Difference between revisions of "Draft expanded renown"
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=Mage= | =Mage= | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Any Magick User'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Awareness'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Medium''' | ||
+ | | 2 | ||
+ | | Magic Awareness | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Your mage is a natural conduit to the Underworld. Although this Merit does not reduce the difficulty of working Spirit magic, it does mean that your mage can hear ghosts naturally. The mage might not ''see'' wraiths without the right magic, but they do tend to hang out, talk, bug the character and ask him to do things. This talent can be helpful in some cases; wraiths are eager to talk to those who can hear them. However, they often make demands, and they can be difficult to banish if the mage doesn't have enough power with Spirit.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #295 | ||
+ | |- | ||
+ | | '''Oracular Ability''' | ||
+ | | 3 | ||
+ | | Magic Awareness | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' No, your mage is not one of the mystic Master mages living in an ivory tower in the Deep Umbra. Neither is she a software company. What she is, is an ordinary mage with a flair for divination and glimpses into the past, present and future.<br> | ||
+ | ''System:'' Whenever the Storyteller feels you are in the position to see a sign or portent, you may make a Perception + Awareness roll. With the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty is relative to the complexity of what you have seen. Your difficulty for all divination with magic (generally with Time) reduces by two.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #295 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Physical'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Immortal''' | ||
+ | | 5 or 7 | ||
+ | | Magic Physical | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' You have witnessed the passing of ages and survived to tell of it. Through some form of magic, you've got the potential to live hundreds of years. Perhaps, if your Storyteller is kind (and a little crazy herself), you may have ''already'' lived for centuries, and boast a truckload of freebie points - ''not'' a part of this Merit - to reflect your age. <br> | ||
+ | ''System:'' As an immortal sorcerer, you get the following benefits: an increased life span, a slight immunity to most fatal diseases (but not necessarily to the ''pain'' associated with those diseases), and the potential to live indefinitely.<br> | ||
+ | {{tab}}This Merit's stronger version protects you from almost ''any'' form of death - save one - that does not destroy your body entirely. If your corpse can rise again, it will; the fatal damage or disease will slowly repair itself at the normal rate of healing. If some disaster annihilates your body, the magic is dissolved (along with your flesh). Otherwise, you can continue on for centuries.<br> | ||
+ | {{tab}} One given thing can end this immortal dance. The final doom must be selected ahead of time, must be fairly common, and should play some role in the chronicle. Typical dooms include: getting your head chopped off, being stung to death by insects, being frozen to death, being killed by a woman, etc. Naturally you'll probably do anything you can to avoid this fate; just as naturally, your Storyteller will go out of her way to make sure you cant. This potential immortality should not unbalance the game; if your Storyteller considers the idea inappropriate, she may feel free to disallow it. | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #68 | ||
+ | |- | ||
+ | | '''Unaging''' | ||
+ | | 2 | ||
+ | | Magic Physical | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Your mage does not age, ever. Perhaps she drank an elixir in the Mythic Ages, or she tasted the Peach of Immortality, or she ate the Apples of Hesperides, or she dined on the forbidden savor of mermaid's flesh. Perhaps she was injected with the perfect Iterator nanotech or Progenitor symbiote. Perhaps her body is composed of timeless stone or metal. Perhaps the cause is a complete mystery. Regardless, she remains unchanged as the years pass by, save for scars and accumulated knowledge.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #295 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Spirit Guide''' | ||
+ | | 5 | ||
+ | | Magic Social | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' You are aided in your magical journey by a spirit guide, a friendly entity that offers you advice, messages and sometimes aid. The guide's nature depends on your magical society: A Uzoma sorcerer would recognize one of the orishas, while a Hermetic wizard would claim assistance from an angelic entity.<br> | ||
+ | ''System:'' Spirit guides can help in a variety of ways:<br> | ||
+ | *Problem solving: Dialogue with your guide could lead you to insight on various problems. This gives the Storyteller a voice within the chronicle.<br> | ||
+ | *Help: A friendly spirit may grant it's patron a point of Willpower, take some sudden action or restore a Health Level or two to a sorcerer in need. This aid is rare (once per story, if at all), and may require some thanksgiving offering when the crisis ends.<br> | ||
+ | *Messages: Your guide can deliver a brief message to someone far away. This message must be short and simple, as it comes much more in a hunch than in a definite thought: "I think Timmy is in trouble. Let's go find him," not "Timmy's canine spirit-guide just arrived and told me that Timmy's trapped in a well three miles from here."<br> | ||
+ | {{tab}}A sorcerer with a spirit guide may use it as part of her magical Rituals - as the "delivery boy" of a curse or blessing, for example - but does not receive any particular bonus for employing the entity in her workings. Some traditions (especially the shamanic ones) stress initiation by spirits, not people. By adding this Merit to the Mentor Background, you may consider the spirit guide your mentor as well. | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #69 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Supernatural'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Conditional Magic''' | ||
+ | | 1 to 6 | ||
+ | | Magic Supernatural | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdaus, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.<br> | ||
+ | {{tab}}The conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.<br> | ||
+ | {|class="wikitable" style="text-align: center;" width="25%" | ||
+ | ! style="min-width: 100px" | Rank | ||
+ | ! style="min-width: 425px" | Any Combination | ||
+ | |- | ||
+ | |1 point | ||
+ | |Unique: The Sword of Roland, the Matriarch of the MECHA construct, Leap Year | ||
+ | |- | ||
+ | |2 points | ||
+ | |Scarce as hen's teeth: Current or former members of the Council of Nine, your former Mentors, once in a blue moon | ||
+ | |- | ||
+ | |3 points | ||
+ | |Rare, but not unheard of: Toadstones, Swedish royalty, werewolves, rowan and red thread, the holy days of the archangels | ||
+ | |- | ||
+ | |4 points | ||
+ | |Special order: Virgins, middle eastern eye-bead charms, any member of Iteration X, during a thunderstorm | ||
+ | |- | ||
+ | |5 points | ||
+ | |Available without much trouble: Cold iron, silver, Christians, any member of the Traditions, a windy day, holy ground | ||
+ | |- | ||
+ | |6 points | ||
+ | |Common as dirt: Men, anyone who's ever been baptized, the color purple, under cloud cover, Tuesdays | ||
+ | |} | ||
+ | <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' This may be used as a Merit or a Flaw.<br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #194 | ||
+ | |- | ||
+ | | '''Green Thumb''' | ||
+ | | 1 | ||
+ | | Magic Supernatural | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Flowers spring up in your footsteps and trees burst into bloom at your touch. Your hands are as warm as sunlight or stones from a cheery hearth. A common Merit among Verbena.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' Remember that being obviously magical in front of Sleepers is generally considered a ''bad'' thing.<br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #294 | ||
+ | |- | ||
+ | | '''Legendary Attribute''' | ||
+ | | 5 | ||
+ | | Magic Supernatural | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Your mage has a superhuman Attribute, something in which he has the potential to be greater than human. Although this Attribute is not necessarily ''automatically'' better, the mage could potentially exceed the bounds of human ability. Such a gift is rare and precious, and many people with this capacity never even manage to fulfil their true potential.<br> | ||
+ | ''System:'' In your character's legendary Attribute, your character has the potential for a rating of six dots. Thus, your mage might have the Strength of Hercules or the Intelligence of Occam. This Merit does not confer such a rating automatically; it must still be purchased with Attribute points, freebie points, or experience.<br> | ||
+ | {{tab}}In addition to the potential for human power, your character has some miraculous capability tied to that Attribute. A mage with legendary Stamina might have the ability to roll a soak against ''any'' form of damage, for instance, while a mage with legendary Wits might be able to shift his initiative category by one place in any given turn automatically. This power is generally automatic, and it is subject to the Storyteller's approval. it's potency varies with the character's actual Attribute rating, so a character with a legendary Stamina of 1 has a weak legendary power that might grow with time and experience.<br> | ||
+ | {{tab}}This Merit obviously has the potential for abuse, and it is not appropriate for all chronicles or characters.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #294 | ||
+ | |- | ||
+ | | '''Natural Channel''' | ||
+ | | 3 | ||
+ | | Magic Supernatural | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Your mage is a natural weak point in the Gauntlet between worlds. <br> | ||
+ | ''System:'' The difficulty to use magic to pierce it is one less, and spirits react a bit more favorably to the mage. If your mage finds an especially weak spot in the Gauntlet (with Awareness or Spirit 1), he can step between worlds without magic.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #295 | ||
+ | |- | ||
+ | | '''Parlor Trick''' | ||
+ | | 1 | ||
+ | | Magic Supernatural | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Your character has a natural ability to perform some small, pretty or useful bit of magic at will. This trick is nothing that can cause much damage, or even serious annoyance; it's just enough to perform some small basic task or give your mage a little flair. Your mage might be adept at the old wizard's trick of conjuring an orb of witchlight to hand or a flame to her finger. She might be a cyborg who had the bright idea of installing a light bulb or pilot light in her head for the same purpose. If your mage uses a magical sense like night-vision often, you might have the added perk that he can make his eyes glow like a vampire's, allowing him to see even in total darkness. If your character is of the scientific bent, he may be able to emit enough x-rays to use with his x-ray vision, or he could have a laser pointer installed in his index finger just for fun. You don't have to roll or spend anything to make this parlor trick work.<br> | ||
+ | {{tab}}Storytellers should note that this Merit is provided to add color and reason to the game, not to give min-maxers a loophole to create engines of death. With this Merit, mages can light pipes without a lighter, conjure roses or martinis, have mood music play in the background or pop a penknife or a single claw out of a fingertip. Yes, you could put an eye out with one of those things, but the combat difference between a penknife, a single tiger claw, and a press-on fingernail is inconsequential.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #294 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse bottom}} | ||
+ | |||
{{collapse top|title=<font style="font-size: 12pt;">'''Mage'''</font>|padding=20px|bg=#7FFFD4}} | {{collapse top|title=<font style="font-size: 12pt;">'''Mage'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Avatar'''</font>|padding=20px|bg=#7FFFD4}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Source | ! Source | ||
! Details | ! Details | ||
+ | |- | ||
+ | | '''Avatar Companion''' | ||
+ | | 7 | ||
+ | | Mage Avatar | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Your mage is in a cycle of reincarnation. However, the strange thing about your mage's passages through the life-death-rebirth cycle comes from the fact that his Avatar has another lesser Avatar connected to it. This fragment also enters the reincarnation cycle, follows your mage's Avatar through each incarnation and often retains memories of its previous incarnation.<br> | ||
+ | ''System:'' In game terms, you have a living companion who has an Avatar linked to your own. You may have little memory of your past lives and your companion may not be Awakened, but ''she'' retains much of the knowledge and experience from your previous incarnations. Thus, your mage's companion can remind him of things or teach him about lessons that he's already learned previously. Think Corum and Jhary-a-Conel.<br> | ||
+ | {{tab}}The Storyteller creates your companion. Unless you also take the ''Allies'' Background, your companion has no special capabilities besides being tied to your character's cycle and remembering the past.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #297 | ||
+ | |- | ||
+ | | '''Circumspect Avatar''' | ||
+ | | 2 | ||
+ | | Mage Avatar | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' What Avatar? Your mage has never seen her Avatar. In fact, no one's ever seen her Avatar, unless it was her reflection in the mirror, or her shadow, or something that everyone and their dog has.<br> | ||
+ | {{tab}}Your mage does have an Avatar, but it isn't inclined to put on a show. At most, her Avatar is simply her subconscious, and it's just nudged and pushed her into finding her own Awakening.<br> | ||
+ | {{tab}}Having a circumspect Avatar doesn't mean that your mage doesn't have Seekings and Epiphanies. Such events tend to be rooted in reality. The mage may well find that a series of unusual events in the physical world leads her to greater enlightenment, without ever entering a dreamscape. Who needs to go rooting around in dreams and bizarre mindscapes to find out who they are?<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #294 | ||
+ | |- | ||
+ | | '''Manifest Avatar''' | ||
+ | | 3 | ||
+ | | Mage Avatar | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Most people see their Avatars only during Seekings, if at all. Your mage's drops by every day for tea, if it doesn't hang out 'round the clock. This avatar is completely invisible to everyone but your character (and those who can read her mind), unless you take this Merit in combination with the ''Allies'' Background, creating the body of a person or familiar for your Avatar. In this case, your Avatar becomes your ''bamf!''ing buddy, popping in and out of existence when it feels like it. If it's killed, only the mortal shell dies, not your Avatar - unless you also have the ''Phylactery'' Flaw, in which case your Avatar's form is immune to all physical harm, but is is manifested permanently. If such is the case, it is able to be kidnapped, transformed and so on.<br> | ||
+ | ''System:'' Storytellers should note that an Avatar doesn't have to ''say'' it's an Avatar, and just because an Avatar is invested intoa phylactery doesn't mean that everything that phylactery tells you is a pronouncement from your Avatar. A VA may have his laptop as a phylatery, but unless he's also taken ''Manifest Avatar'' as a Merit, his laptop's warnings to update his virus software are nothing more significant than that. Likewise, you may have invested your Avatar into your best friend, but that doesn't mean that everything (or anything) he says are pronouncements from your personal spirit guide. Such only happens to be the case if you take ''Manifest Avatar''. Even then, why ''should'' your Avatar tell you he's anyone except your best friend?<br> | ||
+ | {{tab}}A manifest Avatar can chat with you and other people like the intelligences that show up on the Web to guide Virtual Adepts and converse with their contemporaries. With the right tricks, it can even materialize to harangue you, to fight, to push you around, or just make for a hot date.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #295 | ||
+ | |- | ||
+ | | '''Shattered Avatar''' | ||
+ | | 5 | ||
+ | | Mage Avatar | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Although not necessarily weak, your character's Avatar has been broken to pieces. Your mage has one splinter - your ''Avatar'' rating, if you have one, purchased at the normal cost for that Background - and the other pieces are scattered elsewhere. However, what has been broken can be put back together, at least in this case. If you can find the other pieces of your mage's Avatar through questing and roleplaying, you may increase your ''Avatar'' rating after Character Generation.<br> | ||
+ | {{tab}}The other pieces of your character's Avatar may be scattered about the cosmos, secreted in extradimensional hidey-holes with sphinxes and other creatures guarding them, or they may be part of a phylactery, of which you have one or more pieces. For instance, perhaps your mage's Avatar is invested in 10 mighty rings, 3 of which she has (and a corresponding ''Avatar'' rating of 3), but she must go and retrieve the others from those who have them. Or perhaps there are other mages who share your character's Avatar, and whenever your mage kills one, her ''Avatar'' rating grows by their ''Avatar'' rating. Unfortunately, the other mages who have this Avatar are out to kill her as well...<br> | ||
+ | {{tab}}Design the nature of your shattering with your storyteller and decide beforehand what your character must do to regain a piece of his broken spirit.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #297 | ||
+ | |- | ||
+ | | '''Stormwarden''' | ||
+ | | 3 or 5 | ||
+ | | Mage Avatar | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' For some reason, the Avatar Storm that rages across the Gauntlet has no effect upon your mage. <br> | ||
+ | ''System:'' When your mage reaches across the Gauntlet, he never suffers from any injury from the Storm. For five points, your mage also protects everyone that he touches (including through Correspondence touching) and deliberately desires to shield.<br> | ||
+ | {{tab}}Either version of this Merit is quite rare, and a whole cabal might be built around the power of one individual to travel across the Gauntlet unhindered. There's no apparent pattern to who manifests this boon - some mages who've never studied Spirit magic before suddenly discover this talent when dragged across the Umbra, while other Masters of Spirit still cant simulate it.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #295 | ||
+ | |- | ||
+ | | '''Twin Souls''' | ||
+ | | 4 | ||
+ | | Mage Avatar | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Your mage's Avatar has been fragmented, and he has a "soul mate" - equal in power to his own Avatar, and similar in Essence, Nature and Demeanor. A physical twin, a look-alike, another mage or a complete stranger (possibly a Sleeper) might possess this fragment. <br> | ||
+ | ''System:'' When in physical contact with this soulmate (or spiritual mate, for actions in the Umbra), the two may share Quintessence and cast spells as one. Taking the highest ratings in Arete and Spheres, also gaining an additional measure of Quintessence equal to the strength of the other individual. The parts are greater than the whole. However, this joint pool must be replenished through meditation in a Node, the same as a regular pool of Quintessence. Paradox points gained from joint spells are not split, however, and each twin gains the same amount of Paradox.<br> | ||
+ | {{tab}}With only one dot in Correspondence, your character will always know where her soulmate is. With one dot in Life, she'll know his state of health, and with one in Mind, she may share his thoughts. If one soulmate dies, the player of the other must make a Willpower roll (difficulty 8) to avoid psychic shock. She must wait also until her soulmate's reincarnation before the power may again be shared. Soulmates are not just walking Merits, they must be presented and run as characters, preferably by a different player in a group. Also note that a mage does not have to get along with her soulmate... Twin souls are distinct and separate individuals, not just tag-team powerhouses.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #296 | ||
|- | |- | ||
+ | |||
|} | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Supernatural'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Cyclic Magic''' | ||
+ | | 3 | ||
+ | | Mage Supernatural | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Your character's magic is tied to some regular and repeating cycle - night and day, the moon, the sun, the tides, the wheel of the year, or even such things as the stock market price of tea in China (very important for a Syndicate commodities broker). As such, your difficulties with magic fluctuate from the standard by a maximum of three, depending on what part of the cycle you set as your personal high point. You may be tied to the dark of the moon, the full moon, the Bull cycle or the Bear cycle. Regardless, while the cyclic nature of your magic is problematic, it is quite useful in some circumstances, allowing your character to schedule rituals for their times of greatest power.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #295 | ||
+ | |- | ||
+ | | '''Dual Traditions''' | ||
+ | | 7 | ||
+ | | Mage Supernatural | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Your mage has been educated by two traditions. Most likely, he was a Hollow One who studied a bit of this and that, and found a couple things that made sense to him. Or, perhaps, he was Awakened by a teacher of one tradition, but then studied under a different Master and experienced a second Epiphany through this new knowledge.<br> | ||
+ | ''System:'' For purposes of spending experience, the specialty Spheres of both Traditions come with the bonus (cheap) multiplier. Your character is more open minded about foci as well, and he may use those of either Tradition. (The penalties for unique foci still apply). If your mage loses his Hermetic showstone, for example, he has to go either about getting another one or rely solely on the props of his other Tradition.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #298 | ||
+ | |- | ||
+ | | '''Sphere Natural''' | ||
+ | | 5 | ||
+ | | Mage Supernatural | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Your character is able to use one of the Spheres of magic with a greater degree of ease than other mages. For whatever reason (inborn talent, powerful heritage, past life, supernatural bargain, etc.), she's got an affinity for a certain kind of magic. She picked it up quickly, and she now progresses through it at an unusual rate.<br> | ||
+ | ''System:'' During character creation, select one Sphere. From this point on, you pay three-quarters of the normal cost (rounded down) when buying levels, rituals and similar improvements for magic of that Sphere alone. The favored Sphere must be declared at character creation, and it may be purchased only once.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #297 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
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! Source | ! Source | ||
! Details | ! Details | ||
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− | |||
− | |||
− | |||
− | |||
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− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| '''Path Natural''' | | '''Path Natural''' | ||
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| ''Synopsis:'' You're a prodigy, a natural at some mystical Path. For whatever reason (inborn talent, powerful heritage, past life, supernatural bargain, etc), you've got an affinity to one certain kind of magic. You picked it up quickly (with little or no study) and now progress through it at an unusual rate.<br> | | ''Synopsis:'' You're a prodigy, a natural at some mystical Path. For whatever reason (inborn talent, powerful heritage, past life, supernatural bargain, etc), you've got an affinity to one certain kind of magic. You picked it up quickly (with little or no study) and now progress through it at an unusual rate.<br> | ||
''System:'' During Character creation, select ''one'' magical Path. From this point on, you only pay three-quarters of the normal cost (rounded down) when buying advanced levels or Rituals ''for that Path only''. A natural shapeshifter, for example, would pay only 10 points to raise her Shapeshifting Path from two to three. The "favored" Path must be declared during character creation, and this Merit can be purchased only once.<br> | ''System:'' During Character creation, select ''one'' magical Path. From this point on, you only pay three-quarters of the normal cost (rounded down) when buying advanced levels or Rituals ''for that Path only''. A natural shapeshifter, for example, would pay only 10 points to raise her Shapeshifting Path from two to three. The "favored" Path must be declared during character creation, and this Merit can be purchased only once.<br> | ||
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''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' World of Darkness: Sorcerer, page #69 | ''Book Ref:'' World of Darkness: Sorcerer, page #69 |
Revision as of 22:48, 4 November 2019
Contents
Any Race
Human
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Supernatural
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Bygone
Bygone
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Changeling
Changeling
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Demon
Demon
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Hunter
Hunter
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Mage
Any Magick User
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Mage
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Sorcerer
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Mummy
Mummy
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Possessed
Fomori
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Shifter
Any Breed
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Hengeyokai
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Kinfolk
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Fera
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Vampire
Kindred
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Sabbat
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Ghoul
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Dhampyr
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Kuei-Jin
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Wraith
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Risen
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Restricted
Not Allowed
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