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	<entry>
		<id>https://magetc.itchyeyes.net/mediawiki/index.php?title=Character_Creation&amp;diff=228</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://magetc.itchyeyes.net/mediawiki/index.php?title=Character_Creation&amp;diff=228"/>
		<updated>2025-07-21T16:10:58Z</updated>

		<summary type="html">&lt;p&gt;The tapestry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Official Inheritance of Ashes character creation guide: [[File:IOA Character Creation Guide.pdf]]&lt;br /&gt;
&lt;br /&gt;
The above PDF takes precedence over anything below that may contradict.&lt;br /&gt;
&lt;br /&gt;
= Step 1: Inspiration =&lt;br /&gt;
&lt;br /&gt;
Start with a concept of who your character was before they Awakened.  Pick a simple word, like artist, teacher, bum, businesswoman, etc.  A general label that you can hang onto the character easily is good.&lt;br /&gt;
&lt;br /&gt;
== Tradition ==&lt;br /&gt;
&lt;br /&gt;
Pick the kind of mage your character became.&lt;br /&gt;
&lt;br /&gt;
Shortlist of the Traditions:&lt;br /&gt;
&lt;br /&gt;
* Akashic Brotherhood - Mystical martial artists.  Specialty sphere: Mind&lt;br /&gt;
* Celestial Chorus - Singers of divinity.  Specialty sphere: Prime.&lt;br /&gt;
* Cult of Ecstatsy - Seers who dance and seek pleasure.  Specialty sphere: Time.&lt;br /&gt;
* Dreamspeakers - Spiritual naturalists.  Specialty sphere: Spirit.&lt;br /&gt;
* Euthanatos - Balance seekers who relieve suffering.  Specialty sphere: Entropy.&lt;br /&gt;
* Order of Hermes - Specialists of a thousand years.  Specialty sphere: Force.&lt;br /&gt;
* Sons of Ether - Scientists of magic.  Specialty sphere: Matter.&lt;br /&gt;
* Verbena - Rememberers of old rites and cycles of nature.  Specialty sphere: Life.&lt;br /&gt;
* Virtual Adepts - Hackers of the information age.  Specialty sphere: Correspondence.&lt;br /&gt;
* Hollow Ones - Nihilistic goth mages.  Specialty sphere: None.&lt;br /&gt;
* Orphans - Mages who Awakened without guidance or mentorship.  Specialty sphere: Any one.&lt;br /&gt;
&lt;br /&gt;
== Nature and Demeanor ==&lt;br /&gt;
&lt;br /&gt;
Nature is a foundation of your character&#039;s internal drives and desires.&lt;br /&gt;
&lt;br /&gt;
Demeanor is how that character expresses theirself and navigates the world.&lt;br /&gt;
&lt;br /&gt;
== Avatar Essence ==&lt;br /&gt;
&lt;br /&gt;
An Awakened mage has an Avatar attached to their soul.  The Avatar&#039;s Essence determines their view magical goals for the mage.&lt;br /&gt;
&lt;br /&gt;
Pick one of the following Avatar Essences:&lt;br /&gt;
&lt;br /&gt;
* Dynamic - The Avatar seeks endless change and the birth of new forms.&lt;br /&gt;
* Pattern - The Avatar enforces conformity and reinforces existing structure carefully.&lt;br /&gt;
* Primordial - The Avatar destroys old forms and sows chaos to bring about renewal and rebirth.&lt;br /&gt;
* Questing - The Avatar builds upon a series of experiences to reach some eventual goal.&lt;br /&gt;
&lt;br /&gt;
= Step 2: Attributes =&lt;br /&gt;
&lt;br /&gt;
You have 3 Trait categories for Attributes Traits: Physical, Social, and Mental.  Pick a primary, secondary, and tertiary category.&lt;br /&gt;
&lt;br /&gt;
Assign 7 Traits for your primary category, 5 Traits for your secondary category, and 3 Traits for your tertiary category.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
&lt;br /&gt;
* Physical Traits: Agile, Brawny, Brutal, Dexterous, Enduring, Energetic, Ferocious, Graceful, Lithe, Nimble, Quick, Resilient, Robust, Rugged, Stalwart, Steady, Tenacious, Tireless, Tough, Vigorous, Wiry&lt;br /&gt;
* Social Traits: Alluring, Beguiling, Charismatic, Charming, Commanding, Dignified, Diplomatic, Elegant, Eloquent, Empathetic, Expressive, Fearsome, Friendly, Genial, Gorgeous, Ingratiating, Intimidating, Magnetic, Persuasive, Seductive, Witty&lt;br /&gt;
* Mental Traits: Alert, Attentive, Clever, Creative, Cunning, Dedicated, Determined, Discerning, Disciplined, Flexible, Insightful, Intuitive, Knowledgeable, Observant, Patient, Rational, Reflective, Vigilant, Wily, Wise&lt;br /&gt;
&lt;br /&gt;
= Step 3: Advantages =&lt;br /&gt;
&lt;br /&gt;
== Choose Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pick 5 Abilities that make sense for your character, using history, Tradition, and other things according to your character to decide.  You can choose multiple levels of an Ability.&lt;br /&gt;
&lt;br /&gt;
Abilities: Academics, Alertness, Athletics, Awareness, Brawl, Computer, Cosmology, Crafts, Dodge, Drive, Enigmas, Etiquette, Expression, Firearms, Hobby/Professional/Expert Ability, Intimidation, Investigation, Law, Leadership, Linguistics, Medicine, Meditation, Melee, Occult, Performance, Science, Stealth, Streetwise, Subterfuge, Survival, Technology&lt;br /&gt;
&lt;br /&gt;
== Assign Specialty Spheres ==&lt;br /&gt;
&lt;br /&gt;
Write down the first level of your Tradition&#039;s specialty Sphere.&lt;br /&gt;
&lt;br /&gt;
== Choose Backgrounds ==&lt;br /&gt;
&lt;br /&gt;
Pick 7 total Background Traits.  No Background may go higher than 5 traits, and it requires Storyteller approval to start with more than 3 Traits in any one background.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Allies, [[Arcane]], [[Avatar]], Contacts, [[Destiny]], [[Dream]], Influence, Library, Mentor, [[Node]], Resources, [[Wonder]]&lt;br /&gt;
&lt;br /&gt;
== Assign Arete Trait ==&lt;br /&gt;
&lt;br /&gt;
Unless you assign Free Traits to increase the total Arete Traits, you only start with 1.  You cannot have more than 3 Arete Traits via spending Free Traits.&lt;br /&gt;
&lt;br /&gt;
== Assign Willpower Traits ==&lt;br /&gt;
&lt;br /&gt;
You start with 5 Willpower Traits.  You can improve this to 10 Willpower Traits.&lt;br /&gt;
&lt;br /&gt;
== Assign Resonance Traits ==&lt;br /&gt;
&lt;br /&gt;
Resonance Traits reflect a mage&#039;s personal spin on magic that colors their Effects in a subtle manner.&lt;br /&gt;
&lt;br /&gt;
Pick one Dynamic, Entropic, or Static Resonance Trait when you begin play.  You may gain additional Resonance Traits later.&lt;br /&gt;
&lt;br /&gt;
Resonance traits are associated with Avatar Essences.&lt;br /&gt;
&lt;br /&gt;
Resonance Traits:&lt;br /&gt;
&lt;br /&gt;
* Dynamic - similar to the Dynamic Essence&lt;br /&gt;
* Entropic - similar to the Primordial Essence&lt;br /&gt;
* Static - similar to the Pattern Essence&lt;br /&gt;
&lt;br /&gt;
== Negative Traits ==&lt;br /&gt;
&lt;br /&gt;
You may take up to 5 Negative Traits for 1 bonus Free Trait each, but you should limit it to no more than 3 in one Attribute category.&lt;br /&gt;
&lt;br /&gt;
Negative Traits:&lt;br /&gt;
&lt;br /&gt;
* Negative Physical Traits: Clumsy, Cowardly, Decrepit, Delicate, Docile, Flabby, Frail, Lame, Lethargic, Puny, Sickly, Slow, Soft&lt;br /&gt;
* Negative Social Traits: Bestial Callous, Condescending, Dull, Feral, Ghastly, Meek, Naive, Obnoxious, Repugnant, Shy, Tactless, Untrustworthy&lt;br /&gt;
* Negative Mental Traits: Deceitful, Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable, Shortsighted, Squeamish, Submissive, Unstable, Violent, Witless&lt;br /&gt;
&lt;br /&gt;
== Derangements ==&lt;br /&gt;
&lt;br /&gt;
Derangements are personality problems that affect the outlook a character has on the world.&lt;br /&gt;
&lt;br /&gt;
Taking a derangement grants 2 bonus Free Traits that count against the limit of five Negative Traits (note: Does this mean a derangement counts as 2 Negative Traits, or 1 Negative Trait).&lt;br /&gt;
&lt;br /&gt;
Derangements require advanced roleplaying, so consult with a Storyteller before taking one.&lt;br /&gt;
&lt;br /&gt;
Derangements: Bulimia, Crimson Rage, Fugue, Hysteria, Manic-Depression, Megalomania, Multiple Personalities, Obsessive/Compulsive, Paranoia, Regression, Schizophrenia&lt;br /&gt;
&lt;br /&gt;
== Assign Free Traits ==&lt;br /&gt;
&lt;br /&gt;
You start with five Free Traits, plus any bonus Free Traits from Negative Traits or derangements selected earlier.&lt;br /&gt;
&lt;br /&gt;
Free Trait costs:&lt;br /&gt;
&lt;br /&gt;
* 1 for an additional Attribute Trait (max 10 per category).&lt;br /&gt;
* 1 for an additional Ability Trait (max 5 per Ability).&lt;br /&gt;
* 1 for a specialization in an Ability that you already have (max one specialization for a particular Ability).&lt;br /&gt;
* 1 for an additional Background Trait, subject to Storyteller approval.&lt;br /&gt;
* 2 for an additional Arete Trait.  This cannot raise the rating above a total of 3 Arete Traits.&lt;br /&gt;
* 3 for an extra Willpower Trait, to a maximum of 10 permanent Willpower Traits.&lt;br /&gt;
* 3 for the first level of any Sphere, subject to Storyteller approval.&lt;br /&gt;
&lt;br /&gt;
== Choose Spheres ==&lt;br /&gt;
&lt;br /&gt;
If you have one Tradition specialty sphere, you pick 5 additional levels of Spheres.&lt;br /&gt;
&lt;br /&gt;
If you have a Traditional Sphere and a faction specialty Sphere, you pick 4 additional Sphere levels.&lt;br /&gt;
&lt;br /&gt;
If you have no specialty Sphere, you can pick 6 levels of Spheres of your choice.&lt;br /&gt;
&lt;br /&gt;
No Sphere level can exceed your Arete Trait total.&lt;br /&gt;
&lt;br /&gt;
= Step 5: Spark of Life =&lt;br /&gt;
&lt;br /&gt;
* History: Figure out your character&#039;s history, backstory, etc.&lt;br /&gt;
* Secrets: What are your character&#039;s secrets?&lt;br /&gt;
* Motivation: What drives your character&#039;s day-to-day?&lt;br /&gt;
* Appearance: What does your character look like?&lt;br /&gt;
* Foci: What does your mage use as a focus for each sphere?&lt;br /&gt;
* Quirks: What mannerisms do you do?&lt;br /&gt;
&lt;br /&gt;
= Experience expenditure =&lt;br /&gt;
&lt;br /&gt;
Experience is generally awarded for playing in a game session.  They are spent to increase your character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
Experience costs:&lt;br /&gt;
&lt;br /&gt;
* 1 per new Attribute Trait (max 10 per category)&lt;br /&gt;
* 1 per new Ability Trait (max 5 per Ability)&lt;br /&gt;
* 1 per new Background Trait, subject to Storyteller approval (max 5 per Background)&lt;br /&gt;
* Spheres:&lt;br /&gt;
** 4 per Initiate or Apprentice level Sphere (+1 if not specialty Sphere)&lt;br /&gt;
** 8 per Disciple or Adept level Sphere (+2 if not specialty Sphere)&lt;br /&gt;
** 12 per Master level sphere (+3 if not specialty Sphere)&lt;br /&gt;
* 4 per new Arete Trait, subject to appropriate Seeking&lt;br /&gt;
* 1 per new Specialization in an ability you already have (you cannot have more than one Specialization in a particular Ability)&lt;br /&gt;
* 3 per new Willpower Trait (max 10)&lt;br /&gt;
* 2 per removal of a Negative Trait&lt;/div&gt;</summary>
		<author><name>The tapestry</name></author>
	</entry>
	<entry>
		<id>https://magetc.itchyeyes.net/mediawiki/index.php?title=File:IOA_Character_Creation_Guide.pdf&amp;diff=227</id>
		<title>File:IOA Character Creation Guide.pdf</title>
		<link rel="alternate" type="text/html" href="https://magetc.itchyeyes.net/mediawiki/index.php?title=File:IOA_Character_Creation_Guide.pdf&amp;diff=227"/>
		<updated>2025-07-21T16:09:51Z</updated>

		<summary type="html">&lt;p&gt;The tapestry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The tapestry</name></author>
	</entry>
	<entry>
		<id>https://magetc.itchyeyes.net/mediawiki/index.php?title=Character_Creation&amp;diff=5</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://magetc.itchyeyes.net/mediawiki/index.php?title=Character_Creation&amp;diff=5"/>
		<updated>2025-06-06T01:48:58Z</updated>

		<summary type="html">&lt;p&gt;The tapestry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Step 1: Inspiration =&lt;br /&gt;
&lt;br /&gt;
Start with a concept of who your character was before they Awakened.  Pick a simple word, like artist, teacher, bum, businesswoman, etc.  A general label that you can hang onto the character easily is good.&lt;br /&gt;
&lt;br /&gt;
== Tradition ==&lt;br /&gt;
&lt;br /&gt;
Pick the kind of mage your character became.&lt;br /&gt;
&lt;br /&gt;
Shortlist of the Traditions:&lt;br /&gt;
&lt;br /&gt;
* Akashic Brotherhood - Mystical martial artists.  Specialty sphere: Mind&lt;br /&gt;
* Celestial Chorus - Singers of divinity.  Specialty sphere: Prime.&lt;br /&gt;
* Cult of Ecstatsy - Seers who dance and seek pleasure.  Specialty sphere: Time.&lt;br /&gt;
* Dreamspeakers - Spiritual naturalists.  Specialty sphere: Spirit.&lt;br /&gt;
* Euthanatos - Balance seekers who relieve suffering.  Specialty sphere: Entropy.&lt;br /&gt;
* Order of Hermes - Specialists of a thousand years.  Specialty sphere: Force.&lt;br /&gt;
* Sons of Ether - Scientists of magic.  Specialty sphere: Matter.&lt;br /&gt;
* Verbena - Rememberers of old rites and cycles of nature.  Specialty sphere: Life.&lt;br /&gt;
* Virtual Adepts - Hackers of the information age.  Specialty sphere: Correspondence.&lt;br /&gt;
* Hollow Ones - Nihilistic goth mages.  Specialty sphere: None.&lt;br /&gt;
* Orphans - Mages who Awakened without guidance or mentorship.  Specialty sphere: Any one.&lt;br /&gt;
&lt;br /&gt;
== Nature and Demeanor ==&lt;br /&gt;
&lt;br /&gt;
Nature is a foundation of your character&#039;s internal drives and desires.&lt;br /&gt;
&lt;br /&gt;
Demeanor is how that character expresses theirself and navigates the world.&lt;br /&gt;
&lt;br /&gt;
== Avatar Essence ==&lt;br /&gt;
&lt;br /&gt;
An Awakened mage has an Avatar attached to their soul.  The Avatar&#039;s Essence determines their view magical goals for the mage.&lt;br /&gt;
&lt;br /&gt;
Pick one of the following Avatar Essences:&lt;br /&gt;
&lt;br /&gt;
* Dynamic - The Avatar seeks endless change and the birth of new forms.&lt;br /&gt;
* Pattern - The Avatar enforces conformity and reinforces existing structure carefully.&lt;br /&gt;
* Primordial - The Avatar destroys old forms and sows chaos to bring about renewal and rebirth.&lt;br /&gt;
* Questing - The Avatar builds upon a series of experiences to reach some eventual goal.&lt;br /&gt;
&lt;br /&gt;
= Step 2: Attributes =&lt;br /&gt;
&lt;br /&gt;
You have 3 Trait categories for Attributes Traits: Physical, Social, and Mental.  Pick a primary, secondary, and tertiary category.&lt;br /&gt;
&lt;br /&gt;
Assign 7 Traits for your primary category, 5 Traits for your secondary category, and 3 Traits for your tertiary category.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
&lt;br /&gt;
* Physical Traits: Agile, Brawny, Brutal, Dexterous, Enduring, Energetic, Ferocious, Graceful, Lithe, Nimble, Quick, Resilient, Robust, Rugged, Stalwart, Steady, Tenacious, Tireless, Tough, Vigorous, Wiry&lt;br /&gt;
* Social Traits: Alluring, Beguiling, Charismatic, Charming, Commanding, Dignified, Diplomatic, Elegant, Eloquent, Empathetic, Expressive, Fearsome, Friendly, Genial, Gorgeous, Ingratiating, Intimidating, Magnetic, Persuasive, Seductive, Witty&lt;br /&gt;
* Mental Traits: Alert, Attentive, Clever, Creative, Cunning, Dedicated, Determined, Discerning, Disciplined, Flexible, Insightful, Intuitive, Knowledgeable, Observant, Patient, Rational, Reflective, Vigilant, Wily, Wise&lt;br /&gt;
&lt;br /&gt;
= Step 3: Advantages =&lt;br /&gt;
&lt;br /&gt;
== Choose Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pick 5 Abilities that make sense for your character, using history, Tradition, and other things according to your character to decide.  You can choose multiple levels of an Ability.&lt;br /&gt;
&lt;br /&gt;
Abilities: Academics, Alertness, Athletics, Awareness, Brawl, Computer, Cosmology, Crafts, Dodge, Drive, Enigmas, Etiquette, Expression, Firearms, Hobby/Professional/Expert Ability, Intimidation, Investigation, Law, Leadership, Linguistics, Medicine, Meditation, Melee, Occult, Performance, Science, Stealth, Streetwise, Subterfuge, Survival, Technology&lt;br /&gt;
&lt;br /&gt;
== Assign Specialty Spheres ==&lt;br /&gt;
&lt;br /&gt;
Write down the first level of your Tradition&#039;s specialty Sphere.&lt;br /&gt;
&lt;br /&gt;
== Choose Backgrounds ==&lt;br /&gt;
&lt;br /&gt;
Pick 7 total Background Traits.  No Background may go higher than 5 traits, and it requires Storyteller approval to start with more than 3 Traits in any one background.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Allies, Arcane, Avatar, Contacts, Destiny, Dream, Influence, Library, Mentor, Node, Resources, Wonder&lt;br /&gt;
&lt;br /&gt;
== Assign Arete Trait ==&lt;br /&gt;
&lt;br /&gt;
Unless you assign Free Traits to increase the total Arete Traits, you only start with 1.  You cannot have more than 3 Arete Traits via spending Free Traits.&lt;br /&gt;
&lt;br /&gt;
== Assign Willpower Traits ==&lt;br /&gt;
&lt;br /&gt;
You start with 5 Willpower Traits.  You can improve this to 10 Willpower Traits.&lt;br /&gt;
&lt;br /&gt;
== Assign Resonance Traits ==&lt;br /&gt;
&lt;br /&gt;
Resonance Traits reflect a mage&#039;s personal spin on magic that colors their Effects in a subtle manner.&lt;br /&gt;
&lt;br /&gt;
Pick one Dynamic, Entropic, or Static Resonance Trait when you begin play.  You may gain additional Resonance Traits later.&lt;br /&gt;
&lt;br /&gt;
Resonance traits are associated with Avatar Essences.&lt;br /&gt;
&lt;br /&gt;
Resonance Traits:&lt;br /&gt;
&lt;br /&gt;
* Dynamic - similar to the Dynamic Essence&lt;br /&gt;
* Entropic - similar to the Primordial Essence&lt;br /&gt;
* Static - similar to the Pattern Essence&lt;br /&gt;
&lt;br /&gt;
== Negative Traits ==&lt;br /&gt;
&lt;br /&gt;
You may take up to 5 Negative Traits for 1 bonus Free Trait each, but you should limit it to no more than 3 in one Attribute category.&lt;br /&gt;
&lt;br /&gt;
Negative Traits:&lt;br /&gt;
&lt;br /&gt;
* Negative Physical Traits: Clumsy, Cowardly, Decrepit, Delicate, Docile, Flabby, Frail, Lame, Lethargic, Puny, Sickly, Slow, Soft&lt;br /&gt;
* Negative Social Traits: Bestial Callous, Condescending, Dull, Feral, Ghastly, Meek, Naive, Obnoxious, Repugnant, Shy, Tactless, Untrustworthy&lt;br /&gt;
* Negative Mental Traits: Deceitful, Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable, Shortsighted, Squeamish, Submissive, Unstable, Violent, Witless&lt;br /&gt;
&lt;br /&gt;
== Derangements ==&lt;br /&gt;
&lt;br /&gt;
Derangements are personality problems that affect the outlook a character has on the world.&lt;br /&gt;
&lt;br /&gt;
Taking a derangement grants 2 bonus Free Traits that count against the limit of five Negative Traits (note: Does this mean a derangement counts as 2 Negative Traits, or 1 Negative Trait).&lt;br /&gt;
&lt;br /&gt;
Derangements require advanced roleplaying, so consult with a Storyteller before taking one.&lt;br /&gt;
&lt;br /&gt;
Derangements: Bulimia, Crimson Rage, Fugue, Hysteria, Manic-Depression, Megalomania, Multiple Personalities, Obsessive/Compulsive, Paranoia, Regression, Schizophrenia&lt;br /&gt;
&lt;br /&gt;
== Assign Free Traits ==&lt;br /&gt;
&lt;br /&gt;
You start with five Free Traits, plus any bonus Free Traits from Negative Traits or derangements selected earlier.&lt;br /&gt;
&lt;br /&gt;
Free Trait costs:&lt;br /&gt;
&lt;br /&gt;
* 1 for an additional Attribute Trait (max 10 per category).&lt;br /&gt;
* 1 for an additional Ability Trait (max 5 per Ability).&lt;br /&gt;
* 1 for a specialization in an Ability that you already have (max one specialization for a particular Ability).&lt;br /&gt;
* 1 for an additional Background Trait, subject to Storyteller approval.&lt;br /&gt;
* 2 for an additional Arete Trait.  This cannot raise the rating above a total of 3 Arete Traits.&lt;br /&gt;
* 3 for an extra Willpower Trait, to a maximum of 10 permanent Willpower Traits.&lt;br /&gt;
* 3 for the first level of any Sphere, subject to Storyteller approval.&lt;br /&gt;
&lt;br /&gt;
== Choose Spheres ==&lt;br /&gt;
&lt;br /&gt;
If you have one Tradition specialty sphere, you pick 5 additional levels of Spheres.&lt;br /&gt;
&lt;br /&gt;
If you have a Traditional Sphere and a faction specialty Sphere, you pick 4 additional Sphere levels.&lt;br /&gt;
&lt;br /&gt;
If you have no specialty Sphere, you can pick 6 levels of Spheres of your choice.&lt;br /&gt;
&lt;br /&gt;
No Sphere level can exceed your Arete Trait total.&lt;br /&gt;
&lt;br /&gt;
= Step 5: Spark of Life =&lt;br /&gt;
&lt;br /&gt;
* History: Figure out your character&#039;s history, backstory, etc.&lt;br /&gt;
* Secrets: What are your character&#039;s secrets?&lt;br /&gt;
* Motivation: What drives your character&#039;s day-to-day?&lt;br /&gt;
* Appearance: What does your character look like?&lt;br /&gt;
* Foci: What does your mage use as a focus for each sphere?&lt;br /&gt;
* Quirks: What mannerisms do you do?&lt;br /&gt;
&lt;br /&gt;
= Experience expenditure =&lt;br /&gt;
&lt;br /&gt;
Experience is generally awarded for playing in a game session.  They are spent to increase your character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
Experience costs:&lt;br /&gt;
&lt;br /&gt;
* 1 per new Attribute Trait (max 10 per category)&lt;br /&gt;
* 1 per new Ability Trait (max 5 per Ability)&lt;br /&gt;
* 1 per new Background Trait, subject to Storyteller approval (max 5 per Background)&lt;br /&gt;
* Spheres:&lt;br /&gt;
** 4 per Initiate or Apprentice level Sphere (+1 if not specialty Sphere)&lt;br /&gt;
** 8 per Disciple or Adept level Sphere (+2 if not specialty Sphere)&lt;br /&gt;
** 12 per Master level sphere (+3 if not specialty Sphere)&lt;br /&gt;
* 4 per new Arete Trait, subject to appropriate Seeking&lt;br /&gt;
* 1 per new Specialization in an ability you already have (you cannot have more than one Specialization in a particular Ability)&lt;br /&gt;
* 3 per new Willpower Trait (max 10)&lt;br /&gt;
* 2 per removal of a Negative Trait&lt;/div&gt;</summary>
		<author><name>The tapestry</name></author>
	</entry>
	<entry>
		<id>https://magetc.itchyeyes.net/mediawiki/index.php?title=Character_Creation&amp;diff=4</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://magetc.itchyeyes.net/mediawiki/index.php?title=Character_Creation&amp;diff=4"/>
		<updated>2025-06-06T01:33:32Z</updated>

		<summary type="html">&lt;p&gt;The tapestry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Step 1: Inspiration =&lt;br /&gt;
&lt;br /&gt;
Start with a concept of who your character was before they Awakened.  Pick a simple word, like artist, teacher, bum, businesswoman, etc.  A general label that you can hang onto the character easily is good.&lt;br /&gt;
&lt;br /&gt;
== Tradition ==&lt;br /&gt;
&lt;br /&gt;
Pick the kind of mage your character became.&lt;br /&gt;
&lt;br /&gt;
Shortlist of the Traditions:&lt;br /&gt;
&lt;br /&gt;
* Akashic Brotherhood - Mystical martial artists.  Specialty sphere: Mind&lt;br /&gt;
* Celestial Chorus - Singers of divinity.  Specialty sphere: Prime.&lt;br /&gt;
* Cult of Ecstatsy - Seers who dance and seek pleasure.  Specialty sphere: Time.&lt;br /&gt;
* Dreamspeakers - Spiritual naturalists.  Specialty sphere: Spirit.&lt;br /&gt;
* Euthanatos - Balance seekers who relieve suffering.  Specialty sphere: Entropy.&lt;br /&gt;
* Order of Hermes - Specialists of a thousand years.  Specialty sphere: Force.&lt;br /&gt;
* Sons of Ether - Scientists of magic.  Specialty sphere: Matter.&lt;br /&gt;
* Verbena - Rememberers of old rites and cycles of nature.  Specialty sphere: Life.&lt;br /&gt;
* Virtual Adepts - Hackers of the information age.  Specialty sphere: Correspondence.&lt;br /&gt;
* Hollow Ones - Nihilistic goth mages.  Specialty sphere: None.&lt;br /&gt;
* Orphans - Mages who Awakened without guidance or mentorship.  Specialty sphere: Any one.&lt;br /&gt;
&lt;br /&gt;
== Nature and Demeanor ==&lt;br /&gt;
&lt;br /&gt;
Nature is a foundation of your character&#039;s internal drives and desires.&lt;br /&gt;
&lt;br /&gt;
Demeanor is how that character expresses theirself and navigates the world.&lt;br /&gt;
&lt;br /&gt;
== Avatar Essence ==&lt;br /&gt;
&lt;br /&gt;
An Awakened mage has an Avatar attached to their soul.  The Avatar&#039;s Essence determines their view magical goals for the mage.&lt;br /&gt;
&lt;br /&gt;
Pick one of the following Avatar Essences:&lt;br /&gt;
&lt;br /&gt;
* Dynamic - The Avatar seeks endless change and the birth of new forms.&lt;br /&gt;
* Pattern - The Avatar enforces conformity and reinforces existing structure carefully.&lt;br /&gt;
* Primordial - The Avatar destroys old forms and sows chaos to bring about renewal and rebirth.&lt;br /&gt;
* Questing - The Avatar builds upon a series of experiences to reach some eventual goal.&lt;br /&gt;
&lt;br /&gt;
= Step 2: Attributes =&lt;br /&gt;
&lt;br /&gt;
You have 3 Trait categories for Attributes Traits: Physical, Social, and Mental.  Pick a primary, secondary, and tertiary category.&lt;br /&gt;
&lt;br /&gt;
Assign 7 Traits for your primary category, 5 Traits for your secondary category, and 3 Traits for your tertiary category.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
&lt;br /&gt;
* Physical Traits: Agile, Brawny, Brutal, Dexterous, Enduring, Energetic, Ferocious, Graceful, Lithe, Nimble, Quick, Resilient, Robust, Rugged, Stalwart, Steady, Tenacious, Tireless, Tough, Vigorous, Wiry&lt;br /&gt;
* Social Traits: Alluring, Beguiling, Charismatic, Charming, Commanding, Dignified, Diplomatic, Elegant, Eloquent, Empathetic, Expressive, Fearsome, Friendly, Genial, Gorgeous, Ingratiating, Intimidating, Magnetic, Persuasive, Seductive, Witty&lt;br /&gt;
* Mental Traits: Alert, Attentive, Clever, Creative, Cunning, Dedicated, Determined, Discerning, Disciplined, Flexible, Insightful, Intuitive, Knowledgeable, Observant, Patient, Rational, Reflective, Vigilant, Wily, Wise&lt;br /&gt;
&lt;br /&gt;
= Step 3: Advantages =&lt;br /&gt;
&lt;br /&gt;
== Choose Abilities ==&lt;br /&gt;
&lt;br /&gt;
Pick 5 Abilities that make sense for your character, using history, Tradition, and other things according to your character to decide.  You can choose multiple levels of an Ability.&lt;br /&gt;
&lt;br /&gt;
Abilities: Academics, Alertness, Athletics, Awareness, Brawl, Computer, Cosmology, Crafts, Dodge, Drive, Enigmas, Etiquette, Expression, Firearms, Hobby/Professional/Expert Ability, Intimidation, Investigation, Law, Leadership, Linguistics, Medicine, Meditation, Melee, Occult, Performance, Science, Stealth, Streetwise, Subterfuge, Survival, Technology&lt;br /&gt;
&lt;br /&gt;
== Assign Specialty Spheres ==&lt;br /&gt;
&lt;br /&gt;
Write down the first level of your Tradition&#039;s specialty Sphere.&lt;br /&gt;
&lt;br /&gt;
== Choose Backgrounds ==&lt;br /&gt;
&lt;br /&gt;
Pick 7 total Background Traits.  No Background may go higher than 5 traits, and it requires Storyteller approval to start with more than 3 Traits in any one background.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Allies, Arcane, Avatar, Contacts, Destiny, Dream, Influence, Library, Mentor, Node, Resources, Wonder&lt;br /&gt;
&lt;br /&gt;
== Assign Arete Trait ==&lt;br /&gt;
&lt;br /&gt;
Unless you assign Free Traits to increase the total Arete Traits, you only start with 1.  You cannot have more than 3 Arete Traits via spending Free Traits.&lt;br /&gt;
&lt;br /&gt;
== Assign Willpower Traits ==&lt;br /&gt;
&lt;br /&gt;
You start with 5 Willpower Traits.  You can improve this to 10 Willpower Traits.&lt;br /&gt;
&lt;br /&gt;
== Assign Resonance Traits ==&lt;br /&gt;
&lt;br /&gt;
Resonance Traits reflect a mage&#039;s personal spin on magic that colors their Effects in a subtle manner.&lt;br /&gt;
&lt;br /&gt;
Pick one Dynamic, Entropic, or Static Resonance Trait when you begin play.  You may gain additional Resonance Traits later.&lt;br /&gt;
&lt;br /&gt;
Resonance traits are associated with Avatar Essences.&lt;br /&gt;
&lt;br /&gt;
Resonance Traits:&lt;br /&gt;
&lt;br /&gt;
* Dynamic - similar to the Dynamic Essence&lt;br /&gt;
* Entropic - similar to the Primordial Essence&lt;br /&gt;
* Static - similar to the Pattern Essence&lt;br /&gt;
&lt;br /&gt;
== Negative Traits ==&lt;br /&gt;
&lt;br /&gt;
You may take up to 5 Negative Traits for 1 bonus Free Trait each, but you should limit it to no more than 3 in one Attribute category.&lt;br /&gt;
&lt;br /&gt;
Negative Traits:&lt;br /&gt;
&lt;br /&gt;
* Negative Physical Traits: Clumsy, Cowardly, Decrepit, Delicate, Docile, Flabby, Frail, Lame, Lethargic, Puny, Sickly, Slow, Soft&lt;br /&gt;
* Negative Social Traits: Bestial Callous, Condescending, Dull, Feral, Ghastly, Meek, Naive, Obnoxious, Repugnant, Shy, Tactless, Untrustworthy&lt;br /&gt;
* Negative Mental Traits: Deceitful, Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable, Shortsighted, Squeamish, Submissive, Unstable, Violent, Witless&lt;br /&gt;
&lt;br /&gt;
== Derangements ==&lt;br /&gt;
&lt;br /&gt;
Derangements are personality problems that affect the outlook a character has on the world.&lt;br /&gt;
&lt;br /&gt;
Taking a derangement grants 2 bonus Free Traits that count against the limit of five Negative Traits (note: Does this mean a derangement counts as 2 Negative Traits, or 1 Negative Trait).&lt;br /&gt;
&lt;br /&gt;
Derangements require advanced roleplaying, so consult with a Storyteller before taking one.&lt;br /&gt;
&lt;br /&gt;
Derangements: Bulimia, Crimson Rage, Fugue, Hysteria, Manic-Depression, Megalomania, Multiple Personalities, Obsessive/Compulsive, Paranoia, Regression, Schizophrenia&lt;br /&gt;
&lt;br /&gt;
== Assign Free Traits ==&lt;br /&gt;
&lt;br /&gt;
You start with five Free Traits, plus any bonus Free Traits from Negative Traits or derangements selected earlier.&lt;br /&gt;
&lt;br /&gt;
Free Trait costs:&lt;br /&gt;
&lt;br /&gt;
* 1 for an additional Attribute Trait.&lt;br /&gt;
* 1 for  an additional Ability Trait.&lt;br /&gt;
* 1 for a specialization in an Ability that you already have (max one specialization for a particular Ability).&lt;br /&gt;
* 1 for an additional Background Trait, subject to Storyteller approval.&lt;br /&gt;
* 2 for an additional Arete Trait.  This cannot raise the rating above a total of 3 Arete Traits.&lt;br /&gt;
* 3 for an extra Willpower Trait, to a maximum of 10 permanent Willpower Traits.&lt;br /&gt;
* 3 for the first level of any Sphere, subject to Storyteller approval.&lt;br /&gt;
&lt;br /&gt;
== Choose Spheres ==&lt;br /&gt;
&lt;br /&gt;
If you have one Tradition specialty sphere, you pick 5 additional levels of Spheres.&lt;br /&gt;
&lt;br /&gt;
If you have a Traditional Sphere and a faction specialty Sphere, you pick 4 additional Sphere levels.&lt;br /&gt;
&lt;br /&gt;
If you have no specialty Sphere, you can pick 6 levels of Spheres of your choice.&lt;br /&gt;
&lt;br /&gt;
No Sphere level can exceed your Arete Trait total.&lt;br /&gt;
&lt;br /&gt;
= Step 5: Spark of Life =&lt;br /&gt;
&lt;br /&gt;
* History: Figure out your character&#039;s history, backstory, etc.&lt;br /&gt;
* Secrets: What are your character&#039;s secrets?&lt;br /&gt;
* Motivation: What drives your character&#039;s day-to-day?&lt;br /&gt;
* Appearance: What does your character look like?&lt;br /&gt;
* Foci: What does your mage use as a focus for each sphere?&lt;br /&gt;
* Quirks: What mannerisms do you do?&lt;br /&gt;
&lt;br /&gt;
= Experience expenditure =&lt;br /&gt;
&lt;br /&gt;
Experience is generally awarded for playing in a game session.  They are spent to increase your character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
Experience costs:&lt;br /&gt;
&lt;br /&gt;
* 1 per new Attribute Trait&lt;br /&gt;
* 1 per new Ability Trait&lt;br /&gt;
* 1 per new Background Trait, subject to Storyteller approval&lt;br /&gt;
* Spheres:&lt;br /&gt;
** 4 per Initiate or Apprentice level Sphere (+1 if not specialty Sphere)&lt;br /&gt;
** 8 per Disciple or Adept level Sphere (+2 if not specialty Sphere)&lt;br /&gt;
** 12 per Master level sphere (+3 if not specialty Sphere)&lt;br /&gt;
* 4 per new Arete Trait, subject to appropriate Seeking&lt;br /&gt;
* 1 per new Specialization in an ability you already have (you cannot have more than one Specialization in a particular Ability)&lt;br /&gt;
* 3 per new Willpower Trait&lt;br /&gt;
* 2 per removal of a Negative Trait&lt;/div&gt;</summary>
		<author><name>The tapestry</name></author>
	</entry>
	<entry>
		<id>https://magetc.itchyeyes.net/mediawiki/index.php?title=Character_Creation&amp;diff=3</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://magetc.itchyeyes.net/mediawiki/index.php?title=Character_Creation&amp;diff=3"/>
		<updated>2025-06-06T00:49:59Z</updated>

		<summary type="html">&lt;p&gt;The tapestry: Created page with &amp;quot;= Step 1: Inspiration =  Start with a concept of who your character was before they Awakened.  Pick a simple word, like artist, teacher, bum, businesswoman, etc.  A general label that you can hang onto the character easily is good.  == Tradition ==  Pick the kind of mage your character became.  Shortlist of the Traditions:  * Akashic Brotherhood - Mystical martial artists.  Specialty sphere: Mind * Celestial Chorus - Singers of divinity.  Specialty sphere: Prime. * Cult...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Step 1: Inspiration =&lt;br /&gt;
&lt;br /&gt;
Start with a concept of who your character was before they Awakened.  Pick a simple word, like artist, teacher, bum, businesswoman, etc.  A general label that you can hang onto the character easily is good.&lt;br /&gt;
&lt;br /&gt;
== Tradition ==&lt;br /&gt;
&lt;br /&gt;
Pick the kind of mage your character became.&lt;br /&gt;
&lt;br /&gt;
Shortlist of the Traditions:&lt;br /&gt;
&lt;br /&gt;
* Akashic Brotherhood - Mystical martial artists.  Specialty sphere: Mind&lt;br /&gt;
* Celestial Chorus - Singers of divinity.  Specialty sphere: Prime.&lt;br /&gt;
* Cult of Ecstatsy - Seers who dance and seek pleasure.  Specialty sphere: Time.&lt;br /&gt;
* Dreamspeakers - Spiritual naturalists.  Specialty sphere: Spirit.&lt;br /&gt;
* Euthanatos - Balance seekers who relieve suffering.  Specialty sphere: Entropy.&lt;br /&gt;
* Order of Hermes - Specialists of a thousand years.  Specialty sphere: Force.&lt;br /&gt;
* Sons of Ether - Scientists of magic.  Specialty sphere: Matter.&lt;br /&gt;
* Verbena - Rememberers of old rites and cycles of nature.  Specialty sphere: Life.&lt;br /&gt;
* Virtual Adepts - Hackers of the information age.  Specialty sphere: Correspondence.&lt;br /&gt;
* Hollow Ones - Nihilistic goth mages.  Specialty sphere: None.&lt;br /&gt;
* Orphans - Mages who Awakened without guidance or mentorship.  Specialty sphere: Any one.&lt;br /&gt;
&lt;br /&gt;
== Nature and Demeanor ==&lt;br /&gt;
&lt;br /&gt;
Nature is a foundation of your character&#039;s internal drives and desires.&lt;br /&gt;
&lt;br /&gt;
Demeanor is how that character expresses theirself and navigates the world.&lt;br /&gt;
&lt;br /&gt;
== Avatar Essence ==&lt;br /&gt;
&lt;br /&gt;
An Awakened mage has an Avatar attached to their soul.  The Avatar&#039;s Essence determines their view magical goals for the mage.&lt;br /&gt;
&lt;br /&gt;
Pick one of the following Avatar Essences:&lt;br /&gt;
&lt;br /&gt;
* Dynamic - The Avatar seeks endless change and the birth of new forms.&lt;br /&gt;
* Pattern - The Avatar enforces conformity and reinforces existing structure carefully.&lt;br /&gt;
* Primordial - The Avatar destroys old forms and sows chaos to bring about renewal and rebirth.&lt;br /&gt;
* Questing - The Avatar builds upon a series of experiences to reach some eventual goal.&lt;br /&gt;
&lt;br /&gt;
= Step 2: Attributes =&lt;/div&gt;</summary>
		<author><name>The tapestry</name></author>
	</entry>
	<entry>
		<id>https://magetc.itchyeyes.net/mediawiki/index.php?title=Main_Page&amp;diff=2</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://magetc.itchyeyes.net/mediawiki/index.php?title=Main_Page&amp;diff=2"/>
		<updated>2025-06-06T00:34:20Z</updated>

		<summary type="html">&lt;p&gt;The tapestry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
&lt;br /&gt;
== WIP ==&lt;br /&gt;
&lt;br /&gt;
[[Character Creation]]&lt;/div&gt;</summary>
		<author><name>The tapestry</name></author>
	</entry>
</feed>