Mage the Ascension
This is a game about bending reality to one's will. Because of the room for interpretation and misinterpretation, the ST is the final authority. Shattered Incarna is the Mage Storyteller. Please bear in mind:

IC Actions have IC Consequences.

It is within the ST's discretion to intervene, correct, redirect or otherwise enforce Rules and Regulations or just blatant abuse of IC versus OOC knowledge.

Character Creation
Use the standard character creation rules found in the revised edition Mage book, with the exception of variances noted below.

Allowed Characters
All Traditions from the core rulebook of Mage: the Ascension and all Conventions from Guide to the Technocracy are allowed. Anyone playing a Technocracy member MUST have the Guide to the Technocracy book.

Sorcerers and Psychics are being allowed. Use character creation rules found in the second edition Sorcerer book.

Restricted Characters
Infernalist sorcerers may be allowed on a case-by-case basis and generally for plot purposes.

Minor traditions (or crafts) such as the Ahl-i-Batin and Taftani will be allowed on a case-by-case basis.

For Technocracy, playing constructs is also allowed on a case by case basis only.

Nephandi are allowed on a case-by-case basis. Players who play Nephandi must be ready to forfeit the No-Kill Policy if they're outed.

Marauders are also allowed on a case-by-case basis. As with Nephandi, the No-Kill Policy may not apply to a Marauder if they're outed.

(As a side note, PCs who intend to murder Nephandi or Marauder PCs may also forfeit the No-Kill Policy, depending on what the players involved agree to and what the story's "realism" warrants. There is no god-mode for badasses. If a PC wants to be a hero, they must take all the risks that come with it.)

Banned Characters

Child Mages are not allowed as PC's. If you wish to play a Child Mage as an NPC, you must get permission from the ST. Child Mages are considered anything under the age of 18.


Starting Arete is capped at 3. Regardless of character development and plot participation, Arete is capped at 5 for player characters.

Players must contact the ST prior to raising Arete. The character must undergo a Seeking in order to raise their Arete after character creation. A Seeking may be soloed or run by the ST.

Arete is one of the most powerful traits in all of the oWoD games. Raising it will not be easy. Do not expect a successful Seeking just because one is played. It may be common for PCs to go through more than one Seeking attempt before they finally pull it off (especially if this raises their Arete above 3).

In order to raise a sphere higher than three, the ST must be contacted prior to spending the required experience points. The ST may request a solo or other out of character explanation of what the character has been doing in order to justify raising the sphere.

No higher than 7 at character creation.

Mages with a Tradition (or Convention for Technocracy) who have been trained by that Tradition will receive two (2) free dots of mage lore and One (1) dot of tradition (convention) lore.

The following backgrounds have special restrictions:

Age: Approved on a case-by-case basis with prior ST approval, maximum of two dots allowed. Must be taken in conjunction with the unaging background in order to take advantage of this background.

Avatar: Anything above 3 must include a detailed description of the Avatar's personality. Characters with a high rating in this Background will have pushy, domineering Avatars. The character may not believe in the existence of the 4+ Avatar, but it will be there, nonetheless.

Backup (Technocracy): Cannot be above 3 without prior ST approval and descriptions of what the people do.

Enhancements (Technocracy): Not allowed without prior ST approval.

Influence: No higher than 2 without prior ST approval.

Resources: No higher than 3 without an explanation of some kind.

Requisitions (Technocracy): No higher than 3 without prior ST approval.

Node: No higher than 2 and history must include an explanation of how the node was obtained. Players may combine their nodes to make a stronger one but it is something that must be done in character over a period of time, like forming a Chantry.

Familiar/Companion: No higher than 3 without prior ST approval and a description of the creature/object.

Patron (Technocracy): An explanation of who it is and what sort of help they are willing and able to give the player. No higher than 3 without prior ST approval.

Secret Weapons (Technocracy): No higher than 2 without prior ST approval.

Spies (Technocracy):
No higher than 2 without prior ST approval and a description of where they are and what they do.

Wonder/Talisman/Device: No higher than 2 without prior ST approval and an explanation of what it does.

Sanctum/Laboratory: No higher than 3 without prior ST approval.

Though the Technocracy book gives examples and rules for backgrounds over 5 they will NOT be allowed at this point in time.

Merits and Flaws
A character can receive a maximum of seven (7) freebie points from flaws. Additional flaws may be selected, but the character will gain no "point benefit" from these flaws.

The ST will pay special attention to Flaws that a player takes. Characters are expected to play up their Flaws. These mechanics aren't intended to just give extra freebie points; they're supposed to complicate the character, to provide depth to the game.

If a Flaw is downplayed or ignored, the ST may exploit it. The more points taken for the Flaw, the more likely the intervention. Carefully consider the Flaws chosen for a character.

The following merits and flaws have special restrictions:

Cursed: The curse must be explained in detail. How was the character cursed, by whom? What does the curse do?

Dark Fate: Dark Fate is allowed. However, as listed in the core rulebook, the ST will decide, secretly, how the character will meet her or his fate. Likely this will tie into plot pushing. Expect the Dark Fate to occur within a year of the character's Approval. This Flaw cannot be bought off, ever, for any reason. Additionally, Nephandi and Marauder PCs are banned from taking it.

Jack of All Trades: This merit is allowed for Skills or Knowledges, not both. Either Skills or Knowledges must be chosen at the time of character creation and noted on the character sheet; it cannot be changed later. This merit may not be taken multiple times to receive the benefit of both.

Ties: (Technocracy): Must give a detailed description of what the ties are. Who are they, how did the character receive them?

True Love: The true love for a character must be a PC of another player.

True Faith: Not being allowed at this time.

Twin Souls: The twin soul for a character must be a PC of another player and included in the application for your character.

Werewolf/Supernatural Companion: The companion must be another PC.

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.

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