More on Paradox
Paradox is the collective force of consensual reality fighting back against the enlightened will of the mage.
Paradox can take a variety of forms. Backlash, reality directly attacking the offensive mage, can cause temporary, long term, or even permanent wounds, flaws, or oddities. Quiet, a magical form of madness, forces the offending mage to resolve their guilt over disjointing reality. Exceptionally offensive mages can be catapulted into a Paradox Realms, or hounded by Paradox spirits.
A very good explanation of Paradox was posted by Malcolm Sheppard on ShadowEssence (
http://shadownessence.org/inde...6-how-paradox-works/) Much of the information below was taken from that post.
How I will be handling paradox:
1. Roll the dice for a coincidental or vulgar effect.
2. Garner any Paradox based on the type of spell and results as described in the Paradox Rules above.
3. Record the Paradox on your sheet.
4. Whenever you gain points of paradox and have more than 5 points of paradox on your sheet, I may decide to have you roll for backlash. If you botch the roll on a magical effect you will definitely be rolling for backlash regardless of how many points of paradox are on your sheet.
5. When you roll for backlash, you will be rolling the paradox points you received from the current magical effect and any other paradox points that have been accumulated as the dice pool with a difficulty of 6. Each success discharges a point as Backlash. Any undischarged Paradox stays in the Paradox meter.
5a. If you have Permanent Paradox in your pool, it can create Backlash on successes but is not discharged. It stays in your meter anyway.
5b. You can stave off all Backlashes for a scene at the cost of one Willpower point. At the end of the scene check for Backlash based on all Paradox accumulated for the rest of the scene.
6. The number of successes received determine the effect of the backlash (this is taken from the table on p. 195 of the Mage Revised book)
* 1-5 successes: Roll the successes as Bashing damage (difficulty 6). Gain a Paradox Flaw with no mechanical effect
* 6-10 successes: Roll the successes as Bashing damage (difficulty 6). Gain a Paradox Flaw that adds +1-3 to nonmagical dice roll difficulties for one turn per Backlash success.
* 11-15 successes: Roll (successes-10) as a dice pool of Lethal damage (difficulty 6). The mage also suffers a Paradox flaw that adds +4-6 to nonmagical dice roll difficulties for one turn per success OR 4-6 dice of additional damage upon a special, avoidable condition (sunlight, turning widdershins, etc.) OR something split between both; OR something very strange. The side effect lasts for one turn per Backlash success.
* 16-20 successes: Roll (successes-10) as a dice pool of Lethal damage (difficulty 6). The mage is automatically incapacitated (not taken to that Health box, just unable to move or act) for one turn per Backlash success.
* 21+ successes: Roll (successes-20) as a dice pool of Aggravated damage. This cannot be soaked magically. The mage also suffers ONE of the following ill effects:
-- A permanent Flaw. This is either extremely noticeable or hinders the mage (successes-20 = what you add to the difficulty of a small number of tasks, or gain as points of Physical, Mental or Supernatural Flaws). The Flaw becomes a part of the mage's "default" natural Pattern and Avatar, and negating it magically is vulgar.
-- Permanent Paradox. Typically, gain (successes-20) in Permanent Paradox. If the character gains 5+ points of Permanent Paradox this way, pick something else unless you want to risk an unplayable character.
-- A Paradox Spirit attacks or otherwise intervenes.
-- The character is sucked into a Paradox Realm until he or she finds her way out.
7. Keep any Permanent Paradox and any dice that didn't Backlash as points of Paradox in your pool.
8. If your accumulated Paradox is 5 or less, 1 point goes away each week you don’t use vulgar magic.
Permanent Paradox
You gain Permanent Paradox from two main sources:
Type A: Major Backlashes inflict it, and it never goes away without special scourging techniques.
Type B: Long term Pattern enhancement causes it. It goes away when the enhancement goes away.
Note: This only applies to pattern enhancements that last more than a day.
The name is deceptive. You can get rid of Permanent Paradox.
* Masters of the Art has suggestions for getting rid of Type A. The one reliable method is to get it burned out in an Umbral quest to the Radiance. This causes intense pain and three dice of aggravated damage per point of Permanent Paradox.
* To get rid of Type B, simply drop any Pattern enhancement Effect that provides superhuman ability. These include:
-- Life or youth extension magic.
-- Magic that raises an attribute over 5.
-- Life Magic that allows the mage to do something a human Pattern can't naturally do, like gills or infrared vision as a part of the natural form's abilities.
-- Life Magic that gives the mage's Life Pattern the ability to soak aggravated wounds.
This message was last edited by the GM at 09:23, Sat 12 Sept 2020.