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IARADOX R|||R|NC|

OOID|
By Impalpable Deisgn
Inrndox Rccrcncc Chnr!
Onos|s.
1 2 3 4 5 6 7 8 9 10
1 1 2 2 3 3 4 4 5 5
D|cc.
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D|cc Mod||crs
Dice Modifier Situation
Each Paradox after
the first made for
the same caster
within the same
scene. This bonus
accumalates with
each roll.
The Mage is casting
a rote
The Mage is using
a magical tool while
casting
One or more sleepers
witnesses the magic
(vulgar magic only)
+1
-1
-1
+2
2
Scvcr|!y
D|cc Ioo|
Success Severity
1 Havoc 2A
2 Bedlam 2B
3 Anomaly 2C
4 Branding 2D
5+ Manifestation 2E
d
Inrndox
Durn!|on
Wisdom Bedlam Anomaly
Branding,
Manifestation
10
9
8
7
6
5
4
3
2
1
One Scene
One Scene
One Scene
One Scene
One Scene
One Scene
Two Hours
12 Hours
24 Hours
Two Days
One Scene
One Scene
One Scene
One Scene
One Scene
One Scene
24 Hours
Two Days
One Week
One Month
Hnvoc
Havoc The mages spell is no longer under his control and isconsidered a Havoc
spell. It affects a randomly chosen target (or targets, if multiple targets were
factored into the casting) instead of the casters declared target(s). The caster
himsel is included in this pool of random victims. The new target must be of the
same type if the mage targeted a living person, then the pool of random targets
include only living people. If the mages target is an object, then only objects
areaffected. If the caster is the only viable target present, he is the target of
his own spell (unless he was its originally intended target, in which case the spell
affects a target of a different kind, such as an object). The new target including
the mage himself if he is the spells new target can contest or resist the spell if
it is normally allowed (see the spells description).
In addition, the mages Wisdom is rolled:
Dramatic Failure: The spells desired effect is reversed. A
blessing becomes a curse, a magical perception spell blinds
the mage to all resonance, or an attack spell helps the target
instead.
Failure: The spells desired effect is reversed, as above.
Success: The spells effect is unaltered.
Exceptional Success: The spells effect is unaltered and
the mage gains a +2 dice bonus for any attempts he might
make to dispel the Havoc spell.
Since the spell is no longer under the casters control he
cannot dismiss it at will.
A Havoc lasts for only as long as the spells Duration. Note
that spells with a concentration-based Duration become
transitory; the Storyteller rolls a single die and the result is
the number of turns the spells lasts.
See Page 268
2A
2H
Hcd|nn
Arcnnun Do!s Dcrnncncn! Scvcr|!y
1 Mild derangement
2 Mild derangement
3 Mild derangement
4 Severe derangement
5 Severe derangement
In addition, the player rolls Wisdom:
Dramatic Failure: The mages madness is contagious. One other
mage per dot of the invokers Presence also suffers from the Bedlam
derangement for as long as the Paradox lasts
(based on the invokers Wisdom, not the victims). Randomly choose
targets from within the spells range, including any sympathetic targets.
The target may contest the Bedlam with a reflexive Resolve + Compo-
sure roll. If successful, he is unaffected.
Failure: As above, but only one other target is affected.
Success: Only the mage is affected by Bedlam.
Exceptional Success: Only the mage is affected by Bedlam.
See Page 269
2C
Anonn|y.
Anomaly Reality cracks open and something impossible takes place.The area affected is usually a radius around the caster
of 20 yards per dot of the highest Arcanum used in the spell thatinvokes the Paradox. Anomalies are not affected by
Sleeper Disbelief.
The important thing about Anomalies is that theyre unpredictable. The Storyteller chooses their effects and defines the
rules on how they affect the area and/or characters. Examples are provided below based on the invokers Path realm, but
theyre just that examples. Storytellers should get creative and strive to confound the casters expectations, even using
different criteria than Path realms. Note that if two Anomaly in the same area in the same scene, its effects are worsened.
-A storm brews or the weather acts crazy, raining hail in clear skies.
-The electrical system goes haywire, shorting out anything plugged
into the local grid.
-Mana cannot be drawn from any Hallow in the area of the Anomaly
for the duration of the Paradox.
-Tass cannot be converted to Mana in the area of the Anomaly for
the duration of the Paradox.
-Mana cannot be solidified into tass in the area of the Anomaly for
the duration of the Paradox.
-Resonance becomes negatively aspected. This is a lasting effect.
-Death spells suffer a 2 penalty (Death is the Aethers Inferior Ar-
canum).
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-Ill-luck taints the scene, causing everyone there to suffer a reverse of a
rote action effect (see pp. 134-135 of the World of Darkness Rulebook) on
their rolls: re-roll successes once, not to add new successes to the total but
to replace rolled successes if the second roll results in failures. For example,
a roll results in three successes and two failures. The successes are re-rolled,
and this time the dice yield only two successes.
-People get a powerful sense of deja vu over and over again. They repeat
tasks they just accomplished unless they succeed in a Wits + Composure
roll.
-People and/or things move in slow motion while time outside the area of
the Intrusion passes normally.
-Forces spells suffer a 2 penalty (Forces is Arcadias Inferior Arcanum).
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Willpower Memory
1-4 The Sleeper completely forgets that he
ever saw anything unusual.
5-7 He forgets what he sees but has a feeling
of unease. He might remember events later
as if they were something he dreamed. Or
he misinterprets what he sees; he might
mistake a spell for a technological
phenomenon or anything to explain it away
in normal terms.
8-10 He remembers everything.
-Repressed or denied thoughts and emotions rise up
and plague everyones mind. Any Social rolls suffer a
2 dice penalty.
-People become lost and disoriented easily (2 on any
Survival rolls to orient oneself).
-Objects sometimes roll uphill or sideways.
-Destinations that are close take longer to get to
than places farther away, as if they were at least
twice the distance apart.
-Matter spells suffer a 2 penalty (Death is
Pandemoniums Inferior Arcanum).
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-Everyone on the scene becomes enervated, lacking energy.
It is an effort to perform physical actions (2 to all such
rolls), even walking. Speed is halved.
-Flowers wither, milk curdles, animals are skittish and on
edge.
-Some objects become ephemeral, existing only in Twilight.
If 3+ dots were used in the spell that invoked the Paradox,
objects might be transferred across the Gauntlet.
-Malevolent spirits in Twilight are attracted to the
scene, or if 3+ dots were used in the spell that invoked the
Paradox, they cross over from the Gauntlet.
-Slumbering spirits in objects awaken and turn against
their wielders.
-Mind spells suffer a 2 penalty (Mind is the Primal
Wilds Inferior Arcanum).

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-Ghosts in Twilight are attract-
ed to the scene. They are usually
malevolent or aroused to anger by
the magic that draws them.
-Darkness becomes a palpable
force, dimming the light even
during day.
-Things become delicate and
breakable (ignore one point of
Durability and armor when strik-
ing objects).
-Spirit spells suffer a 2 penalty
(Spirit is Stygias Inferior Arca-
num).

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Hrnnd|n
The mages body is afflicted by his misuse of magic. He wears the spells warped skein on his skin.
Arcanum DotsArcanum Dots Brand
1 Uncanny Nimbus
2 Witchs Mark
3 Disfigurement
4 Bestial Feature
5 Inhuman Feature
2D
The Storyteller should create an appropriate
Brand as needed, one that seems to symbolically
represent the characters Vice. Maybe his tail is
forked or his eyes glow. Or he might be surrounded
by a cloud of flies (Gluttony or Greed), a miasma
that causes plants to wither (Sloth or Envy), a
herd of crawling vermin (Pride or Lust), or a pall of
smoke (Wrath). He suffers a 5 dice penalty to all
Social rolls (except Intimidation Skill uses).
2|
Mnn||s!n!|on.
Manifestation An entity from the Abyss enters into the Fallen World. It manifests somewhere within the area around the
mage who invoked it, usually no farther away than 10 yards per dot of the casters Gnosis. It does not necessarily appear within
sight. It might manifest below the mage, in the sewers, or in an unseen room beyond the nearest wall.
Arcanum Dots Entity
1 The manifestation is a gremlin or imp, a
minor spirit with a dark sense of humor that troubles the
mage for a short time. It is of Rank 1 (with 5-8 Attribute dots)
or 2 (9-14 Attribute dots). This entity exists in Twilight and
cannot cause direct harm, but it can cause any number of
minor problems. It has some influence over the material
world, like a poltergeist. It can open and close doors, tip
things over, and send small objects flying across a room.
2 A more powerful and menacing entity
(Rank 3, with 15-25 Attribute dots) manifests in the material
realm. It is malicious and rarely humorous. It has a keen
sense of timing, causes various hassles and has powers like
those of gremlins, above.
3 Entities of this intensity are more complex
and capable (Rank 3 or 4, with 26-35 Attribute dots),
driven less by pure instinct and emotion and more by
thought and planning. They are also powerful enough to
manifest a physical form and interact with the material
world. They are cunning enough to pretend to have the
mages interests at heart, while leading him astray. The
promises of such creatures are not to be trusted.
4 The entitys power is equal to that of the
mage in every respect. Such entities range from murderous
monsters that stalk and kill the mages loved ones (or
enemies, pinning the blame on the mage) to seductive
manifestations of the mages darkest desires. Some entities
this powerful, called doppelgangers, appear exactly like
the mage who spawned them. Doppelgangers never appear
in the same place as their double. They are always
elsewhere, causing mischief. The only means of banishing
a doppelganger is for the mage to confront it directly
(whereupon is vanishes). Doppelgangers must be restrained
in order to do this. They can sense the approach of their
double and flee if at all possible.
5 The mage draws the attention of a truly
powerful entity (Rank 4 or 5, with 36-45 Attribute dots). The
entity may try to destroy the mage or possess his body.
Alternately, it may attempt to seduce the mage with promises
of power, knowledge and the fulfillment of his desires.
The entity remains in the world until either banished by the
mage who summoned it or until the mages death. In the
past, the orders have sanctioned the execution of mages
responsible for calling such entities into reality.
When a Sleeper encounters magic or the supernatural, he cannot usually cope
with what he sees. Supernatural disturbances trouble Sleepers who witness
them until the embrace of Disbelief erases all evidence of the occurrence from
their minds. Mages debate endlessly about why this is so. Ancient records
have no references to any such effect before the fall of Atlantis and the division
of the worlds. It seems that human souls, cut off from the Supernal World and
exiled to the Fallen World, cannot cope with the truth of magic. Something
violently tries to keep their eyes shut. When a Sleeper witnesses a vulgar act
of magic, it always triggers Disbelief. The Sleepers reaction depends on his
Willpower. In many cases, the effects alter or amend the Sleepers memory
of the event, but humans have been known to react in unpredictable ways.
If multiple humans witness the same vulgar act of magic, each interprets it
differently according to his Willpower and the resources his unconscious mind
uses to explain the event.