The time is the 17th century, the old country.
Superstition and persecution of suspected practitioners of witchcraft and sorcery is at an all time high.
Any even rumored to have dabbled in these dark arts are tried and sentenced without question, and more often than not, burnt at the stake.
The worst time imaginable to be a true practitioner of Magic; a Mage.
Those who have Awakened to the gift of sorcery have fallen on hard times as of late.
Once admired and renowned for their talents in saving lives and shaping destinies, now sorcerers are forced to avoid public notice and populated areas, seeking a safe sanctum to evade the prying eyes of a fearful, ignorant populace.
I'm interest checking for a group of four players; five tops. Your character does not have to be a member of a cabal with the others; he or she could certainly be an independent... though that will make things difficult on them.
Some notes to consider: the Orders of the Pentacle still exist. The Silver Ladder maintains their sway in Mage society, the Mysterium still seek their secrets, the Guardians still protect them from prying eyes,
the Arrow still seek out the enemies of the Awakened, and the Free Council still seek to make magic open to any who take interest.
What you will need or at very least should have access to:
-World of Darkness Sourcebook
-Mage The Awakening Sourcebook
If you have neither of the above or lack one of the two, I can likely help you out.
Here's some creation basics.
The fundamental stats:
Attributes
Five Primary, Four Secondary, Three Tertiary
Skills
Eleven Primary, Seven Secondary, Four Tertiary
A specialization costs three points.
Merits
Seven points.
Buying the fifth dot in an Attribute, Skill, or Merit will cost two points.
Health = Stamina + Size. Standard size is five.
Willpower = Resolve + Composure.
Defense = Lowest of Dexterity or Wits.
Speed = Strength + Dexterity.
Starting Morality(or Wisdom for Mages) is 7.
In addition, this is what you will need for a Mage character(from
this website)
1. Choose a path. This represents the supernatural realm where your character gets their magic from, and also determines the ruling Arcana. You will also put an extra dot in one of your resistance attributes, known as favored attributes, based on the path (pp 92-106 MtA)
* Acanthus - The path of Thistle, epitomize the tarot trump of "The Fool", relying on luck and intuition to guide their way. Arcana is Fate and Time. Favored attribute: Composure
* Mastigos - The path of Scourging, epitomize the tarot trump of "The Devil", exulting in unfettered will. Arcana is Mind and Space. Favored attribute: Resolve
* Moros - The path of Doom, epitomize the tarot trump "Death", remaining steadfast during change. Arcana is Death and Matter. Favored attribute: Composure
* Obrimos - The path of the Mighty, epitomizes the tarot trump of "Strength", pursuing divine mandate. Aracana is Forces and Prime. Favored attribute: Resolve
* Thyrsus - the path of Ecstasy, epitomizes the tarot trump of "The Moon", following the allure of passion and impulsive action. Arcana is Life and Spirit. Favored attribute: Composure
2. Choose an order. This is the mystical society that your character belongs to, and the Order teaches their members how to cast rotes more efficiently when using certain rote specialties (see page 75 for these specialties, MtA). It is not necessary for your character to join an Order, and if you choose not to, then just write "Apostate" where Order is. (pp 38-52) Joining an Order gets you the merit High Speech (1 dot) at no cost.
* The Adamantine Arrow - defends sanctums and cabals with combat magic, rote specialties: athletics, intimidation, medicine
* The Free Council - seeks to modernize the craft of magic and escape the traditions of the past, rote specialties: crafts, persuasion, science
* The Guardians of the Veil - seeks to protect the mysteries from any who would ruin them or reveal them to the unenlightened, rote specialties: investigation, stealth, subterfuge
* The Mysterium - searches for valuable hidden lore throughout the physical and spiritual worlds,
rote specialties: investigation, occult, survival
* The Silver Ladder - desires to establish a proper hierarchy of mages with its own members at the head, rote specialties: expression, persuasion, subterfuge
3. Beginning Arcana is determined by putting 2 dots in one Arcanum, 2 dots in a second Arcanum and 1 dot in a third Arcanum. Two of these Arcana must be from your character's Ruling Arcana, which is determined by the path you chose. Finally, put 1 more dot in any Arcanum, either in the first three or into a new Aracanum completely (for a total of four).
* Death - Ghosts, decay, the Underworld
* Fate - Luck, chance, oaths and curses
* Forces - Fire, gravity, storm (energy in all it's forms)
* Life - power over the organic world (including plants, animals and even humans)
* Matter - Stone, metal, plastic (all the inorganic material substances)
* Mind - power to read and control thoughts and emotions
* Prime - Mana, illusions, enchantment
* Spirit - communication with and control of spirits
* Space - command of distance and space (teleportation and scrying)
* Time - Clairvoyance of the past, divination of the future, control over the passage of time
4. Next, spend 6 dots in rotes. The rote's rating is equal to the highest Arcanum dots needed to cast it. Choose any rote from any of your Arcana, though no rote can be rated higher than the amount of dots in that Arcanum. The example the book uses is this: "if the character has Mind 3, Space 2 and Forces 1, he could choose one Mind 3 rote, one Space 2 rote, and one Forces 1 rote. Alternatively, he could choose three Mind 2 rotes and/or Space 2 rotes, or two 2 dot rotes and two 1 dot rotes, or six 1 dot rotes, from Mind, Space or Forces in any combination."
Note: this is the stuff you will need the Mage book for.
There are dozens upon dozens of Rotes, and there's no brief way to summarize the wide variety available to a Mage.
5. Gnosis represents your characters enlightened will, and begins at 1. However, merit points can be spent to increase it, at the rate of three to one. So by spending three (of your seven) merit points, you can increase Gnosis to 2, and by spending six (of your seven) merit points, you can gain Gnosis 3.
6. Starting Mana is equal to Wisdom, and is usually 7.
In addition to the regular merits found in the WoD rulebook, Mages can also choose from the following merits: Artifact (3 dots or higher), Destiny (1 to 5 dots), Dream (1 to 5 dots), Enhanced Item (1 dot or higher), Familiar (3 or 4 dots), Hallow (1 to 5 dots), High Speech (1 dot, and is gained at no cost if a member of an Order), Imbued Item (2 dots or higher), Library (1 to 5 dots), Occultation (1 to 3 dots), Sanctum (1 to 5 dots), Sleepwalker Retainer (1 to 5 dots), Status (1 to 5 dots, Consilium or Order), Thrall (3 dots)
Lastly, my preferred character sheet generator:
http://sheetgen.dalines.net
But feel free to use your own.
No first come, first serve basis: the more thought-out concepts will be the ones most favorable.
Details are always nice. Be thorough.
Posts
yes yes yes
I will work something up asap
The primary theme will be socialization and political drama/backstabbing. Expect Consilium and/or Seer drama.
As magic use is being strictly regulated, the Silver Ladder maintain the local Orders, though it is well known that the Guardians are out in force, to the point that some question just how much control the Hierarch really has.
So figured there would be a group of others. I'll see how it progresses. Setting definitely sounds interesting.
By which I mean I would like to join this if you have no objection to someone who has not played Mage before getting involved.
As for completion, as long as I can maintain it, I will. :P I tend to like ongoing chronicles though, without a real 'end' per se. (This may be a negative.)
Not to mention doesn't the Free Council not technically exist yet?
edit: also a couple skill issues. Drive can just as easily refer to a team of horses as a car, but Computer seems like it would be particularly odd for the time period.
As for the Free Council, technically, no, but them of them as free-thinkers. The Silver Ladder still follow an antiquated way of thinking, and the Free Council(or those who would eventually form them) want to break the boundaries and allow a magical renaissance outside of their limitations.
This is something of a homebrew effort, so I'll be playing some things by ear.
If you can think of an era-specific skill your character would like to have, I'll likely allow it.
i mistook it for not Awakening but Ascension when I read "mage the dark ages"
i suppose that means there's no celestial choir
Going for a witch who's trying to gather and collect what she can before the mobs burn out the Awakened - question is, Mysterium or Guardians?
Rural. Backwater superstitious village surrounded by forests and countryside.
And as I have no concepts thus far, the sky is the limit. Anyone who wants to submit something, feel free.
Inexperienced players welcome. Hit me up if you need assistance.
You have a fractious civil war. You have dark brooding forests. You have isolated villages. It neatly covers all the bases :P
Not to mention a couple of the oldest universities in Europe, mountains, caves, military strongholds, and lots of places for monsters.
I will try to throw together a character tomorrow when i have a little more time.
I have a couple good ideas rolling around in my head.
That depends on whether you'll be sharing the latter with anyone.
Well, not really, but it couldn't hurt.
Very religious, mostly Protestants with a handful of Catholics. There are a few outliers who prefer to follow more ancient traditions, but they keep their heads low.
Often cloudy and sparsely occupied during the day, dimly torch-lit by night; which is when the town's far more active, outsiders claim.
Feel free to make your answer as mysterious as possible.
Acanthus Mage and Mysterium Relic Hunter
http://sheetgen.dalines.net/sheet/10066
Profile
Generally, he comes strolling into towns with bells on (sometimes literally) and a big smile. If asked about his business he is here to trade and to entertain. While his goods are often questionable, his entertainment rarely is. Raised by a large gypsy family, Vic can juggle, dance, and sing dirty limericks with the best of them. He is not too bad with a lute either.
While he may seem like a shallow vagabond on the outside, he actually maintains a keen intellect. As a hunter for the Mysterium he travels from place to place in search of whatever lore or relics he can get his grubby little hands on. The life suits him, as he was never much of one to sit around in a stuffy room cataloging books.. He enjoys wandering the world, relying only on his tongue and his "natural" luck to get by.
Small towns, big cities, all of them have their dark little secrets waiting to be pried out into the light.
Kind of makes me wonder why there's no 'Performance' Skill, but I guess that can be associated with Expression.
And I know my guy is a little a bit stereotypical, but those stereotypes are there for a reason, dammit.
Edit: Also, other stereotypes for you people to exploit.
Priest whose powers are giving him a crisis of faith and/or is chosen by god.
Knight Templar who is either A. Sick of fighting or B. Way too intense about hunting evil.
Runaway prince/princess
Vikings!
Druids who is all into doing druidy things.
Power hungry Italian merchant
Is it okay that my char is also an Acanthus?
Also, aren't you missing a dot in an Arcana? 2, 2, 1, +1 anywhere for a total of 4, yes?
Final question, as I'm wrapping up my character, I've noticed he has like.. no combat skills. At all. He can defend himself okayish, but he can't fight back.
I've heard that Mage focuses more on roleplay, and if so, that's totally cool, I'm happy with the prospect. Just wondering if I should rework some things to give him at least a little bit more of a fight?
*ideally not happening.
And it couldn't hurt to have some means of defense, though if anything, combat will be a minimal aspect.
And oops. Missed an arcana. Space 2 it is.
Just a couple more points in Fate, Space, and Time and I should be able to send items forward in time to the exact time and place I need them most.
I'm liking this one for an Obrimos. I'll see if I can pull out my books while watching hockey tonight.
A cursory reading has me liking the idea of an Arrow Moros