Magic

Aura of Sorcery

Your personal magic aura is so powerful that it overwhelms the ambient chi flow, rendering you immune to temporally local modifiers to your Sorcery skill. If you take one schtick in Aura of Sorcery, the juncture modifier for you is always 0—doesn’t matter if you’re in 1996 or 69 AD. This does mean that you don’t get the benefit from magic rich environments, but that’s the price of being a staunch individualist. If you take two schticks in Aura of Sorcery, your personal juncture modifier is always +1. If you take three schticks, it’s always +2. You can’t have more than three schticks in Aura of Sorcery.-
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Arcanowave Vibe

This is just like Aura of Sorcery, only it applies to the modifiers for Arcanowave checks instead of Sorcery checks.
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Toxic Karma

Your magic is so strong it leaks out and can affect those around you. Most people just ignore it, but your particular mystic seepage is particularly dangerous to transformed animals. Every scene you spend in the presence of a transformed animal adds one to that character’s next reversion check. (The Lodge really hates people with Toxic Karma, and heartily encourages the Pledged to put ‘em down without warning.)

Magic

Feng Shui: The Lost Island DJSchotte