Crossover rules
for the
World of Darkness 
Some rules are made up, some are official, some are not absolutes,
and all require common sense.
Humanity: Werewolves, and Mages
These are not official rules,
but *I* think they make sense.
How do you use Disciplines
that have the target's Humanity as the difficulty?
-
Werewolves: I have come up with two methods for determining a Werewolf's
Humanity rating (for the purpose of Disciplines only).
-
Take half of their Willpower and add half of their inverse Rage (yes, it
sounds tedious).
-
A Rage 4, Willpower 6 Werewolf would then have a ((10 - 4)/2) + (6/2) =
6 Humanity.
-
Take half of their Willpower and add half of their Gnosis.
-
I don't like using Gnosis as this Trait measures how connected the Werewolf
is to the Spirit world.
-
Mages: these guys are tough to figure out, but here goes.
-
Take their Willpower rating and use it as Humanity.
-
This tends to work because Mages are Willworkers and would therefore be
more 'resistant' to powers that prey on their beliefs.
-
Use half their Arete and half their Willpower.
-
This method works quite well also, as it uses the explanation above and
mixes in Arete - a Mage's understanding of reality.
Rage: Vampires, and Mages
How do you use Gifts that
have the target's Rage as the difficulty?
-
Vampires: Fairly simple, actually.
-
Take their inverse Humanity (or Road/Path).
-
The reasoning behind this is that the lower the path rating, the higher
the Beast, and therefore the greater the Rage.
-
Mages: Fairly difficult. These all call for common sense, as you may use
more than one 'rule'.
-
Use either of the above (Humanity) rules.
-
Make the difficulty 2 or 3 (what a standard human might have).
-
Make the difficulty 6 (humans are not that connected to the Spirit World)
and subtract one from the difficulty for every dot in Spirit that the Mage
possesses.
Gnosis: Vampires, and Mages
How do you use Gifts that
have the target's Gnosis as the difficulty?
-
Vampires: there are certain ways to go about this.
-
Use their current Blood Pool divided by two.
-
Blood has Quintessence which is Gnosis.
-
Use Changeling's Banality rules for Vampires (difficulty 8-9).
-
Mages: Exceptionally easy (especially since it's mentioned in the Mage
book).
-
Use their Arete rating.
-
Mages are also able to use and create Werewolf Fetishes.
Awareness and Magick
Hey, these are official rules!
The books told me so!
How is magick perceived?
-
Vampires: Perception + Alertness (variable difficulty).
-
Aura Perception (Auspex 2) allows the user to immediately know who cast
magic(k).
-
Werewolves: Perception + Alertness (variable difficulty).
-
Mages: Perception + Awareness (variable difficulty, but Awareness lowers
it more than for Vampires or Werewolves).
-
Aura Perception (Awareness 3) allows the user to immediately know who cast
magic(k).
-
Wraiths: Perception + Awareness (variable difficulty, but Awareness lowers
the it more than for Vampires or Werewolves).
-
Changelings: Perception + Alertness (variable difficulty, but it's lower
than for Vampires or Werewolves).
True Magick: All supernaturals
have a chance to detect Magick use.
-
When Magickal Effects are put into play all kinds of things can happen,
and the flashier the Effect, the easier it is to detect. Coincidental Effects
are the hardest to notice (difficulty 8-10).
-
Note that non Mages will not know that is was True Magick, nor will they
know who cast it unless it was somehow obvious (lightning from fingers
and such). Mages have a better chance at figuring out who did it and should
know True Magick was at play. Also note that detecting True Magick
merely means that the creature in question knows that whatever happened
was not quite a coincidence ("Something funny's going
on!"), but should not be aware of anything beyond that.
Thaumaturgy, Hedge Magic,
Disciplines, Gifts, etc.
-
Mages make a Perception + Awareness roll. All others are apparently ignorant
(sans a special Power).
-
According to the books, other creatures get to detect Magick, but it's
never mentioned whether or not they can detect anything else.
Power vs. Power
Hey, these are also official
rules!
Supernaturals vs. non Mages
-
Simple, there are no defenses save for common sense (Fortitude, for example)
and anything that is specifically designed to counter another power (Pavis
of Foul Presence).
Vampires vs. Mages (Mage
2nd ed. pp. 232-233)
-
Thaumaturgy is directly Countermagicked (diff. 7).
-
Dominate and Presence are Sphere Countermagicked with Mind (diff. 8). However,
only attacks on the Mage himself can be countered.
-
A note to smart asses: Dementation and other similar mind powers are also
countered as per above.
-
Animalism (if the Mage is in some animal form) is countered as with Dominate
and Presence.
Werewolves vs. Mages (Mage
2nd ed. pg. 233)
-
Spirit Sphere Countermagick works against all Garou Gifts (diff. 8).
Changelings vs. Mages (Mage
2nd ed. pp. 233-234)
-
Mages resist Cantrips with Willpower (diff. 7).
-
Mages can Countermagick Cantrips (diff. 6).
-
Changelings may counter Spheres with Glamour (diff. 7).
Wraiths vs. Mages (Mage
2nd ed. pg. 174)
-
Spirit Countermagick resists Arcanos (diff. 8)
Glamour
Wanna intrigue your Mages?
Wanna piss of some Vampires? Throw in a Changeling or five!
-
A Vampire's Glamour is his Blood Pool.
-
A Werewolf's Glamour is his Gnosis.
-
A Mage's Glamour is determined by taking his Arete and multiplying it by
five! (Changeling 2nd. ed. pp.
280-282)
Witnesses and Magick
You've argued with the other
players endlessly about what constitutes a witness, right? Well, this ought
to clarify some of those questions (maybe).
Vampires, Werewolves, Mages,
Wraiths, Changelings, and all supernatural creatures.
-
These are all counted as awakened, and are therefore not
witnesses.
Hedge mages and people with Numina.
-
They are almost never witnesses (they know about magic(k), some practice
it, and they have powers they accept).
Ghouls.
-
They can be either awakened or witnesses, and it depends on the ghoul in
question. People who are aware that they are ghouls (especially ones with
more than the Potence Discipline) are almost never counted as witnesses,
while the banker who's been ghouled just so the vampire can have an ATM
card is.
“Normal” people.
-
They are almost always witnesses, but the ST really needs to decide based
on the individual. For example; someone who's been around vampires for
a while would come to accept magick and not be counted as witness. Likewise,
kinfolk living with their Garou brethren probably won't lose their minds
at seeing a mage in action.
Children.
-
Like with people, children should be judged individually but they will
usually buy all kinds of Effects thrown at them, especially if they are
young (under eight years of age). “The Book of Shadows” has some information
on the subject.
Magickal Damage
Some of these are explained
in my Damage
page. These are also official.
All Spheres affect supernatural
creatures just as they would sleepers, with the following exceptions:
-
Vampires - Require Matter 2 as well as Life x in order to be affected.
All other Spheres function the same.
-
Detection should not require more than Life 1, however.
-
Werewolves - All Spheres work like normal. That means that Life 3 will
hurt/kill them without needing any other Sphere, so you do not need a conjunctional
Spirit Effect in order to hurt them (house rules notwithstanding).
-
Mages - Gee, I wonder?
-
Wraiths - Life will not work on 'em (they're Spirits) unless they're inside
a living body. Other Spheres should work the same as with other spirits.
-
Changelings - All Spheres function the same.