Destroying Someone Else’s Wonder
System
If and when your group finds itself playing Frodo with an implacable Wonder, the Storyteller has the final say. Simple Charms or Trinkets should be easy to destroy, but powerful Talismans or Doomsday Machines ought to provide a dramatic sense of challenge and peril.
In most cases, the destruction of a mighty Wonder should involve fantastic pyrotechnics, collapsing headquarters, scream ing storms of ghostly refugees, and other cinematic bursts of frenzy. A potent Wonder, after all, is a focus for incredible power; its annihilation, therefore, should mark an explosive climax for your tale, if not your chronicle.
Couldn’t we all use a bigger toybox to play with? Mages of all sorts can certainly enjoy a wealth of goodies, and so the
following Wonders can be added to the collection presented in Mage 20’s Appendix II Toybox, as well as to the goodies presented in other related sourcebooks.