Paradox

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Paradox
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{{header|mta}}Mages call down a higher reality with their spells, superseding the laws of nature. Their enlightened will guides the merging of worlds, creating a seamless conjunction between disjointed realities. But sometimes their will stumbles. When to realities collide, a Paradox occurs.
{{header|mta}}Mages call down a higher reality with their spells, superseding the laws of nature. Their enlightened will guides the merging of worlds, creating a seamless conjunction between disjointed realities. But sometimes their will stumbles. When to realities collide, a Paradox occurs.
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A Paradox arises from the conflict between the energies channeled from a mage’s Path realm and prevailing reality, compounded by the unenlightened gaze of any Sleepers who witness the mage’s handiwork. The mage’s Path realm says something is possible, common reality says it’s impossible, and a Paradox occurs. The result most often manifests as a strain within the mage’s own Pattern, as the forces of Creation attempt to right the problem. The more the mage changes the universe through force of will, the more the universe may change the mage in turn. Mages who push their powers too far descend into madness and delusion. Paradox can even tear the fabric of reality asunder, allowing strange things from Outside to find their way in.
A Paradox arises from the conflict between the energies channeled from a mage’s Path realm and prevailing reality, compounded by the unenlightened gaze of any Sleepers who witness the mage’s handiwork. The mage’s Path realm says something is possible, common reality says it’s impossible, and a Paradox occurs. The result most often manifests as a strain within the mage’s own Pattern, as the forces of Creation attempt to right the problem. The more the mage changes the universe through force of will, the more the universe may change the mage in turn. Mages who push their powers too far descend into madness and delusion. Paradox can even tear the fabric of reality asunder, allowing strange things from Outside to find their way in.
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Mages believe that the Tapestry was once more supple and yielding to changes wrought by Awakened will. Before the Celestial War of Atlantis, magic did not clash with reality.  With the shattering of the Ladder and the creation of the Abyss, however, the Shadow and Fallen Worlds were shifted askew. The risk of a Paradox haunts those mages who are not careful to hide their lights behind bushels.  
Mages believe that the Tapestry was once more supple and yielding to changes wrought by Awakened will. Before the Celestial War of Atlantis, magic did not clash with reality.  With the shattering of the Ladder and the creation of the Abyss, however, the Shadow and Fallen Worlds were shifted askew. The risk of a Paradox haunts those mages who are not careful to hide their lights behind bushels.  
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[http://nwod.org/forum/showpost.php?p=444832 Current House Rules on Paradox and Vulgar Spells]
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Revision as of 18:50, 6 February 2019

Mages call down a higher reality with their spells, superseding the laws of nature. Their enlightened will guides the merging of worlds, creating a seamless conjunction between disjointed realities. But sometimes their will stumbles. When to realities collide, a Paradox occurs.

A Paradox arises from the conflict between the energies channeled from a mage’s Path realm and prevailing reality, compounded by the unenlightened gaze of any Sleepers who witness the mage’s handiwork. The mage’s Path realm says something is possible, common reality says it’s impossible, and a Paradox occurs. The result most often manifests as a strain within the mage’s own Pattern, as the forces of Creation attempt to right the problem. The more the mage changes the universe through force of will, the more the universe may change the mage in turn. Mages who push their powers too far descend into madness and delusion. Paradox can even tear the fabric of reality asunder, allowing strange things from Outside to find their way in.


Mages believe that the Tapestry was once more supple and yielding to changes wrought by Awakened will. Before the Celestial War of Atlantis, magic did not clash with reality. With the shattering of the Ladder and the creation of the Abyss, however, the Shadow and Fallen Worlds were shifted askew. The risk of a Paradox haunts those mages who are not careful to hide their lights behind bushels.


Current House Rules on Paradox and Vulgar Spells


Gnosis Paradox Pool Paradox Successes Paradox Severity Wisdom Bedlam Duration Others Duration
1 1 1 Havok 9 One Scene One Scene
2 1 2 Bedlam 8 One Scene One Scene
3 2 3 Anomaly 7 One Scene One Scene
4 2 4 Branding 6 One Scene One Scene
5 3 5+ Manifestation 5 One Scene One Scene
6 3 4 2 Hours 24 Hours
7 4 3 12 Hours 2 Days
8 4 2 1 Day 1 Week
  • +1 Each Paradox roll after the first made for the same caster within the same scene. This bonus accumulates with each roll, so the third roll made for a mage within a scene has a +2 modifier. In the case of an extended casting, this modifier applies to successive Paradox rolls made within the same day.
  • +2 dice if one or more One or more Sleepers witnesses the magic (vulgar magic only)
  • -1 dice if the mage is casting a rote
  • -1 dice if the mage is using a Magical Tool


Havoc

Bedlam

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