Will note that not all chars have to be mages, but most should be.
This is info for making a mage, if you are making something else ask me.
Chose and fill out name, concept, nature, demeanor, home world, tradition, and your essence and it’s resonance.
Attributes: 7/5/3
Abilities: 13/9/5 No ability higher than 3 at this stage
Backgrounds: 7 Best to work all these out with me but here is a list of those allowed with a
* before those that are limited in some way or another and you should contact me if your taking it, and a
^ for those that require something in your background:
Allies,
^*Artillery, Contacts,
^Fame,
^Mentor,
^Resources,
^*Requisitions,
^Status,
*Arcane,
*Avatar (recommended),
^Destiny, Dream, Influence, Library,
*Node,
^Sanctum/Laboratory,
^Talisman/Devices, Familiar,
^Past Life, Ship, and possibly
^*retainers..
Also new ones:
Cybernetics and
Gen-splicing (warning these can cause paradox that will not go away as long as you have them if they are exstream enough)
Note you can have both for free so long as they don't give you any advantages. (a prosthetic that's equal to a human limb is more a disadvantage than an advantage, and genetically giving yourself blue hair and silver eyes is just cosmetics)
I also will allow Adversary backgrounds, and are the same thing as flaws, you can have 5 of these in addition to your flaws each point letting you have an extra point in backgrounds (like flaws you can take more, but they will not give any bonuses), you cannot have both a background and it’s adversary at the same time:
^Apprentice (anti-Mentor), Debts (anti-resources), Enemies (anti-Allies), Gremlin (anti-familiar),
^Infamy (anti-fame),
^Notoriety (anti-status),
^Throwback (anti-past life), Uncanny (anti-arcane),
^Wards (anti-retainers), and
^Jinx (anti-Destiny).
Yah you should likely consult me here =p
Spheres: 5 + tradition specialty.
You may have one sphere specialty, and your tradition specialty. You may re-roll 10's in your specialty. If your chosen specialty and your tradition specialty are the same, that sphere can be one higher than your arete instead of being limited to your arete ratting.
Advantages: Arete 1, willpower 5, starting quintessence (avatar background)
Pick Merits & Flaws: Limit 10 points in each (you may take more flaws but only get points for 10), any merit/flaw that cost 5 or more points requires approval.
Spend 15 freebie points:
Attributes 5 per dot
Abilities 2 per dot
Spheres 7 per dot (no sphere can be higher than your main sphere, and no sphere can be higher than your Arete)
Backgrounds 1 per dot
Arete 4 per dot (Max 3 at creation)
Willpower 1 per dot (Max 7 at creation)
Starting Quintessence: 1 per 4 dots (not really recommended to much)
Pick Foci for each sphere you posses
Put one point in the Resonance your char has.
Specialties
You may have one specialty in each ability category and one attribute out of all the categories, however to have it you must have 3 in it at char creation (therefore only having two is suggested) in situations matching your specialty you will get a free success.
And you can buy them later if your stat is 4 or more at 5 exp for attributes and 3 exp for abilities.
Azraile:
Experience Points |
---|
Trait | Cost |
---|
New ability | 3 |
New Sphere | 10 |
Willpower | Current rating |
Knowledges | Current rating |
Talents & Skills | Current rating x 2 |
Attributes | Current rating x 4 |
Specialty Sphere | ( Current rating x 7 ) - level of grimorum used |
Other Spheres | ( Current rating x 8 ) - level of grimorum used |
Arete | Story Event or ( Current rating x 8 ) - level of grimorum used |
Relearning a lost sphere | 3 exp to start then Current rating x 2 until old level is reached |
This message was last edited by the GM at 20:41, Fri 06 Feb 2015.