Node

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Places of mystical power are rare and hotly contested in the modern age of dying magic, and you happen to have regular access to one such place. There may be certain fees or quests levied on you, or you may have to travel through dangerous territory to get there, but you at least know the location of a stable Node, and you can usually rest there to refresh your energies.

When you rest in a Node, you can restore your Quintessence as described for the Avatar Background (see p. 103). A Node also generates Tass, or portable Quintessence. Each game session, you can test a number of times equal to the Traits of Node that you have. Each win (no tie) on a Simple Test is worth one Trait of Tass. Furthermore, you can come into play automatically with your Quintessence Traits equal to your Node or Avatar Trait total (whichever is lower). The Node has enough power for only one person to use. If you allow someone else to use the Node in one game session, then you cannot take its power for yourself as well.

Technocrats, lupines and enemy mages all tend to hunt for Nodes, so watch out. Your territory may become endangered by other supernatural creatures. Spirits and strange phenomena tend to haunt Nodes. Storytellers may restrict this Background heavily to represent the fact that Nodes are rare and valuable.