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Common Traits and Terms L.

Spheres: The nine Spheres represent aspects of reality


that mages can manipulate. Details about these powers
Despite the wide range of options, most Mage characters can be found in Chapters Two and Ten.
have the following Traits:
M. Backgrounds: Mages enjoy a wide range of personal or
A. Name: On your character sheet, list the name by which
group-based benefits. The majority of those benefits are
your character is known when the chronicle begins. That
open to any Awakened character, although a handful of
name might change later on, but it’s the way he thinks
them are restricted to certain groups. These Background
of himself at the start of your game.
Traits entries begin on p. 303.
B. Player: That’d be you.
N. Other Abilities: Beyond the typical Abilities (that is,
C. Chronicle: Many gaming groups give their chronicles a the ones listed on the character sheet), your mage could
name or title. If your troupe uses a specific title for this have a number of specialized Abilities too. These Traits
chronicle, put that on your character sheet as well. appear in the Other Abilities section and can be found
from p.289 onward.
D. Nature: An archetype that describes your character’s
true self, Nature goes above… O. Arete: The enlightened force of Will that allows
Awakened characters to employ magick gets summed
E. Demeanor: …Demeanor, the archetype that reflects how up in a Trait called Arete. Details begin on p. 328.
ze presents zeself to other people. This social image could
be very close to the mage’s inner Nature, but it might P. Willpower: There’s a reason mages are often called
also present a very different mask to folks who don’t willworkers; their unusual strength of confidence and
know your character well. Information about Natures conviction gives them high Willpower Trait ratings. For
and Demeanors starts on p. 267. more details, see p. 330.

F. Essence: An Awakened Avatar tends toward one of Q. Quintessence/ Paradox: A spectrum of opposing Traits,
four different Essences. These primal forces guide each the Quintessence/ Paradox wheel shows how in or
mage, shaping magick, behavior, and destiny in subtle out of tune your mage’s energy is with regards to the
yet pervasive ways. The Essence entries begin on p. 266. rest of reality. When your mage absorbs Quintessence,
mark these boxes clockwise from the dot onward;
G. Affiliation: Mages tend to be social creatures. The when the character accumulates Paradox, mark them
Affiliation Trait reflects your character’s overall allegiance counterclockwise from the dot. This way, the wheel
(Traditions, Technocracy, Disparate), and the next entry reflects the conflicting forces within your mage. Further
defines her particular group within that affiliation. information begins on p. 331.

H. Sect: This entry deals with a specific group, like the R. Health: When the slings and arrows of outrageous
Order of Hermes, Progenitors, Wu Lung, and so forth. fortune (and enemy characters) make their mark upon
You can find the various sects and specific details about your mage, you make your own marks upon the Health
them in the previous chapter. chart. Ranging from Bruised to Incapacitated, this Trait
reflects the effects of injury. For details, see Chapter
I. Concept: A shorthand description of the overall idea Nine, p. 406.
behind your character. Is he a Cranky Recluse? Is she
an Ass-Kicking Gutter Punk? Catch the tone of your S. Experience: Throughout the course of the chronicle, your
character in a handful of words and then use that as mage accumulates experience points that you get to spend
a foundation for the other Traits. For some potential on new or increased Traits. Information about Experience
concepts, see p. 250. begins on p. 335.

J. Attributes: A character’s innate physical, social, and Mage features space for Merits, Flaws, equipment, and
mental Traits go by the collective name of Attributes. other details. The primary Traits, however, all fit onto the
Those Trait descriptions begin on p. 273. main character sheet page, and the following steps and entries
explore them all in detail.
K. Abilities: The common range of Talents, Skills, and
Knowledges that reflect a character’s personal and
professional capabilities are collectively referred to as
Abilities. Ability listings begin on p. 275.

248 Mage: The Ascension 20th Anniversary Edition


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Character Creation Process
Step One: Concept and Identity • Night-Owl – Bartender, bouncer, club-goer, celebrity.
Decide identity and motivation; choose concept, • Rebel – Vagabond, outlaw, urban tribalist, subculture
Affiliation, Essence, and archetypes. devotee.
• Technician – Mechanic, lab tech, craftsman, computer
Step Two: Select Attributes geek.
Place initial dot into each Attribute.
• Warrior – Solider, mercenary, vigilante, prophet.
Prioritize primary, secondary, and tertiary Attribute
categories (Physical, Social, Mental) (7/ 5/ 3). Essences
Rate Physical Traits: Strength, Dexterity, Stamina. • Dynamic – Passionate force for progress and change.
Rate Social Traits: Charisma, Manipulation, Appearance. • Static – Grounded agent of secure stability.
Rate Mental Traits: Perception, Intelligence, Wits. • Primordial – Elusive figure of primal mystery.
• Questing – Wandering dreamer of new horizons.
Step Three: Select Abilities
Prioritize Abilities as above (13/ 9/ 5). Archetypes (Nature & Demeanor)
Choose Talents, Skills, Knowledges. See pp. 267-273.
Check Secondary Abilities for specialized Traits. • Activist – You fix a broken world.
No Ability may be higher than 3 at this stage. • Benefactor – You’ve got the power to help, and so you do.
• Contrary – You invert order to reveal greater truths.
Step Four: Select Advantages
Choose Backgrounds (7). • Crusader – You’re a front-line fighter for a better
tomorrow.
Define focus (paradigm, practice, instruments).
• Hacker – You upgrade things by taking them apart.
Step Five: Finishing Touches • Idealist – A greater Truth awaits us, and you know what it is.
Record Spheres (6, with the Affinity Sphere receiving • Innovator – Your imagination drives progress forward.
the first dot). • Kid – Innocent and playful, you inspire others to take
Record beginning Arete (1), Willpower (5), Quintessence care of you.
(Avatar rating) and Paradox (0). • Loner – You need no one else.
Spend freebie points (15). • Machine – Weakness is for lesser beings.
Describe appearance/ impression, quirks, culture, beliefs, • Mad Scientist – True science knows no bounds!
Avatar, motivations, identity.
• Martyr – It’s your pleasure to serve.
Sample Concepts • Monster – You’re the unapologetic shadow in the mirror
• Activist – Journalist, blogger, lobbyist, malcontent. of your world.
• Artist – Writer, dancer, painter, musician. • Prophet – Speaking truth to power is your life’s work.
• Athlete – Team player, personal trainer, physical artisan, • Rogue – Rebellion is your gospel and your fame.
thrill-seeker. • Sensualist – Sensation is your drug of choice.
• Caretaker – Parent, teacher, social worker, medical • Survivor – No matter what happens, you endure.
professional. • Traditionalist – As far as you’re concerned, the old ways are
• Criminal – Gang member, con artist, drug dealer, thief. best.
• Executive – Tycoon, manager, facilitator, power-player. • Trickster – You make the world your toy.
• Guardian – Cop, security guard, conspiracy theorist, • Visionary – You see beyond the obvious and chase a
social watchdog. greater vision for us all.
• Intellectual – Scholar, professor, philosopher, social critic.
Factions
• Kid – Child, student, innocent, gutter-punk.
The Affinity Sphere entry under each group gives the
• Laborer – Factory worker, sales clerk, roadie, construction default Sphere for this sect. Some groups have more than
worker. one Sphere listed, but only one Affinity Sphere may be chosen
• Mystic – Priest/ ess, hermit, shaman, enlightened weirdo. per character.

250 Mage: The Ascension 20th Anniversary Edition


• The Traditions seek a return to the days of High Magick or a
new dawn of mystic potential. Bitter enemies of the Technocracy,
they appear to have been losing the battle for reality.
• The Technocracy enforces global order under their
Enlightened guidance and protection. Dedicated to wiping
out Reality Deviants, they’ve spent over 500 years at war
with the mystic Traditions.
• The Disparates protect their ancestral ways, nurture their
chosen people, and disdain this war that has caused untold
misery. Often dismissed in the battle for reality, these groups
have largely gone underground and now begin to band
together for mutual protection.

The Nine Traditions


See (pp. 148-165).
• Akashayana/Akashic Brotherhood – Masters of mind, body,
and spirit through the Arts of personal discipline.
Affinity Spheres: Mind or Life
• Celestial Chorus – Sacred singers who give a human Voice
to the Divine Song.
Affinity Spheres: Prime, Forces, or Spirit
• Cult of Ecstasy/ Sahajiya – Visionary seers who transcend
limitations through sacred experience.
Affinity Spheres: Time, Life, or Mind
• Dreamspeakers/ Kha’vadi – Preservers and protectors of
both the Spirit Ways and the Earthly cultures that have been
looted, abandoned, and oppressed.
Affinity Spheres: Spirit, Force, Life, or Matter
• Euthanatoi /Chakravanti – Disciples of mortality who purge
corruption and bring merciful release from suffering.
Affinity Spheres: Entropy, Life, or Spirit
• Order of Hermes – Rigorous masters of High Magick and
the Elemental Arts.
Affinity Spheres: Forces
• Society of Ether/Sons of Ether – Graceful saviors of scientific
potential.
Affinity Spheres: Matter, Forces, or Prime
• Verbena – Primal devotees of rough Nature and mystic blood.
Affinity Spheres: Life or Forces
• Virtual Adepts – Reality-hackers devoted to rebooting their
world.
Affinity Spheres: Correspondence/ Data or Forces

The Technocratic Union


See (pp. 186-195).
• Iteration X – Perfectors of the human machine.
Affinity Spheres: Forces, Matter, or Time
• New World Order – Custodians of social order and global
stability.
Affinity Spheres: Mind or Correspondence/ Data
Ch
Chapter
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C ti g the
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Ch t 251
• Progenitors – Innovators dedicated to the potential of Abilities
organic life.
Affinity Spheres: Life or Prime Primary Abilities
• Syndicate – Masters of finance, status, and the power See (pp. 275-289).
of wealth. • Talents: Alertness, Art, Athletics, Awareness, Brawl,
Affinity Spheres: Entropy, Mind, or Primal Utility Empathy, Expression, Intimidation, Leadership,
• Void Engineers – Explorers and protectors of Streetwise, Subterfuge
extradimensional space. • Skills: Crafts, Drive, Etiquette, Firearms, Martial
Affinity Spheres: Dimensional Science, Correspondence, Arts, Meditation, Melee, Research, Stealth, Survival,
or Forces Technology
• Knowledges: Academics, Computer, Cosmology/
The Disparate Crafts Subdimensions, Enigmas, Esoterica, Investigation, Law,
See (pp. 202-223). Medicine, Occult, Politics, Science
• Ahl-i-Batin – Seers of Unity through Divine connection Secondary Abilities
and subtle influence. See (pp. 289-300).
Affinity Spheres: Correspondence or Mind (never Entropy) • Talents: Animal Kinship, Blatancy, Carousing, Do, Flying,
• Bata’a – Inheritors of voodoo, dedicated to restoring a High Ritual,Lucid Dreaming, Seduction (optional: Hobby)
broken world. • Skills: Acrobatics, Archery, Biotech, Energy Weapons,
Affinity Spheres: Life or Spirit Hypertech, Jetpack, Pilot, Riding, Security, Torture
• Children of Knowledge – Crowned Ones devoted to (optional: Professional)
alchemical perfection. • Knowledges: Area Knowledge, Belief Systems, Cultural Savvy,
Affinity Sphere: Forces, Matter, Prime, or Entropy Cryptography, Demolitions, Finance, Helmsman, Lore/ RD
• Hollow Ones – Dark romantics laughing in the face of Data, Media, Pharmacopeia/ Poisons (optional: Expert)
ruin.
Backgrounds
Affinity Sphere: Any
See (pp. 301-328).
• Kopa Loei – Defenders of Nature, the Old Gods, and
their culture. • Allies – Friends who’ll help you out.
Affinity Sphere: Any • Alternate Identity – An established alias.
• Ngoma – African High Magi, sworn to restore what’s • Arcane/ Cloaking – Mysterious ability to remain
been taken from their home and people. unrecognized.
Affinity Spheres: Life, Mind, Prime, or Spirit • Avatar/ Genius – Embodiment of the Awakened/
• Orphans – Self-Awakened mages surviving in the Enlightened Self.
shadows of other sects. • Backup – Agents you can call upon in emergencies.
Affinity Sphere: Any • Certification – Special permits for special things.
• Sisters of Hippolyta – Guardians of the Sacred Feminine. • Chantry/ Construct – Mystic or Technocratic
Affinity Spheres: Life or Mind stronghold.
• Taftâni – Middle Eastern mystics shaping the gifts of • Contacts – Information sources and social networks.
Allah and the Arts of man. • Cult – Group of dedicated believers.
Affinity Spheres: Forces, Matter, Prime, or Spirit • Demesne – Personal inner dream-space.
• Templar Knights – Bastions of chivalry in a corrupt age. • Destiny – Inspiring sense of great purpose.
Affinity Spheres: Forces, Life, Mind, or Prime • Dream/ Hypercram – Ability to tap into Abilities you
• Wu Lung – Preservers of heavenly wisdom, order, and don’t normally possess.
nobility. • Enhancement $ – Cybernetic or biotech improvements
Affinity Sphere: Spirit, Forces, Matter, or Life to your body.
• Fame – Notoriety in the Sleeper world.

252 Mage: The Ascension 20th Anniversary Edition


• Familiar/ Companion – Non-human helper with special • Spirit – Contact with Otherworldly spaces and entities;
abilities. considered an Art by mystics and a Science by Technocrats,
• Influence – Social clout in the mortal world. though in game terms it’s all the same thing.
• Legend – A potent archetype connected to you. • Time – Perception of, and influence over, temporal
states and time-based phenomena.
• Library – Access to special information.
• Mentor – Awakened/ Enlightened elder with a bond Technocratic Spheres (optional rules)
to you. • Data – Tracing connections through information.
• Node – A place of power that’s more or less in your • Dimensional Science – Hyperphysics of alternate
possession. dimensions.
• Past Lives – Helpful memories from prior incarnations. • Primal Utility – Employment of quantum valuation
• Patron – Influential benefactor with helpful resources. energies.
• Rank – A title of importance among the Masses. Freebie Points
• Requisitions * – Access to Technocratic hardware.
Trait Cost
• Resources – Financial credit, cash flow, and property.
Attribute 5 per dot
• Retainers – Skilled followers.
Ability 2 per dot
• Sanctum/ Laboratory $ – Special place to work your arts.
• Secret Weapons * – Guinea-pig status with Technocratic Background 1 per dot
inventors. Sphere 7 per dot
• Spies – Information networks. Arete 4 per dot (Max. Total: 3)
• Totem $ – A powerful spirit ally. (Shamanic characters only.) Willpower 1 per dot
• Wonder – A Talisman, Fetish, or Device that contains Quintessence 1 per four dots
its own reality-bending power.
Merit cost as per Merit
*Available only to Technocratic Union characters.
Flaw bonus as per Flaw (Max. Total: 7)
$ Costs double the usual amount of points.
Experience Costs
Spheres
See (pp. 512-527). Trait Cost
New Ability 3
• Correspondence – Understanding of the connections
between places, spaces, and things. New Sphere 10
• Entropy – Study of mortality, probability, and chaos. Affinity Sphere current rating x 7
• Forces – Command over elemental energies. Other Sphere current rating x 8
• Life – Influence over organic beings and the physical Arete current rating x 8
structures of living bodies. Attribute current rating x 4
• Matter – Control of inert materials, objects, and solid
Ability 3
elemental structures.
• Mind – Influence over emotions and thoughts, including Background* current rating x 3
the ability to project consciousness from one’s physical body. Willpower current rating x 1
• Prime – Control over primordial energies.
* Storyteller’s option; Backgrounds might not be raised by
experience points. Also, Backgrounds that cost double the usual amount
cost current rating x 6.

Chapter Six: Creating the Character 253

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