Mage is one of the most freeform systems, if not the most freeform system in the World of Darkness. It’s a game of belief, because for the Awakened Mage, her own beliefs about how the world works, and how she wants the world to work, determine just what she can and cannot do. Think of Neo in The Matrix when he discovered that he no longer had to play by the rules of the system, that he could surpass them, even break them if he truly wanted to. This is the truth that the Mage discovers at his or her Awakening – nothing is truly impossible.
If you do not already own the Mage: the Ascension 3rd Edition corebook (WW 4600, copywright 2000), we recommend that you buy it as soon as possible. It sells for about $30.00 retail, but you can probably get a copy for a cheaper price on eBay. In truth, the only way to really understand the system and play a believable character is to buy the book and read it. I personally recommend that you read the book in small doses, as it’s likely to give you a headache (I got a migraine the first time I read it. lol). This creation section is in no way a substitute for having the book on hand.
<> getting started <>
Here are some things to keep in mind while creating your character:
<> character concept <>
Concept is the beginning of your character. It’s who your character is…is she a doctor? A hippie who never quite got away from the sixties? Is she an Eastern Mystic? A hide-bound researcher of ancient lore? The concept you choose for your character will help you determine where you go from here.
<> the traditions and factions* <>
Akashic Brotherhood - Philosophical martial-artists, the Warring Fists espouse a union of mind, body and spirit through personal discipline.
Celestial Chorus – The schismatic Singers desire a renewal of the original One, restoring the world to a whole and perfect form with their dogmatic faith.
Cult of Ecstasy – Seeking an altered consciousness through entrancing music, dance and experience, the Ecstatics pursue liberation of the flesh and soul.
Dreamspeakers – The Spirit-Talkers embody the harmonious – although sometimes dangerous or terrifying – ways of primal existence in concert with nature and the spirits. They follow the paths of shamans and medicine men.
Euthanatos – Drawing inspiration from Hindu beliefs and responding to the suffering of an overcrowded, uncaring world, the Deathmen (and women) bring release to the pained and death to evil.
Order of Hermes – Rational and studious, the Wizards of the high Order of Hermes practice carefully refined formulaic magic handed down over centuries. Their magic derives from a set of forms built through rigorous application of mystical principles.
Sons of Ether – Laboratories of weird science and fringe technology embody the lunatic inspirations of the Mad Doctors, who pursue the cast-off remnants of discredited science and cutting-edge alternative systems.
Verbena – Primal and deadly, the misnamed Pagans of the Verbena delve into the primal nature of life, birth, blood and sacrifice in their communion with potent forces.
Virtual Adepts – The pioneers of a new vision for reality strive to open up the minds of the Masses with their renegade actions as Hackers and virtual world-builders.
Hollow Ones – Drawing from the nihilistic corners of a dying culture, the Soulless use a hodge-podge of their own making in the pursuit of escape while the world crumbles toward Armageddon.
*Note: The Factions listed here are the ones listed in the main corebook. There are other Factions, but if you do not possess the Tradition books it’s probably best if you stick with one of the Factions in the corebook. Remember, many mages are not a part of a Faction at all.
<> archetypes (nature and demeanor) <>
<> avatar essences <>
For more information on Avatar Essences, see the Essence section in the Mage resources.
<> attributes and abilities <>
Attributes define your mage as far as physical, social, and mental talents are concerned. In this category, a 2 is average, while a 5 is close to supernatural. You are given 7/5/3 starting points to prioritize in your Attributes section. Note that you may only have a score of 4 in one Attribute per category. i.e. You cannot have a 4 in Perception and a 4 in Intelligence, but you can have a 4 in Dexterity and a 4 in Intelligence. At this time there is also a cap on Appearance. Your character may have a max Appearance score of 3.
Abilities define your mage as far as what her talents, skills, and actual knowledge go. You are given 13/9/5 points to prioritize in your Abilities section. Again, you may only have a score of 4 in one Ability per category. Note also that at this stage in character creation (before Freebies are distributed), you may only have scores up to a 3 in each Ability.
<> spheres <>
You are given 6 points to distribute in Spheres. One point must be assigned to the Specialty Sphere of your character’s Tradition. In addition, no matter how high your other Spheres become, no Sphere can be higher than your character’s Tradition’s Specialty Sphere. The only exception to this is when your character’s faction within their Tradition focuses on a different Sphere. Examples of this include the Order of Hermes House Fortunae, which specializes in the Sphere of Entropy, and the Knights Templar faction of the Celestial Chorus, which specializes in the Sphere of Forces rather than the Tradition Specialty Sphere of Prime.
It cannot be said enough times that no matter how high your character’s Sphere levels rise, they can never surpass the level of Arete your mage possesses. This means that eventually, in order for your mage to advance to higher levels of Sphere magick, your character will have to raise her Arete.
Only the most cursory explanation of Spheres will be placed here. In order to truly understand the way Awakened magick works, I cannot say it too many times that you must purchase and read Mage: The Ascension 3rd Edition.
<> advantages <>
At this time, there is a cap of 3 on all Backgrounds without management approval. I will consider higher in the mage-oriented backgrounds, but those of the mundane world (i.e. Resources, Allies, Contacts, Influence, etc) must be approved through other systems.
There are Backgrounds, including Adversarial ones, listed in other books, but those must be given specific approval by management.
For more information, see the Resonance section of the Mage resources.
<> freebies <>
You are given 30 Freebies to distribute in your character sheet. Freebie costs are as follows:
Trait | Cost | |
Attributes | 5 per dot | |
Abilities | 2 per dot | |
Sphere | 7 per dot | |
Background | 1 per dot | |
Arete | 4 per dot (Max. of 3) | |
Willpower | 1 per dot (Max. of 7) | |
Quintessence | 1 for 4 dots |
<> restricted/banned merits and flaws <>
Insensible to Pain, Diminished Attributes, Mayfly Curse, True Love, Child, Iron Will, Sleepwalker, Parlor Trick, Medium, Unaging, Oracular Ability, Manifest Avatar, Natural Channel, Stormwarden, Unbondable, Fae Blood, Lucky, Shapechanger Kin, Twin Souls, Ghoul, Legendary Attribute, Shattered Avatar, Dual Traditions, True Faith, The Bard’s Tongue, Devil’s Mark, Echoes, Dark Fate, Claws/Fangs/Horns/Hooves/Barbed Tail, Anachronism, Personal Talisman, Nine Lives, Resistant Pattern, Immunity, Cast No Shadow or Reflection, Touch of Frost, Vulnerability, Beast Within, Bedeviled, Nephandic Taint, Fresh Meat, Rogue Apprentice, Folk Hero, Drahma’s Voice, Judge’s Wisdom.
These Merits and Flaws are not necessarily banned, but they are restricted. If you wish to use these Merits and Flaws, you must have a background supporting the use and you must run this by management. Just because a Merit or Flaw is not listed here does not mean it is automatically approved. Management reserves the right to refuse the use of any Merit or Flaw.
<> character types <>
TYPE I |
Type I characters are based on the basic character creation rules in the main corebook. These characters may not exceed Arete 2 at character creation. Type I characters are created with 15 freebies. A sheet must be submitted for these characters, though you need not wait for our approval. Please include a brief ooc dossier on the character when submitting. |
RESTRICTIONS : |
15 freebies ! |
No more than ONE SINGLE Attribute score at 4. No more than ONE SINGLE Ability at 3. Nothing may exceed 4 in Attributes or 3 in Abilities. |
Backgrounds above 3 must have approval. Arcane, Contacts, Destiny, Dream, Familiar, Influence, Library, Node, Sanctum, and Wonder are not allowed for these characters. |
A character sheet must be submitted, though players need not wait on approval. |
Merits or Flaws are not allowed. |
Avatar is capped at 2. |
willpower is capped at 5 |
The purchase of extra Quintessence is not allowed. |
ALL Lores must be approved by the system specific administrator before using in IC game play! |
|
TYPE II |
Type II characters are allowed a little more freebies and lee way. These characters may be anywhere from Arete 2 - 3 and they MUST have written management approval before logging these guys into the chat and playing them. Instead of a brief dossier, we require a slightly more detailed history for Type II's. |
RESTRICTIONS : |
25 Freebies |
No more than ONE SINGLE Attribute or Ability score at 4. Nothing may exceed 4. |
Backgrounds above 4 must have approval. |
Arcane, Dream, Familiars, Library, and Sanctum will be considered with a full write-up from the player. |
Merits and Flaws must be approved and must be explained by your history. |
Avatar is capped at 3 unless specific approval is given. |
willpower is capped at 6 |
4 free dots of lores, which must be approved by the proper administrator and must be explained by your background. |
|
TYPE III |
Type III characters are considered powerful within our game. These characters are higher Arete ( from 1 - 4) and they MUST have a fully fleshed out, detailed history in order to be approved. They can NOT be played before we send you the approval letter. We do not approve these characters often, we suggest asking mgmt before submitting one. |
RESTRICTIONS |
35 Freebies |
No more than ONE SINGLE Attribute or Ability score at 5. Nothing may exceed 5. |
Backgrounds above 4 must have approval. |
Arcane, Dream, Familiars, Library, Node, Santum, and Wonders will be considered with a full write-up from the player. |
Avatar is capped at 4 unless specific approval is given. |
willpower is capped at 7 |
past life background needs approval |
8 free dots in lores, which must be approved by the proper administrator. |
Please note that when you submit a character for approval, we prefer it be done over the online character registry. If you prefer NOT to do this, send all characters to : mage@atlantabynight.net.