Mage: The Ascension Creation RulesIn order to play Mage: The Ascension on WoD: Pittsburgh, it is essential that you have access to the Revised Mage core book. Mage is a challenging game, and for new players it can be a little overwhelming at first. For those who need help with creation please email Zodiac; I'll be very happy to help.
Sorcerers are also fully welcome on the site. In order to play a Sorcerer, it is required that you have access to the supplement
Sorcerer Revised. The Second Edition book
World of Darkness: Sorcerer is not an acceptable substitute, as the rules changed drastically between Second Edition and Revised.
Basic Creation
When creating a character, the standard creation rules apply. You can find creation rules at the following places:
Mage Creation Rules: Mage Revised, Page 87
Sorcerer Creation Rules: Sorcerer Revised, Page 44
Traditions, Conventions, And More
Currently, the only restricted Tradition is the Order of Hermes, due to numbers (including Hollow Ones and Orphans). If numbers change and one or more Tradition becomes drastically unbalanced in numbers, this may change.
Technocrats, Nephandi, and Marauders are all restricted and will not be approved. Nephandi and Marauders will never, ever be an approvable concept; Technocrats are largely in the same boat. I consider the concept of Technocrat and Tradition PC's on the same site to be counter-productive, and splits the game in ways that do not benefit.
Sorcerers can be acolytes from any Tradition; they can also belong to most Orders. The following Sorcerer Orders are restricted and will not be approved:
- The Children of Osiris
- The Order of the Golden Fly
- The Silver Portal
Merits and Flaws
You are free to draw from any Mage Revised sources you wish for Merits & Flaws. Merits & Flaws from non-Revised sources (Including the Book of Shadows, 2nd Edition Tradition Books, and the Guide to the Technocracy) will not be accepted. You are allowed a maximum of 7 points in Flaws; keep in mind that Merits and Flaws should be the icing on the character, not the driving force behind it.
Below are the current list of Restricted Merits and Flaws for the Mage Game. The ones that are restricted due to prevalence on-site will change as we get more PC's or they come and go...don't count on the other two groups becoming available anytime soon.
Restricted due to Prevelance On-Site (Last Updated 3/19/08):
Merits:
Manifest Avatar
Twin Soul
Green Thumb
Unaging
Spirit Mentor
Flaws:
Primal Marks
Geasa
Restricted due to Balance Issues:
Merits:
Ghoul
Fae Blood
Invulnerability
Kinfolk
Nephilim
Flaws:
Sleepwalker
Retricted Because the ST just hates it
Flaws:
Child (The ST ~HATES~ child mages. With a passion. A red-hot, Garou frenzy-level, bloody passion)
Anachronism (See Child)
Transfer Characters
Transfers will be considered for approval on a case-by-case basis. To answer questions in advance: No, you cannot bring your Arete 5 character to Pittsburgh. I’ll be very hesitant to accept even a 4, unless I am blown away by everything else and your grasp of Mage. Ultimately, the deciding factor will include all usual approval considerations, plus determining balance and whether the character will fit inside the Pittsburgh Mage game constructively.
Backgrounds
Any background containing more than 2 dots will need detail. More than 3 will need extreme detail. 4 or more gets into the realm of rare and will be considered on a case by case basis. Expect to be questioned on it. It is also recommended that you take 1 in the dream background. It is a very effective tool for the ST’s to get your character involved in SL’s. Especially if real life gets in the way of the player to get in on things the traditional word of mouth way.
Arcane is capped at 2.
Node is restricted.
Other Sheet Details
Willpower is capped at 8 for starting characters; it can be bought higher later with Experience Points, of course.
Resonance – This is the trace your Mage's magic leaves. It can be a feeling, or maybe something visual to those who look for it. It is like the magics fingerprint. Please include a descriptive word as well as the catagory and rating; more information is available
here.
Foci, Paradigm, and History
Foci – Every sphere your mage uses should have a foci listed. This can be looked at as the mage's tools to be able to use the sphere. It should tie in with their paradigm. When submitting the character, be sure to list what the foci is and a sentence or two on how it is used.
Paradigm – I'm a big, big fan of paradigm, and feel it's an essential part of a well-rounded mage. There should be an indication you have a working understanding of your characters paradigm, and of course their foci should be a result of their belief. Paradigm is how a mage looks at the world and how he or she is able to do magic at all.
Awakening – I want more than one or two sentences about your mage's Awakening. It's the quintessential momemnt of a mage's existance, and should be more then "And then he woke up." If your mage has an Arete greater than 1, then Seeking descriptions will also be required. A Seeking is the ‘test’ the mage’s Avatar gives the mage. If they pass this, they can move to the next level of Arete.
History - Your character's history should reflect their character is statted out. If your character has Ability ratings or Backgrounds of 4, they should play a role in the history. Write as detailed a background as you can. You don't need to write War and Peace here, just a complete history--the more information that you provide, the better insight that I have of your character and can provide a richer experience for you.