Mage Character Creation:

Step One: Character Concept
Choose Concept, Tradition/Convention, Essence, Nature, and Demeanor.

Step Two: Select Attributes
Prioritize the three categories (7/5/3). Your character begins with one dot in each Attribute.
Rate Physical Traits: Strength, Dexterity, Stamina.
Rate Social Traits: Charisma, Manipulation, Appearance.
Rate Mental Traits: Perception, Intelligence, Wits.

Step Three: Select Abilities
Prioritize the three categories (13/9/5)
Choose Talents, Skills, Knowledges.
No Ability higher than 3 at this stage.

Step Four: Select Advantages
Choose Backgrounds: (7).

Step Five: Finishing Touches
Record Arete (1), Willpower (5) and Quintessence (equal to Avatar Background).
Spend Freebie Points (15 +10 with a History).
Choose Spheres (5, plus Tradition specialty).
Select Resonance Traits: Dynamic, Entropic, Static.


Traditions

Akashic Brotherhood:
Philosophical martial-arists, the Warring Fists espouse a union of mind, body and spirit through personal discipline.

Celestial Chorus: The schismatic Singers desire renewal of the original One, restoring the world to a whole and perfect form with their dogmatic faith.

Cult of Ecstasy: Seeking an altered consciousness through entrancing music, dance and experience, the Ecstatic pursue liberation of flesh and soul.

Dreamspeakers: The Spirit-Talkers embody the harmonious although sometimes dangerous or terrifying ways of primal existence in concert with nature and the spirits. They follow the paths of shamans and medicine men.

Euthanatos: Drawing inspiration from Hindu beliefs and responding to the suffering of an overcrowded uncaring world, the Death men (and women) bring release to the pained and death to evil.

Order of Hermes: Rational and studious, the Wizards of the high Order of Hermes practice carefully refined formulaic magic handed down over centuries. Their magic derives from a set of forms built through rigorous application of mystical principles.

Sons of Ether: Laboratories of weird science ?nd fringe technology embody the lunat ic inspirations of the Mad Doctors, who pursue the cast-off remnants of discredited science and cutting-edge alternative systems.

Verbena: Primal and deadly, the misnamed Pagan of the Verbena delve into the primal nature of life, birth, blood and sacrifice in their communion with potent forces.

Virtual Adepts: The pioneers of a new vision for reality strive to open the minds of the Masses with their renegade actions as Hackers and virtual world-builders.

Hollow Ones: Drawing from the nihilistic corners of a dying culture, the Soulless use a hodge-podge of their own making in the pursuit of escape while the world crumbles toward Armageddon.

Conventions
Iteration X:
Through order, precision and technological prowess these visionaries straddle the line between flesh, mind and Machine. In that space they seek perfection.

NWO (New World Order): Information is reality. He who controls the information reshapes reality, and these specialists hope to save reality from its own imperfections.

Progenitors: Life in an eternal evolution. These physicians and pharmacopoeists seek the secrets of that evolution, working to bring humanity into the next incarnation.

Syndicate: Money and commerce provide progress; hence these matters of trade and influence guide the world into a safer more prosperous future.

Void Engineers: Slipping the Bounds of Earth, these pioneers stake their claim on the next world(s) while defending this one from assault.

Freebies
A character sheet with a history of at least three paragraphs gains 10 extra freebies. The ST may prompt a player for more history if it is not felt that the history warrants the extra freebies.

Traditionalists begin with One automatic dot in Lore for their own Tradition and Two dots of Lore: Mage. Others may be purchased with points during creation, freebies, and raised with XP. You may choose to ignore the application of the free Knowledge.

Orphans begin with two dots of Lore: Mage. Others may be purchased with points during creation, freebies, and raised with XP. You may choose to ignore the application of the free Knowledge.

Technocrats begin with One automatic dot in Lore for their own Convention and Two dots of Lore: Technocracy. Others may be purchased with points during creation, freebies, and raised with XP. You may choose to ignore the application of the free Knowledge.

Dual Conventions/Traditions begin with One automatic dot in Lore for both of their chosen Conventions and/or Traditions.

Freebie Point Costs
Attributes 5 Points Per Dot
Abilities 2 Points Per Dot
Secondary Abilities 1 Point Per Freebie Spent
Backgrounds 1 Point Per Dot
Willpower 1 Point Per Dot
Arete 4 Points Per Dot
Spheres 7 Points Per Dot
Quintessence 1 Points For 4 Dots

Spending XP
It is not necessary to contact the ST for regular XP expenditures however certain things do require approval. Raising Arete will require ST approval as well as raising any Sphere above 3. Please be responsible with XP expenditures. A character ought to have earned their new ability or Art.

Experience Point Costs
Attributes Current Rating x 4
New Ability 3 Points
Abilities Current Rating x 2
Secondary Abilities Current Rating
Arete Current Rating x 8
New Sphere 10 Points
Tradition Specialty Sphere Current Rating x 7
Other Spheres Current Rating x 8
Willpower Current Rating