Post by Admin on Apr 26, 2020 22:47:26 GMT
Use the base creation rules and add the following template to Awakened characters during Step Five.
1. Choose a Path
A mage’s Path represents his innate magical connection to a higher reality. It is a result of his Awakening. His soul has journeyed to one of the five Supernal Realms and his name has been written on the Watchtower there. By means of this sympathetic connection the mage can draw down the laws of that Supernal Realm, performing magic.
A character’s Path colors the aura of his magic, and it often seeps into his dreams, influencing his imagination and even behavior at times. His Supernal Realm calls to him and he feels most at home amidst places or imagery that evoke its strange lands. Symbology and myths that hint at the places and presences of his realm are also important and vital to his method of practicing his Art.
2. Choose an Order
3. Add Path Favored Resistance
The Awakening hones a mage’s mind to razor sharpness, making him better focused at concentration or rendering him nearly unflappable by surprises. Mages gain a +1 bonus to either their Resolve or Composure dots, depending on their Path.
Add Path Favored Resistance
Acanthus: Composure
Mastigo: Resolve
Moros: Composure
Obrimos: Resolve
Thyrsus: Composure
4. Choose Starting Arcana and Rotes
For beginning Arcana, allocate 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 (based on his Path). Finally, allocate 1 additional dot in any Arcanum.
The character learns six dots of rotes. A rote’s rating is equal to the highest Arcanum dots needed to cast it. The character can choose rotes from any of his Arcana, although no rote can be rated higher than the character’s dots in that Arcanum.
1. Choose a Path
A mage’s Path represents his innate magical connection to a higher reality. It is a result of his Awakening. His soul has journeyed to one of the five Supernal Realms and his name has been written on the Watchtower there. By means of this sympathetic connection the mage can draw down the laws of that Supernal Realm, performing magic.
A character’s Path colors the aura of his magic, and it often seeps into his dreams, influencing his imagination and even behavior at times. His Supernal Realm calls to him and he feels most at home amidst places or imagery that evoke its strange lands. Symbology and myths that hint at the places and presences of his realm are also important and vital to his method of practicing his Art.
- Acanthus - Enchanters on the Path of Thistle, Scions of the Watchtower of the Lunargent Thorn in the Realm of Arcadia, Kingdom of Enchantment and Abode of the Fae
- Mastigos - Warlocks on the Path of Scourging, Scions of the Watchtower of the Iron Gauntlet in the Realm of Pandemonium, Kingdom of Nightmares and Abode of Demons
- Moros - Necromancers on the Path of Doom, Scions of the Watchtower of the Lead Coin in the Realm of Stygia, Kingdom of Crypts and Abode of Shades
- Obrimos - Theurges on the Path of the Mighty, Scions of the Watchtower of the Golden Key in the Realm of The Aether, Kingdom of the Celestial Spheres and Abode of Angels
- Thyrsus - Shamans on the Path of Ecstasy, Scions of the Watchtower of the Singing Stone in the Realm of the Primal Wild, Kingdom of Totems and Abode of Beasts (Restricted)
2. Choose an Order
- The Adamantine Arrow: spiritual warriors and masters of conflict, who claim a heritage going back to the First City's defenders. Currently, the Order of the Arrow could perhaps be described as something akin to a knightly sect, though bushido and other warrior codes find a place in The Arrow. These mages conduct intensive physical and mental training, honing the minds and bodies of other members into deadly weapons which magical society may then wield against its enemies.
- Guardians of the Veil: spies and conspirators who claim their descent from the intelligence officers and enforcers of the First City's laws. Currently, they bear a resemblance to a combination of many occult conspiracies, such as the Thule. Many obscure their activities and identities even from other mages, and act as a check on humanity's dangerous curiosity for "that which man was not meant to know".
- The Mysterium: dedicated to pursuit of magical lore and the acquisition, cataloguing, and study of mystical and occult knowledge and artifacts. The "mystagogues" (as they are called) continue the ancient heritage of the scholarly and intellectual of Atlantean society. Their internal structure often resembles the academic structures of the part of the world in which they reside. The Mysterium gathers, catalogues and maintains items of all types of magical and historical significance.
- The Silver Ladder: dedicated to ruling, guiding and reshaping the world, the viziers, senators and priests of the First City remain in force. Politicians and authoritarians, the théarchs believe in creating a perfect hierarchy (with themselves at the top, of course) which will seize control of reality, subjugating it to the will of mankind; this dream is not without its altruistic appeal. As a member of the Ladder might point out, control over reality could bring an end to human suffering in all its forms.
- The Free Council: modernists who wish to create new forms of magic, a union of mages who have discovered ways of using magic that do not adhere to the Atlantean methods, joining the other orders during the Industrial Revolution after their previous form rejected an offer from the Seers. The "Libertines", as they are also called, possess a strong belief in democratic process and anti-authoritarianism.
3. Add Path Favored Resistance
The Awakening hones a mage’s mind to razor sharpness, making him better focused at concentration or rendering him nearly unflappable by surprises. Mages gain a +1 bonus to either their Resolve or Composure dots, depending on their Path.
Add Path Favored Resistance
Acanthus: Composure
Mastigo: Resolve
Moros: Composure
Obrimos: Resolve
Thyrsus: Composure
4. Choose Starting Arcana and Rotes
For beginning Arcana, allocate 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 (based on his Path). Finally, allocate 1 additional dot in any Arcanum.
Path | Ruling Arcana | Inferior Arcanum |
Acanthus | Time/Fate | Forces |
Mastigos | Space/Mind | Matter |
Moros | Matter/Death | Spirit |
Obrimos | Forces/Prime | Death |
Thyrsus | Life/Spirit | Mind |
The character learns six dots of rotes. A rote’s rating is equal to the highest Arcanum dots needed to cast it. The character can choose rotes from any of his Arcana, although no rote can be rated higher than the character’s dots in that Arcanum.
5. Determine Gnosis
A character’s Awakening gives him one dot of Gnosis. Merit dots may be spent to increase it. The rate is three Merit dots per one additional Gnosis. In other words, you may spend three of your seven Merit dots for Gnosis 2, or six of your seven for Gnosis 3.
6. Merits
A beginning character has seven dots worth of Merits, which may be distributed at the player’s discretion. Awakened can have additional Merits from a special list (see p. 80-89). Please keep in mind that some merits are not appropriate to the setting (resources, locations) and may not be allowed
6. Determine advantages
Defense = the lowest of Dexterity or Wits
Health (Stamina + Size)
Initiative (Dexterity + Composure)
Humanity (7 for starting characters, you may choose to drop this)
Size (5 for most humans)
Speed (Strength + Dexterity +5)
Willpower (Resolve + Composure)
and Virtue/Vice
A character’s Awakening gives him one dot of Gnosis. Merit dots may be spent to increase it. The rate is three Merit dots per one additional Gnosis. In other words, you may spend three of your seven Merit dots for Gnosis 2, or six of your seven for Gnosis 3.
6. Merits
A beginning character has seven dots worth of Merits, which may be distributed at the player’s discretion. Awakened can have additional Merits from a special list (see p. 80-89). Please keep in mind that some merits are not appropriate to the setting (resources, locations) and may not be allowed
6. Determine advantages
Defense = the lowest of Dexterity or Wits
Health (Stamina + Size)
Initiative (Dexterity + Composure)
Humanity (7 for starting characters, you may choose to drop this)
Size (5 for most humans)
Speed (Strength + Dexterity +5)
Willpower (Resolve + Composure)
and Virtue/Vice