Classification: Union // Open

Rules

171 records

Random
Name ▲ Kind Line Source
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
African Necromancy (style)SystemVampireRotB
Akhu (Setite Sorcery school)SystemVampireRotB
All the Right SpheresSystemSharedBoS
Appropriate Resonance and SynergySystemSharedBoS
Arete RollSystemSharedBoS
ArtifactsSystemSharedBoS
Attacking Your OpponentSystemSharedBoS
Attribute CategoriesSystemSharedV20, W20, M20
Avoiding CorruptionSystemWerewolfBotW
Aztec Necromancy (style)SystemVampireRotB
BackdoorsSystemSharedBoS
Background /Experience Cost for Crafted WondersSystemSharedBoS
Background /Experience-Point Costs for Charms and GadgetsSystemSharedBoS
Background TraitsSystemSharedBoS
Backgrounds (Kinfolk)SystemSharedKin
Base Quintessence CostSystemSharedBoS
Benefits of GrimoiresSystemSharedBoS
BlockingSystemSharedBoS
Bonus DiceSystemSharedBoS
BotchingSystemSharedBoS
Building the RelicSystemSharedBoS
Canonical ChangesOptional RuleSharedV20
Character Creation ExtrasSystemSharedKin
CharmsSystemSharedBoS
Cleansing the SignatureSystemSharedBoS
Computers as Instruments of FocusSystemSharedBoS
ConcealmentSystemSharedBoS
Corruption and Free WillSystemWerewolfBotW
Cracking /ReversingSystemSharedBoS
Cryptanalysis and CodesSystemSharedBoS
Destroying Someone Else’s WonderSystemSharedBoS
DevicesSystemSharedBoS
DevotionalSystemSharedBoS
Difficulty: Is it Paradoxical?SystemSharedBoS
Disarming Your OpponentSystemSharedBoS
DotsSystemSharedBoS
Eastern Necromancy (style)SystemVampireRotB
ElementalSystemSharedBoS
Employing a TalismanSystemSharedBoS
Enlightened UpgradesSystemSharedBoS
EquipmentSystemSharedKin
ExperienceSystemSharedBoS
FamiliaritySystemSharedBoS
Far from HomeSystemWerewolfCW
FetishesSystemSharedBoS
FetishesSystemSharedKin
FlavorsSystemSharedBoS
Flavors, Descriptions, and SignaturesSystemSharedBoS
Flaw Traits as FlawsSystemSharedBoS
GadgetsSystemSharedBoS
GadgetsSystemSharedBoS
Game SystemsSystemSharedBoS
Game Traits for Child-MagesSystemSharedBoS
GrimoiresSystemSharedBoS
Group CreationSystemSharedBoS
Hedge MagicSystemVampireHH2
Hedge Magic WaysSystemSharedKin
IdentitySystemSharedBoS
Impression and PersonalitySystemSharedBoS
In Farewell, RevelationSystemWerewolfCW
Incompatible Beliefs?SystemVampireRotB
Indulge Your Desires — This is Your WorldSystemWerewolfBotW
Influence on OthersSystemSharedBoS
IntimidationSystemSharedBoS
InventionsSystemSharedBoS
Locking an EffectSystemMageM20
Locus DodgeSystemSharedBoS
Look, Feel, and ConstraintsSystemSharedBoS
MAKING A BASIC BANESystemWerewolfW20
Materials: The Right StuffSystemSharedBoS
MatricesSystemSharedBoS
Merits and Flaws (Kinfolk)SystemSharedKin
Merits or Backgrounds as FeaturesSystemSharedBoS
Metaphysical EchoesSystemSharedBoS
Metaphysical PracticesSystemSharedBoS
Nahuallotl (Setite Sorcery school)SystemVampireRotB
Necromancy Paths and RitualsSystemVampireV20
Numina (Kinfolk)SystemSharedKin
Opening the Window: The Hacker’s Dice PoolSystemSharedBoS
Other EquipmentSystemSharedKin
Paradox and QuietSystemSharedBoS
Paradox, Resonance, and PeriaptsSystemSharedBoS
PeriaptsSystemSharedBoS
Permanent ParadoxSystemSharedBoS
Point Costs for TrinketsSystemSharedBoS
Points and RequisitionsSystemSharedBoS
PoisonsSystemSharedKin
Pooling BackgroundsOptional RuleSharedV20, W20, M20
Potent ResonanceSystemSharedBoS
Practice Makes PerfectSystemSharedBoS
PrimersSystemSharedBoS
PrincipiaeSystemSharedBoS
Programming, Repair, and System ArchitectureSystemSharedBoS
Psychic NuminaSystemVampireHH2
Psychic Phenomena (Kinfolk)SystemSharedKin
Psychological WarfareSystemSharedBoS
Purification: Keeping Things CleanSystemSharedBoS
Quantum ComputersSystemSharedBoS
RearmingSystemSharedBoS
Recharging PeriaptsSystemSharedBoS
RefuelingSystemSharedBoS
Relics, Cybernetics, Biocrafting, and SoulflowersSystemSharedBoS
Reshaping the SpheresSystemSharedBoS
Roleplaying and DescriptionSystemSharedBoS
Sadhana (Setite Sorcery school)SystemVampireRotB
Secret Features or FlawsSystemSharedBoS
Security Software and SysadminsSystemSharedBoS
Sentient WondersSystemSharedBoS
Similar or Opposed EnergiesSystemSharedBoS
Simple UseSystemSharedBoS
Sloppy FilingSystemSharedBoS
Social EngineeringSystemSharedBoS
Soulgems and SoulflowersSystemSharedBoS
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Classification: Union // Open Ref shared/rule/system/wonders-absorbing-paradox

Wonders Absorbing Paradox

System

Shared

If and when a Wonder generates Paradox, the mage using it has two options:

• She can choose to let the Wonder absorb the Paradox energies; or…

• she can elect to take them on herself. If she decides to do so, then the Paradox points get added to her Paradox /Quintessence wheel.

The decision must be made before the Wonder gets used. After that, it’s too late to choose.

An unAwakened character has no such option – the Paradox goes directly into the Wonder.

A Wonder can sustain one point of Paradox for every point in its Quintessence Trait. A Device, for example, that holds 10 Quintessence can hold up to 10 points of Paradox. Once the Paradox exceeds the Quintessence trait, the Wonder suffers a backlash – usually exploding, melting, bursting into flames, shattering, or otherwise undergoing a dramatic case of self-annihilation. A Wonder destroyed by Paradox can’t usu­ ally be repaired, although certain simple machines or objects might be fixable with the Storyteller’s consent. For rules about repairing Wonders, see the Crafting Wonders section, below.

Note: The sourcebook Forged by Dragon’s Fire presents some additional rules for Paradox and wonders. Thanks to their complexity, however, those systems can be considered optional. Mage 20 does not use them.

As described in the Wonder Background entry in Mage 20, p. 328, Wonders get rated by their overall power-level: • Minor item worth 1-3 freebie or experience points. •• Notable item worth 4-6 points. ••• Significant item worth 7-9 points. •••• Impressive item worth 10-12 points. ••••• Mighty item worth 13-15 points.

(A Wonder could be worth more than 15 points, especially if it’s a vehicle or some other potent piece of hardware. We do not, however, recommend allowing individual player-char­ acters to own such devastating goodies except as temporary plot-devices that go away at the end of a given story. Ignore this advice at your peril!)

An individual Wonder can have up to one separate power for each dot in that Background. A three-dot Wonder, for in­ stance, can have up to three different powers, although many three-dot Wonders have only one or two abilities.

Because each Wonder uses Sphere-based Effects, those dots depend upon the Sphere Rank of the object’s most powerful Effect. A Talisman, for instance, that uses a Forces 4 /Prime 4 Effect would be a four-dot Background, with an Arete Trait as high as 4.

As an optional rule, a Wonder may have a higher Arete than usual; for one extra Background point, that four-dot Talisman could have an Arete of 5. Generally, Wonders have a capacity of five Quintessence points for each point of Arete. That four-dot Arete 5 Talisman, then, could hold up to 25 Quintessence, and would cost nine freebie or experience points.

See also 3

Charts & Tables

Spheres

  • Forces mage/power/sphere/forces
  • Prime mage/power/sphere/prime
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