Wars of the Roses – Character Creation.
This is a slight variation on Standard Mage: The Sorcerer's Crusade procedure (see Below).
Character Concepts Any (But please bear in mind that you will be interacting with nobility.)
Attributes (9 of these as Standard) 16 points to distribute. No Attribute higher than 4 at this stage.
Abilities (33 of these as Standard, Secondary Abilities can be substituted for Primary Abilities but will no longer receive lower cost.) 30 points to distribute. No Abilities higher than 3 at this stage.
Backgrounds The cost of these is now cumulative (so that level four costs 10 points) 20 points to buy.
Spheres These are now on a 1-10 basis (see Below). 15 points to distribute.
Magical Skills These are Abilities which define your type and tone of magic use. 15 points to distribute. No Skills higher than 3 at this stage.
Arete will NOT be used.
Willpower as Standard (Starting at 5 points)
Spend Development Points (12) at Standard costings.
A pool of 5 points is available for Merits. Flaws which do not have to be taken allow more Merits to be bought but cannot be below 5 points cumulative. These are for colour only and anything game unbalancing will be disqualified.
Standard Mage The Sorcerer's Crusade Character Creation Process
Step One: Character Concept (see Options, below)
Choose Concept, Society, Essence, Nature and Demeanor
Decide style of magick, beliefs and personal history
• Step Two: Select Attributes
Prioritise the three categories: Physical, Social, Mental (7/5/3)
Choose Physical Traits: Strength, Stamina, Dexterity
Choose Social Traits: Charisma, Manipulation, Appearance
Choose Mental Traits: Perception, Intelligence, Wits
No Attribute higher than 4 at this stage
• Step Three: Select Abilities (see below)
Prioritize the three categories: Talents, Skills, Knowledges
Choose Talents, Skills, Knowledges (13/9/5)
No Abilities higher than 3 at this stage
• Step Four: Select Advantages (see Options, below)
Choose Backgrounds ( 7 ) , Spheres (6)
• Step Five: Finishing Touches
Record Arete (1), Willpower (5)
Spend Freebie Points (15)
Concept,
• Artist: Sculptor, painter, singer, architect, poet, patron, writer .
• Bastard: Vengeful child, loyal brother/sister, disinherited child, family aide, lost son/daughter.
• Clergy: Bishop, priest, friar, pardoner, nun, Inquisitor, monk, missionary .
• Courtier: Diplomat, spy, bailiff, courtesan, facilitator, proxy
• Craftsman: Blacksmith, artisan, mapmaker, tailor, physician, midwife, stonecutter, farmer, groom, shepherd, tinker, shoe-maker, brewer, innkeeper
• Explorer: Sailor, Skyrigger, navigator, impressed (unwilling) seaman, stowaway, emissary, rich traveler
• Heretic: Pagan, shaman, false prophet, Muslim, atheist, renunciate, Sephardim, Martano, Protestant/Catholic •
• Merchant: Merchant prince, pardoner, adventuresome trader, peddler, appraiser, accountant
• Nobility: Prince(ss), lady, count/countess, lord, knight, spoiled child, sheik, sultan, chief
• Scholar: Sage, wise one, theorist, philosopher, Classics scholar, monk, scientist, professor
• Servant: Mistress, nurse, groom, cook, scullery maid, manservant, lady in waiting, courier, assassin
• Soldier: Enforcer, mercenary, knight, squire, martial artist, cityguard, artillerist, archer, conquistador, defender of the faith guardsman, sellsword
• Stranger: Tribesman (African or American), Oriental traveler, Arabian visitor, heathen, hermit, Moor
• Swashbuckler: Adventurer, fop, rake, rogue, wench, elite
• Vagabond: Traveling player, beggar, thief, camp follower,
gypsy, war-scarred veteran
Essences
• Castellum: Fortresses of order, such urges slay dragons within and without.
• Furo: Dragons of the soul, these fiery Essences seek Divinity in chaos.
• Mare: Deep as the sea, these primordial souls set their roots in nature and eternity.
• Sussuro: Laughing winds bound on an endless quest.
Societies,
• The Disparate: Independent magi who follow their own Paths.
•
The Council of Traditions
• Ahl-i-Batin: Weavers of the Web of Faith, these Arabian mysticks seek unity for all.
• Akashic Brotherhood: Visitors from faraway lands with devastating mental and martial arts. • Chakravanti/Euthanatoi: Forbidding mysticks riding the Wheel of death and rebirth.
• Chooer Celeste: Christian heretics united by God's song and the call of a greater faith.
•Dream-speakers: Shamans from unknown lands, united by their insight into the spirit ways.
• Order of Hermes: Proud wizards with elaborate and mighty Arts.
• Seers of Chronos: Bizarre visionaries, known for their carnal appetites and transcendent prophecies.
• Solificati: Wealthy alchemists pursuing the Great Art— to refine base matter into perfect spirit.
• Verbena: Hunters and hunted, these witches preserve their Pagan faiths.
•
The Order of Reason
• Artificers: Master craftsmen united by mechanical creativity.
• Cabal of Pure Thought: True believers seeking one world under God,
Celestial Masters: Skymasters charting and exploring the heavens... and beyond.
• Craftmasons: Hard-working folk with ancient secrets and iron will.
• High Guild: Nothing happens without money; these Grand Financiers make things happen.
• Hippocratic Circle: Musters of the healing arts and living flesh.
• Ksirafai: A group that doesn't exist, these intriguers set the Order's plans in motion.
• Void Seekers: Explorers with an eye to the eternal horizon.
Archetypes (Nature and Demeanor)
Architect: You leave a legacy behind.
Benefactor: Wealth is worth nothing unless you share it.
Guardian: Your strength is others' defense.
Martyr: Self-sacrifice is your pleasure and conviction.
Renunciate: Shadowed by an old life, you try to come to terms with the present.
Sage: Learning is your meat, drink and breath.
Sensualist: Life is a banquet for those who truly devour it.
Supplicant: You serve a greater being; its will is your own. Theorist: Great ideas burn within you.
Trickster: Nothing is sacred, and no jest is greater than life itself.
Waif: A lost child, you get all that others can give you.
•
Spheres
• Connection: Undersigning the ties Between people and places.
• Entropy: Mastery of Fate, Fortune and Decay.
• Forces: Command over the elements.
• Life: An insight into living things.
• Matter: A grasp of cold matter and solid materials.
• Mind: A key to the workings of the mind.
• Prime: Command over Quintessence, the cornerstone of the universe.
• Spirit: Insight into the spirit world and its many aspects and inhabitants.
• Time: An understanding of past, present, future and the roads between them,
• protocols
Merits and Flaws (examples)
• Echoes (adds 1-5 merit points): Folklore can harm you — and does!
• True Faith (cost 9+): With piousness and faith, you perform miracles.
Abilities
• Talents: Alertness, Artist, Athletics, Awareness, Brawl, Dodge, Expression, Instruction, Intimidation, Larceny, Subterfuge
• Skills: Animal Ken, Archery, Crafts, Etiquette, Leadership, Meditation, Melee, Research, Riding, Stealth, Survival
• Knowledges: Academies, Culture, Enigmas, Investigation, Law, Linguistics, Lore, Medicine, Metaphysics, Occult, Science
Secondary Abilities
• Talents: Dancing, Intrigue, Invention, Logic, Seduction, Singing
• Skills: Acrobatics, Artillerist, Do , Fencing, Firearms, Torture
• Knowledges: Cosmology, Hearth Wisdom, Herbalism, Moneylending, Poisons, Secret Code
Backgrounds
• Allies: Your companions, from mortal acolytes to supernatural beings.
• Arcane: A mystick ability to avoid attention.
• Covenant: Your cabal's meeting place; it may be a place you own or a fellowship you belong to.
• Cray: A nearby wellspring of Quintessence.
• Daemon: Your mystick self; this Trait reflects the power and personality of that "other half."
• Destiny: Some mages are destined to do great things — or die in great ways.
• Familiar: A magickal companion with some special talents.
• Influence: Your status in the mortal world.
• Library: A repository ot magickal knowledge and helpful lore.
• Magickal Treasure: A powerful item is in your possession.
• Mentor: Your master, teacher and guardian.
• Resources: Your access to cash and property.
• Sanctum: A space you have set tor yourself; your place of power.
• Spies: An information network you control,
Health Levels
Bruised No action penalties.
Hurt -1 Mildly hurt; movement isn't hindered.
Injured -1 Minor injuries; little hindrance to movement.
Wounded -2 Character cannot run, but can still walk.
Mauled -2 Badly injured; character can only hobble about.
Crippled -5 Severely injured; character can only crawl.
Incapacitated Character is unconscious and cannot move.
Development Points
Trait Cost
Attribute 5 per dot
Ability 2 per dot
Sphere 4 per dot
Magical Skills 2 per dot
Background 2 per dot
Willpower 1 per dot
Quintessence 1 for 4 dots
Magical Skills
Conception - A basic Understanding of Magic. Needed to create undefined or spontaneous effects.
Theory - An Understanding of the Spheres. Needed when attempting a new feat.
Practice - Experience of performing Magic and Magickal feats. Used when all else is known.
Precision - The ability to perform delicate and complex feats
Rigour - The ability to perform robust and long lasting effects
Magnitude - The ability to perform powerful and expansive effects
Recognition - The ability to find similarities in practice or feats
Variation - The ability to transfer knowledge from one field to another
Exchange - The ability to adapt or dispense with practices
Conjuration - The ability to create a pattern from quintessence
Delay - The ability to retard a magical effect
Enhance - The ability to add a level to an existing pattern
Summon - The ability to beckon or compel a pattern
Bind - The ability to hold a pattern
Ward - The ability to forbid a pattern
Structuring - The ability to modify or remove a level from a pattern
Analysis - The ability to discern information from a pattern
Skein - The ability to add or change a “flavour” to a pattern
Flow - The ability to move or change the quintessence of a pattern
Resolution - The ability to ignore or circumvent prerequisites
Inherence - The instinctual knowing of Magick
Concentration - Allows Mage to focus on skill or effect whist distractions occur
Interpretation - Allows Mage to gain information an understanding of texts or data
Tradition Lore - Allows Mage to know information or opinion on Tradition History