Classification: Union // Open
Classification: Union // Open Ref shared/rule/system/activating-a-device

Activating a Device

System

Shared

Each Device has its own Enlightenment Trait, which gets rolled (usually against difficulty 7) when the Device is used. A failed roll usually means that the Device fails to work, while a botched roll reflects catastrophic malfunctions. And because they “cast” their own Effects, Devices and Talismans invoke their own Paradox – a potentially nasty hazard for high-powered Devices. In such cases, the Paradox backlash can rebound upon on the user… sometimes literally blowing him to atoms. (For details, see Wonders and Paradox, p. 150.) Thankfully, the modern paradigm accepts miracles from high technology; as a

Mucking About with Wonders

Storyteller rolls one die to determine results, then narrates results according to whim.

result, many Devices fit into Consensual Reality and are assumed to be “coincidental”… which explains a lot about the Technocracy’s

ongoing crusade to make Enlightened Science into the only valid

form of magick.

Being instruments of technology, Devices and other tech-based Wonders tend to have a Mechanical Resonance. Such things feel “cold” in a mystic sense, radiating the essence of technology rather than the personality of their individual creators. That principle, however, doesn’t always apply; the strange contraptions of Etherite scientists or the literally Infernal machines crafted by Nephandic technomancers often reflect the bizarre geniuses who invent them.

See also 3

Abilities & Attributes

  • Science shared/trait/ability/science

Rules

Report a problem