Classification: Union // Open

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Name ▲ Kind Line Source
A Corrupt CourtshipSystemWerewolfBotW
A Garou Creation MythUmbral RealmWerewolfW20
A Matter of HonorRoteMageHDYDT
A Matter of PracticeRoteMageHDYDT
A Matter of SuccessRoteMageHDYDT
A Mechanistic CosmosParadigmMageM20
A New AnchorheadStory SeedWerewolfUVS
A Taste for BloodDiscipline PowerVampireV20
A Thousand Secret FacesGiftWerewolfCB
A Touch of DeathDiscipline PowerVampireV20
A Universe of LawsGiftWerewolfCW
A World of Gods and MonstersParadigmMageM20
Abilities of the New FormRoteMageHDYDT
Ability DeficitFlawSharedBoS, W20
AbliphetFomorWerewolfBotW
Absent-MindedFlawSharedBoS, W20
Absolute BalanceGiftWerewolfCB
Absorb the MindDiscipline PowerVampireV20
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Abyssal ThreadsRitualVampireRotB
AcademicsAbilitySharedV20, W20, M20
Acceptance RitusSabbat RiteVampireV20
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Accessing Tass or Periapt QuintessenceRoteMageHDYDT
Acclimation to the New FormRoteMageHDYDT
Acid TalonsGiftWerewolfBotW
Acidic TouchDiscipline PowerVampireV20
AcrobaticsSecondary AbilitySharedM20
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
ActivistArchetypeSharedM20
ActivityChartSharedW20
Acute SenseMeritSharedW20, V20
Acute SensesMeritSharedBoS, M20
AdaptationGiftWerewolfW20
Adaptive ProstheticsRoteMageHDYDT
Added Life-Force (Health Levels)RoteMageHDYDT
AddictionFlawSharedBoS, V20, M20
AddictionDiscipline PowerVampireV20
Addictive BloodMeritSharedLotC
Additional AbilitiesRoteMageHDYDT
Additional DisciplineMeritSharedV20
AdjustmentsProcedureMageTR
Adolescent WerewolfNPCVampireV20
Adrian NewberryNPCWerewolfBotW
Advanced TechMeritSharedLotB, V20
Aelida, Lady of FeathersNPCMageGaM
Aethera InamorataCampWerewolfW20
African Necromancy (style)SystemVampireRotB
AgingFlawSharedBoS
Aging the Night-FolkRoteMageHDYDT
Ahl-i-BatinCraftMageM20
AhrimanesBloodlineVampireV20
Ahriman’s WightRitualVampireRotB
Ahroun: The Full Moon, The WarriorAuspiceWerewolfW20
Aid from SpiritsDiscipline PowerVampireV20
Aido-Hwedo, the Great Python and Rainbow SerpentNPCMageGaM
AigamuxaNPCMageGaM
Air ElementalNPCMageM20
Air ElementalSpiritWerewolfW20
AircraftChartSharedM20
Airt SenseGiftWerewolfCB
Airts and Moon PathsUmbral RealmMageM20
AjabaFeraWerewolfCB, W20
Akashic Brotherhood (the Akashayana)TraditionMageM20
Akhu (Setite Sorcery school)SystemVampireRotB
al-Ghadib, the Mad WarriorNPCMageGaM
AlabastardCombination DisciplineVampireAU
Alamut (near Tehran, Iran)DomainVampireV20C
AlbinoFlawWerewolfW20
AlchemySorcery PathMageSorc
AlchemyPracticeMageM20
Alcohol /Drug ToleranceMeritSharedBoS
Alcohol ToleranceMeritSharedW20
AlertnessAbilitySharedV20, W20, M20
Alien PerfectionMeritSharedLotB, V20
All Are Equally Holy Before LilithPath of EnlightenmentVampireTBH
All that is not Forbidden is PermittedGiftWerewolfBotW
All the Right SpheresSystemSharedBoS
ALLIANCE?CaernWerewolfRAtW
AlliesBackgroundSharedV20, W20
AlligatorNPCMageM20
Alligator or CrocodileGhoulVampireGaR
Alms to the PoorGiftWerewolfCB
AlphaArchetypeSharedW20
Alsart OasisUmbral RealmWerewolfUVS
Alter LilianGiftWerewolfCB
Alter MoodGiftWerewolfCB
Altering CharacteristicsRoteMageHDYDT
Altering PropertiesRoteMageHDYDT
Altering the ElementRoteMageHDYDT
Alternate IdentityBackgroundSharedV20
Amaterasu Omikami, Empress of the SunNPCMageGaM
Amazons of DianaCampWerewolfW20
AmbidextrousMeritSharedBoS, W20, V20
AmbushGiftWerewolfCB
Amira the Storyteller (Amira al-Kadhaab)NPCMageGaM
AmnesiaFlawSharedBoS, W20, V20
Amount of Quintessence UsedRoteMageHDYDT
Amulet of MnemosyneRitualVampireRotB
An Hour AgoSpiritWerewolfUVS
Ana-gaminCampWerewolfW20
AnachronismFlawSharedBoS
AnalyzeDiscipline PowerVampireV20
AnanasiFeraWerewolfCB, W20
Anansi the Spider, Keeper of TalesNPCMageGaM
Anansi’s GuileGiftWerewolfCB
Anarch MovementSectVampireV20
Ancestor AllyMeritSharedW20
AncestorsBackgroundSharedW20
Ancestral RescueUmbral RealmWerewolfUVS
Ancestral Soil DependenceFlawSharedLotC
Ancestral WingsGiftWerewolfCB
Anchor PointsRoteMageHDYDT
Ancient Forest-Heart (Grand Natura)NPCMageM20
AndaBloodlineVampireV20
Andre BaptisteNPCWerewolfBotW
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Classification: Union // Open Ref shared/rule/system/purification-keeping-things-clean

Purification: Keeping Things Clean

System

Shared

Craftsmanship demands precision and intent. An artist, in­ ventor, or technician who does sloppy work gets sloppy results. And so, when a mage crafts a Wonder, that Wonder should be purified: processed through a ritual or procedure that hopefully removes its flaws and protects it from spiritual or material contamination.

Once again, a character’s practice and beliefs will determine the purification process he prefers. A Q Division tech would work with special tools in sterile conditions; a Hermetic of House Flambeau would pass her Talisman three times through mystic fire; a gutter-mage could rinse his brand-new creation in the clear cold water of a park fountain, while an Infernalist consecrates her nasty new toy in a river of freshly-shed blood. Whatever fits the mage and his or her process may serve as purification, so long as it’s done with dedicated intent.

System

-wise, a purification process requires several Prime 2 Effects – one per level of purification. Simple items with neutral energy won’t require many successes, but complex items with messy energy may demand quite a few of them. Each purification process lowers the difficulty of Step Three’s Arete roll. If there’s conflicting energy in the process, then that modifier counters the associated penalty.

The Investment Roll Modifiers chart offers three levels of purification and their associated bonuses. The more complex and time-consuming the purification process is, the more it helps the mage who’s crafting that Wonder. Especially if there’s conflicting energy involved in Step Two, the purification process is worth a bit of extra work.

Beyond the obvious magickal Effects stored within a Wonder, certain treasures have strange blessings or awful curses. Sometimes, these “features” get built into the Wonder: user-recognition pro­ grams, homing enchantments, feelings of serenity that radiate into the owner’s hand when she clutches the Wonder… that sort of thing. And occasionally, a friendly spirit or quirk of good luck simply drops those goodies into the mix as a bonus from Fate.

Ah, but then other Wonders wind up flawed, either by poor workmanship, tainted Quintessence, malignant spirits, or other twists of fortune. These flaws dog the Wonder’s owner, making her life miserable and testing her commitment to the troublesome “treasure” in her possession. In really nasty situations, she has no choice but deal with it; the Wonder refuses to be discarded, and once you’ve got it, it’s got you too!

In all cases, features and flaws are more like story-elements than like reliable powers. For the most part, they don’t rely upon die-rolls or game systems, but simply manifest as narrative devices: the voice that whispers sweet suggestions at all the right (or wrong) times, the hackles that rise up the back of a gunman’s neck when he’s got one bullet left in the chamber of his modified Barretta, the “bad feeling” a hacker gets when she opens her laptop just as someone’s spying on her through its camera… such features and flaws make a Wonder more… well, wondrous.

See also 2

Rules

Spheres

  • Prime mage/power/sphere/prime
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