancy

not limited to, Entropy and/or Life and/or spirit

not limited to, Entropy and/or Life and/or spirit

Vicerratika

not limited to, Life and/or Matter and/or Entropy

not limited to, Life and/or Matter and/or Entropy

Thanatosis

not limited to, Life and/or Entropy

not limited to, Life and/or Entropy

Mytherceria

not limited to, Forces and/or Mind and/or Spirit

not limited to, Forces and/or Mind and/or Spirit

Spiritus

Spirit

not limited to, Spirit and/or Life and/or Entropy

Spheres vs. Gifts:

There are too many gifts to list them all out and how to counter magic them or duplicate them. Most gift will require Spirit plus one if not many or all other spheres to counter magic or duplicate them. When attempting to counter magic a gift that is used on you it will be the Shifters rank vs your Arete (after you have made a successful Arete challenge to cast the spell).

Wraith 

Dealing with wraiths is somewhat troublesome; dealing with the Underworld itself is exceedingly dangerous. Keep the following caveats in mind:

A mage uses Spirit magic on wraiths, as with other spirits; most compulsions require a Social Challenge. A wraith can spend a Pathos Trait for one retest on a Spirit-backed binding or compulsion.

A mage must combine Spirit with Mind for any Effect that would try to penetrate wraith concealment or trickery on the other side of the Shroud - for instance, to look into the Shadowlands and see a wraith hidden with Argos. If the wraith manifests across the Shroud, on the other hand, Spirit isn’t necessary except to smack the wraith directly. Thus, if a wraith tries to Skinride a mage, the mage can defend with Mind alone, but could only counterattack by adding Spirit.

A mage’s Pattern Effects go through incorporeal wraiths just like normal things - mage-created fire is no different from normal fire to an incorporeal wraith, and equally ineffective.

Most mages won’t understand the workings of the Shadow or Catharsis. Mages with a lot of study of wraiths (Lore) might be able to tell the difference between the two states with Mind and Spirit magic.

Magic working in the Underworld itself is very, very dangerous. Crossing into the Underworld (without a Shallowing or like) does cross the Avatar Storm. Once in the Underworld, the mage is at grave risk. A failed attempt to return, or being “killed” in the Underworld, means that the mage dies and becomes a wraith there.

Any Effect done in the Underworld automatically has extra Entropic Resonance.

The necrotic effects of the Underworld leach away magical wards and creations, causing their durations to unravel with one less grade of duration. Thus the mage must generate more grades of success to keep protections and sensory Effects and conjurations running.

Fae 

Technocrats average Banality 7 or 8, because they’re typically conditioned, procedurally oriented and not given to a whole lot of fanciful imagination. Some rare theoretical or abstract scientists might have a lower Banality because of their sense of wonder and imagination about science, but even they don’t believe in faeries and are thus poisonous to changelings. In the 7th Age the Technocracy has been proven wrong and are now open to more than just science since they cannot explain away the mystical world any longer.

Tradition mages have wildly varying Banality ratings: stratified Traditions like the Order of Hermes and Technomantic Traditions like the Virtual Adepts tend to have Banality ratings of 5 or 6. Highly mystical and whimsical mages like Verbena and some immature Cultists of Ecstasy might go as low as 3. A Cultist on a binge could temporarily dip to a 1 or 2.

For a mage to figure out how to do “faerie magic,” the mage must have enough Lore to understand the workings of Glamour, Fae and the Dreaming, and Mind and Spirit magic.

A mage who scans through Mist-distorted memories with Mind may realize “Something has magically altered these memories,” but won’t necessarily understand what or how, or how to undo it, without appropriate Lore. A fae may enact countermagic against a mage’s effect just like trying to cancel an opposing Glamour, but gains a Banality Trait for doing so.

Mages can and do generate Glamour like regular mortals when they’re inspired. Cultists of Ecstasy are the most likely to have friendly long-term relations with the fae, followed by the Verbena (who often see changelings as threatening) and then distantly by the Order of Hermes (who have a few members who specialize in faerie magic). “Making up rotes” doesn’t count as artistic inspiration, though. The mage must do something of phenomenal breakthrough creativity, like developing an entirely new metaphysical theory.

 

True Magic vs All Other Magic Rituals:

True Magic can counter and end all other Vampire Sorcery or Hedge Magic Rituals easily, so long as the challenge is successful and the appropriate Spheres are used.  However, Mummy Hekau Paths are harder to counter.  Mummies have a one trait bonus in direct Hekau vs. Sphere Magic challenges against Mages.  Blood Magic Rituals and Powers of Vampires follow the chart for Hedge Magic as noted above.

Mummies: 

Hekau Paths vs. Sphere Magic:

Mummies have a one trait bonus in direct Hekau vs. Sphere Magic/Hedge Magic/Blood Magic challenges against Mages and Sorcerers.

Countermagic:

Wisdom of Isis (Intermediate Celestine Path)

Type: Spell

Difficulty: Opposing magic

Sekhem: 2

This potent spell lets the mummy appeal to the goddess of wisdom to cancel out another’s spell. The difficulty for this challenge is the difficulty of the targeted spell. Success cancels out the basic results of the spell; each additional Mental Trait spent lets the celestine negate the effects of additional Traits spent, if relevant. It works against other Hekau and all other forms, such as sorcery, Thaumaturgy in its many forms, and Sphere magic. Once all the target spell’s successes are negated, the celestine may spend an additional Mental Trait to change the spell’s target. It continues to operate as before, but against someone else - possibly the caster or an ally. Many mummies like to delay this spell with Hanging the Stars, so as to have it ready for unexpected encounters with hostile magic.

Sorcery (Hedge Magic):

All races can learn Hedge Magic if they have a teacher, or other means of obtaining it.

Major changes to Hedge magic.

Static is Static:

Hedge Magic is all static magic.  You cannot toss spells together to make new spells on the fly.  You may buy new spells by mixing paths that you already have.  All and any spells made in fashion must be brought to and approved by the storytellers. The cost for such spells is the time learning them which is the lead path rating in weeks +1 week for every path add after, example: A sorcerer wants to make a spell that will burn a target using Hellfire but will also eat 1 level of “power” using Mana Manipulation. They will make a spell using Mana Manipulation 4 and Hellfire 3. The time to learn this spell is 5 weeks, 4 from the main path and then a plus 1 for adding a path regardless of the seconds paths level.

Casting a Spell Step by Step:

Pick the Spell you want to cast. You must have the spell and you cannot cast dynamic spells.

  1. Take a number of rounds equal to the spell level to cast the spell, or take the added difficulty to the spell for fast casting (see modifier table below).
  2. Use your Foci.
  3. Figure out the difficulty of your spell (see modifier table below).
  4. Bid your appropriate Traits.
  5. Perform the challenge.
  1. You win!
  2. You lose! Move on to an ability retest. This must be Occult.
  3. You still lose! Overbid if you can after subtracting traits used thus far.  If you have more than double the traits needed to cast the spell you can call for an overbid. To do this you must risk a willpower trait in place of a regular trait.
  1. Win or lose, mark off a willpower from your sheet, 2 if you over bid and lost, all of the appropriate traits used in the challenge.

Spell Difficulties and Modifiers:

All spells difficulties are the level of the spell plus any modifiers used below.  If you have a spell that you made that uses 2 paths at the same time add up the difficulty of both paths to determine the difficulty.  If such a spell pushes you over 5 you still only need to cast for 5 rounds.

Rushed magic

+1 per round rushed.

Vulgar magic to domain reality

+1 to +5.

Co-casting same paradigm

-1 per sorcerer if they win a simple test, if they fail +2 to the difficulty.

Spend a mana point

-1 per mana spent.

Wounds

apply as normal.

Energy saver

+2, If you know a path 2 levels higher than the spell you are casting you may add +2 to the difficulty of your spell in order to save 1 Willpower.

Rituals

When you use a path you can take 5 minutes per path of the spell you are casing and turn it into a ritual.  If you do this you may add your Ritual ability to the test total.