House Rules, Constitution, and all other Rules needed to play in our game

Hedge Mage House Rules

Book Used: 2nd Ed. Laws of the Hunt; Players Guide

These are a few things to help make your character.

Traits for Creation: Main- 6, Second- 4, Third- 3

Negative Traits: No maximum listed in the book; Max is 5

Mana Pool: Amount of Traits determined when the path is first learned

Willpower: Starting will is 2. Max is 10. Hedge Mages are affected by the delirium, unless they are kinfolk (as per the merit on p. 95), as per the delirium chart on p. 188 in Laws of the Wild Revised. May not use willpower as blanket retest, may used against mental or social actions

Humanity: Change to vampire type; Conscience, Self-Control, Courage. Gives 10 total. The tests for humanity will follow Laws of the Night

Mentor: This is Disallowed. Starting Paths: 5; May trade two basic for one intermediate. Highest level may start at is 3

Ritual Cost: Basic- 2, Intermediate- 4, Advanced- 7, Master- 10

Society of Leopold: Inquisition, therefore Banned. Minor orders such as Brethern of Albertus and the Order of Saint Michael are also Banned

Spell Casting: Basic- 1 action, Intermediate- 2 turns, Advanced- 1 minute. Spend a will to make it one action.

Rituals: Basic- 1 minute, Intermediate- 10 to 15 minutes, Advanced- 1 hour or more. Counter Spells: 1 mental trait to counter, if the player fails the test, relented to result. May not be used against Gifts, Disciplines excpt. Thaum., or Wraiths

Merits/Flaws that are Modified

Iron Will: Willpower to retest, not resist.
Quiet Heart: Willpower to retest, not resist.
Kinfolk: Change cost from 6 to 3 (Homid/Tribe) and from 8 to 4. Tribe must be chosen at character creation.
Ghoul: Can become a ghoul in-game and learn in-game.
Gnosis: Having this Merit DOES NOT allow you to enter the Unbra.

Merits/Flaws that are Banned

Ability Aptitude, Home Advantage, Frenzy, Faerie Blood, Magical Item, Faerie Affinity, Totem, Kinain, Symbol Independence, Destiny, Ecumenist, Ghoul, Fist of God, True Faith, Fragile Will

Banned Paths

Cursing, Daimonis, Life Stealing, Mindbending, Summoning, VIA IONIS, Totem Link

Path Retests

Alchemy- Occult
Coiling- Occult or Technology
Conjuration- Occult or Meta-physics
Conveyance- Occult or Meta-physics
Divination- Occult or Investigation
Enchantment- Occult or Crafts
Fascination- Occult or Leadership
Healing- Occult or Medicine
Hellfire- Occult
Illusion- Occult or Subterfuge
Mentalis- Occult or Psychology
Necromancy- Occult or Wraith Lore
Shadows- Occult
Shapeshifting- Occult or Animal Kin
Spirit Calling- Occult or Cosmology
Warding- Occult
Weathercraft- Occult

Backgrounds

Mana Pool is banned.
The only backgrounds that may be purchased after character creation are influences, resources and retainers.

Enchantment (Path) Modifications

Basic Enchantment works just like in the book.

Intermediate, Advanced and Master: Intermediate amulets last a year, Advanced for 2 years, and Master is 3 years. Each amulet may be activated once per temporary willpower trait spent during the last hour of creation. Activating an amulet takes an action, after wich the amulet remains activated for the scene (or one hour). Once an amulet's total number of activations is used up, it crumbles to dust and a new amulet must be made.

An index card MUST be made for each amulet. The Main Storyteller or the Hedge Mage Storyteller must sign this card. If you do not have the card, you do not have the amulet.
After each activation, that activation must be marked off the card by a storyteller or narrator. The date of the amulet's creation must be noted on the card.

Spellcasting

The static mental test to cast a spell is against 7 traits, unless circumstances would increase or decrease the difficulty.