Basics of Character Creation

Step One: Choose a concept, Tradition, Essence, Nature, and Demeanor

Step Two: Select Attributes. Prioritize three categories (7/5/3)

Step Three: Select Abilities. Prioritize the three categories (13/9/5)

Step Four: Choose Backgrounds (7)

Step Five: Finishing Touches.

Record Arete (1), Willpower (5), and Quintessence (equal to Avatar Background)

Spend freebie points (15)

Choose Spheres (5, plus one in your Specialty Sphere, which is chosen from among your Tradition's Affinity Spheres)

Select a Resonance Trait: Either Dynamic (choose from Quick, Flashy, Unique, Creative, Spinning, Whirling, Frantic, Frenzied, Intriguing, Liberating, or Novel, or invent your own), Entropic (choose from Seething, Bubbling, Destructive, Corrupting, Withering, Disintegrating, Chaotic, Subtle, Primal, or Ravaging, or invent your own), or Static (choose from Single-Minded, Focused, Intense, Patterned, Tiered, Enfolding, Encompassing, Defined, Programmed, or Illuminating, or invent your own).

Traditions: Choose from the list of 14 Traditions of Malakai

Essence: Choose from Dynamic (creative and restless, ever-changing, impatient, curious, and inspired), Pattern (stabilizing, rational, repetitive, and structured), Primordial (creation and destruction, connection between apparent opposites, root of all things), and Questing (seeking knowledge and new frontiers, goal-oriented, driven, visionary).

Essence and Nature:

Architect: You want to leave a lasting legacy
Autocrat: You desire control
Benefactor: You have wealth - why not share it?
Bon Vivant: Pleasure and joy are your hallmarks
Bravo: Rule stems from strength
Caregiver: You are a wellspring of compassion
Celebrant: Some cause gives you passion
Child: You never grew up
Competitor: Always struggling for the top
Conformist: You are the heart of a group
Conniver: Why work when you can get others to work for you?
Curmudgeon: Nothing's ever good enough, so you point that out often
Deviant: You defy conventions and "normalcy"
Director: You take charge and bring order
Fanatic: A cause consumes you
Gallant: The lights shine brightness for you, the center of attention
Guardian: In this hostile world, the strong must protect the weak
Judge: Balance, truth, and justice are your quest
Loner: You make your own way
Martyr: Through your sacrifice, others survive
Masochist: Only pain can teach you your limits
Monster: Magic is damnation, so bring Hell to Earth
Pedagogue: Knowledge is the fruit of wisdom, passed on to the worthy
Penitent: Until you atone for your sins, you are unworthy of salvation
Perfectionist: Your accomplishments are never enough
Rebel: Rules? What rules?
Renunciate: You left behind a past life to follow a new life path
Rogue: You plan to be on top, by whatever means necessary
Sage: You're are a wise and learned person
Sensualist: Sensation is a drug for you, and you want to overdose
Supplicant: You are pledged to the service of an Otherworldly patron
Survivor: Nothing can keep you down
Theorist: Each enigma is a challenge for you, a chance to prove some new or beloved theory
Thrill-Seeker: Existence is best lived on the edge
Traditionalist: The old ways are the good ways
Trickster: Laughter is the best medicine
Visionary: The world is greater than what everyone else sees
Waif: You appear (or are) lost, discarded, or orphaned

Attributes: Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance), and Mental (Intelligence, Perception, Wits)

Abilities: Pick Talents, Skills, and Knowledges.

Backgrounds:

Allies: Aides and friends who help in tasks
Arcane: A mystical ability to move about unnoticed
Avatar: The strength of the mystical soul (and maximum amount of Quintessence you can use in a turn)
Contacts: Information sources and rumormills
Covenant: Membership in a fellowship of wizards
Destiny: Some greater purpose that drives the mage
Dream: A tie to the primordial subconscious
Familiar: A mystickal "pet" who can prevent some magickal backlashes (requires 1 point of Quintessence per week per dot of this Background)
Influence: Pull over the mortal world
Library: Access to metaphysical knowledge
Mentor: A mentor to whom you can turn for guidance
Node: A place of magical power
Resources: Cold, hard cash
Sanctum: A secret workshop of some kind
Spies: Informers on your payroll
Wonder: A magical Talisman or Device

Freebie Points:

Trait Cost
Attribute
5 per dot
Ability
2 per dot
Sphere
7 per dot
Background
1 per dot
Arete
4 per dot (Max. Total: 3)
Willpower
1 per dot
Quintessence
1 for 4 dots


The information in this document is gleaned from Mage: the Ascension (© 2000 by White Wolf Publishing Inc.) and Mage: the Sorcerers Crusade(© 1998 by White Wolf Publishing Inc.). This page's webmaster has reprinted this information without permission from White Wolf, and does not dispute White Wolf's ownership of this information. It is posted here in order to facilitate character generation for an online Chronicle that Eric Zawadzki is running for those in his gaming troupe who do not currently own a copy of Mage: the Ascension and/or Mage: the Sorcerers Crusade. Eric encourages those who enjoy White Wolf products to support an excellent roleplaying publisher by purchasing these books, as they have both been invaluable in creating and organizing his own Chronicle.



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