71. A meaningful silence [Paradox Flaw] The Mage does not hear her own voice. This can be very hurtful to Mages relying on song, recitation, and social impressions. One does not have to use words or sound as a focus to be afflicted. It most often befalls those botching the Mind Sphere, but can also happen while using Entropy or Prime. Strangely it does not strike those that use words or sound to channel other Spheres than those three.*
Technocracy has this Flaw filed as a mental affliction - and some NWOs and Void Engineers know how to treat it effectively.
(*When using Foundation & Pillars in place of Spheres, look at equivalence of Effects to determine whether this Flaw is appropriate.)
72. No way in, no way out [Paradox Flaw / Quiet ] The Mage finds the entrance to their dwelling or Sanctum non-existent. They must break in order to enter - whether going through the windows, using Magick, making holes in the walls, going through the roof, or digging underneath. The newly created entrances disappear a few minutes after being used, and a new one has to be made to exit. (But most of a created tunnel will remain and can be re-used etc.) Any occupants at the Mage's residence are trapped in and likewise have to break out using non-standard means. (Though sometimes they seem unaffected, frustrating the Mage further.)
Bringing in others sometimes helps in entering normally - and sometimes it only results in the companions having to live a day or two while suffering from this situation at their places.
This afflicts Mage who mishandle Correspondence wards - especially those that somehow manage to include themselves, their Avatar, or their companions in the categories that are to be kept out.
Mages who decidedly tell their Avatars to leave them alone while they are at their place might end up being hit by this Flaw; some have gone all the way through and undergone a Seeking just to be able to come back to their bed through the front door.
73. A magus' guilt [Quiet] This state afflicts Mages who first deceive and/or mock spirits, and then fail to bind, trap or destroy them, allowing them to escape. The Mage first feels a general sense of inferiority about his own capabilities, which quickly turns into guilt. This causes restlessness, paranoia, aversion to humans, phobia of spirits ("Will they ever forgive me..?"), general stress, and nervousness in regards to using the Spheres involved in the event(s) that triggered the Quiet. Many seek to somehow atone, yet are paralyzed by their guilt and uncertainty of their place in the wider worldly order.
For this Quiet to start, Spirit has to be combined with at least one of the following: Time, Entropy or Prime. (These Spheres are often used by Mages to stack the deck against Spirits.)
Void Engineers can suffer from this following actions against spirits. It is one of the reasons why VEs have in-house members who can take care of psychological problems. The NWO could find the reluctance in carrying out duties highly suspicious.
Technocracy has this Flaw filed as a mental affliction - and some NWOs and Void Engineers know how to treat it effectively.
(*When using Foundation & Pillars in place of Spheres, look at equivalence of Effects to determine whether this Flaw is appropriate.)
72. No way in, no way out [Paradox Flaw / Quiet ] The Mage finds the entrance to their dwelling or Sanctum non-existent. They must break in order to enter - whether going through the windows, using Magick, making holes in the walls, going through the roof, or digging underneath. The newly created entrances disappear a few minutes after being used, and a new one has to be made to exit. (But most of a created tunnel will remain and can be re-used etc.) Any occupants at the Mage's residence are trapped in and likewise have to break out using non-standard means. (Though sometimes they seem unaffected, frustrating the Mage further.)
Bringing in others sometimes helps in entering normally - and sometimes it only results in the companions having to live a day or two while suffering from this situation at their places.
This afflicts Mage who mishandle Correspondence wards - especially those that somehow manage to include themselves, their Avatar, or their companions in the categories that are to be kept out.
Mages who decidedly tell their Avatars to leave them alone while they are at their place might end up being hit by this Flaw; some have gone all the way through and undergone a Seeking just to be able to come back to their bed through the front door.
73. A magus' guilt [Quiet] This state afflicts Mages who first deceive and/or mock spirits, and then fail to bind, trap or destroy them, allowing them to escape. The Mage first feels a general sense of inferiority about his own capabilities, which quickly turns into guilt. This causes restlessness, paranoia, aversion to humans, phobia of spirits ("Will they ever forgive me..?"), general stress, and nervousness in regards to using the Spheres involved in the event(s) that triggered the Quiet. Many seek to somehow atone, yet are paralyzed by their guilt and uncertainty of their place in the wider worldly order.
For this Quiet to start, Spirit has to be combined with at least one of the following: Time, Entropy or Prime. (These Spheres are often used by Mages to stack the deck against Spirits.)
Void Engineers can suffer from this following actions against spirits. It is one of the reasons why VEs have in-house members who can take care of psychological problems. The NWO could find the reluctance in carrying out duties highly suspicious.
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