Classification: Union // Open

Rules

177 records

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Name ▲ Kind Line Source
A Corrupt CourtshipSystemWerewolfBotW
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
Black Spiral Kinfolk StereotypesSystemWerewolfBotW
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
Gaia’s FallenSystemWerewolfBotW
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
Optional Rule: Wild TalentOptional RuleMageM20
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
Power Center 101+ point poolSystemMageM20
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
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Classification: Union // Open Ref shared/rule/system/flavors-descriptions-and-signatures

Flavors, Descriptions, and Signatures

System

Shared

Resonance is active; it begins with activity, radiates outward through activity, and comes back to its source through activity as well. Even Stabilizing Resonance, after all, begins with an activity (making something stable) and manifests in an activity (calming, nurturing, sustaining, protecting, etc.). Resonate means “to sound, to send back, to amplify”… and so, all forms of Resonance do something when they manifest. Therefore, each of the following types of Resonance – and each of the many variations within each type – gets defined by how it starts and what it does.

When deciding upon a type of Resonance, a player or Storyteller ought to consider how that energy starts and then what that energy does. From there, pick an evocative word – a description – that describes its effects. You want an energy that originates in a sense of centered calm and then, in turn, settles people down? Then choose a description that evokes that effect: Calming, Soothing, Reflective, Meditative, Grounding, and so forth. Does your character behave greedily? Then have that Resonance come across in words that reflect and reinforce greed: Grasping, Avaricious, Miserly, Money-Grubbing and, of course, Greedy.

From there, decide on the signature effects that your Resonance has within the story. Maybe that Calming Resonance manifests as waves of peaceful silence, a gentle voice, and a soft touch that promises control, not weakness. The stronger the Resonance Trait is, the more obvious its signatures will be. One Faint dot in Calming would probably just come through in that quiet voice, while five Overwhelming dots would radiate a sense of peace and centeredness even in the most stressful situations. Ideally, both the player and the Storyteller will collaborate on these signatures – the player acting out appropriate phenomena, and the Storyteller narrating the occasional surprise.

Those effects will also help you decide where and how your Resonance will benefit and hinder you. A Calming presence will certainly help in certain social situations, and may boost spells that soothe or comfort people; on the flipside, that same Resonance would diffuse an effort to intimidate someone, and may manifest itself in Paradox backlashes that rob the mage of his strength when he needs it, or else strand him in a realm full of featureless sand and no apparent way out.

It’s worth noting that these four categories aren’t mutually exclusive; you can be Impulsive (Temperamental Resonance) and yet still Calming (Stabilizing Resonance). You could have several variations within the same Resonance type as well: a Depressing person can also be Joyous or Furious at different times. People are complicated, and mages even more so. At times when the different aspects of Resonance come into play, use the rules presented in the Similar or Opposed Energies entry presented on (p. 132).

The following categories reflect both the source of the Resonance within the mage’s behavior, and also the effects that it has upon the mage.

### Devotional

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