T3

Sorcery / Rules / Juncture Modifiers

Sorcery is easier to work in some junctures than others. In some junctures, factions or individuals hostile to the use of magic control most of the feng shui sites. In game terms, this means a penalty to your Sorcery Action Value. If the balance of feng shui control shifts in a juncture, these modifiers will change as well, at the discretion of your GM. For example, if the Ascended get control of the 69 or 2056 junctures, the modifiers for those junctures will become the same as the 1850 and contemporary ones. On the other hand, if a group that relies on magic (like the Lotus) takes control of the later junctures, those junctures will match the modifier of the 69 juncture.

The Sorcery check modifier of the Netherworld changes too, to balance out the modifiers of the open junctures. The total Action Value modifier of all open junctures plus the Netherworld is always 0. If another juncture changes its modifier value, the modifier for the Netherworld is whatever number is needed to make the total of all juncture modifiers equal 0.

The 69 juncture changes to a -2 Sorcery Action Value modifier. The total of all open junctures is: -2 -2 -2 +1 = -5. The modifier for the Netherworld is now +5 to make the total equal 0.

For some reason, various theories have been proposed to explain it, contemporary Hong Kong and the New Territories is not subject to the usual Sorcery Action Value Modifier. Its modifier is 0. We suggest Hong Kong as a starting point for Feng Shui series. Among other things, this cuts the sorcerers in the group a little slack to start out with.