You are on page 1of 2

CYBERNETIC WONDERS ARE NOT PART OF YOUR BODY/PATTERN AND SO THEY SHOULD BE ABLE TO

ABSORB PARADOX BACKLASH (IF YOU BOTCH WHEN USING YOUR CYBERNETIC ONLY THE OBJECT
WILL BE AFFECTED).
CYBERNETIC FOCUS WILL BE PART OF YOUR BODY/PATTERN AND SO YOU WILL RECEIVE THE FULL
FORCE OF THE PARADOX.

Extended Rolls: Arete + Willpower per roll.

Double the number of successes of the desired effect = permanent magic.

5 Quintessence per dot in Wonder. with effect .. 10 background points = Arete 10 +


Sphere 5;

Periapt battery can store 5Quintessence per dot.

Artifacts/Inventions: Assist mage casting effects (X-Ray spec/Mask that read


minds) uses mage Arete but one success is enough to activate.
Artifact Creation: 1 hour per roll (10successes each/Need 30). Purification
because spirits of all sorts would seek residence in such a fine item.
An Artifact's point value is equal to the Sphere ratings of all its Effects;
double this total for Artifacts with continuous Effects.
She then makes an Arete roll once per hour of dedicated effort, and must accrue
successes equal to TWICE the Artifact's point value.
She must also spend one Quintessence per success required.

Charms: Only useful once.

Trinkets: Maybe the same as Charms.

Fetiches:

Talisman: All at once. Contain own arete.

Dram or Pawn = measure of tass.

Look for duelling .. certamen.

Wonder:
Charms/Trinkets:
- Fetiches - Talisman

Living Wonder: Homunculos - Sharingan

Matter: Fullmetal Alchemist -

Forces: Jutsus

Artifacts are specialized tools. The Mage may use one as a general Instrument, but
it comes with one or more Effects that the Artifact does really well. Which is to
say, it can perform the Effect with only one success on the casting roll. Useful
for an Effect that otherwise might require several successes to pull off. The Mage
must use their own Arete score to use them, though any Mage may use it, regardless
of whether they have the Sphere knowledge to use the Effect normally. In fact,
that's a use general to most Wonders: the Wonder "knows" how to do the Effect, so
their benefits aren't limited to one who made them.

Talismans (and Devices, the technomantic version of same) function more or less the
same as Artifacts, except Talismans have their own Arete score. A Mage could still
cast the Effect with their own Arete if desired, but they could use the Talisman's
Arete instead. This is useful to Mages whose Arete is less than that of the Wonder
(many a Master has passed their prized Talisman to their students when they pass
on). And it's really useful to the unAwakened, who have no Arete score of their own
(many a Mage has loaned a Talisman to their assistants, to ensure the latter's
safety). Talismans are also connected mystically to their creators, as a dot of
permanent Willpower must be invested to create a Talisman. This is disadvantages if
the Talisman is stolen and used to harm the creator, but advantages because they
can easily link to and work through their Talisman; makes for retrieving the Wonder
simple.

Fetishes are the same as Artifacts and Talismans, except they are created using the
Spirit Sphere rather than Prime. If you have four dots in Spirit already, it's a
convenient alternative. In fact, you only seem to need Spirit to make one, as it
involves convincing (or forcing) a spirit into the Fetish. Useful, if you don't
necessarily have all the Spheres you would need to pull off an Effect that the
spirit can do itself (Forces fireballs can be replicated by asking a fire spirit to
do it for you). Fetishes, if I recall correctly, obey the rules for spirit powers,
and rely on spirit-specific dice pools and power sources.

Periapts are Quintessence batteries. Other Wonders, like Talismans, can come with
their own space to store Quint, but Periapts store a lot more. That's in exchange
for being the only thing they can do. Soul Gems and Soul Flowers are basically
identical to Periapts, but are keyed specifically to the Resonance of their
creator.

Charms (not to be confused with spirit powers) are temporary Wonders. You make them
with lower levels of Prime than you would permanent Wonders (all others take at
least rank 4 in their respective Spheres). They are usually single use, or have a
certain amount of "life", depending on the form of the Charm and the Effect they
perform. You need one unit of Tass to make them, though each investment of one Tass
produces a batch of Charms equal to twice the Mage's Arete. They may also be used
by unAwakened people, as the Effect is "hung" on the physical matter the Charm is
made of, and goes off when the material is spent. This is accomplished by the Mage
rolling their Arete at the time of Charm creation, which means they can be sure
that when they use a pre-made Charm, the Effect will go off as intended. If the
roll was failed, after all, the Mage would just throw the useless Charm away and
start again. With Charms, it provides a degree of reliability often missing with
Effects rolled at the time they need to go off.

And finally, Trinkets are items that have a particular Forces or Matter Effect cast
on them permanently. They don't use Effects, but are rather the result of them.
Backbacks that cancel weight, shoes that silence footfalls, invisible lengths of
tripwire, a bulletproof hoodie, etc. Trinkets are what you get when you get tired
of recasting the same simple Effects on your stuff, and so make the Effect strong
enough to last.

You might also like