Character Generation/Mage
Revision as of 17:48, 18 September 2015 by imported>WhoopingCrane
Choose Concept, Tradition (Convention for Technocrats), Essence, Nature, Demeanor
- Faction should be Traditions, Technocracy, Wyrm (for Nephandi), or None
- Tradition mages may also set Type (e.g. Reality Hacker)
- Technocrats may also set Methodology (e.g. Genegineer)
Attributes: 7/5/3
Abilities: 13/9/5
Backgrounds: 7
Set Arete = 1, Willpower = 5, Quintessence = Avatar
Spheres: 6
- Tradition mages should have at least 1 dot in their Tradition's specialty sphere
- Hollow Ones and Orphans still get a total of 6 dots baseline. (MtA 90: "Some Orphans, especially Hollow Ones, have no specialty sphere." Emphasis added.)
Freebies: 15
Set +notes for paradigm and foci
- 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?
Select 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
Freebie Costs:
- Attribute: 5
- Ability: 2
- Secondary Ability: 1
- Sphere: 7
- Background: 1
- Arete: 4 (Max 3)
- Willpower: 1
- Quintessence: 1 for 4 dots