Mage
Theme
Timeline of Houston's Supernatural History
1700s
- 1765: Arrival of the Celestial Chorus Missionaries
Spanish Catholic missionaries from the Celestial Chorus arrive in the region that will become Houston. They establish a secret presence among the local Indigenous tribes and Spanish settlers, laying mystical foundations for future development.
- 1790: The Prophecy of the Storm
A Coahuiltecan seer, influenced by the Celestial Chorus, foresees a cataclysmic storm that will reshape Houston at the millennium. Known as "El Huracán del Milenio," the prophecy, encoded in ancient symbols, predicts a hurricane of unparalleled power. This prophecy is kept secret, known only to a select few.
1800s
- 1836: Founding of Houston and the First Chantry
Houston is founded. The Celestial Chorus, in collaboration with the Hermetic Order of the Golden Dawn, establishes the first formal chantry in the new cathedral of the archdiocese of Houston-Galveston. This joint effort merges the Chorus’s religious mysticism with Hermetic magical practices, with the location strategically chosen for its alignment with a powerful ley line.
- 1845: The Texas Revolution and Supernatural Influence
During the Texas War of Independence, both the Celestial Chorus and the Hermetic Order subtly influence the conflict. The Celestial Chorus provides blessings and protection to the Texan forces, while the Hermetic Order uses its knowledge of alchemy and ritual to support their allies, subtly guiding the outcome of the war.
- 1869: The Transcontinental Railroad and the Arrival of the Akashic Brotherhood
With the completion of the Transcontinental Railroad, Houston becomes a major hub. The Akashic Brotherhood establishes a new chantry at the Teo Chew Buddhist Temple in Chinatown. This chantry reflects a blending of Eastern and Western magical practices and integrates with Houston’s diverse cultural landscape.
- 1881: The Hispanic Mystical Sanctuary
A group of Chicano and Latino mystics, aligned with the Akashic Brotherhood, establishes a hidden sanctuary in Houston’s Hispanic community. This sanctuary serves as a center for blending local cultural traditions with mystical practices, fostering a unique fusion of Hispanic and Asian magical influences.
1900s
- 1924: Relocation of the Hermetic Chantry to Baker House
As Houston modernizes, the Celestial Chorus and the Hermetic Order relocate their joint chantry to Baker House at Rice University. The move reflects a shift towards a more academic and research-focused environment, where Hermetic and university-based magical studies can be pursued more securely.
- 1965: The Schism and the Rise of the Akashic Chantry
Tensions between the Celestial Chorus and the Hermetic Order grow, leading to a schism. The Akashic Brotherhood, already established at the Teo Chew Buddhist Temple, experiences internal strife, with a more radical sect emerging to consolidate power and influence within Houston’s mystical community.
- 1984: Discovery of the Prophecy
A historian with ties to both the Celestial Chorus and the Akashic Brotherhood uncovers the ancient prophecy of "El Huracán del Milenio." This prophecy foretells a category 6 hurricane that will devastate Houston at the millennium. The discovery sparks a frantic effort among the mages to prepare for the predicted catastrophe.
- 1990: Intensified Preparations
As the millennium approaches, both the Celestial Chorus and the Akashic Brotherhood increase their efforts to address the impending threat. The Celestial Chorus focuses on fortifying the city’s wards and protective measures, while the Akashic Brotherhood engages in rituals aimed at redirecting or mitigating the hurricane’s impact. The supernatural community in Houston prepares for the coming crisis.
Spheres
20th Anniversary Mage: the Ascension takes some pretty serious liberties with their expectations of the environment that Mage players experience. We have a different set of expectations, chief among them just how much Sphere 'bloat' has cropped up between 2e (2nd Edition) and M20 (20th Anniversary).
Below is a collation of the various rules in M20 that do not exist on RetroMUX. There's... a lot here. A simpler way to look at it is to just play like we did back in 1995: use the 2e rules about what Spheres can do. Officially, here are the edits:
- Mage: the Ascension 20th Anniversary Edition
- 'Locking An Effect' section, pg 511-512: Strike the entire section, until the 'Sphere Specialties' section starts.
- 'Most Effects require touch or close contact...', pg 513: More a clarification than an edit, we consider 'close contact' to be 'about the size of a living room'. Also, any magicks which are purely sensory in nature (predominantly Rank 1 Sphere Effects) have a range of 'as far as you can perceive without assistance'.
- 'When combining Correspondence with other Spheres, however...' , pg 513: Strike that paragraph.
- 'Also, by combining Correspondence 3 with Forces..., pg 513: Strike the mention of Forces, Life, or Matter. Correspondence can do this on its own.
- 'In many cases, offensive Mind effects', pg 519: Remove the entire paragraph. Difficulties for Mind rolls are the same as any other Sphere. Storytellers may, at their discretion, assign additional penalties for pushing a target too far outside their regular behaviors.
- How Do You Do That? -- Strike it. The entire book. It's a dumpster fire.
Wards
The way wards/bans are described in M20 SUCK ASS. These are the proposed rules on them. Keep in mind as we're in beta, this can change, but if people want to play test it and see how it works, do let me know.
Trigger Conditions - Wards and Trigger spells are confusing because the depend on something that is never given rules: sometimes spells need to be able to sense or determine or in some other way restrict themselves to their intended targets. Trigger spells need to be able to determine when the trigger conditions happen. Your ward needs to be set for Vampires.
This always takes the relevant spheres at rank 2. Setting triggers does not involve transmuting, altering, or in any way affecting a pattern so the rank doesn't vary with the target. Instead it functions like sensory magic. Rank 1 is sufficient to detect anything appropriate to the sphere. Rank 2 is sufficient to add that to a spell. Setting triggers against iron is Matter 2, against cats is Life 2, and against Vampires is Life 2, Matter 2.
Wards - By default Correspondence 2 can set wards that inhibit or enhance the actions of targets within the ward (difficulty modifiers, slowing the ability to cross a distance, etc) and Ward 4 can actually bar (completely disallow) entry or exit. Anything else requires adding that capacity. Because this does affect the relevant patterns it requires the Spheres at the appropriate level to cast the effect being added to the ward. SEP fields (Somebody Else's Problem) require Mind 2, for instance, and fire attacks require Forces 2 and an appropriate source of fire, or Forces 3, Prime 2.
So your vampire ward is Corr 2 (for the ward), Life 2, Matter 2 (to set it for Vampires), and Forces 2 or Forces 3/Prime 2.
Arete
This is how you must have your Spheres spread, depending on your Arete. It also dictates how long a ritual roll takes (usually). If you have questions, please feel free to ask.
Arete | Ritual Time | Sphere spread |
---|---|---|
1 | 3 hours | 1, 1, 1 Note: the 3 remaining dots from character generation are held in reserve, and you get them for free upon Arete 2. |
2 | 3 hours | 2, 2, 2, 2, 1 |
3 | 1 hour | 3, 3, 3, 2, 2, 1 |
4 | 1 hour | 4, 4, 3, 3, 3, 2, 1 |
5 | 30 minutes | 5, 4, 3, 3, 3, 2, 2 |
6 | 30 minutes | 5, 5, 4, 4, 3, 3, 2, 1 |
7 | 10 minutes | 5, 5, 5, 4, 4, 4, 3, 2 |
8 | 10 minutes | 5, 5, 5, 5, 4, 4, 4, 3, 3 |
Justifications
We do not ask for a lot of justification, but on raising these things, we do ask the following:
Spheres: One paragraph on a quick story of how you did it. What happened? Who you learned it from and how you learned it is important to see if it affects your paradigm. The exception is if you are going for sphere ratings 4+. You will do it through epiphany (a mini seeking), so please schedule a time when you're available.
Arete: Give us dates on when you can play out a seeking, and describe your last successful and unsuccessful seeking. What did they look like? What is the overall goal(s) of your avatar for your character? What would your avatar like to achieve in this incarnation?
Focus (Paradigm)
Your character's Focus includes three things: Paradigm, Practices, and Instruments.
When casting a spell, you'll need to not only describe what combination of Spheres and Abilities make up the mechanics of the spell, but also how your character believes such a feat to be possible, and what they are doing to make it happen. We should see your paradigm, practices, and instruments involved in each casting of a spell.
Resonance
We now use the Book of Secrets 20th Anniversary's Resonance/Flavor/Synergy rules. Every mage should have a resonance trait (see pools) of 1. You can raise it ONLY via RP justification and potentially seekings/achieving mastery.
What does this trait do? It allows for bonuses on appropriate backgrounds and arete (YES ARETE) on things RELATED TO YOUR resonance description. In the end, the ST is the final arbiter if your resonance trait adds dice to your roll.
There are many bonuses to this, but also realize the following: The higher the resonance, the more detectable your magick is as your magickal signature becomes more discernable and concrete instead of just impressions and general things.
Also: Once you reach ADEPT level (Rank 4 in a Sphere), you start manifesting your highest sphere in everyday life.
- Forces - You might have extra static cling and start to zap people with light electrical charges; you might always run hot
- Life - You always seem in perfect health
- Prime - You seem more... REAL. Like you're more there. You shine bright and have an aura of authority.
- Correspondence/Spirit/Mind - You're kinda spaced out seeing/feeling something else. You might talk to the air (spirit). You might finish another person's sentence (mind). You might be one of those people who can just walk around, not paying attention and never stub their toe/fall/trip (correspondence).
- Entropy - You're either a center of calmness and order in the middle of chaos or shit breaks around you all the time.
- Time - You're always punctual/late/early. Time seems to just go by faster when you're around (having fun?)
Those are some examples, and poses should sort of reflect that. Vampires have their hunger. Shifters have rage. Mages have weirdness in the form of resonance.
Rotes
Rotes! They're spells that give you a little difficulty modifier. Mages can start with up to arete number of rotes, and then each rote will be purchased with 3 XP each.
What do you need in the rote?
- Name
- Obvi
- Effect
- What the rote does in layman's terms (as if your character were describing it to someone else). How it's cast. Be as precise as you can be with this. Once you've formalized a rote being done in ONE WAY, then that is the way you do it if you want the rote bonus.
- Spheres
- What Spheres are necessary for the effect.
- System
- What the spell does, in system mechanics. This includes a minimum number of successes required for the base Effect.
For example:
- Name
- Furtum Parma Magica
- Effect
- By inscribing the common sigil of magical protection upon their person (A triangle surrounded by a circle), the Magus creates a funnel through which magickal power is viewed, drawn, and occasionally shaken loose when cast upon the target. Those who have a keen understanding of Resonances are able to filter for specific ones and allow them through.
This 'stealing magickal shield' serves three purposes. First, it provides the caster with the ability to see magicks anywhere within their sight (this functions identical to the Watch the Weaving rote). The second purpose is as a set of general all-purpose passive countermagick, automatically attempting to counter any Effect (harmful or benign) which targets the caster. The third purpose enables the caster to 'drain' magickal power from effects that they actively attempt to counterspell or unweave.- Spheres
- Prime 3 (optionally Mind 2)
- System
- 2 successes are necessary for this effect, with additional Base Successes allocated to the passive Countermagick dice. If Mind is added to allow Resonances through, each Resonance (including the caster's) requires an additional success. Whenever the caster attempts to actively counterspell or unweave, and gain at least one success, the caster gains a single point of Quintessence.
Please setup each rote as its own note, and then submit a request when you want your rotes reviewed.
Rotes that exist in the various source books my be purchased so long as you have the Spheres to cast them. Small non-mechanical changes can be made to properly fit a character's paradigm. (ex: Wonka's Golden Ticket from Tradition Book: Euthanatos may be purchased by a Cultist, and redescribed to fit the Cultist's paradigm, so long as the Spheres required and the Effect itself are unchanged.) Creating entirely new Rotes that exist in no books requires that your character have the highest Sphere in the Effect at 4 (and still costs XP). Creating new Rotes, particularly ones that other Mages use, is a mark of honor in Traditions society.
Rotes listed in Dead Magic I, Dead Magic II, Book of Crafts, and Lost Paths cannot be purchased without heavy justification (IC research and likely a PRP).
Wait Times
Mages are limited to raising 1 sphere per month. Even if you have the XP, you've gotta wait for the next month to learn another sphere.
Fetishes / Talens
For Mages and Sorcerers who want to make fetishes and talens, we use the ruleset from FORGED BY THE DRAGON'S FIRE. If you don't know or have that book, it's fine. Pika can walk you through it.
However, from an IC standpoint, the fetish creation requires a job submission for a SPIRIT QUEST PRP to be run by Pika for Fetishes 3+, by any player willing to do it for Fetish/Talens 1-2.
Traits
See Costs for information on how many dots you can assign during character creation.
Abilities
Please remember, that M20 carries with it a specific list of Abilities. They are as follows:
- Talents - Alertness, Art, Athletics, Awareness, Brawl, Empathy, Expression, Intimidation, Leadership, Streetwise, Subterfuge
- Skills - Crafts, Drive, Etiquette, Firearms, Martial Arts, Meditation, Melee, Research, Stealth, Survival, Technology (for code reasons, this appears as a Knowledge on your sheet, be aware)
- Knowledges - Academics, Computer, Cosmology, Enigmas, Esoterica, Investigation, Law, Medicine, Occult, Politics, Science
Secondary Abilities
While Secondary Abilities do come with a specific game-wide effect (see House Rules), it is the opinion of Mage staff that they create unnecessary sheet/stat bloat. As such, during scenes, the Abilities listed above will be the only ones that Mage staff will request players to roll. You may, at any time, request to roll a different Secondary Ability. Mage staff may, entirely in their discretion, allow the roll, disallow the roll, or change any and all parameters as they see fit (difficulty, dice pool penalties, possible end effect, etc). These decisions are final.
NOTE: The Secondary Ability of Do does not benefit from the -1 difficulty House Rule as other Secondaries do.
Backgrounds
Many of the Backgrounds in Mage: the Ascension make sense from the perspective of tracking a statistic, but many of them make little sense from the perspective of a character's history, in particular prior to play. No Background may be higher than 5 during character creation. Please see the notes below before choosing your Backgrounds:
- Arcane greater than 3 will be heavily scrutinized. Characters that can never be remembered might be a cute quirk for a NPC, but is harmful to the game at large for PCs.
- Avatar of 0 will be heavily scrutinized. How are you even a Mage?
- Certification is not in use here. Instead, see the 'License To...' Merit below.
- Chantry will not be allowed during Character Creation. Players who work toward this once in play may earn dots in the Background, however.
- Cult is not allowed.
- Enhancement is allowed for both Technocratic and Traditions PCs. The individual Enhancements themselves will still require individual approval, having a conversation with Mage staff will help here.
- Familiar uses the creation rules from Gods and Monsters (See Companions for details).
- Influence will use the rules listed in M20, p 316-317. Please familiarize yourself with them, many people do not quite realize how this background works.
- Legend is not allowed. Walking, talking Nodes are too rare (and too coveted) to be allowed the agency that a PC requires.
- Library requires the choice of Abilities (two per dot) and Spheres (one per dot). These need not be Spheres or Abilities that are on your character sheet.
- Node is not allowed. Wars have been fought over control of Nodes, it makes no sense for a character early in their career to have control of one. Players who work toward this once in play may earn dots in the Background, however.
- Status higher than 1 will be scrutinized, higher than 2 will be heavily scrutinized. How have you achieved such Status at the beginning of your career?
- Totem is not allowed.
Merits
- Artistically Gifted can reduce magickal difficulties, despite the (poorly edited) text. It follows the same rules as other Merits of its type (Computer Aptitude, Lightning Calculator, Mechanical Aptitude, etc).
- Berserker is not allowed.
- Concentration is... really really good. There's no rules here, just a note.
- Fae Blood / Kinain is not allowed.
- Ghoul is not allowed. Additionally, becoming a Ghoul while on grid is extremely dangerous and will be met with drastic IC consequences.
- Immortal is not allowed.
- License To... merit from Revised is in use here. This effectively replaces Certification but uses a different ruleset. See Mage Staff for details.
- Judge's Wisdom is restricted.
- Mark of Favor is allowed, however, the chosen 'renowned god-form' may not be from the mythos of other supernatural creatures.
- Nephilim / Laham is allowed, however we do not use the optional rule of allowing 7 points in Advantages (last box on Book of Secrets, p80).
- Powerful Ally is not allowed, since we're not allowing Supernatural Companion.
- Shapechanger Kin / Kinfolk is not allowed.
- Sphere Natural is allowed, and has its cost reduced to 4 points. However, you are required to 3 dots in the Sphere to start (prior to Starting XP). While the concept of a Sphere Natural makes narrative sense, what does not make sense is being a 'Natural' in a Sphere and not having it be one of your highest spheres. It is human nature to excel at things that we find easy.
- Stormwarden is not allowed. What Avatar Storm? We're partying like it's 1995!
- Supernatural Companion will not be allowed. Go find one on the grid or something.
- Too Tough to Die will be heavily restricted.
- True Faith is not allowed. I really don't know what they were smoking with this one. This merit runs oddly counter to the themes of Mage.
Flaws
- Addiction will be carefully scrutinized. Addiction is a serious malady that afflicts a large number of the world's population, and should be treated with an appropriate sensitivity.
- Bigot is not allowed. While Bigotry is a fact of life in the World of Darkness, it is inappropriate for players in a cooperative and collaborative storytelling process.
- Child is not allowed. All characters must be at least 18 (below 21 will be met with heavy scrutiny).
- Dark Secret will be carefully scrutinized. Dark Secret is a good idea in theory, but rarely in practice. Better options for this are Enemy 1 (someone knows the terrible thing you did and hates you for it) or Debts 1 (you're paying off a blackmailer).
- Extreme Kink is not allowed. C'mon, really?
- Fifth Degree is not allowed for characters outside the Technocratic Union (which should be obvious).
- Hero Worship is not allowed to target another PC. You may Hero Worship a known NPC if you wish, with ST approval.
- Inappropriate will not be allowed to be greater than 2. It's too disruptive otherwise.
- Mayfly Curse is not allowed. On the scale of time of a MUSH, this flaw does not come into play.
- Offline greater than 1 point is not allowed.
- PTSD will be carefully scrutinized. The wide gamut of difficulties represented by this Flaw should be treated with the appropriate respect.
- Shy, to fix what is obviously an editing error, only applies to social rolls with strangers, not people who know you well.
- Sphere Inept is not allowed. While the concept of being Sphere Inept makes narrative sense, our expectations of Mage PCs is that they often have multiple Spheres which they do not have access to. In essence, being 'Sphere Inept' is part of every Mage's experience on RetroMUX, so it isn't really a flaw.
- Sterile will be restricted as a Flaw.
- Stress Atavism is not allowed.
- Vanilla is not allowed. PCs are exceptional people. You do not become an exceptional person by being this sheltered.
Backgrounds
Backgrounds in Mage are more free-form than some other systems, and as such require a bit more definition before they can exist in a usable state. We will need a little more information than you may be used to ensure that we can provide the roleplaying experiences we think the game of Mage: the Ascension deserves.
- Allies - For each moderate or powerful ally, please list an 'NPC' (see below). For sidekicks, a simple description of the services they usually perform for the PC will suffice.
- Alternate Identity - Please include Name and some basic information about the identity (based on the value of the background).
- Arcane - No notes necessary, but should play a role in your background.
- Avatar - See Avatar below.
- Backup - Choose a Backup team (M20, p306)
- Contacts - Please list an NPC for each Contact.
- Demesne - A description of the Demesne itself
- Destiny - Please specify your 'Moment of Destiny'.
- Dream - No notes necessary
- Fame - What are you famous for?
- Familiar - We use the rules from Gods, Monsters, and Familiar Strangers for Familiars here. Please include a name, basic roleplaying notes, and a stat block.
- Influence - No notes necessary
- Library - A physical description of the Library and where it resides, and which Spheres/Abilities apply to it.
- Mentor - See NPCs below.
- Past Lives - No notes necessary
- Patron - See NPCs below.
- Rank - Denote which Sleeper institution your Rank is in.
- Resources - Where does your money come from?
- Retainers - One NPC entry per Retainer.
- Sanctum - A description of your Sanctum and where it resides
- Spies - The areas in which your Spies are deployed
- Status - Describe what you're known for among your group
- Wonder - We use the rules from Forged by Dragon's Fire for Wonders and their creation. Please include a name, description, and statblock.
NPCs
For each background which deal with direct NPCs, there is a chance that staff will need to roleplay as these NPCs. To facilitate such, we ask the following for each NPC that is linked to a Background:
- Name
- How the character knows the NPC
- What the NPC can do for the character
- Roleplaying notes
This may sound like a lot, but it often can be handled fairly succinctly. Ex: Lil' Fade is a member of the 616 Crew that Damien befriended during his days growing up in the Fifth Ward and pushed him away from the gang life. He still treats Damien like a little brother. Lil' Fade might be able to scrounge up a firearm without a serial number, but he excels at getting his hands on street drugs or the occasional bit of larceny.
Focus
Focus, as of M20, is made up of 3 separate (but related) facets: Paradigm, Practices, and Instruments. We also ask that you include information on your Avatar. The minimum necessary information for each of these continues below. The information can be split into various notes in whatever way you see fit.
Paradigm
Paradigms and their descriptions can be found in various M20 supplements (primarily the Core rulebook and Book of Secrets). Choose one of the listed paradigms. As every Mage's beliefs are as unique as the Mage themself is, you can (and should!) describe nuances to the chosen world view as they apply to your character as well.
Practices
Pick 2 or 3 Practices (M20 p573) that your Mage uses to perform their magick. You can, if you wish, describe how the practices tie in with your Paradigm.
Instruments
Pick at least 5 Instruments (M20, p588) that your Mage uses in their Magick. While not required, it can be helpful to pick one Instrument for each Sphere that your character has, and 2 or 3 'general' instruments that are used often.
Avatar
Describe your Avatar as you would any other NPC. The name that your PC knows their Avatar by (not all Mages know their Avatar by name), how the Avatar traditionally interacts with your character, what goals the Avatar has (which should be linked to Essence... remember, the Essence is the 'Avatar's', and need not align with your character's personality), and any other roleplaying notes regarding the Avatar itself. Remember, the way the Avatar is described will heavily inform your Seeking plots.
Restricted
Sorcerer apps are currently CLOSED.
Rules
- Sorcerers may not take Alternate Numina.
Character Generation
Traits
Trait | Points |
---|---|
Attributes | 6/4/3 |
Skills | 11/7/4 |
Paths | 5 |
Backgrounds | 5 |
Willpower | 5 |
Freebies | 21 |
Freebies
Trait | Cost |
---|---|
Attribute | 5 per dot |
Ability | 2 per dot |
Background | 1 per dot |
Willpower | 1 per dot |
Path | 7 per dot |
Merit | cost as per Merit |
Flaw | bonus as per Flaw (max of 7 freebies gained from flaws) |
Experience
Trait | Cost |
---|---|
Attribute | current rating x 4 |
New Ability | 3 |
Ability | current rating x 2 |
New Background | 3 |
Background | current rating x 3 |
Willpower | current rating x 1 |
New Path | 7 |
Affinity Path | current rating x 6 |
Path | current rating x 7 |
New Merit | 3 X Merit Value (Chargen only) |
Rules
- Psychics may not take Alternate Numina.
- Sorc20, p54: Phenomena are capped at half of Willpower rounded up, rather than down.
Character Generation
Traits
Trait | Points |
---|---|
Attributes | 6/4/3 |
Skills | 11/7/4 |
Phenomenon | 5 |
Backgrounds | 5 |
Willpower | 5 |
Freebies | 21 |
Freebies
Trait | Cost |
---|---|
Attribute | 5 per dot |
Ability | 2 per dot |
Background | 1 per dot |
Willpower | 1 per dot |
Phenomenon | 7 per dot |
Merit | cost as per Merit |
Flaw | bonus as per Flaw (max of 7 freebies gained from flaws) |
Experience
Trait | Cost |
---|---|
Attribute | current rating x 4 |
New Ability | 3 |
Ability | current rating x 2 |
New Background | 3 |
Background | current rating x 3 |
Willpower | current rating x 1 |
New Phenomenon | 7 |
Phenomenon | current rating x 7 |
New Merit | 3 X Merit Value (Chargen only) |
Restrictions
- Familiars are not available as PCs, creation rules are listed below for Mages who need to create sheets for their Familiar NPCs.
Rules
- Companions may spend Starting XP to purchase Special Advantages (see Experience). Spending XP on Special Advantages beyond Starting XP may be allowed, but only under heavy scrutiny. Consult Mage Staff before putting in your requests.
- Companions may buy Willpower for 1 Freebie per dot, rather than 2.
Character Generation
Traits
Trait | Points |
---|---|
Attributes | 6/4/3 |
Skills | 11/7/4 |
Backgrounds | 5 |
Willpower | 3 |
Essence | Willpower x 3 (Familiars Only) |
Freebies | 21 (25 for Familiars) |
Freebies
Trait | Cost |
---|---|
Attribute | 5 per dot |
Ability | 2 per dot |
Background | 1 per dot |
Willpower | 1 per dot |
Essence | 1 per dot |
Charms | 1 per essence cost / 5 |
Special Advantage | 1 per trait value |
Merit | cost as per Merit |
Flaw | bonus as per Flaw (max of 7 freebies gained from flaws) |
Notes
- Familiars must have the Thaumivore Flaw (which counts toward their 7 freebies from flaws)
- Bygones must have the Thaumivore and Unbelief Flaws (which count toward their 7 freebies from flaws)
Experience
Trait | Cost |
---|---|
Attribute | current rating x 4 |
New Ability | 3 |
Ability | current rating x 2 |
New Background | 3 |
Background | current rating x 3 |
Willpower | current rating x 1 |
New Merit | 3 X Merit Value (Chargen only) |
Essence | current rating x 2 |
Charm | 1 per Essence cost / 5 |
Special Advantage | 3 X Trait Value (Chargen Only) |