Classification: Union // Open

Rules

171 records

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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/activating-the-relic

Activating the Relic

System

Shared

In most cases, the creator maintains a certain degree of control over the magick she weaves into her Relic. If and when she wishes to employ that magick, she merely needs to build a “trigger” into the Relic that allows her to access the power upon command. In hypertech Relics, this involves an override command that asserts command over the technology built into the organism. To utilize that command across a distance, however, the creator (regardless of the practice and process she employs) needs to add a Correspondence 5 Effect that allows her to take control over the organism and its integrated Effects… and that level of command is pretty hard to master! As with any other major Wonder-work, the mage must invest a point of per­ manent Willpower into her Relic, although Technocratic facilities seem to skirt this requirement. (Or do they? This investiture may explain the high rate of burnout among Technocratic technicians…)

A creator who wants to override the objections of her creation must add a Mind 4 Effect in order to control the Relic’s thoughts. Said “Relic” isn’t going to be terribly pleased with such commands, of course, which explains why lots of mad scientists and dominating wizards tend to condition their “children” into subservience. And no, that’s not an especially nice thing to do to your creations, though such mistreatment is rather traditional.

Unless conditioned otherwise, a Relic can use his powers at will. A “golden child” who has been enchanted by his moth­ er can employ those powers without her assistance. Folklore and fiction tell us how often that sort of thing backfires upon creators, but that doesn’t stop mages from continuing to play God with living organisms.

Many mages build Relics into their own Patterns, shaping “magic fingers” and cybernetic hearts. Obviously, such creators don’t need to override their own objections or bridge space between their minds and the powers they have instilled into their bodies, and so self-enchantment remains a safer, easier process than enchanting other beings into carrying around your magick for you.

As mentioned in the sidebar Living and Virtual Foundations (p. 154), a living being takes on one point of permanent Paradox for each level in the Wonder. This doesn’t count the Life and Prime Effects used to create the Wonder in the first place, although it would count the Correspondence and /or Mind Effects used to control the Relic from a distance. And as mentioned earlier, you can just use the Enhancement Background to reflect cybernetically enhanced characters, unless you want to invent new types of biotech from scratch; in that case, use the Relic rules, and craft those enhancements accordingly. For more details, see that Background Trait de­ scribed in Mage 20 (pp. 312-313), and the Biotech entry in that same book, ppg 657-661.

See also 4

Spheres

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