Classification: Union // Open

Rules

171 records

Random
Name ▲ Kind Line Source
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
African Necromancy (style)SystemVampireRotB
Akhu (Setite Sorcery school)SystemVampireRotB
All the Right SpheresSystemSharedBoS
Appropriate Resonance and SynergySystemSharedBoS
Arete RollSystemSharedBoS
ArtifactsSystemSharedBoS
Attacking Your OpponentSystemSharedBoS
Attribute CategoriesSystemSharedV20, W20, M20
Avoiding CorruptionSystemWerewolfBotW
Aztec Necromancy (style)SystemVampireRotB
BackdoorsSystemSharedBoS
Background /Experience Cost for Crafted WondersSystemSharedBoS
Background /Experience-Point Costs for Charms and GadgetsSystemSharedBoS
Background TraitsSystemSharedBoS
Backgrounds (Kinfolk)SystemSharedKin
Base Quintessence CostSystemSharedBoS
Benefits of GrimoiresSystemSharedBoS
BlockingSystemSharedBoS
Bonus DiceSystemSharedBoS
BotchingSystemSharedBoS
Building the RelicSystemSharedBoS
Canonical ChangesOptional RuleSharedV20
Character Creation ExtrasSystemSharedKin
CharmsSystemSharedBoS
Cleansing the SignatureSystemSharedBoS
Computers as Instruments of FocusSystemSharedBoS
ConcealmentSystemSharedBoS
Corruption and Free WillSystemWerewolfBotW
Cracking /ReversingSystemSharedBoS
Cryptanalysis and CodesSystemSharedBoS
Destroying Someone Else’s WonderSystemSharedBoS
DevicesSystemSharedBoS
DevotionalSystemSharedBoS
Difficulty: Is it Paradoxical?SystemSharedBoS
Disarming Your OpponentSystemSharedBoS
DotsSystemSharedBoS
Eastern Necromancy (style)SystemVampireRotB
ElementalSystemSharedBoS
Employing a TalismanSystemSharedBoS
Enlightened UpgradesSystemSharedBoS
EquipmentSystemSharedKin
ExperienceSystemSharedBoS
FamiliaritySystemSharedBoS
Far from HomeSystemWerewolfCW
FetishesSystemSharedBoS
FetishesSystemSharedKin
FlavorsSystemSharedBoS
Flavors, Descriptions, and SignaturesSystemSharedBoS
Flaw Traits as FlawsSystemSharedBoS
GadgetsSystemSharedBoS
GadgetsSystemSharedBoS
Game SystemsSystemSharedBoS
Game Traits for Child-MagesSystemSharedBoS
GrimoiresSystemSharedBoS
Group CreationSystemSharedBoS
Hedge MagicSystemVampireHH2
Hedge Magic WaysSystemSharedKin
IdentitySystemSharedBoS
Impression and PersonalitySystemSharedBoS
In Farewell, RevelationSystemWerewolfCW
Incompatible Beliefs?SystemVampireRotB
Indulge Your Desires — This is Your WorldSystemWerewolfBotW
Influence on OthersSystemSharedBoS
IntimidationSystemSharedBoS
InventionsSystemSharedBoS
Locking an EffectSystemMageM20
Locus DodgeSystemSharedBoS
Look, Feel, and ConstraintsSystemSharedBoS
MAKING A BASIC BANESystemWerewolfW20
Materials: The Right StuffSystemSharedBoS
MatricesSystemSharedBoS
Merits and Flaws (Kinfolk)SystemSharedKin
Merits or Backgrounds as FeaturesSystemSharedBoS
Metaphysical EchoesSystemSharedBoS
Metaphysical PracticesSystemSharedBoS
Nahuallotl (Setite Sorcery school)SystemVampireRotB
Necromancy Paths and RitualsSystemVampireV20
Numina (Kinfolk)SystemSharedKin
Opening the Window: The Hacker’s Dice PoolSystemSharedBoS
Other EquipmentSystemSharedKin
Paradox and QuietSystemSharedBoS
Paradox, Resonance, and PeriaptsSystemSharedBoS
PeriaptsSystemSharedBoS
Permanent ParadoxSystemSharedBoS
Point Costs for TrinketsSystemSharedBoS
Points and RequisitionsSystemSharedBoS
PoisonsSystemSharedKin
Pooling BackgroundsOptional RuleSharedV20, W20, M20
Potent ResonanceSystemSharedBoS
Practice Makes PerfectSystemSharedBoS
PrimersSystemSharedBoS
PrincipiaeSystemSharedBoS
Programming, Repair, and System ArchitectureSystemSharedBoS
Psychic NuminaSystemVampireHH2
Psychic Phenomena (Kinfolk)SystemSharedKin
Psychological WarfareSystemSharedBoS
Purification: Keeping Things CleanSystemSharedBoS
Quantum ComputersSystemSharedBoS
RearmingSystemSharedBoS
Recharging PeriaptsSystemSharedBoS
RefuelingSystemSharedBoS
Relics, Cybernetics, Biocrafting, and SoulflowersSystemSharedBoS
Reshaping the SpheresSystemSharedBoS
Roleplaying and DescriptionSystemSharedBoS
Sadhana (Setite Sorcery school)SystemVampireRotB
Secret Features or FlawsSystemSharedBoS
Security Software and SysadminsSystemSharedBoS
Sentient WondersSystemSharedBoS
Similar or Opposed EnergiesSystemSharedBoS
Simple UseSystemSharedBoS
Sloppy FilingSystemSharedBoS
Social EngineeringSystemSharedBoS
Soulgems and SoulflowersSystemSharedBoS
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Classification: Union // Open Ref vampire/rule/system/hedge-magic

Hedge Magic

System · Vampire

Vampire

Entertainers have long thrilled audiences by sharing terrifying tales of gods and monsters. Parents still send their children to sleep nightly with thrilling tales of clever kids overcoming great obstacles.

Psychologists dismiss such fairy tales as a psychological mechanism for the release of hidden anxiety about the dangers of the world through a shared release of pathos. Monsters are merely antagonists in a story that represent an uncomfortable element of reality.

A precious few know the truth. They have heard the stories and know them for what they really are: lessons on how to fight monsters. G.K. Chesterton once wrote that fairy tales are more than true, not because they tell us that dragons exist, but because they tell us that dragons can be beaten.

Hedge Magic is a loose collection of Numina Paths cobbled together from snippets of superstitions, old wives’ tales, and folklore. Practitioners of Hedge Magic believe in the lessons of these legends as fait accompli. A shared hearth lore across comparatively unenlightened human experience comprises the powers of these Numina Paths: They may have been called witchcraft, medicine, or juju in the myriad societies from which they’re drawn. Some practitioners employ this type of Numina to curse their enemies, to look into the future, to heal with a touch, or other such “folk” practices.

Hedge Magicians tend to be do-it-yourself individualists without a lot of obvious resources. Some are self-taught through personal research and experiments, studying old notes passed down from long dead ancestors. Others are the latest talent in a respected family tradition and belong to a community that supports their calling.

The symbology of Hedge Magic is often inelegant, and the execution is messy, but somehow, it works for the individuals who master it. Occultists are sometimes frustrated by Hedge Magic because they can’t quite figure out how it all comes together. The methodology is too flawed to manifest much power, but the collective expertise of generation after generation in these superstitions appears to have lent metaphysical validity to the practices of Hedge Magic.

Several Numen Theorem theorists believe that Hedge Magic is merely a psychological crutch used to explain an unknown latent psychic ability. For these skeptics (if they can be called such), it’s simply easier to explain such superstitions as “magic” than to accept the personal responsibility of controlling so much power.

Acquiring and Mastering Hedge Magic

Learning Hedge Magic is not a simple process. Hedge Magicians must accept superstitions and old wives’ tales as fact to give power to their Numina Paths. This requires a certain mental perspective that clashes with modern sensibilities. If you know that, with the proper gestures, you can curse an enemy, then you must also accept that the number 13 is unlucky, spilled salt must always be tossed over the shoulder, and a black cat should never be allowed to cross your path.

Characters who disregard the truth of that hearth lore find that Hedge Magic becomes more and more difficult. Storytellers are encouraged to monitor this attitude closely, raising the difficulties of cynical individuals who practice these Old Ways by 1 or more, where relevant.

Hunters who would be Hedge Magicians must either learn from a mentor with the proper knowledge or spend a quantity of time piecing together bits of lore from books and legends. Many Hedge Magicians come from old families that believe strongly in their cultural identities and the wisdom of the hearth. Some families have proud legacies of opposing monsters and have specialized “fairy tales” of their own to remember the deeds of ancestors.

Hedge Magic and the Hunter Outlook

Hunters may view Hedge Magicians as well-meaning rustics who have a weird way with the world. Hedge Magic Numina Paths tend to be quite subtle, lacking overt manifestations, and the effects can often be explained away as coincidences or freak occurrences by determined nonbelievers.

Hedge Magicians can be quite obsessive with their superstitions and may have strange habits. Some Hedge Magic Numina Paths require unusual components that might include animal sacrifice, common items used in uncommon ways, and foul-smelling ingredients. Imagine a “Gypsy fortune-teller” who partakes of a shot of vodka with a drop of her subject’s blood in it or who brandishes a “bewitched dog’s paw” that points in the direction of danger. Such trappings can prove unsettling to those who subscribe to a more “modern” view of the world.

Those who understand the power of these Hedge Magicians may well look askance at them. What sort of deals have these poor bastards made with the Devil to master such creepy gifts? What secrets might they hide from hunters?

## The Path of Curses

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