quinta-feira, 1 de fevereiro de 2024

CHAPTER THREE:

 

CHARACTER CREATION

 

Good men spiritualize their bodies: bad men incarnate their souls.

 — Benjamin Whichcote, Cambridge Platonist

 

“Pronounce carefully, Lisa — Khat:zhas.”

“Katzas,” she strugeled. “What is it?”

“It is the 452nd ideogram and fundamental to the practice of harmonics. Try again: Khat:zhas. Aspirate. Sound it out very carefully; I realize there are sounds here you cannot hear at first.” Her guide was patient, sitting across from her im the bare, white room.

 “Look, we've been sitting here for two hours. When am I going to start learning something important?”

 A look of surprise crossed her instructor's face. “You are learning something important. You are leaming the fundamentals of harmonics. Try again. Khat:zhas.”

 Lisa leapt up from her chair. “Cat's ass! Cat's ass! Tm sick of this shit. Harmonics! Alien planets! | came here for truth and enlightenment, not some Heaven's Gate-Eckanckar reject!”

 The door slammed loudly behind her.

 Her guide stared at the door and finally shrugged. Many are called and few are chosen.

 

GROUND LERO

Sorcerers in the World of Darkness are not fully Awakened beings, but neither are they simply “magic users.” They are people drawn to the mysteries of the Otherworld, attempting to divine the secrets of Creation. They are teachers and students equally, and many view their pursuits with the fervor and devotion of religious fanatics.

 A sorcerer character begins witha vision —a vision of who she is and why she seeks the great mysteries. Very often, this vision comes through some cultural tradition — either one that fitsin with how the magician was raised, or one that goes against everything she was taught to believe. Once the student locks ontoa teaching that seems “just right,” the proverbial bells go off inherheadand she reachesfor that philosophy with both hands.

 It's probably worth repeating that a person doesn't just say, “Cool! Fm gonna be a magic-user!” and throw her life into the sea. Some experience, trauma or revelation, shakes her foundations, causing her to go off on a quest. This insight may not be a full.fledged Awakening (see Mage: The Ascension, pape 33), but it's pretty close. A magician needs motivation, and the vision provides a good kick in the ass for any potential sorcerer.

 Begin with a vision, and the rest will follow.

 THE CREATION PROCESS

 

Come to life my second skin 

To protect the madness locked within 

— Faith and the Muse, “The Silver Circle”

(See also the Character Creation spread on pages 74-75.)

 Sorcerer characters are “built” like mages, vampires, Garou and other supernatural entities (see the respective rulebooks for details). They do, however, start with fewer points and choose from a slightly different set of skills. Like most mortal characters, magicians balance their lower Attribute and Ability totals (6/4/3 and 11/7/4, respectively) with 21 starting freebie points. Flaws (pages 65-66) allow such characters to raise the total slightly higher at the cost of alitrle self-preservation. Though sorcerers begin their “lives” inaslightly weaker position than their supernatural counterparts, they are, after all, normal human beings. À Storyteller who wants to allow a magician who can literally run with the wolves into the game can, of course, begin her player at the usual beginning point totals if she so desires.

 Remember that the following rules are guidelines and Storytelling aids, only — not character definitions. A good concept is always more important than the numbers attached to various scores. So if a particular character really calls out for numbers somewhat different than what the rules allow, the Storyteller should grant the player a bit of leeway. Players, of course, need to return this flexible attitude with some responsibility of their own. Don't try to get away with a super-sorcerer and claim that your vision is Merlin's great-grandson!

 QUESTIONS

 Perhaps the most important question a would-be magician must ask himself is why. Why did 1 study magic? What kind of magic did 1 study, and why did I choose it? What experiences have I had as a result of that particular discipline? Remember, magic is a discipline. Your character will have waded through fire and storm to get where he is by the time your chronicle begins, and he'll need a good reason to have done so. Ask yourself why, and you'll answer a host of other questions.

 Consider the following issues:  

* Appearance: What does your sorcerer look like? How old is he, and what fashions does he follow?

* Culture: Where does he come from? How was he raised? Does he revere his traditional upbringing or is he rebelling against it? And who does he hang around with now?

 * Allies: Whoare they? Why are they friends! Do they owe him, respect him or love him? And how does he feelabout them?

 * Specialties: What makes your sorcerer's practices distinct from other fields of inquiry? How are his abilities unique, or at least more personal, from other magicians' talents?

 * Society: Does your magician belong to a mystical order, or has he chosen a solitary road? Did he leave an organization, and if so, why? (And are they after him for doing so?) Has he switched allegiances, and what do others think ofhim ifhe has?

 * Equipment: What does your character have close at hand? And where did he get ir?

 * Magic: How did he first encounter magic? Why does he study it? Where does he think it comes from, and what does he believe about its laws?

 * Mundane Identity: Your character can't always be studying magic. How does he cam money? Where does he live? Who does he associate with, and do they know about his “hobbies”?

 * Motivations: What drives your character to study magic! What attracted him to sorcery in the first place? What has that pursuit cost him, and why does he continue?

 * Values: What does he hold sacred? What will he do — or not do — to make something happen! Where does he draw the line, and what happens if something crosses it?

 MY DAD IS BIGGER THAN YOUR DAD

 Magic is what makes a sorcerer a sorcerer. Without it, he simply dabbles in esoteric studies. The magic that sorcerers use is a lesser form of the art — not “true” magick, but a learned and perfected skill.

 These magicalarts are divided into a number of Paths, each dealing with various areas of concern. Some magical societies stress different Paths, and each sorcerous tradition has its own interpretations of how the Path should be studied and practiced. In game terms, they all work the same way, but your character will know differently. Naturally, he's proud of his chosen techniques and defends their truth against all heresies.

 So which sorcerous method is better? Is nature-magic better than church-magic? Is High Ritual superior to Low Ritual? Those inquiries aren't unlike the question “Which is better, karate or kung fu” and the answers are quite similar.

 The power is in the practitioner, not the practice.

 If, in the process of creating a sorcerer character, you're trying to decide which group kicks the most ass, you've missed the point of this book. Magical belief and practices don't exist inside a vacuum — they're part ofa cultural continuum. No one group in this book has a clear advantage over the other. If you want to play a member of a certain society, do so because you're attracted tothatculture and history, not because you think these sorcerers are “better” than the rest. Naturally, your character will believe that his society and its practices are the be-all and endall of magical enlightenment; that, however, is a character distinction, not a systems one.

 Don't ler yourself be fooled by stereotypes, either; just because the Fenian are more physically inclined, and the Nephite Priesthood is more intellectually oriented doesn't mean that the Fenian are stupid and the Nephites are just a bunch of wimps!

 If you're playing a sorcerer, chances ate you're not into power gaming anyway. Face it, they're not among the most powerful residents of the World of Darkness. Remember that the magician's road is more about belief and dedication to a cause than about kick-ass magic, and you'll have that much more fun.

 SORCERERS AND THEIR FELLOW BEINGS

 So what's missing? Why do the True Mages and the magicians practice similar arts but achieve different results? Why can't a sorcerer employ Sphere magick while a mystick performs hedge magic? Where does this leave the other Shadow Folk and their obviously paranormal powers?

 Let's skip metaphysics and make things simple: Think of the mystic arts as paintings. Limited by what she is, a vampire, werewolf or other such creature uses a paint-by-numbers set— a very powerful paint-by-numbers set, but a set just the same. She's bound to a certain pattern, certain colors and certain results. No matter how powerful the vampire, Auspex will not make a person's head explode from across the room. Auspex always follows a set pattern.

 A sorcerer uses a similar paint-by-numbers set. The colors are a little brighter, the brushes slightly more flexible, but the end result is more or less the same. She may get very good at what she does, but the design was created long ago and nothing the magician can do, short of throwing the whole set away, will change the painting much.

 Awakened mages pitch the paint set out the window and begin with clean canvases. They use similar mixtures and brushes — the Spheres — and begin their careers with similar templates — rotes, magick styles and foci. In time, however, a True Mage realizes that the designs and tools are unimportant. She begins to finger-paint with reality, to splarter the canvas and let the paint drip and do all kinds of Jackson Pollack stuff. Like Pollack, she makes a mess — Paradox — but in the end, her paintings are her own. If she's really talented, she might eventually leam that the paint itself — the canvas itself — is unimportant. She transcends the painting and becomes art. In short, she Ascends, (For folks who want the complicated answer to the question, see Mage: The Ascension's second edition, Chapter Four.)

 For the record, a magician cannot soak aggravated damage, but is immune to the Delirium and does not count as a Sleeper in the presence of True Magick. Counterspells can absorb a certain amount of mystical punishment, but a hedge wizard who wants to go head-to-head with a vampire had better wear armor or have good medical coverage... and funeral arrangements.

 “CHANGE OF LIFE" SISTEMS (OPTIONAL)

 As stated before, a sorcerer is a normal human being with some extraordinary skills. Her fellow supernaturals, on the other hand, are fundamentally different. The Changing Breeds are separate species, crossbreeds of humans and something other. Changelings only appear to be human, while Kindred, mummies and ghosts were once human but became something else. Awakened mages are merahumans, people who have reached another level of existence. Thus, a magician cannot become another supernatural creature and remain what she is.

 Nor that she can'tchange; a magician may be Embraced or Awakened. Ifeither of those things occurs, she substitutes some new magical talent for the skill she once understood. A vampiric sorcerer's hedge magic becomes Thaumaturgy or another appropriate Discipline; an Awakened one loses her original arts, but learns, in time, to weave the greater Spheres in familiar ways. (See sidebar for suggested “starting points.”)

 In either case, the “rebormn” character takes a bit of time to relearn what she had known. Her Paths and Rituals (see Chapter Four) can either be swapped for dots in the appropriate magical Advantages, or tumed intoa pooloffreebie points. Each Path dot is worth seven points; each Ritual is worth three. These pointscan bespenton new Advantages or Traits that reflect the character's “change of life.” Once “rebom,” the former wizard receives whatever “starting powers” come with her new form; she does not, however, acquire a new character's beginning freebie points or Backgrounds. All other Traits remain as they were when the change occurred.

 Example: Basel plays Chula, a Balimob sorcerer versed in the Paths of Shapeshifting, Conjuration and Ephemera. All told, his Paths equal out to six dots, and he knows four Rituals to go with them. When a charming woman consumes the magician's blood and replaces a bit of it with her own, he falls into a horrible fit, dies and rises again. Try as he might, Chula cannot get his old skills to work; refusing to give in, he prays to the gods, chants the ageless rhymes and wills himself to change.

 Over a period of weeks, he masters his new form; although his sire was a Toreador vampire, the Disciplines Chula learns are quite at odds with the traditional powers of her clan. In game terms, Chula gets the usual three dots in Auspex, Celerity and Presence from his sire's blood. His magical knowledge manifests itself as three dots in Protean, one in Thaumaturgy (Path of Conjuring) and two in Necromancy. To his dismay, Chula finds himself unable to speak to any spirits except ghosts. Such is the curse of his new state. Chula “lives,” after a fashion, but his magic has been tainted by his damnasion. Like a beginning vampire, Chula gets his seven Virtues; he does not receive any additional Background points, though, so Basel spends 12 points from his Rituals to purchase Mentor, Herd and Generation.

 Some Awakened societies, notably the Order of Hermes, instructaspiring members in hedge magic to prepare them for greater possibilities. This cannot be done with people who have already Awakened, only with Sleepers who are ready for better things. Ata critical point, however, the aspirant must throw her learning into the sea and start anew.

 Sphere magick, being more complex and powerful than hedge magic, makes that transition a bitmore expensive than the transition berween magician and vampire, In game terms, the player trades in the Paths for a pool of freebie points, points she later uses to buy Spheres, Arete and other Traits she picks up duringher training (secabove). Thenew mage begins without an Arete, Spheres or Avatar rating; her player will have to buy these Traits with the freebie points that came from the old Path dots.

 This transition is not instantaneous; in story terms, the former magician adapts to a new way of thinking, feeling and working. This takes time — typically six months or more. She'll probably adopt the style and foci that resemble her old practice. She will, however, need to learn a greater perspective. We suggest that a magician-cum-mage begin her “new” life with an Arete no higher than three. Skill does not translate to enlightenment.

 Example: When Louise's character, a member of the Order of the Aeon Rites, realizes the real truth behind Hermetic theory, the shock shatters her old preconceptions. Her faith in ruins, she finds the old ways no longer work; fortunately, Hermetic mage Robin Herod is nearby. He takes the former sorcerer under his wing and teaches her how to apply her old theories.

 In game terms, Louise liquidates her characters various Paths. A pool of eight dots and six Rituals becomes a larger poolof 74 freebie points. As her character leams the mysteries, she acquires an Arete of 3 (12 points), six new Spheres (42 points), several Backgrounds (Avatar 4, Chantry 2 andMentor 4— atotalof 10 points), andother skills (totaling 10 freebie points). Her style and foci will, of course, follow standard Hermetic practices.

 Sorcerers cannot become werebeasts or changelings. A magician could be related to such creatures, though, (see the Fae Blood and Shapeshifter Kin Merits) and learn a few of their mystical powers in addition to her own. Likewise, the sorcerer might imbibe Kindred vitae and assume a sort of kinship to the undead (see the Ghoul Merit) without losing herarts. Such kinship has its price, of course, often measured in new enemies, odd alliances and virtual slavery.

 A magician who dies but becomes a ghost begins as an Enfant without any of her previous Advantages. Like any other ghost, she starts out at square one with the usual Traits, although her mortal Abilities remain. At the Storyteller's option, the magician's mystical savvy might influence the Arcanoi she eventually masters (see sidebar); the points, however, are lost. Death is a new beginning.

QUADRO

 FRINGE CHARACTERS

 Some people can never leave well enough alone. Hence the following notes:

 * Mummies: The Rite of Rebirth that allows a person to join the ranks of the Reborn is so obscure that a new magician-mummy is unlikely. Should a sorcerer rediscover the Rite, her arts would shift to Hekau Paths (see World of Darkness: Mummy, second edition) as if she were Embraced.

 * Risen: From time to time, a magician may return from the dead to settle one last score, Like ghosts, these rare creatures employ Arcanoi, not hedge magic, though they retain their occult skills and memories.

 * Skin Dancers: The Wyrm-ridden Rite of Sacred Rebirth that creates the forsaken Skin Dancer werewolves is even more obscure and continues to carry the stigma of its proponent, Samuel Haight. As a Kinfolk with stolen powers, a Skin Dancer could begin her “career” as a sorcerer. The corrupt influence of the Rite and its aftereffects, however, will probably tum her magic in a darker direction.

 * Other Shadow Folk: Technically, Gypsies, fomori, certain Bastet tribes (the Bubasti, Ceilican and Qualmi) and some other shapeshifters can leamm hedge magic in addition to their usual powers. Beings with such mixed talents are extraordinarily rare, however, and would be expensive to create. Other mortal hunters can learn magic as easily as any magician; some Arcanists and Inquisitors are quite good at it....

 We hereby grant the Storyteller the right to refuse sorcerer-mummies, sorcerer-Risen, sorcerer-Skin Dancers, sorcerer-Gypsies, sorcerer-fomori or sorcerer-werecats as player characters, or to make such characters (and rheir players) pay dearly for their additional powers. Such characters should have really interesting origins and probably carry a lot of baggage!

 NEW TRAITS

 Congress is congressing

 Carnival of clowns

 Enters the magician

 With playful saws of sound...

 Let's bring on the fire

 — Sky Cries Mary, “Circus Church”

 

Aswe know, the catch-all term “Traits” covers a variety of quirks, talents, physical attributes and other character specifics. The Natures and Demeanors, Abilities, Attributes and Backgrounds open to sorcerer characters are discussed at length in the general rulebooks. Anything that isn't readily available is covered below.

 Several Traits are not appropriate for magicians; unless your character changes somehow, she won't be able to purchase any of the following:

 * Abilities: Cosmology (above the second level, unless taughr by a mage or Garou), Do (unless taughr by an Akashic mage), Kenningor Mythlore (unless befriended by a changeling; see “Merits,” below)

 * Backgrounds: Artifact, Avatar, Chantry, Chimera, Companion, Den-Realm, Destiny, Dreamers, Eiodlon, Familiar (greater; see pages 62-63), Generation, Greymayre, Haunt, Herd, Holdings, Jamak, Kinfolk, Legacy, Memoriam, Node, Old Soul, Relic, Past Life, Pure Breed, Retinue, Title

 Anything else is fair game unless it's specifically limited toa certain type of character (an elder vampire or centuries - old mage, for instance). Even then, a case could be made for allowing the Trait if the sorcerer in question has achieved a sort of immortality (see “Merits”). For clarity's sake, we'll use “you” to refer to both your character and to you, the player. Trying to keep the two straight — “To buy your sorcerer the following Traits, you, the player, will have to blah blah blah...” — is more trouble than it's worth.

 General-access Traits can be found on the character sheet at the back of the book. Several lines have been left open for customization, and a number ofnew and appropriate Traits have been offered below. Since this is a general-purpose World of Darkness supplement, some of the following Traits have been carried over from certain rulebooks. The Arcane Background, for example, can be found in Mage: The Ascension, but not in the other rulebooks. 

 NEW ARCHETYPES

 Like the personality Traits described in the main rulebooks, these characteristics help you ger a handle on your fictional counterpart and figure out what makes him tick. The following Archetypes can apply to magicians, True Mages, or any other character type you might desire.

 CRACKERJACK

 Damn, you'te good! You're so good at whatever it is you do that people can't help bur be impressed. Flamboyant and extroverted, you're the center of attention. It's important, of course, thatyou live up to your reputation. So polish up those skills and smile! In the chandelier of life, you're a halogen bulb. Make sure everyone can see your light! 

 — Regain Willpower whenever you make an especially successful die roll (four successes or more against difficulty 7 or higher) or pull off some impressive stunt in spite of devastating odds.

 RENUNCIATE

 For whatever reason, you left behind someone or something that was very important to you. Was it a family? An arcane order? A religious fellowship? A lifestyle you could no longer stomach? Whatever it may have been, you no longer want any part of it — even when it comes back to haunt you (which it often does).

 You've gotreasonsfor leaving; you've also gotsome nagging tie to that old life that just won't go away. Denounce anything that reminds you of your past, but be ready for a backlash. Whatever you might like to believe, that forsaken lifestyle still shapes your values, reactions and desires. Before the chronicle begins, hash out the details of your prior association, the reasons you left and the nagging items that won't go away. Someone you abandoned might be just around the corner...

 — Regain a point of Willpower when you shake aside something or someone who reminds you of your former life, and do so without consequences.

 SAGE

 You're a very wise and learned person, Although the name implies age and experience, it could be that you're just extraordinarily precocious. Either way, you know a great deal and give the impression of solid common sense. People come to you for advice, and it often pleases you to give it.

 Learning is a great tool — it's what separates us from the lower animals. Hungry for knowledge, you pore through books, scrolls and videos on an eternal quest for trívia. If you choose this Archetype, be ready to spend plenty of points on Knowledge Abilities; to you, life is a school and class is always in session.

 — Regain Willpower when you counsel a needy person, help someone through your vast reserves of knowledge, or uncover some obscure bit of lore.

 SENSUALIST

 Sensation is a drug for you. Nothing in the world is better than a life drunk like whiskey and savored like a lover's caress. Yourevelineverythingyoudo andeverything you feel. Carcering from experience to experience, you take just enough time to soak in each tiny sensation before sweeping offto find another thrill. The world is full of intoxicating pleasures and entrancing impressions, but nothing lasts forever, so get 'em while they're hotand sort 'em out later! Other people call you “irresponsible,” “fickle” “childish” and “reckless,” but at least you're not dead to theworldlike they are! Life isaride; love isagamble and common sense is an excuse to stay at home. There'll be plenty of time to sleep when yowre dead. 

 — Regain a point of Willpower cach time you discover, experience and savor some new, exciting sensation and live to tell about it. (Note: The more you do, the harder it becomes to find something novel.)

SUPPLICANT 

 In the service of some other entity —a god, angel, spirit or demon — you ply your trade. Perhaps you worship the being to which you're pledged; more likely, you have either entered into a bargain with it or plan to do so at some point in the future. Whatever the circumstances, you're a loyal follower of your Otherworldly patron. His will be done, as it were.

Your duty may be a secret one; perhaps you follow some forbidden deity, or serve an angel from amidst a darker flock. You and your Storyteller should define exactly which entity you serve (or at least what you believe the patron to be), your reasons for doing so, the cost of not doing so, and the eventual reward vou hope to get out of the bargain.

— Regain a Willpower point or two when you advance the aims of your chosen benefactor without endangering yourself in the process.

 THEORIST

 No one can explain everything, but you try, gods know. Each enigma is a challenge for you, a chance to prove some new or beloved theory. Perhaps you have some great insight focused through dozens of interconnected ideas; maybe you have a single grand theory that, if it could only be proven, would rock the foundations of the world. Perhaps you've already proven your theory, and the magic you possess springs from the answer, Whatever concept you might embrace, never miss a chance to either espouse your theory, or to concoct a new one that fits in with your existing ideas.

 Naturally, you should formulate your grand idea, establish its parameters and describe it to your  Storyteller before the tale begins. This Archetype assumes a character with some wild, esoteric philosophy and the means to prove it, if only in his own mind.

 — Regain a point of Willpower whenever some observation you had based on your theory comes to pass. Note that this should involve an exotic yet coherent set of ideas that lead to a conclusion; a simple “See! My theory is that vampires feed on blood and he just proved it! Gimmie my Willpower!” will not be sufficient.

 NEWTALENTS

 DREAMCRAFT

 You are the master of your own dreams and visions. At lower levels, you can exercise a bit of dream recall and initiation; at greater levels, you can attempt to gain consciousawareness during a dream (Manipulation + Dreaming, difficulty 6), consciously control your own actions within the dream (difficulty 7), and even try to alter your surroundings (difficulty 8).

 Example: Mayra Derin falls asleep and finds herself in a blazing temple. A crowd of children weeps on the other side of a fiery gulf. Most dreamers would be helplessly caught in a subconscious tide — not Mayra. Willing herselfinto action, she raises her hands and chants to Tlaloc, Aztec god of rain — who just happens to have sanctified this temple. Achieving power over her dreamplace (possibly after a successful Manipulation + Dreamcraft roll), Mayra dampens the flames enough for her to cross over and save the children.

 Used during trances or meditations, this Talent can be a useful tool for puzzling through riddles, or understanding visions. A successful Wits + Dreamcraft roll might help you reduce the difficulty of Enigmas or Occult contests. Some magical traditions teach Dreamcraft techniques, and consider it an almost magical talent. Contemporary dream researchers and psychotherapists call this ability “lucid dreaming,” and study it as if they could really leam something by quantifying dreams.

 * Novice: You can remember a previous dream in some degree of detail.

** Practiced: You can “will” yourself into a specific kind of dream (a nightmare, a reoccurring vision, a

memory-recall, etc.).

 *** Competent: You have limited control over your own dreams.

 **** Expert: Dreams are familiar territory; you journey there to gather hints from your inner self.

 ***** Master: Dreams sometimes seem more real than the waking world.

Possessed by: Shamans, Dream Researchers, Idiot Savants, Artists, Latent Psychics

Specialties: Dream Control, Waking from Nightmares, Vision Questing, Dream Combat

PORTUNE-TELLING

You've got a knack for divination and know the skills associated with its various forms. This isn'tso much a psychic ability as it is a natural hunch that comes through in grand style when focused through Tarot cards, thrown lots, astrology charts or other divinatory tools.

  While this Talent is not magical in and of itself, it may confer a bit of extra potency to spells from the Divination Path. For each two successes you win with a Perception + Fortune- Telling roll, you may lower your casting difficulties by one.

 * Novice: Divination is a pastime to you. One form (Tarot, astrology, etc.) works adequately well, but you're no Psychic Friend yet.

** Practiced: You're pretty good with your chosen style and can make a few accurate observations about the average client. 

*** Competent: You understand a few different forms and can dredge up some surprising revelations.

**** Expert: You're familiar with all of the major forms of divination and understand a few obscure styles, too. With the right tools, you can make fairly clear pronouncements and observations.

***** Master: Gypsies take lessons from you.

Possessed by: Psychics, Gypsies, Scam Artists, New Agers.

Specialties: Tarot, Prophecy, Crime-solving, Astrolvgy, Romance, Telephone Psychic, Shells, Joss Sricks, Elemental Portents, Palmistry, Entrails

 INTUITION

 You've got an innate connection to people. Hunches come easily to you, and they're usually pretty accurate. It's not your place to explain how or why you know the things you do — this Talent's a kind of “sixth sense” that grants insights, gut feelings and a powerful empathy for other people (and occasionally animals as well). You can tell when someone's hurt, when they're lying, when they're hiding something important. This isn'tmind-reading by any stretch — the information does not pop into your head — but it keeps you attuned to your surroundings.

Novice: You've got good instincts.

** Practiced: Follow your nose — it's often right.

*** Competent: The game'safoot, and you know where.

**** Expert: You know something's wrong, and can often figure out where and why.

 ***** Master: It's frightening the things you know without asking.

 Possessed by: Gamblers, Cops, Fortune Tellers, Seducers, Healers, Reporters, Mothers

 Specialties: Flashes of Inspiration, Gambling, Insightful, Nose for Trouble, Animal Instinct

 NEW SKILL

 RESEARCH

 You know where and how to dig up information. Libraries, newspaper morgues, Internet databases — child's play. It's remarkable what you can find when you know how, A successful Intelligence + Research roll might not tell you exactly what you need to know, but it will tell you where to keep digging.

Novice: You know how to use the local library.

** Practiced: With web access, you can tap extensive reference services.

*** Competent: You can access many private collections and privileged archives.

 **** Expert: Given time, you can locate whatever information you need.

 ***** Master: If it's written, encoded or spoken, you know where to look for it.

Possessed by: Writers, Reporters, Librarians, Scholars, Sages.

Specialties: Arcane Collections, On-line Data, Oral Tradition, Folklore.

 NEW KNOWLEDGES

 EARTH WISDOM

 Yours is the common wisdom, frequently overlooked in today's high-tech world. Such knowledge involves tales and lore filled with forgotten insights, simple cures and homespun good sense.

 While this Trait is not magical in any way, it can teach you the weaknesses of various supernatural creatures. À successful Hearth Wisdom roll should offer helpful insights into supernatural threats and give you some idea about how to deal with them. The effectiveness of the insights are up to the Storyteller, but in general, the more successes, the better the information.

 Hearth Wisdom can also be used for simple medical remedies. It isn't as potent as either the Herbalism or the Medicine skills, but the cure should have some nominal effect.  

This Knowledge does not confer a database of facts and figures. Itisa collection — often oral in nature, never written down — oftales and maxims, anecdotes and advice thatshed light on a number of subjects. It can frustrate the hell out of people who come to you searching for advice. Still, as you know well, good things come to those who wait.

 * Insightful: You've learned a few bits oflore here and there.

** Clever: You recognize traces of the supernatural where others don't.

*** Knowledgeable: People come to you for advice and minor cures. Your body of knowledge now includes a few gleanings from other cultures.

 **** Learned: You ate a fountain of lore from your own culture and others as well. You can spot a supernatural being with a successful Perception + Alerrness roll (difficulty 7) if you get close enough, and you know its weaknesses.

***** Wise: You are well-versed in folklore from across the world, and have many insights on lore from your own culture. People from across the world make pilgrimages to meet with you for counsel.

Possessed by: Village Elders, Supernatural Hunters, Medicine Men, Witches, Folklore Researchers, Arcanum Investigators, Hermits, Herbalists.

Specialties: Northern European, Native American, Appalachian, Central African, Amazon Native, Caribbean, Eastern European, Gypsy, South Asian, East Asian, Outback, Pacific Island, Mediterranean.

 MITHOLOGY

 You know the tales of heroes and gods. Myths, like legends and fairy tales, are stories that lie at the cornerstones ofany society. They carry great truths wrapped in metaphor, and you know how to strip the wrappings away. In this sense, “mythology” simply means that you understand common lore and can unravel the symbolism behind it. 

 * Student: You've read a myth here and there. 

** College: You understand the meaning behind a few common myths.

*** Masters: You'te well-versed in the content and symbolism of many mythologies.

**** Doctorate: You understand oft-unseen patrerns.

***** Scholar: Joseph Campbell.

 Possessed by: Shamans, Mystics, Storytellers, Game Designers

 Specialties: Creation Myths, Cosmologies, Eschatologies, Soteriologies, Navajo, Celtic, Persian

 LORE: MAGICAL SOCIETIES

 You know the histories and traditions of magical societies across the world — from their origins and foundations to their present-day status. This is obviously a difficult Lore to master. Few sorcerers manage to gather much information about societies other rhan their own. À good Lore roll might reveal a few secrets about the Awakened Traditions, and possibly the other factions as well. The Ascension War may be hidden, but certain people know how to dig up dirt about it, even if they don't understand all the details.

 * Novice: You know a few names or ideas.

 ** College: You've leamed a few unusual details of interest.

*** Masters: You're well-versed in the history of magical societies in general,

**** Doctorate: You know as much about these societies as their own members do.

***** Scholar: You know all there is to know (or so you think).

 Possessed by: Scholars, Investigators, Sorcerers, Artists, Poets

Variations: This must be chosen for each magical society (e.g., the AOAR, the Balamob, etc.)

 LORE: SUPERNATURAL CREATURES

 There are many secrets to be found in the night. You may have been lucky — or unlucky — enough to learn just how extensive these societies of the night have become, The Kindred, the Garou, the  hanging Breeds, ghost factions, the faerie courts, and, of course, the Awakened Ones at the fringes of reality — all these conspirators lurk just out ofmortal sight. This Trait allows you to discover just enough about these creatures to be dangerous — to them and to yourself!

 Without this Trait, you don't know the ins and outs of Camarilla politics, Wyrm warfare, the Shadow Court, or anything else. These secrets must be pried from the darkness, and the darkness isn't always willing to share....

 * Novice: “I've heard that vampires have an organized sociery.”

** College: “Um, the vampires all belong to some clan called 'Camarilla.”

*** Masters: “The Kindred divide themselves into warring factions called Camarilla and Sabbat.”

**** Doctorate: “Kindred clans go by many names. Shall I explain them to you?”

***** Scholar: “Funny, you don't look like a Brujah....”

 Possessed by: Nosy Magicians, Supernatural Conspirators, Servitors, Arch-Enemies

 Variations: Each being has a separate Lore; most have several types (Camarilla, Sabbat, alternare bloodlines, etc.)

 METAPHISICS

 The sciences that fall under this rubric represent fields of learning related to the Western occult tradition, particularly the so-called “secret traditions” of Hermetic and Kabbalistic study.

 These disciplines supposedly contain clues to the mysteries of the universe. Knowledge of one of the metaphysical sciences includes a history of the field and a basic understanding of the symbolism, language, lore and mysteries associated with it. Some sciences (like alchemy) may concentrate on producing specific, tangible results; this Knowledge Trait reflects theoretical understanding, not the additional skills you may need to put it to use (like Chemistry, Mathematics, Crafts, etc.). Still, it's a beginning, a stepping stone to greater things.

 A number of disciplines fall within this category. These include:

 * Alchemy: The method of transmuting metals, and a metaphor for the transformation of the human soul. Alchemical magic is described with more detail in Chapter Four; it's also described as a secondary Knowledge in the players guides for Mage and Vampire.

 * Astrology: The method of divining the influence of the heavens on the Earth, particularly on human personalities.

 * Gematria: The method of divining hidden meaning from names and words, particularly by converting words into their numerical equivalents. Often used in conjunction with sacred texts, particularly the Bible, Kabbalah and Qur'an.

 * Numerology: The science of determining the essence ofan object or name by reducing it to its numerical meaning. In numerology, everything is a number, and this number is a key to understanding Creation and the magician's role in it.

 * Sacred Geometry: The method of divining secret knowledge from the dimensions and shapes of man-made or natural structures, including the human form. The builders of the pyramids, the Aztec and Mayan temples, and the Gothic cathedrals are said to have been masters of sacred geometry.

* Novice: You understand very basic concepts.

** College: You've had some instruction in the field.

*** Masters: You've got a comprehensive grasp of the discipline.

**** Doctorate: You know things that are not written.

***** Scholar: You are a master of things hidden and arcane lore.

 Possessed by: Hermeticists, Scholars, Kabbalists, Ritual Magicians.

 Variations: This knowledge must be chosen separately for each occult science: Alchemy, Astrology, Gematria, Numerology, Sacred Geometry.

 DACKGROUNDS

 Everybody has their resources. For magicians, who often stash themselves away until after nightfall, a private place or helping hand can mean the difference between security or a police investigation. Sorcerers cherish their mundane resources, too; a smart magician nourishes his contacts and friendships while he stockpiles cash and paraphernalia for the day when they might be needed.

 Sorcerer characters begin withfivefree pointsfor this Trait. The common Backgrounds — Allies, Contacts, Influence and Mentor — can be found in the main rulebooks, and function just as they're described in those books. (Note: A sorcerer's Mentor Background may help her save experience points when she attempts to leam Knowledge Traits or magical Paths; see “Library” for details.) Other sorcerous Backgrounds include:

 ARCANE

 Masters of the mystic arts can hide in plain sight. The shadows seem to slide around them; crowds seem to swallow them; their faces seem to blend into a haze of barely-recogniz-able features. Strangely enough, they'te hard to pin down in other ways, too. Birth records get lost. Pictures blur. Papers get mysteriously misfiled. As you can imagine, people like this are hard to track down. Lucky you — you happen to be one of them.

 Although this odd talent usually manifests in True Mages, some weird mortals (especially sorcerers) exhibit it, too. With this Advantage, you tend to “slide away” from view and memory. While it won't make you invisible or help you in combat situations, it will make you extremely hard to trace. Somehow, things just happen to cover your tracks.

 In game terms, the Arcane Background adds its rating to your Stealth attempts and subtracts the same amount from any Perception or Investigation Dice Pools that others use to find you. If you wish, you may “dampen” the effect and “appear” in plain sight.

* Wallflower

** A face quickly forgotten

*** À master of misdirection

**** A needle in a haystack

***** Who!

 FAMILIAR (LESSER)

 You have a special helpmate, a minor spirit or odd animal that walks beside you, advises you and sometimes protects you. Like a master of magick, you sent out a mystic call and this being answered. This familiar may not share the powers of the greater mystick spirits, but it has talents — and appetites — of its own.

 In game terms, this Background grants you a special “pet” — a talking black cat, a sinister raven, a prankish imp, invisible servant, totem animal or some other weird yet intelligent aide. Most familiars take the forms of animals (see The Book of Mirrors or The Vampire Players Guide for animal Traits), bur the creature's appearance depends on whatyou —or your Storyteller — want it to be. In most cases, a magician performs a simple ritual and the familiar answers; sometimes the spirit simply appears on its own and makes itselfat home. This attitude suits a familiar — these creatures are rarely subservient, often rude and always independent. Sometimes it's hard to tell who's the master and who — if anyone — is the servant.

 Unlike a normal animal, a familiar can communicate clearly, and possesses a range of Knowledges and Skills in addition to its usual Talents. Once the spirit strikes up a relationship, it employs its resources to your best advantage. Naturally, the familiar wants something ftom you in return. In most cases, the spirit's demands will be simple: respect, shelter, food, attention and the occasional treat. The “treat” part can get complicated — some familiars feel that dead children, king's toenails or tomes of esoteric lore make excellent treats, and a familiar can be very insistent when it wants something.

 Familiars require a bit of work on the Storyteller's part, bur add lots of atmosphere and complications to a story. Your Storyteller should create the aide to her own specifications, decide on its personality and play the spirit for all it's worth when it appears. Ideally, you won't knowall the details; such spirits are an enigmatic lot, easily underestimated by willful magicians. Most familiars are fairly basic: animal forms with human intelligence anda few helpful Abilities, Really strong or esoteric helpmates get more complicated, but shift the balance of power in the familiar's direction. After all, if your servant is one of the Five Handmaidens of the Lord of Thunders, she's not likely to take much rubbish from some mortal sorcerer!

 * Weak familiar — a talking cat, rabbit or raven with one or two occult skills.

** Minor spirit — a small animal with exceptional savvy and oceult knowledge.

*** Average familiar — a large, smart animal (wolf, horse, bear), a supernatural creature (imp, unseen spirit), or a small beast with amazing lore and skill.

**** Strong familiar — an animal (ofany natural size) or obvious spirit with one or two magical talents in addition to its extensive knowledge and skill.

***** Powerful spirit — a creature with Otherworldly contacts, exceptional knowledge and three or four supernatural powers.

 LIBRARY

 Research is an integral part of magical practices. You must learn about the mundane world if you are to command the Otherworld as well. No magician worth the name shuns an opportunity to learn, and an extensive library reflects the facts you keep within arm's reach. This private archive includes several rare and possibly mystical works in addition to a host of normal books. Naturally, this Background assumes you have someplace to store a library; with modern technology, however, this isn't as hard as it once was. 

Such resources aren't always books. Scrolls, databases and even friends who knowa lot of folklore can be considered libraries if you can study continuously, access the information at will, and find what you're looking for. 

 A library comes in handy when you're spending experience points. By rolling your Library rating (difficulty 7) while learning a new Knowledge or Path, you can save one experience point for every success you win (minimum cost: one experience point). You may roll only once for each learned skill, and must spend at least a week in heavy research to do so.

 Magicians sharing a common sanetuary may pool their archives together for mutual use. Thus, this Background can be pooled so long as the means allow it and the characters stay together.

 * A collection of New-Age paperbacks.

 ** A few notable works and lots of superficial stuff.

 *** A handful of rare and ancient books, and vast mundane resources.

 **** An impressive collection of occult and mortal lore.

 ***** A horde of lost secrets, a sea of common wisdom.

 RELIC

 Fittingly enough, you possess some artifact of supernatural origin. Itmay be a minor relic (see The Inquisition, Halls of the Arcanum), a fetish (see Werewolf: The Apocalypse) or even a magickal Talisman (see Mage: The Ascension). In any case, this rare, arcane plaything grants its holder certain powers.

 In story terms, you've got some item with obvious occult overtones: a rune-inscribed dagger, a box of black candles, an ancient brass chime, etc. When you perform some incantation or simple action, the relic sets a weird event in motion: The dagger bursts into flame; the candles chase ghosts away; the chime sends everyone in the room into a trance, etc. In game terms, this item contains some magical power; the higher the Background rating, the more potent the relic. Sample relies can be found in the appendix and in the books mentioned above.

 (Note: For crossover purposes, a hedge wizard can employ fetishes or Talismans up to the third level in power. The Storyteller may require a Wits + Enigmas roll (difficulty = level + 5) if the sorcerer tries to activate a fetish, a Wits + Occult roll if he wants to use a Talisman, and a Wits + Technology roll if he tries to access a technomagickal Device. Any Paradox that a magickal Talisman or Device incurs goes against the Talisman; 10 points or more destroys the object. A hedge wizard who wishes to buy a Talisman with his Background points must spend two points per dot, as these are especially powerful and mysterious objects.)  

* A minor relic.

** A useful relic.

*** An item of significant power.

**** A legendary object of great value,

***** An artifact of incredible power.

 RESOURCES

The road to magical knowledge might not be paved with money, but wealth definitely helps. From the poverty line to vast riches, this Background reflects your financial well-being and amount of material goods. The Resources in question don't necessarily translate to cash in hand, but they give you some idea of how much you can afford to spend. In a crunch, you may liquidate this property for extra cash.

 This Background assumes you have a monthly “allowance.” You should determine where your money comes from, however; depending on the course of the chronicle, you might find those Resources growing... or going.

* Small savings. An apartment and a small car, perhaps. Liguidated, you'll ger roughly $1,000. Allowance: $500 per month.

** Middle class. You've got a small place to call your own. If sold, your property would net you about $8,000. Allowance: $1,200 per month.

*** Large savings. You've got a house, one or two cars and some property. If liquidated, you'd have about $50,000 in cash. Allowance: 33,000 per month.

**** Well off. That big house in the woods belongs to you, and that collection of occult artifacts is worth a good deal. if sold, they would yield about $5,000,000. Allowance: $9.000 per month.

***** Rich. You've got your own mansion, a private tower, a fleet of cars, and a trove of occult knick-knacks and lore. If (gods forbid!) you should suffer misfortune, you could still net at least $5,000,000 in cash, Allowance: $30,000 per month.

SANCTUARI

 Every magician needs a place in which to work. This Background erants you a secret workshop of some size, stocked with the necessary tools and materials — herbs, wards, ritual instruments, cauldrons, fireplaces, braziers, reference books, whatever your practice might require.

 Although hidden from mortal view, this Sanctuary exists in the material world, Often (but not always) attached to your dwelling, this literally sacred place might be an alchemical laboratory, a secluded grove, a garden, a dungeon, a tower or even a simple basement with hidden cupboards. Within your Sanctuary, you effectively have an Arcane rating (see the Background of the same name); this won't help if your experiment blows the laboratory to pieces, but it will keep the neighbors from wondering about the roaring sound when you summon that minor demon. Assume that any workings that don't involve major destruction are “quieted” by the wards around your Sanctuary. Those wards keep trespassers ar bay, too; unwelcome visitors (including Otherworldly ones) must make Willpower rolls (difficulty = Sanctuary rating + 3) to approach the area. Still, the place remains subject to the normal laws of physics; fires, explosions, floods, lightning strikes and large-scale combats will wreck a Sanctuary, devastating the stock and dispelling any wards or secutities you've placed around the area.

 * A small area, roughly basement-sized, stocked with a few essential items. Arcane rating: 1

** A decent space, the size of a large backyard; it contains a number of useful tools and ingredients kept in easy reach. Arcane rating: 1

*** A spacious area, the size of a small house; it's stocked with food, a good selection of tools and materials and a small reference library. Arcane rating: 2

**** You're the envy of your associates; a mansion-sized space contains enough esoteric materials, occult works and ritual spaces to host a small, active coven. Arcane rating: 2

***** A tower, small castle or large manor house holds your trove — anything short of the virtually impossible is within reach. You'll still have to leave the nest to acquire really esoteric materials (dragon's blood, unique grimiores, etc.), but almost anything else is right where you need it. Arcane rating: 3

 STATUS

 You've got respect in occult circles. For whatever reason — birchright, social standing, affiliations, personal achievements, etc. — your magical associates know your name and give it weight. You aren't necessarily liked — occultists are remarkably elitist — but people do defer to you. At the higher levels, the spirits know you, too. This can be an amazingly double-edged sword, as mystical gunslingers call you out on a regular basis, and strangers slander you without ever having seen your face.

 This Background is the spotlight of the magical community; it doesn't necessarily mean you're powerful (look at number five), simply that you're notorious. À successful sorcerer can live in complete anonymity; most of them do. In your case, however, fate has gifted you with some kind of attention.

 * The sorcerer's apprentice

** David Copperfield

*** Isaac Bonewits

**** Timothy Hunter

 ***** John Constantine

 MERITS AND FLAWS

 Merits and Flaws are Traits that help define your character further. While Merits (obviously) make a sorcerer's life easier, Flaws keep life... interesting. Most of the following Merits and Flaws vary in intensity. Some provide minor distractions while others reflect a significant aspect of the magician's existence.

 Merits can only be purchased with freebie points during character creation. Likewise, Flaws — also chosen at creation — add freebie points to a beginning character. A beginning character may take only seven points worth of Flaws; an “experienced” character (one who has supposedly been around for a while) may take more at the Storyteller's option, but we don't recommend it. Loopholes like this might be too wide for some Storytellers' comfort. Each Merit or Flaw should have some story attached to it; such significant things do'not happen “just because.”

 The various players guides describe a variety of Merits and Flaws, and present the rules about them in abit more detail. Many of the more “nmundane” Traits (Ties, Psychological, Awareness, etc.) are perfectly appropriate for budding magicians. The Supernatural Merits and Flaws often apply to specific entities, and probably aren't worth much to a mortal character. After all, how useful isa ghost's Merit toa living man? Some ofthe weirder Traits below work the same way; a werewolfor Awakened mage might berelatedby blood to the changelings, but he could not learn their cantrips in addition to his “normal” talents. A sorcerer can do so if her Storyteller allows such “stacking.”

 LIGHT SLEEPER: (1 PT. MERIT)

 You function quite well on four houts of sleep a night. More rest is always welcome, but if some circumstances (like research or tight deadlines) keep you awake, you'll suffer less severely than other mortals might. If something happens during your slumber, you're more likely to awaken quickly than another person in your position.

 LOTALTE: UU PT MERIT)

 You're sworn, loyal and devoted to some person, group or cause, This bond allows you to resist any form of temptation or coercion that could lead you to betray your trust or oath. Especially nasty forms of “persuasion” (torture, Mind magic, vampiric Dominance, etc.) are harder to shake, but you do get a bonus to your Willpower (either two additional dice to roll, or two added to the inquisitor's difficulty, whichever is appropriate) ifthe offending party tries to make you break your promise.

 SOOTHING VOICE: (1 FT. MERIT)

 Your voice is calm and soothing, almost entrancing. Add two dice to any roll that directly involves using your voice — to sing, to preach, to hypnotize, etc. — or reduce Social roll difficulties by two.

 BURNING AURA: (2 PT, MERIT)

 Your aura, no matter what its color, is unusually brilliant. To those who can see this “inner light,” you stand out like a beacon burming with a mystical fire. Even people who can't see auras feel drawn to your side. Some supernatural entities find people like you intriguing; others consider you a threat. Like-wise, sensitive mortals might consideryouappealingorrepulsive, depending on your personality and their inclinations.

 HIDEAWAI: (2 PT. MERIT)

 Youhavea special hiding place thatno one knows about — a house, a cottage, a nicely furbished cave, etc. You never registered this place in your name, so anyone trying to trace you there is going to have a very hard time. This hideaway is modestly furnished and stocked with enough goods for atwo-week stay. Such places are good for practicing secret magics — ot for hiding from enemies.

 IF someone goes on an active search to find your hide-away, your Storyteller may roll two dice against difficulty 6. Success (at least one six) means that no one has found the place. Failure indicates that you didn't cover your tracks very well; now they know where you live (more or less). Four cumulative failures leads them right to you; a botch immediately renders your secret worthless. 

 CLEAR SIGHTED: (6 PT. MERIT)

 Illusions do not fool you. This vision may be a supernatural gift, an inborn insight or a practiced skill. In any case, vampiric Obfuscation, Chimerstry and other Disciplines or Gifts that deceive most observers don't work as well as they should against you. Confronted with such deception, you get a Perception + Alertness roll (difficulty = opposing power's level +3) to see right through it.

 FAERIE COMPANION: (5 PT. MERIT)

 You have a faerie companion, a friend and associate who's one of the Kindly Ones — the changelings. Perhaps your creativity feeds his cravingfordreams, or perhaps he's taught you of things beyond mortal view. Maybe you're just in love. In any case, this fae companion tends to stay out of human sight, bur commands various magical talents of his own (see Changeling: The Dreaming). Naturally, he'll probably want something in return for his generous, if quixotic, aid.

 A changeling makes a boon companion; moreover, his teachingsallow youto leam Abilities like Kenningand Mythlore, knowledge outside the mortal spectrum. I na real emergeney, your friend mighreven hide you away in his Frech old foratime! Beware of this offer, however. One never knows the truth behind such refuge, and the price for the trip could be steep indeed!

 LUCK: (5 PT MERIT)

 The luck of the Saints (or the Devil) follows you. Three times per story (not per session), you may use this good fortune tore-rollany failed or botched attempt. Only one try is allowed per failure. Even the Devil's own run out of luck eventually.  

MGHTSIGHT: (5 PT. MERIT)

 You can see in near-total darkness. This odd gift may come from an arcane power, an affinity to darkness or some faint relation to the catfolk. So long as some light source exists, your vision remains acute. Really bad conditions (smoke, fog, total darkness) might demand a Perception + Alertness roll, but under most circumstances, you can see as well by night as you can by cloudy daylight. Bright lights, especially sudden ones, dazzle you for a turn or so, perhaps longer if the light is really blinding; otherwise, your sight is fairly normal, not enhanced.

 “SPECIAL FRIEND": (9 PT MERIT)

 You've got a friend — a supernatural friend. Perhaps she's a werecat, an enigmaric keeper of secrets and sensations; maybe she's a True Mage with powers you can only dream of having. It could be that she's a vampire, watching over you in the night. She might even be a ghost, a Restless soul you've done a favor. Whatever she may be, she isn't “normal” company and her tastes run to dark pursuits. 

Chances are, your friend isn't telling you much about her Kind; you might acquire a dot or two in the appropriate Lore Knowledge from listening to her tales, but that's about it. Seill, you'te there for each other; shell watch your back if you watch hers, Naturally, your Storyteller will want to fill in the details regarding your friend and the relationship you share. In the midnight world, these kind of friends are good to have — even if they do tend to bring their problems with them...

 UNBONDABLE: (3 PT. MERIT/6 PTS. POR GHOULS)

 Vampire blood cannot control your will. No matter how much ofit you consume, the dreaded Blood Bond won't take you down. This Merit can be powerful — a little too powerful for some chronicles — if combined with the Ghoul Merit; hence, a character who wants to be a free-willed ghoul must pay double the usual amount.

 FÃE BLOOD: (4 FT. MERIT)

 Though not a changeling, you've got their heritage running though your veins — literally. This doesn't necessarily make you Irish, though a little touch of Eriu never hurts! Faerie blood allows you to walk in the Dreaming as if you were fae yourself, while this exposes you to chimerical attack, it also opens you to a new and wondrous world.  

In fae terms, you're kinain, a human with some innate Glamour who can leam limited cantrips fueled by her own power (see Changeling: The Dreamingand its supplement The Enchanted for details). This Glamour pool must be “refreshed” by full-blooded changelings — doing so is beyond your mortal means. Even so, your Banality is quite low (typically two tofive) and your presence is often welcome in the courts of the fae. Naturally, this sort of gift carries an obligation to play faerie politics; nevertheless, it can be a wondrous game. 

 IRON WILL: (4 PT. MERIT)

 Once your mind's made up, nothing short of a sledge-hammer can change it. This Merit allows you to resist the effects of vampiric Domination, Mind magick or other coercive mental attacks. The Trait does nothing to deflect mental trauma or deception, but makes it damned hard for someone to mind-control you. Potent attempts from really powerful foes might demand a sacrifice of a Willpower point per turn; if a vampire or mage of your approximate “level” tries to turn your head around, however, you can consider yourself immune.

 PRECOGNITION: (4 PT. MERIT)

 You occasionally have glimpses of the future. Although such visions are beyond your control, you may try to “summon” one by entering a trance and attuning yourself to fate. When employed with the Divination Path (see Chapter Four), this Merit lets you add two dice to your pool; otherwise, the Storyteller will determine what (if anything) you see and how accurately it reflects coming events. This Merit should, of course, offer some insight, but as any seer knows, prophecy is an odd and chancy business. Visions often strike without warning and are not always pleasant to receive. 

 PROPHETIC ABILITY: (4 PT. MERIT)

 The Higher Powers speak to you in signs and portents, visions and images. Some may speak of the future, while others offer clues to existing mysteries, or reveal hidden facts. Prophecies come when they will — you cannot control them, and may not even want them when they do occur (the classic prophets were not exactly thrilled with their “gifts”). Some messages will be crystal clear while others seem just flat-out obscure. Symbolism, foreshadowing, flashbacks — all the tools mentioned in the rulebooks' Storytelling chapters come into play when your Storyteller decides to let prophecy strike. The truth, content and effect of the prophecies remain the Storyteller's prerogative, but should have some significant role in coming events. This Merit is not a quick-fix or an “oracle machine”; it exists to provide dramatic moments and enigmatic clues, not to dole out obvious answers.

 SHAPECHANGER KIN: (4 PT. MERIT)

 By some quirk of fate, you're closely related to one of Gaia's Chosen, a werewolf, -cat, -raven, -bear or perhaps even one of the more mysterious breeds. The Changing Blood has not stirred in you, but it has left its mark. You're immune to the Delirium (the madness that claims those who see a werebeast's half-human form), and have friends (or at least respectful relatives) among whichever Breed you'te related to. This doesn't mean that you know their secrets, or that vou can wander around their sacred caern without tetribution, but you have a certain edge when dealing with the Chosen that no normal mortal can match. With your Storyreller's permission, you might be allowed to learn a few spirit Gifts, up to a certain level. (See “Sorcerers and Their Fellow Beings” and Kinfolk: Unsung Heroes for details.)  

Aside from the benefits described above, this Merit has no special system significance. You've got a good chance to know some Garou Lore, though, and may share some common contacts and allies. You will probably claim some degree of affection from your relative's tribe and some animosity from their enemies. Kinfolk from the other Changing Breeds have an especially hard time with this Merit. Highly prized as breeding stock, mortal relatives of the Corax, Bastet and Gurahl are so rare that their benevolent cousins often go overboard when protecting them — to the extent of forbidding them at claw's lengrh from doing something dangerous!  

“IMMORTAL”: (5/7 FT MERIT)

 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 Stotyteller is kind (anda 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. 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.

 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 it self at the normal rate of healing. lf some disaster an nihilates your body, the magic is dissolved (along with your flesh). Otherwise, you can continue on for centuries.

 Qne 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: getring 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 can't. This potential immortality should not unhalance the game; if your Storyteller considers the idea inappropriate, she may feel free to disallow it. 

 GHOUL: (5 PT. MERIT)

 At some point in time, a vampire fed you some of her potent vitae, possibly Bonding you into service. Somehow, vou broke free, bur the blood's force has granted you some of your mistress' power. In addition to a vague knowledge of vampiric society (one dot of Vampire Lore), you age slowly, have an extra automatic success on any Strength roll you make, and inflict an additional die of damage with all hand-to-hand attacks. (If your game integrates the Vampire: The Masquerade rules, you have a Blood Pool, a dot in Potence and the potential to buy and use some Disciplines). 

 This does not come without cost, however. You must continue to feed on vampire blood occasionally. Otherwise vou regain your mortality and crave forever the sweet rush of vour former mistress' essence. Should you revert (after going a month or more without the sacred vitae), you lose your supernatural might (and Disciplines) forever.  

PATH NATURAL: (5 PT. MERIT)

 You're a prodigy, a natural at some mystical Path. For whatever reason (inbom 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.  

During character creation, select one magical Path: 

From this pointon, youonly pay three-quarters ofthe 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. 

 SPIRIT GUIDE: (5 PT. MERIT)

 You are aided in your magical journey by a spírit guide, a friendly entity that offers you advice, messages and sometimes aid. The guide's nature depends on your magical sociery: À Uzoma sorcerer would recognize one of the orishas, while a Hermetic wizard would claim assistance from an angelic entity.

 Spirit guides can help in a variety of ways:  

* Problem Solving: Dialogue with your guide could lead you to insight on various problems. (This gives the Storyteller a voice within the chronicle.)

 * Help: A friendly spirit may grant its 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, ifat all), and may require some thanksgiving offering when the crisis ends.

 * Messages: Your guide can deliver a brief message to someone far away. This message must be short and simple, as itcomes more ina 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.” 

 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 tradirions (especially 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.

 TOTÊM: (5 PT. MERIT)

 A great spirit smiles upon you. Perhaps you're familiar (or related) to the Changing Breeds; perhaps you remember what other mortals have forgotten, and the spirits respect you for it. Perhaps you once performed a great act of service or devotion. In any case, some totem spirit has granted you its favor.

 This Merit allows a sorcerer to learn Changing Breed Gifts from the appropriate totems (see Werewolf: The Apocalypse, Axis Mundi: The Book of Spirits or Werewolf: The Wild West for details), and bestows any other favors the totem normally gives. All Bans, Chiminage and other restrictions apply; the totem may even expect greater services in return for its recognition — very few mortals receive such honots, and you may be asked to return the favor in kind. Your Storyteller should choose an appropriate spirit and play it for all it's worth. A totem's attention is a grand thing, and should nor simply offer a “ger outta jail” card to a player with points to spend.

 COMPULSIVE SPEECH: (1-2 PT. FLAW)

 You talk too damn much and too damned freely. No matter how important the circumstances or how-rarefied the company, yourun offat the mouth. Itcould be that you're compelled to tell the whole, ugly truth no matter what the fallour. Perhaps some agency has cursed you to ruin whatever chances you might have for success — or maybe you're just a prick.

 Choose some reason for your obnoxious habits and decide how badly you get on people's nerves. A one-point Flaw means you speak out of term occasionally, and among equals or inferiors. À two-point Flaw makes you rude toward everyone, regardless of their relationship to you. Spending a point of Willpower allows you to ignore the urge for one scene, but your motormouth tendencies are always close to the surface...

 ECHOES: (1-5 PT. FLAW)

 Folklore harms you. From the earliest human societies, people have feared your kind — and developed ways of dealing with them! For some reason (probably related to the power of belief), the traditional superstitions apply to you wherever you go. Deep inside, you may believe that you are some unclean thing; or perhaps that pact with outside powers came with certain strings attached. 

 The cost of the Flaw determines the severity and frequency of the “echoes.” Low-cost Flaws cause minor inconveniences, while more “worthwhile” ones leave you open to a host of problems. A magician who acquires her powers through some Infernal pact probably suffers from this Flaw to some degree (see Chapter Four). 

 * 1 pt. — Very Minor: Slight manifestations of no real consequence. Milk sours in your presence; bread willnot rise; a slight scent of sulfur follows in your wake.

 * 2 pts. — Mild: The echoes become inconvenient. Dogs growl and horses sweat when you're around; your gaze causes flowers to sag; you must be invited into a house, and cannot enter without some kind of welcome.

 * 3 pts. — Noticeable: To a trained occultist, you're pretty obvious. Religious symbols distracr you; holy ground repulses you; church bells break your concentration (perhaps requiring a Willpower roll (difficulty 8) to keep a spell from falling apart); the wind blows cold as you pass. 

 * 4 pts. — Distracting: You begin to stand out, even among normal folks. Your powers may be disturbed (see above) by people who understand folk “counterspells” like prayers and warding signs; you cannot pass a hex symbol, a line of salt, or aholy threshold; your shadow moves of its own accord; you do not cast reflections in silvered glass,  

* 5 pts. — Severe: Reality shifts when you're around, even when you don'twantitto. You willnotsink in water; psychically sensitive people may go into fits or convulsions when nearby; animals feel your presence if they can, and small ones may even drop dead; a person who knows folk cures can harm you by casting salt in your face, driving nails into your footprints, buming a lock of your hair, etc. (Contested Willpower rolls, difficulty 6; ifyou lose, you take one Health Level in unsoakable damage for each success your opponent scores.)

 RIVAL: (1-5 PT.FLAW)

 You have a sorcerous rival who regularly tries to unseat you. The reasons for this rivalry can vary: You replaced him as your master's favorite student; you beat him to the discovery of an occult grimoire; you come from societies at odds with each other; maybe he just doesn't like you. The strength ofthe rival, the frequency of his appearance, and the ferocity of his intentions determine the point value of this Flaw.  

* 1 pt. — An egually matched rival who rarely shows up.

 * 2 pts. — Rival is slightly more powerful than you.

 * 3pt.— Rival is considerably more powerful than you.

 *  +1 — Rival shows up frequently.

 * + 1 — Rival doesn't just want to unseat you. He wants you dead.

 

SUPERNATURAL ENEM): (1-5 PT. FLAW)

 

You pissed off someone powerful — a vampire, werewolf, True Mage, demon, whatever. He won't show up every story, but will make trouble for you and vouts on a fairly regular basis. This Flaw works like the Rival Trait; the more powerful the enemy, or the more frequent his appearance, the more your Flaw is worth. Determine the name, nature and grudge your enemy bears, but leave the details to your Storyteller (who will undoubtedly make him an interesting addition to your chronicle setting). This enmity should provide some important detail about your sorcerous — or pre-sorcerous — past.

 HERO WORSHIE (1 FT. FLAW)

 You regard another individual (probably your mentor) with almost reverent respect. He or she can do no wrong as far as you're concerned. Disobeying your hero requires an effort of will (perhaps a Willpower roll, difficulty 5 or more). Perfection is, after all, hard to question. In fact, it's so hard to question that you add +2 difficulty to any roll that might force you to admit that your hero is possibly wrong.

 ISOLATED UPBRINGING: (E PT. FLAW)

 You were horn and raised entirely within a sorcerous community, and don't really understand the outside world. Whenever you deal with some community other than your own (mystical or otherwise), add one to all of your Social difficulties, or reduce your Social Dice Pool by one die.

 OFFENSIVE TO ANIMALS: (E PT. FLAW)

 For some reason, animals are uneasy in your presence and cringe from your touch. Perhaps you have been touched by something in the course of your arcane practices; maybe you're cutsed or related to a cursed family or bloodline, For whatever reason, animals ate jittery around you. Add +2 difficulty or subtract two dice from your Dice Pools whenever you're dealing with a beast; in story terms, it doesn't like you, and you don't like it, either.

 OTHERWORLDLY TAINT: (2 PT. PLAW)

 Something about you just isn't right. Perhaps you have white hair at a young age, or you're unusually tall, or you've got eyes that shine slightly silver in the moonlight. Regardless, you've got some feature or mystique that other people consider disturbing, even if they don't know why.

 To most observers, you're simply uncanny; a person skilled in occult or mystical matters can recognize you for what you are with a successful Perception + Awareness roll (difficulty 7). Some people might find your disquieting presence compelling. Most, however, will give you a lot of breathing room — or a lot of trouble.

 MGING: (9 PT. FLAW)

 You're not as spry as you used to be; any one Physical Attribute score (your choice) must be lowered by one point. This Flaw may be taken once per decade past the 40 year mark.

 (ESA: (5/5/7 PTFLAW)

 Gesa is technically a phrase from the Celtic tradition, but the concept of the magical commandment is fairly universal. In short, a gesa is a taboo or mandate that cannot be disobeyed without some serious consequences. Often bestowed during magical initiation, a gesa lasts a lifetime. Lts terms — often delivered by a prophet, priest, midwife or supernatural agent — are clear from the beginning. Disobeying a gesa is a deliberate act, not an ignorant mistake, and doing so is punished accordingly. In short, you're mystically forbidden to do something; doing it anyway puts you in danger.

 Some gesas are simply commandments that the recipient is compelled to follow whether she wants to or not. She must alwaysacceptadrink, for example, or mustalwaysgive away gifts that she receives. Other gesas are taboos — the recipient may not eat a certain type of meat, usually from some  dignificant animal, or cannot go without shoes, even in bed.

 Violating a gesa ends in catastrophe. The doom might fall on you immediately, or could occur over time. It might punish you personally, or wound a loved one. It would cause all of your magic workings to fail. Some punishments fall in a single blow, while others become prolonged curses. If you break your gesa, don'texpect a lightning bolt to come from heaven that minute. However, the death of a child, a terrible car accident, even the loss of your magical ability could be right around the comer.

 This Flaw may be purchased more than once, but doing so isn't really a good idea. Taking on a single gesa is asking for trouble; taking several prohibitions is flirting with certain doom.

 * 3 pts. — A commandment or taboo unlikely to be broken: “May never run naked through the rain under a full moon.”

 * 5 pts. — À commandment or taboo likely be broken: “May never run naked through the rain.”

 * 7 pts. — A commandment or taboo that could easily be broken: “May never run through the rain under a full moon.”

 (Note: An inventive Storyreller can always find ways to push a character with a gesa into compromising circumstances; she should not, however, simply engineer a situation in which a violation is inevitable. Defying a commandment should always be the player's choice, and should come as a result of some dramatic situation. The magician cited above might have to tun naked through the rain to save his lover from a burning building. Is the cost worth the sacrifice? That should be for the magician — and the player — to decide.) 

 BOUND: (5 PT.FLAW)

You owe someone. Owe him big, and he's a tough collector. We're not talking about Jolly Joey Marconi, we're talking really big time: a demon, a spirit, a vengeful ghost, an angel. In exchange for some bargain, a powerful entity offered you something important. Now you owe him — or her, orit— a very big favor. And he's gonna hold you to that bargain.

 A Bound character should feel the weight of her obligation at all times. Your Storyteller should discuss the terms of the “bargain” with you, and work out a plausible story behind it. Things to consider: With whom did you bargain? What did you get, and for how long? What did you offer in return, and how long before the “lender” comes to collect? No matter what the answers might be, this is a serious Flaw. At some near-future time, something will be knocking on your door. And it may want payment in full — with interest.

 PATH INEPT. (5 PT. FLAW)

 For some reason, you suck at a certain kind ofmagic. You could be paying off some karmic debt, or struggling with some metaphysical concept. It could be one of the terms of an unearthly bargain — trade for trade, if you know what 1 mean.

 This Flaw acts like Path Natural in reverse. Advancement inone particular Path (chosenatthe beginningofthe chronicle) costs one quarter more experience points than normal, rounded up. The aforementioned shapeshifter might be especially bad at Ephemera; rising from Level Two to Level Three costs her 18 points instead of 14. To take this Flaw, choose one Path that your character plans to study. (Don't lie to the Storytellerabour this just to get some extra points; she has ways of getting back at you.) This Flaw can only be selected once, and must be chosen during character creation.

 CHARACTER CREATION QUTLINE TRAITS

 Step One: Who are You!

* Choose Concept, Society (if any), Nature and Demeanor  

* Determine motivation: What drew you to study magic? What are you looking for once you've discovered magic, and what do you want fron life?

Step Two: Atributes


ARCHETIYPES

  Crackerjack: You da man!


fi

 


 

Renunciate: You left an ol behind, but it hasn't left

you.

 

Sage: Life is a classro:

 

Sensualist: Expericr

life.

 

Supplicant: Y

 

Theorist:

 

Artist: Dancer,

cian

Crank: Conspiracy th ail-order teacher, fake

psychic, eccentric millionaire

Devotee: Cultist, fanatic, ascetic, monk, clergyman,

Step Five: Finishing Touches nun, priest(ess)

* Record Base Willpower (5) Hermit: Recluse, sage, antiquarian, shut-in, holy per-

 

e Spend your 21 Freebie Points: improve Traits, bu EEE

a : é Mystic: Babbling madman, mystery seeker, neo-pagan,

 

Merits & Flaws, purchase additional magical Paths ; ; ;

wise man, martial artist, ancestral witch, parapsy-

 

e Determine Personality details: appearance, home, moti- chologist

vations, etc.

 

Outsider: Criminal, hooker, untouchable, drifter, street

person, exile, idiot savant

Philosopher: Metaphysician, holar,

CHARACTER CREATION DEVELOPMENT Psdoscees: Mosca, anime shi, src

RebelSub: Punker, goth, “baby witch,” hip-hopper,

 

CREATION: FREEBIE POINTS raver, medievalist, metal-head, rasta, gypsy, hippie,

 

urban cowboy

Trait Cost Scholar: Teacher, lorekeeper, intense student, forsaken

Atrributes lot professor, shunned pupil of unhallowed arts

 

Abilities á Visionary: Renunciate, spiritualist, shaman, searcher,

Backgrounds f : i É

 

Willpower

 

Backgrounds

 

Paths : riends and compatriots.

 

Rituals : The mystical ability to avoid

 

Trait

 

New Ability : * Influence: 1

Willpower trrent rating º Library: A ready c

Knowledges E: nt rating arcane tomes.

 

Talents S Silo * Mentor: Spirit

 

Attr * Resources: Finahci ns at hand.

current level x

 

“New Path 7 for first dor

New Rituals 3

 

* Sanctuary: À safe a; vate place.

* Status: Standing in the occult community.

 

MERITS

Light Sleeper (1)

Loyalty (1) j

Soothing Voic

Burning Aura (

Hideaway (2)

Clear Sighted (3)

Faerie Companion (3

Lucky (3)

Nightsight (3)

“Special Friend

Unbondable (3

Fae Blood (4)

Iron Will (4)

Precognition (4)

Prophetic Ability (4)

Shapechanger Kin (4

“Immortal” (5/7).

Ghoul (5)

Path Natural (5)

Spirit Guide (5)

Totem (5)

 

FLAWS

Compulsive Speech (1-2)

Echoes (1-5)

Rival (1-5)

Supernatural Enemy (1-5)

Hero Worship (1)

Isolated Upbringing (1)

Offensive to Animals (1)

Otherworldly Taint (2)

Aging (3)

Gesa (3/5/7)

Bound (5)

Path Inept (5)

 

MAGICAL FATHS

 

potions and salv

 

* Shadows: Black will.

 

e Shapeshifting:

others.

 

* Summoning, Bi

ing creature

 

* Summoning,

Bringing cre

angels and other

 

armtul elements.

e magic of plants,

 

ng (Material): Call.

 

from the material

 

Weathercraft: Altering the local weather.

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