This section is designed to store charachter descriptions and any
charachter information that might be important.
The first step however is to generate the charachters. Use the standard
Mage Crusades method.Please make sure your concept fits into the setting. Also check out the Magick Style section.
Step One: Charachter Concept
Choose a concept for you charachter. Remember the traditions do no exist
yet. Some time in the future you would probably be asked to join a
tradition. The tradition that approach you will be influenced by your
concept. Some concepts available are: Physician, tradesman, scholar, houri, alchemist, defender of the faith, Diplomat, weapons-master, sage, studetn of foreign Arts, translator, young apprentice, vengeanceminded warrior, Healer, guardian, merchant, assasin, spy, ghost-tender, necromancer, Holy hermit, priest, Church Reformer scholar, knight, elemental master, noble, young wizard, dancer, prophet, madman, poet, Mysterious stranger, painter, astrologer,Hermit, herbalist, shapeshifter, forester
Please people stay away from inventors, witch hunters, demon worshippers, scientists, explorers and other Order of reason or nephandus charachters. If this game had alignments like AD&D I would have asked for only good charachters.
Choose the essence of you mage. Essence refers to your Mystick Self.
You have a choice between Castellum (Pattern), Furo (Dynamic),
Mare (Primordial), Susurro (Questing). You don't have to
choose one right now. You can choose one when choosing a Daemon.
Next is the Nature and Demeanor. Demeanor is how other people perceive
you and Nature is you own inner self. Choose one word that best describe
each of these. Choosing Noble as Demeanor does not mean that
you are not allowed to cower in a corner. It means that when people
talk about you they will say things like "John is such a noble
person." I'm using the Willpower rule that states you only
regain Willpower if you roleplay your nature or demeanor. There are
no other means of regaining Willpower.... but a well chosen Nature
and Demeanor will make regaining Willpower a breeze. Some natures
and demeanors are Architect, benefactor, Guardian, Martyr,
Renunciate, Sage, Sensualist, Supplicant, Theorist, Trickster, Waif.
Step Two: Attributes
Prioritize the three categories: Physical, Social, Mental (7/5/3)
Step Three: Attributes
Prioritize the three categories: Talents, Skills, Knowledges (13/9/5)
No attribute can be higher than 3.
Step Four: Select Advantages
Divide you 7 background points between Allies, Arcane, Covenant, Cray, Daemon, Destiny, Familiar, Influence, Library, Magickal Treasure, Mentor, Resources, Sanctum, Spies
Divide 6 point into you spheres.
Step Five: Finishing Touches
- Arete: You start with 1 point. Your Magick sphere may not be higher than you Arete rating. You may not have a arete rating higher than 3 to start of with. Arete can only be raised with freebies.
- Willpower: You start with 5 permanent willpower points.
- Freebies: You can divide freebies at the current costs
Attributes = 5 per dot
Abilities = 2 per dot
Backgrounds = 1 per dot
Arete = 4 per dot
Willpower = 1 per dot
Spheres = 7 per dot
Quintessence = 1 point per for dots
Step 6: Filling in the blanks
Now we have a piece of paper with lots of numbers. Its now time to bring
the charachter to live.
- Appearance: What does your charachter look like? What kind of
clothes does he wear? (See setting)
- Faith, Magickal style and Tools: I always say to little about
this so players are not led but rather make up their own minds. Please
this is probably the most important detail about you charachter. What
religion does you charachter follow - Christian, Jewish, Pagan, Muslim.
"All magi have a magical style and ritual tools - the implements of the
Great Arts. These tools direct your sorcerer's intentions and weave them
into spells and rituals. Each practise has its own beliefs, style and
instruments, adn the various societies favor certain practices." - Mage
Crusades Handbook
Magick is not something that happens because you feel like it. Magick
is the result of a ritual. Pray to God and he might smite down the
heretic with a thunderbolt. Draw a pentagram with silver place a bowl
with fire in the middle and the Hermetic can summon a demon from
Hell. You are all used to fanatasy worlds found in story books.
Look at them for examples. And please .... the I touch my crystal and
concentrate is very lame ..... 100 other players have already thought
of it.
- Specialities:Choose a speciality for any score over 4. Also
Explain why this score is so high. A blacksmith will have a strength of 4
because he work hard every day.
- Possessions:Your character can have any possessions within
reason. Look at you resource and concept. A peasant might own only a
knife as a weapon. Excotic equipement must be purchased with the
magickal treasure background.
- Quirk: Mages tend to be strange strong heade people. Does you charachter have any strange quirks like being foul mouthed, limp...etc
- Motivation: What makes your charachter tick. Is he a greedy
merchant, a Seeker of knowledge looking for immortality or is he
just trying to find his daily food.
- Mortal Life: No one is born a mage. Your Daemon is asleep
until someday it awakens. What were you when you were still a normal
mortal - a soldier, noble man? Did you have any rivalries, enemies or
friends. Do you still have contact with any of them?
- The Awakening: For any mage charachter this is the
most important event in his life. This is the event that opened his eyes
and allows him to do Magick. The awakening can be a very traumatic
near death experience. Falling down a cliff, being chased by a bear
and nearly killed. It can also be an event streched over a long period
of time. A sage reads about the mystick side of life. He continues
to research and over a period of time actually understands the concepts
and meanings and thus awakens. Make the awakening part of your
magical style. A priest believing in miracles will have an awakening
filled with angels. A Hermetic might awaken because of a ritual he was
not suppose to know about but could mayby bring his beloved back to live.
- The Daemon: hmmm.... this is as much part of the charachter
as the the magical style. Priest will have Angels. Hermits might have
imagenaury friends. Pagans have animal spirits. Or it might be the
ghost of beloved, ancestor or other important person in history. Only
you can see and communicate with it. Other mages can only interact if
they have the right sphere combination. Also remember the essence you
have chosen. You might have to change it. Many Castellum
spirits appear as castles, parents, angels or even
soothing light. Furo resemble pillars of flame,
devils, whirlwinds and shadows. Mare often take the
form of animals, Pagan gods and nature spirits. Susurro
rarely take solid forms and change.