Character Creation


You will find this easier if you have a copy of Laws of the Night Revised (LotN:R) at hand; players of mages will benefit from Laws of Ascension (LotA) and players of fairies will find some traits in The Shining Host (SH).
The links to all the other pages relevant to character creation are collected at the bottom of this page.

Update January 11, 2008: changes marked in green.



Summary:

I. Starting template
- Define concept and character type
- Choose Earthly or Otherworldly Origin
- Prioritize Attributes: 6/4/3
- Choose Abilities: 5 and 1 Specialization (restricted by origin)
- Choose Backgrounds: 5 (restricted by origin)
II. Diversify
- Apply Supernatural or "racial" template
- Define Outlook
- Advantages: III. Free Traits
- Spend Free traits (varies, plus any extra gained from Flaws [maximum 7] or - Negative traits [max. 5, including 2-trait Derangements])
IV. Experience Traits
- Spend Experience Traits (20)



I. Starting Template

Origins:
Origins restrict access to certain Abilities and Backgrounds during phase I of character creation; characters wishing to have a restricted trait must buy them with Free traits or Experience and possibly a good justification.

* Earth-born: You are a mortal human or perhaps a supernatural creature native to the world (the Undead, for instance), or one of the few goblins or Fair Folk hidden in the world during the dark times before the Reawakening.
- Restricted Abilities: Awareness, Gremayre, Otherworld-specific Linguistics or Lore; Otherworld-specific Specializations of Etiquette, Politics.
- Restricted Backgrounds: Arcane, Dream, Familiar, Library, Magic Item, Node, Seeming; for mortal humans, Sanctum, Status among supernaturals, or any supernatural-specific background such as Herd.

* Otherworldly: You have only been in the World since the Reawakening or after, and mortal ways are strange to you. This means you are most likely one of the immortal fae races or a goblin, but you might be a human raised in the Otherworlds.
- Restricted Abilities: Academics, Drive, Firearms, Streetwise, Earth-specific Linguistics (but see below) or Lore, Earth-specific Specializations of Etiquette, Politics, Repair and Science.
- Restricted Backgrounds: Any Influence (except Occult), Resources, Seeming.

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Attributes:
The traits from the Guide to the Sabbat may be used as appropriate; it's even possible to have, for instance, Callous as both a regular Attribute trait and a negative trait -- your callousness gets in the way when you try to convince someone of your good intentions, but helps you resist an attempt to play on your emotions.

* Physical: Aggressive, Deadly, Fierce, Savage, Vicious; neg.: Frail, Slow, Soft

* Social: Callous, Cruel, Intense, Manipulative, Threatening; neg.: Empathetic, Kind, Meek

* Mental: Analytical, Depraved, Focused, Inhumane, Insidious; neg.: Deceitful, Squeamish, Unstable

Keep your concept in mind and use caution and good sense when selecting your Attributes, both positive and negative. It is unlikely that you are both Diplomatic and Tactless, for instance, or Empathetic and Callous (in any combination); and being Depraved may not come up as a plus very often, depending on what sort of character you're playing.

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Abilities:
In general you may use any Ability from any OWoD Mind's Eye Theatre book (within reason; stop looking at those inappropriate Technocracy Abilities). The following Abilities are additions or clarifications for our purposes.

* Awareness: Awareness is the ability, innate or learned, to sense when something supernatural is going on (although determining just what may involve other Abilities, like Gremayre, Occult, or a Lore). With a Mental challenge (usually static; difficulty depending on the situation) you can detect the presence of a supernatural creature or the workings of magic nearby. -- Specializations: Detecting the Undead, Detecting the Fae, Places of Power, Sphere Magic, Thaumaturgy, Undead Disciplines, Faerie Magic (Birthrights and Disciplines), Ghosts, Spirits.

* Gremayre: Gremayre is the theoretical understanding of magic in its many forms. Uses include: casting spells, researching or creating spells, or identifying a spell or form of magic detected through Awareness or by a spell or power of one's own. Gremayre is always an appropriate Ability to use for retesting challenges related to Sphere magic or Thaumaturgy; fairies may also use it to retest any other supernatural Discipline. -- Gremayre differs from Occult in that it is more specialized (much as various supernatural Lores overlap with Occult) and does not grant a general breadth of knowledge about the supernatural world (identifying magical creatures, for instance, or an arcane society, or remembering a relevant bit of superstition). -- Specializations: Rote-Casting (Specific Sphere and Level [e.g., "Apprentice Time Rotes"), Thaumaturgical Spellcasting (Thaumaturgy Path and Mastery [Basic/Intermediate/Advanced]), Research, Rituals (Sphere), Rituals (Path), Creating Spells, Creating Magic Items, Identifying Spells, Identifying Items.

* Linguistics: Clarification: for ease of play, it will be assumed that all Otherworldly creatures have learned to speak English in addition to their native language; other languages must be bought with Free traits or Experience traits. Otherworldly characters most frequently speak either Elvish or Goblin; nobles in particular may instead speak Seelie or Unseelie as their native tongue. Seelie and Un- have diverged greatly from one another so as to be effectively mutually incomprehensible in their spoken forms, but anyone who knows Elvish can usually understand a Court Language with a Mental challenge, so that Elvish has become the common "native tongue" for the fae. Certain kiths have their own tongues, remembered from long before the races of Faerie were united under the Elvish Courts (so you can speak Pooka if you want to, although not every Pooka still does); the language of the Goblins is mutually comprehensible with languages spoken by many on both sides of the Court divide (especially Nockers, Trolls, Gremlins, Ogres, and Redcaps); in game terms, just put Goblin on the character sheet. -- The fae theorize that Goblins must have learned it from immortal goblinophones rather than the reverse, although it is true that the language is at least now more prevalent in Goblin realms than in those of the immortals. -- Some fae, interacting with one another more on Earth than they ever did in the Otherworlds, communicate across kith and Court lines with mortal languages, such as English.

* Lore: Lore grants specific knowledge concerning the strengths, weaknesses, and society of an "alien" creature. The most useful Lores will be Faerie (with Court- and Kith-specific Specializations), Vampire, Spirit, Goblin, and Earth Lore, although many others are possible. Characters do not need a Lore pertaining to their own kind unless they wish to represent a deeper study of their history and traditions. (Earth-born characters do not take Earth Lore, but rather Academics.) -- Note: Because there is no "Masquerade," common Lores do not need serious justification, although Earth-born creatures should probably have at least one level of Occult as a sort of prerequisite. The major supernatural weaknesses (sunlight for vampires, cold iron for [most] fae) are commonly known even without Occult or a special Lore; most people also know that goblins don't like bright light, and that humans are mostly unmagical and die really easily.

* Occult: Occult is a broad understanding of the supernatural world: magic, superstition, supernatural creatures, and so on. It represents the general "background" understanding Earth-born characters have of the supernatural (more specific knowledge requires Lore), and functions as a sort of Academics for Otherworldly characters. Occult may generally be used to retest Sphere Magic and Thaumaturgy, especially in Mental challenges.


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Backgrounds:
The following Backgrounds have been altered or added for our game:

* Familiar: This Background will be used as written in Laws of Ascension, but it also replaces Companion for fae.

* Herd / Dreamer: The immortal has regular access to mortals willing to supply him or her with Mana and during a game session may automatically acquire a number of Mana traits equal to this Background (sitting for at least 15 minutes out of character). It is assumed that the method of regaining mana is agreeable to the mortal; players of characters who do not have a benign method will need to explain convincingly how they have -- and maintain -- this Background.

* Influence: Influence actions involving money are "really" at somewhat lower 1940s amounts, but buying power is the same. This Background is restricted for Otherworldly beings because it has been harder for them to acquire Influences in the mundane world. The exception is Occult, as many fae bring their reputations and networks with them.

* Magic Item: This prosaically named Background replaces Wonder / Artifact / Device / Treasure and similar Backgrounds from the OWoD. Use the Wonder rules in LotA or LotA Companion. Magic Items, especially low-powered, utilitarian objects, are becoming more common in everyday life in 1940s America, although it is still a restricted Background for Earthly characters.

* Resources: As with Influences, I'm not going to bother to readjust the numbers to 1940s levels; take them as a guide to buying power. This is a restricted Background for Otherworldly creatures because the unpredictable nature of Faerie Gold renders the exchange rate tricky.

* Sanctum: This Background replaces Freehold, Haven, and Chantry. Naturally different kinds of creatures have different kinds of homes and strongholds, but the mechanics are generally the same. (In some cases, however, "interracial" Sancta have been established, especially in Boston's Night-Town -- which is not to say that these are places free of certain tensions.) Dots of Sanctum can be shared among characters as with Chantries in LotA.

* Seeming: A Seeming is a magical disguise immortals can use to pass as human. Not all immortals who are capable of such a thing see the point in it nowadays, although there are still various reasons malevolent (while hunting for a mortal Mana donor) or benign (trying to lead a quiet life on Earth free of supernatural strife and human prejudice) that Immortals continue to adopt a Seeming. An individual's Seeming always appears the same and will generally bear some resemblance to the character's supernatural appearance; for vampires, the Seeming looks much as the character did in life. Seeming is not available to mortals or Vampires de la Crypte and is restricted for all other characters (it must be purchased with Free traits or Experience).
- System: The character spends a Mana trait and an instant Action to assume the Seeming, which will last up until the next sunrise, until voluntarily set aside, or until the character does something to "break" the Seeming (such as using Mana to heal), whichever comes first. A single Seeming trait is sufficient to pass as human. For each dot of this Background, however, the character receives a bonus in challenges related to maintaining the masquerade. If the character's Rank is higher than his Seeming, there will always be some sort of more or less subtle giveaway -- anything from oddly colored eyes to an uneasy, hard-to-place feeling that something is not quite right; in game terms, when the Seeming is active the character has an appropriate Negative trait (choose one) applicable in Social Challenges with humans.
Treat Seeming as a Basic-level power for purposes of its interaction with Heightened Senses and similar powers.
Certain creatures with particularly inhuman features must pay double for their first Seeming trait: merfolk, ogres, trolls, and solimonds.
The use of many Birthrights or Immunities is possible only in true form. Also, an immortal afflicted by his or her Weakness cannot maintain a <i>Seeming</i>.
- Roleplaying Considerations: The Seeming does not grant the requisite knowledge to pass as human, only the appearance. -- Many humans who discover they have been deceived with a Seeming react badly. The official US government position -- encouraging a belief that these are isolated uses of spells rather than that this ability comes naturally to many immortals -- has not really gone very far to stem a rising tide of paranoia about hidden supernatural predators among us. It may be that immortals (especially vampires) who do not disguise themselves will ultimately end up with a more secure place in earthly society. Some crypt vampires, in particular, who are unable to develop a Seeming, have taken it upon themselves to "out" hidden supernaturals, maintaining some sort of "anti-Masquerade" for the good of their kind. Other supernaturals do their best to aid their colleagues who choose to hide among humans, on the belief that the fewer who are discovered, the less panic there will be.

* Status: At its most basic, Status provides a bonus in Social challenges with characters who feel obligated or who choose to recognize it. Status may be purchased in nearly any category you wish, although some will be of rather more limited use than others (Status 5 in your Bridge Club, for instance). The most commonly useful Status categories are: American Society [reflecting social standing among right-thinking citizens; difficult to obtain for "out" supernaturals], the Seelie Court or Unseelie Court [often in the form of a Title; by long-standing custom, in times of peace members of one court will recognize the status of the other at one level lower -- while still observing the actual title], local Salon Status [for vampires; but Liches and Crypt vampires are welcome using Seemingor Obfuscate or other magical disguises; some rare fae or humans may also acquire Salon Status], Night-Town Status, Boston Magickal Society Status, etc. Mechanics work the same as in Laws of the Night Revised, ignoring the position-specific rules for everything but the Prince; fairy nobles and leaders of other particularly hierarchical groups have similar powers.
Important character-creation note: Being, e.g, the "prince" of a city's Salon does not automatically grant free Status; you will have to pay for the traits in character creation. The highest Status available in a city-based organization is 5.
There is no single status system that will be recognized by all PCs or even by all characters of a single type or origin, although players have the option of choosing to allow their character to be impressed by some "irrelevant" status. Note that while status in some circles may well be accompanied by titles of some sort, status is "really" an out-of-game mechanic to represent a character's standing and esteem.

* Tass: The character starts each game session with a number of traits of Tass (Mana in solid form) equal to this Background. Mere possession of Tass does not grant the bearer the Mana-based powers of supernatural characters (trait-boosting, healing, etc.) if he does not already have them, but even mundane mortals might collect Tass to trade to mages, sorcerors, or immortals.

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II. Diversify

All Mortal characters can, by definition, expect to die within a century or two, possess few or no inherent magical powers, and are, in a word, fragile. However, their brief lives force them to learn more quickly than Immortals; in game terms, mortals receive an extra Experience trait for every game session, and begin play with 2 additional Abilities [Origin restrictions apply].
All Immortal characters live indefinitely unless killed by violence, have access to supernatural powers, and have an Immunity to a certain kind of attack or Challenge. However, they require Mana, magical energy, to survive and to fuel their powers, and suffer a Weakness -- a form of attack that causes them Aggravated damage, even if it is harmless to mortals -- as well as a Binding (a way of rendering them harmless; for example, a stake through a vampire's heart) and two Bans (supernatural or psychological imperatives or limits on their powers).
Templates

Choose one of the following general templates below. These, and especially the Mortal templates, may in the Free Trait stage be further customized with Merits (making mortals into ghouls, mages, heroes, etc.).

- Human: 15 Free traits, starting Rank: 0.
  Advantages: Knowledge of Earth (usually); no supernatural weaknesses; +1 Background (Allies, Contacts, Influence); Mortal XP bonus +2 additional Abilities.
  Disadvantages: Mortal, no inherent magical powers.
  Misc.: It is assumed that human PCs are above average. In the unlikely event you would prefer to play an utterly normal human in over his or her head, reduce the free traits to 10 and do not spend the 20 Experience traits all starting characters normally get.

- Goblin: 12 Free traits, starting Rank: 0.
  Advantages: Fangs and Claws (+1 Ferocious trait; can exceed limit); Darksight (can see in the dark well enough to do everything but read, does not work in magically created darkness); Mortal XP bonus, +2 additional Abilities. Also, Goblins of Otherworldly origin (as most are) may purchase supernatural Backgrounds, Merits, and Flaws that do not require Rank or Mana and may buy the Thrall (Unseelie) Merit at half cost.
  Disadvantages: Mortal, two extra Negative traits [Witless in bright light, and choose one: Ghastly or Repugnant (does not apply in dealings with other goblins or Unseelie fae; but if the goblin takes additional appearance-related Negative traits, these apply in all relevant Social challenges -- even other goblins find him ugly)].
  Misc.: Our goblins are to be distinguished from the Thallain kith from Changeling: the Dreaming (renamed "Gremlins" here). Goblins are a mortal race from the Otherworlds whose history has, probably to their detriment, long been bound up with the fae, particularly those of the Unseelie court, who have used them as shock troops for millennia. Think "green orcs."

- Vampire: 5 Free traits, starting Rank: 1. Vampires must choose a "clan" (subtype); see immediately below.
  Advantages: Immortality; Innate powers: Disciplines (4 dots Basic or Intermediate; see below), + 1 Healthy Health Level. Immunity: Bashing damage from bullets. Bite: If used as an attack, the bite of a vampire causes 1 Aggravated wound; vampires may "pull" this damage when feeding on willing victims. Vampire bites can induce feelings of euphoria (which vampires call the "Kiss") in the victim, making him or her less likely to struggle, and the vampire can heal over the bite wound by licking it. (See Regaining Mana, "Feeding," for more details.) Blood Potency: Vampires may add Rank as a bonus in Intimidation and Leadership challenges against other vampires (including challenges related to Dominate, but not other Disciplines or spells).
  Disadvantages: Vampires lose one Mana each night to wake up and may replenish Mana only by feeding on blood; Weakness: Aggravated damage from sunlight; Binding: immobilized by stake to the heart (as per LOTN, but a mortal must wield the stake); Bans: Attribute traits are limited to (Morality x2) in the daytime; one more by subtype. -- Inhuman: When a vampire's true appearance is visible, the vampire has three Negative Social traits (any combination of Bestial, Ghastly, and Repugnant) and may not initiate Social challenges against non-vampires except those related to Disciplines or the Intimidation Ability. Unless concealed by Disciplines or magic (but not the Seeming Background), true appearance becomes visible when feeding, using physical Disciplines, or spending Mana traits to heal or augment Physical traits. -- Frenzy: Vampires are prone to Frenzy when hungry, angered, or frightened; the details are the same as in Laws of the Night revised, except that resisting Frenzy uses a Willpower-based mechanic.
  Misc.: Blood Bond as in LotN:R; particularly old or powerful vampires may require the blood of supernaturals in order to replenish Mana.


- Fairy: 5 Free traits, starting Rank: 1. Fairies must choose a "kith" (subtype) and a Court (Seelie or Unseelie).
  Advantages: Immortality; Innate powers: Disciplines (4 dots Basic or Intermediate; see below) or Wizardry (5 dots Sphere magic); magical Birthright (varies by kith). Immunity: Varies by kith. Mana: Fairies may regain Mana by resting at Nodes, and begin play with two other methods (usually Reverie and Ravaging). -- Lordliness: Fairies may add Rank as a bonus in Intimidation and Leadership challenges against other fairies and against living spirits (not counting spell or Discipline challenges).
  Disadvantages: The beginning Willpower rating for a fairy is 4. Fairies lose one Mana each sunrise or sunset (choose one) while they are on Earth; Weakness: varies, but usually Aggravated damage from Cold Iron; Binding: varies by kith; Bans: two; varies by kith. -- Shifty: Earth-born creatures and Goblins, whether from fear or long experience, suspect or know that the fae are Untrustworthy. This Negative trait can apply in all Social Challenges with non-fae, including those related to Disciplines or spells, where trust is an issue. (Certain particularly inhuman fairy kiths may incur further Social penalties.) Fairies able to pass as human do not incur this penalty if their true natures are not known. (Note that a fairy with the Seeming background automatically assumes his true form when spending Mana to boost Physical traits, to heal himself, or to activate Physical Disciplines, as well as when casting Vulgar spells.) -- The Forgetting: a fairy on Earth who is out of Mana traits risks forgetting his true nature. Should such a fairy be caught without temporary Mana traits at the normal sunrise (or sunset) time for expenditure, the fairy loses one permanent Mana trait and must make a test pitting permanent Mana against permanent Willpower. If s/he loses the test, the fairy becomes effectively mortal (believing him- or herself to be a Goblin or some sort of freak if s/he cannot pass for human; some Forgotten fae become trapped in their human Seemings) until exposed to fairy magic (receiving a trait of Mana is necessary but, if not from a fae source, not sufficient) once more.
  Misc.: Fairies do not understand the ways of Morality that mortals and the undead cling to. Instead of Morality, fairies choose a Legacy appropriate to their court (from The Shining Host), and one from the opposing Court. While fae do not switch courts as in Changeling, they are mercurial; their secondary Legacy affects their behavior (somewhat like a Demeanor) and may at times become dominant.
  Kiths: For the numerous individual fairy subtypes, see Kiths of the Fae, or make your own.

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Outlook
All characters but fae have a Path of Morality, rated one to five; characters begin with whatever rating between 2 and 4 best fits the concept. Courage, Conscience/Conviction, and Self-Control/Instinct are ignored as traits that get assigned numbers; the Morality rules will work on a simplified system.
The various outlook-related traits are mostly summarized here by name for convenience. I'm also open to allowing players choose fae Legacies as Nature/Demeanor Archetypes and vice versa if it's just the perfect thing for your character or, heck, even if it saves you having to track down an extra book. Many of them are very similar, anyway.

* Natures and Demeanors: use any list from Laws of the Whatever.
The Sabbat Archetypes may also be of some interest: Capitalist, Chameleon, Creep Show, Daredevil, Dark Pioneer, Dark Poet, Drunk Uncle, Enigma, Eye of the Storm, Guru, Recruiter, Sadist, Sociopath, Stalker, Sorority Sister, Torturer
* Morality:
For the most part, Morality paths are a game mechanic and roleplaying consideration, not something characters will discuss as such. Followers of the same path don't have secret handshakes, gang-signs, or "alignment languages."
The simplified Morality system: your rating in Morality and its accompanying Hierarchy of Sins tells you when a Simple test is required. If you lose the test outright, you lose a Morality trait and must make a second Simple test; if you lose that as well, you gain an appropriate Derangement.

* Fae Legacies:
Fae regain Willpower from their primary Court Legacy. When an opportunity to "indulge" in the opposing Court's Legacy arises, the fairy must win a static Willpower test (difficulty 6) to avoid "switching" Legacies for the rest of the scene. Players of fae can, however, carefully choose "complementary" Legacies that fit their concept to maintain a certain consistency, if that seems desirable. In any case, the character cannot regain Willpower (other than through special powers or Merits) while the opposing Legacy is active. -- See SH 38-43 for descriptions of the Legacies.

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Discipline Acquisition:
Vampires and many Fairies begin with free dots in Disciplines. (Other character types based on Merits, like Thralls, also get free Disciplines; these are discussed under the appropriate Merit.)

Note that there are some house-rules changes and clarifications for published Disciplines.

Fairies who choose Sphere Magic and Mages begin with dots in Spheres as described in the Wizardry Merit.Disciplines are categorized according to (1) how common they are (Favored, Common, Uncommon, Rare) and (2) how much it costs to learn them (in-clan or out-of-clan).


- Vampires
Vampires begin with 4 dots of Basic or first Intermediate Disciplines, which must be taken in the order in which the Disciplines progress. One dot must be Celerity, Fortitude, or Potence; this plus selected Favored Disciplines are considered "in-clan" for the character. Of the three remaining dots, at least 1 must be in-clan, and no more than 1 may be Uncommon. (Rare Disciplines may be taken only by spending Free traits or Experience and require Storyteller permission. Secondary paths of Thaumaturgy and Necromancy will also have to wait until the Free traits or Experience phases of Character Creation, as the primary path must be raised to at least the first Intermediate level before secondary paths are allowed.) -- Note that Liches have further possibilities and restrictions; see above for details.
- Fairies:
Fairies have a greater flexibility in choosing Disciplines, but have only one "in-clan" Discipline and must pay out-of-clan costs for all others. Fairies choosing the Discipline route over Wizardry begin with 4 dots of Basic or first Intermediate Disciplines, which must be taken in order. The character selects one Favored Discipline (by kith) as in-clan and takes one dot of it; of the other 3 dots, no more than 1 may be Uncommon. (Rare Disciplines may be taken only by spending Free traits or Experience and require Storyteller permission.)

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Other Traits
* Mana: Mana traits are "Spendable Power Traits," replacing Blood, Quintessence, Glamour, and what have you from OWoD games. Immortals and mortal mages begin with a number of Mana traits equal to the sum of their Rank and Willpower. They may spend these traits for a variety of uses, limited to half their Rank (rounded up) per turn:
* Rank: Rank indicates the raw magical power of a supernatural creature or mage, replacing the Generation / Arete and so forth. Rank is scaled from 1 to 5 and determines a character's starting Mana (Rank + Willpower) and the amount of Mana he can spend or gain in a turn (1/2 Rank, rounded up), determines a mage's casting trait pool for improvised Wizardry spells ((Rank x 2) + Sphere rating), limits the effects of various supernatural powers, and can provide Immortals with a social advantage when dealing with their own kind. Rank also limits the number of Attribute traits a character may possess in any category (8 + Rank). Rank does not limit a mage's progress in Sphere magic (unlike Arete in the OWoD), but Immortals must achieve at least Rank 3 before they can learn Advanced Disciplines.
* Willpower: In addition to the uses of Willpower in Laws of the Night Revised, a player may spend a Willpower trait to add a +3 bonus to the resolution of a single test.

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III. Free traits:

Starting Free traits vary by template. The number of Free traits may be increased one for one by taking Negative Traits (up to 5) and Flaws (up to 7 points).
Free trait costs:
Attributes (maximum 8 + Rank in any category): 1 per trait up to 8; 2 per trait 9+
Abilities (maximum 5 in any Ability), Specializations, Backgrounds: 1 per trait
Merits: 1 per trait
Sphere magic: 3+level (4/5/6/7/8), 1 less per dot for Favored, 1 more for Opposed
Rotes: 1 x level (1/2/3/4/5)
Disciplines: 3 for Basic, 5 for Intermediate, 7 for Advanced (+1 per dot for Out of Clan). Note: Supernatural creatures must have a Rank of 3 or Higher in order to learn Advanced Disciplines.
Rituals: 2 for Basic, 3 for Intermediate, 4 for Advanced
Rank: Desired Rank + 2 (*/4/5/6/7). (* = first dot always free with Immortal template or Wizardry Merit; each dot must be purchased individually)
Morality: 3 per trait
Willpower: 3 per trait

There are new or re-written Merits and Flaws for your Free-trait-spending needs. Characters who wish to be Mages will need the "Wizardry" Merit; those who want Sorcery will need the "Sorcery" Merit; mortals wanting Heroic Feats will need to purchase the "Hero" Merit.

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IV. Experience:

Each character begins with 20 XP, which may be spent as follows:
Abilities, Specializations: 1 per trait
Attributes, Backgrounds and Merits: 2 per trait
Sphere magic: 4 + level (5/6/7/8/9), 1 less per dot for Favored, 1 more for Opposed
Rotes: 1 + Level (2/3/4/5/6)
Disciplines: 3 for Basic, 6 for Intermediate, 9 for Advanced (+1 per dot for Out of Clan)
Rituals: 2 for Basic, 4 for Intermediate, 6 for Advanced
Rank: Desired Rank + 3 (4/5/6/7/8)
Morality: desired rating +2 (maximum rating in any Morality path is 5)
Willpower: 4 per trait

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Links

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  • Regaining Mana
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