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The measures taken by the concensus in maintaining the structure of reality adhere to the following progression of priorities:
 
The measures taken by the concensus in maintaining the structure of reality adhere to the following progression of priorities:
 
  
 
=== 1) Prevent ===
 
=== 1) Prevent ===
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'''System:''' Paradox is generated based entirely on the degree of vulgarity, botches, and witnesses, rather than being linked to sphere level. Paradox generated equals:
 
'''System:''' Paradox is generated based entirely on the degree of vulgarity, botches, and witnesses, rather than being linked to sphere level. Paradox generated equals:
 
  
 
<u>Base paradox</u>
 
<u>Base paradox</u>
 
 
'''0 Paradox''' - Effect is indistinguishable from natural or "normal" events, only the mage sees the true cause.
 
'''0 Paradox''' - Effect is indistinguishable from natural or "normal" events, only the mage sees the true cause.
 
 
'''1 Paradox''' - Effect is within the realm of coincidence but a little odd (rolling dice a particular way 6 times in a row).
 
'''1 Paradox''' - Effect is within the realm of coincidence but a little odd (rolling dice a particular way 6 times in a row).
 
 
'''3 Paradox''' - Effect is definitely beyond majority expectations but could be explained clever behind the scenes setup (i.e. minor special effects), moderately plausible prototype technology, cryptozology or other mundanely rational effects.
 
'''3 Paradox''' - Effect is definitely beyond majority expectations but could be explained clever behind the scenes setup (i.e. minor special effects), moderately plausible prototype technology, cryptozology or other mundanely rational effects.
 
 
'''5 Paradox''' - Effect should clearly impossible according to modern expectations. If an effect of this sort could be faked through conventional means it would take resources a couple orders of magnitude in excess of those needed to accomplish a similar type of task through conventional means.
 
'''5 Paradox''' - Effect should clearly impossible according to modern expectations. If an effect of this sort could be faked through conventional means it would take resources a couple orders of magnitude in excess of those needed to accomplish a similar type of task through conventional means.
 
  
 
<u>Modifiers</u> (apply only one)
 
<u>Modifiers</u> (apply only one)
 
 
'''+1 Paradox''' - Botching
 
'''+1 Paradox''' - Botching
 
 
'''+1 Paradox''' - Sleeper witnesses
 
'''+1 Paradox''' - Sleeper witnesses
 
 
'''x2 Paradox''' - Botching with sleeper witnesses
 
'''x2 Paradox''' - Botching with sleeper witnesses
  
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<u>Backlash</u> (revised system)
 
<u>Backlash</u> (revised system)
 
 
Rather than the old ''instant karma'' style, "Backlash" is now just the inconvenience produced as reality untangles it's self.  Paradox is a measure of the magnitude of anomaly and so determines the degree of inconvenience produced as reality tries to cover up the effect. Backlash is no longer just for botches but happens automatically every time a magical effect is produced on Earth.
 
Rather than the old ''instant karma'' style, "Backlash" is now just the inconvenience produced as reality untangles it's self.  Paradox is a measure of the magnitude of anomaly and so determines the degree of inconvenience produced as reality tries to cover up the effect. Backlash is no longer just for botches but happens automatically every time a magical effect is produced on Earth.
  
 
Quintessence spent on an effect does not reduce paradox, but each point of Quintessence spent does reduce the effects of backlash as if one point less of paradox had been gained.
 
Quintessence spent on an effect does not reduce paradox, but each point of Quintessence spent does reduce the effects of backlash as if one point less of paradox had been gained.
 
  
 
<u>Effects of Backlash</u>
 
<u>Effects of Backlash</u>
 
 
'''1-2 Paradox''' - No significant effect. Paradox dissipates harmlessly with little or no noticeable effect.
 
'''1-2 Paradox''' - No significant effect. Paradox dissipates harmlessly with little or no noticeable effect.
 
 
'''3-4 Paradox''' - Minor effects. Paradox is noticeable causes some inconvenience. Might cause something small to break or something significant to malfunction at an inconvenient time or a +3 to Difficulty for situational reasons, etc.
 
'''3-4 Paradox''' - Minor effects. Paradox is noticeable causes some inconvenience. Might cause something small to break or something significant to malfunction at an inconvenient time or a +3 to Difficulty for situational reasons, etc.
 
 
'''5-7 Paradox''' - Significant effects. Paradox is moderate and causes some serious harm to equipment, possible bashing or lethal damage, temporary loss of abilities or actions, etc.
 
'''5-7 Paradox''' - Significant effects. Paradox is moderate and causes some serious harm to equipment, possible bashing or lethal damage, temporary loss of abilities or actions, etc.
 
 
'''8-10 Paradox''' - Massive effects. Vash the Stampede! Paradox is severe and causes powerful (though coincidental) side-effects. Major destruction of equipment and facilities, injury, attribute loss, or even death.
 
'''8-10 Paradox''' - Massive effects. Vash the Stampede! Paradox is severe and causes powerful (though coincidental) side-effects. Major destruction of equipment and facilities, injury, attribute loss, or even death.
  
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Things like Quiet and Arcane reduce the mage's impact on the universe at large. They distance the mage either physically. They either physically distance the mage from sleepers a bit or at least keeping most vulgar magic away from sleepers.
 
Things like Quiet and Arcane reduce the mage's impact on the universe at large. They distance the mage either physically. They either physically distance the mage from sleepers a bit or at least keeping most vulgar magic away from sleepers.
 
  
 
'''System:'''
 
'''System:'''
  
 
==== Arcane (revised) ====
 
==== Arcane (revised) ====
 
 
Arcane allows the mage's impact on the consensus to be gradually minimized over time. As the consensus forgets about the mage and her physical impact on the world is gradually washed away the bad credit she generated is also eliminated. The price, unfortunately, is anonymity and difficulty in interacting with any Sleepers (or un-Aware) beings over multiple contacts.  
 
Arcane allows the mage's impact on the consensus to be gradually minimized over time. As the consensus forgets about the mage and her physical impact on the world is gradually washed away the bad credit she generated is also eliminated. The price, unfortunately, is anonymity and difficulty in interacting with any Sleepers (or un-Aware) beings over multiple contacts.  
 
As a "stealth enhancer" Arcane only works against unawakened beings. However, a mage loses a number of temporary Paradox points equal to her Arcane score every day.
 
As a "stealth enhancer" Arcane only works against unawakened beings. However, a mage loses a number of temporary Paradox points equal to her Arcane score every day.
 
  
 
==== Quiet (revised) ====
 
==== Quiet (revised) ====
  
For Details on a system for Quiet check [http://wiki.rpg.net/index.php/Umbral_Domains:_Mage_Quiet here].
+
For Details on a system for Quiet check [http://wiki.rpg.net/index.php/Umbral_Domains:_Mage_Quiet| here].
  
 
=== 4) Eliminate ===
 
=== 4) Eliminate ===
  
 
The consensus does have a collective consciousness and will work to eliminate sources of persistent vulgarity. This consciousness is not easily roused and directed against a particular source, but it can happen when a given thing (i.e. mage) is consistently the source of too much paradox over time. Elimination is normally done in one of two ways: The mage is abruptly (though coincidently) ejected into the umbra, or paradox spirits are dispatched to do the mage in. However! Paradox spirits don't appear as bizarrely powerful entities wielding vulgar magic, since vulgar magic is what the consensus is trying to minimize. Rather the paradox spirits take the form of seemingly ordinary people, objects, or events which simply seem intent on eliminating the mage. If these spirits can be gotten rid of the mage might bet a respite until their next use of vulgar magic.
 
The consensus does have a collective consciousness and will work to eliminate sources of persistent vulgarity. This consciousness is not easily roused and directed against a particular source, but it can happen when a given thing (i.e. mage) is consistently the source of too much paradox over time. Elimination is normally done in one of two ways: The mage is abruptly (though coincidently) ejected into the umbra, or paradox spirits are dispatched to do the mage in. However! Paradox spirits don't appear as bizarrely powerful entities wielding vulgar magic, since vulgar magic is what the consensus is trying to minimize. Rather the paradox spirits take the form of seemingly ordinary people, objects, or events which simply seem intent on eliminating the mage. If these spirits can be gotten rid of the mage might bet a respite until their next use of vulgar magic.
 
  
 
'''System:'''
 
'''System:'''
  
 
==== Paradox Realms ====
 
==== Paradox Realms ====
 
 
Characters who achieve 10 ranks of Quiet, whether temporary, permanent, or both get ejected into a Paradox Realm. This is the closest that static reality comes to producing a vulgar effect on it's own. If they can get bleed off any paradox at all may escape and wander the Umbra. Those who can't lower their Quiet below 10 get to live in the world they've built.
 
Characters who achieve 10 ranks of Quiet, whether temporary, permanent, or both get ejected into a Paradox Realm. This is the closest that static reality comes to producing a vulgar effect on it's own. If they can get bleed off any paradox at all may escape and wander the Umbra. Those who can't lower their Quiet below 10 get to live in the world they've built.
  
 
==== Paradox Spirits ====
 
==== Paradox Spirits ====
 
 
When a character accumulates 15+ points of Paradox, or 5+ ranks of Quiet, the Paradox Spirits start coming for him. If the character can eliminate a given set of Paradox spirits he might be safe for awhile. This can be difficult since the spirits are just as likely to embody dangerous situations as they are to take the form of distinct individuals. Paradox spirits always appear to work through mundane means and coincidences. In addition to making them consensus friendly it also makes their traps and ambushes a bit more difficult to spot.
 
When a character accumulates 15+ points of Paradox, or 5+ ranks of Quiet, the Paradox Spirits start coming for him. If the character can eliminate a given set of Paradox spirits he might be safe for awhile. This can be difficult since the spirits are just as likely to embody dangerous situations as they are to take the form of distinct individuals. Paradox spirits always appear to work through mundane means and coincidences. In addition to making them consensus friendly it also makes their traps and ambushes a bit more difficult to spot.
  
  
 
--[[User:Peter K.|Peter K.]] 20:55, 11 June 2006 (PDT)
 
--[[User:Peter K.|Peter K.]] 20:55, 11 June 2006 (PDT)

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