IC Awakening Guidelines Sketch

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So you have an approved PC and you want them to Awaken in-game. How does that work?

  • If you were approved as a mage and just want to RP through your Awakening, then go ahead and do so.
  • The remainder of these rules are for PCs who were approved as something else.

What types of PCs can Awaken?

  • Mortal
  • Mortal+: Sorcerer/psychic, kinfolk, and/or kinain
    • Ghouls cannot Awaken
    • Possessed cannot Awaken, even if they are also Sorcerer/psychics
    • Merely being blood-bonded does not prevent Awakening

What new things does the PC get/need?

  • Faction
    • Traditions (major groups of people who use "magic" in the usual sense; includes Hollow Ones, sort of)
    • Technocracy (people who use "Enlightened Science" and protect the world against Reality Deviants)
    • Wyrm (for Nephandi, people who are permanently corrupted and strive to destroy the world)
    • Other (Orphans, minor Crafts, etc.)
    • PCs may not be Marauders (people who are insane and constantly warp their surroundings)
  • Tradition or Technocratic Convention (if any)
  • +note for paradigm
    • This informs the flavor of your poses whenever you perform magick
    • If someone ICly asked you how you perform magick, and you answered honestly and reasonably completely, what would you say?
    • Guide to the Traditions pages 58-65 has suggestions
    • Nephandi: Why do you believe the world should be destroyed?
  • +note for foci
  • Optional: +note describing what your Avatar is like
    • You don't gain an Avatar when you Awaken; it was there all along, just asleep
    • If you have no dots in the Avatar background, you still have an Avatar, just a weak one
  • Arete (starts at 1 to 3) and spheres
    • Spheres determine what you can do, Arete determines how good you are at them
    • No sphere can have more dots than Arete
  • Avatar background (optional but common)
    • Determines how much Quintessence you can hold (without needing the Prime sphere) and how well you can use it
    • Can be bought with XP when you Awaken
    • Cannot be increased with XP later unless you bought the Shattered Avatar merit
  • Essence and Resonance Trait(s)
    • Essence = Dynamic: at least one Resonance Trait should be Dynamic
    • Essence = Pattern: at least one Resonance Trait should be Static
    • Essence = Primordial: at least one Resonance Trait should be Entropic
    • Essence = Questing: Resonance Trait(s) can be any of the above

What does it cost?

  • Arete
    • Arete 1: free
    • Arete 2: 8 XP
    • Arete 3: 8+16 = 24 XP
  • Willpower: You don't have to buy it up, but it's a good thing to consider
  • Mortal and Subrace:Kinfolk get 6 dots in spheres and 2 dots in Avatar free, and can buy more with XP
    • Sorcerer/psychic are expected to buy spheres and Avatar using the refund XP from their numina
    • Subrace:Kinain are expected to buy spheres and Avatar using the refund XP from their arts and realms
  • Mortal+: Anything specific to your mortal+ type(s) is refunded in XP. (You get as much as it would cost for you to buy that thing from 0 to its current level.) This includes (but is not limited to):
    • Sorcerer/psychic - Numina, Mana background
    • Kinfolk - Gnosis merit, gifts
    • Kinain - Arts, realms
  • XP refunded to a mortal+ must immediately be spent on mage-specific stuff (e.g. Arete, spheres, Avatar, merits). Any excess is lost.
    • You may spend existing XP in addition to the refund.
    • Flaws may be gained. Each dot adds 2 XP to the refund.
    • Flaws specific to your old mortal+ type(s) must be bought off. Each dot costs 2 XP to buy off. This can come out of the refund.
    • Spheres may be similar to your old powers (e.g. Telepathy -> Mind), but this is not required.
    • Merits and flaws gained may be mage-specific (e.g. Echoes) or general (e.g. Phobia).
    • Subrace:Kinfolk must buy the Kinfolk merit (4 dots = 12 XP).
    • Subrace:Kinain must buy the Kinain merit (4 dots = 12 XP).

RP leading up to Awakening

  • IC teachers are fun (more RP!) but not required
    • You may end up with a different Tradition/Convention (or even faction) than your IC teacher, but you should OOCly discuss it as soon as possible
    • IC teaching may be strict and elaborate, or hectic and school-of-hard-knocks
    • Other possible lead-ins are Occult Library, a mage Contact, or an encounter with a non-mage supernatural
    • You may want to buy Lore Mage (to represent IC teaching sinking in)
    • Or your Awakening can be utterly spontaneous
  • For your Awakening scene, you can handwave that others (PC and/or NPC, friendly and/or hostile) saw it coming (e.g. Time sphere, Oracular Ability merit) and are ready for it