Okay, so now that I'm back home: Passive hexing: How does it work? After significant milestone, the party now consists of 2 Thaumaturgy-only sorcerers (the shaman and the paintomancer), an evocation-only sorceress (the changeling), a minor talent (werewolf), and a Denarian coin holder. I've been using the active hex chart as something of a guide, but how much should their power foul up regular electronics? Except for the paintomancer, all of them are university students, and would probably regularly be expected to access online materials for coursework and assignments. While if they stuck to using public university computers, their system damage might go undetected, it would definitely make the shaman (who is a phd student) find keeping his thesis safe and intact more difficult. So far, I had an idea of using some kind of average based on their Conviction score as their 'passive hex' score, and that would be typically about the active hex level -4. When casting spells around tech, this would be spell power -2.
Also hexing question: The active hex seems to indicate that if you can conjure up 9 shifts for a hex, you can pretty much disable anything from the last 200 years, including it seems, firearms. How should I explain some of these mechanical failures? As mentioned earlier,we have a Kincaid-expy who uses automatics and a 50cal sniper rifle. It seems like around all these magic users, he should have a lot more difficulties with his weapons.