Character Gen Walkthrough

NAME
First and last, with a Victorian verve, please.

BELIEF
Sum up your character’s worldview in a sentence. Example: “Good manners are the foundation of a prosperous society.” Roleplaying this belief can win you XP.

INSTINCT
Name an action that your character does as a matter of course. Examples: “I always protect Rachel first”; “I never let Chip protect me.” Roleplaying your instinct can win you XP, or get you special, in-game benefits.

RESIDENCE
In which of Greywatch’s five districts do you make your home?

Waverley – Agricultural district on the edge of town
Ambling – Market district
Penrose – Cultural district, upper-class housing
Squires – Government district; living here would be unusual, but not out of the question
Dockside – Wrong side of the tracks, full of criminals, blue collar workers, poor people

JOB
What do you do for a living? In which district?

RELATIONSHIPS
Name one or more persons who are of critical importance to you. In which district can they most often be found? For each relationship indicated, please create a long-term goal for your character. Example: “I will teach my son to look after himself.” You will get XP when this goal has been completed to my satisfaction.

Please note that Residence, Job, and Relationships should be divided between at least two districts.

ATTRIBUTES
Attributes are a measure of a character’s raw abilities. They are divided into three categories: Mental, Physical, and Social. Each attribute begins with one dot. Players choose a primary, secondary, and tertiary attribute category, and allocate additional dots accordingly. Primary: 5 dots. Secondary: 4 dots. Tertiary: 3 dots. A score of 2 dots represents the statistical human average. The fifth dot in any attribute costs 2 dots. The attributes are described below.

Mental
Intelligence (INT) – Cognitive capacity, memory, general knowledge. 1 dot is slow. 5 dots is a genius.
Wits (WIT) – Perception and ingenuity. Contributes to initiative. The lower of WIT or DEX determines a character’s defense. 1 dot is obtuse, or oblivious. 5 dots doesn’t miss a thing, and always has a quippy line.
Resolve (RES) – mental fortitude, strength of will. Increases Willpower. 1 dot is diffident. 5 dots is unshakeable.

Physical
Strength (STR) – muscular power. Used for athletic feats, and to determine hits and damage for melee attacks. 1 dot is feeble, 5 dots can drag an airplane.
Dexterity (DEX) – hand-eye coordination and agility. Used to determine hits and damage for ranged attacks. Modifies initiative. The lower of WIT or DEX determines a character’s defense. 1 dot is clumsy. 5 dots is graceful.
Stamina (STA) – Health and endurance. Higher stamina gives you more health. Stamina determines “Spell Tolerance,” which is the number of spells, good or bad, that can be active on the Mage before interfering with the Mage’s ability to use magic. 1 dot is feeble or sickly. 5 dots a paragon of toughness who never gets sick.

Social
Presence (PRE) – Charisma, force of personality. 1 dot is unassuming, forgettable. 5 dots is magnetic, the center of attention.
Manipulation (MAN) – wiliness, subtlety. 1 dot is blunt and guileless. 5 dots has everyone marching to their tune.
Composure (COM) – the ability to keep your shit together. Improves initiative. Used in rolls to notice things. Increases Willpower. 1 dot is constantly frazzled. 5 dots is the quintessence of equanimity.

SKILLS
These represent proficiencies that you developed through practice. These are also divided into the Mental, Physical, and Social Categories. Choose a primary, secondary, and tertiary category. Primary: 11 dots. Secondary: 7 dots. Tertiary: 4 dots. The fifth dot of a Skill costs 2 dots. You take penalties to rolls that you are unskilled in. Scores in skills represent the following levels of expertise:

1 – Novice
2 – Practicioner
3 – Professional
4 – Expert (one of the best in the country)
5 – Master (one of the best in the world)

The skills are listed below, with brief descriptions.

MENTAL (-3 penalty unskilled)
Academics – the humanities, pure math
Computer – unlikely to be relevant in this game
Crafts – making things, from smithing to crocheting
Investigation – finding stuff out
Medicine – medical knowledge, mending wounds, treating disease
Occult – knowledge of supernatural phenomena, including spells
Politics – understanding of current events and government bureaucracy
Science – physics, chemistry, non-medical biology, zoology, botany etc.

PHYSICAL (-1 penalty unskilled)
Athletics – running, jumping, swimming, climbing, lifting
Brawl – unarmed combat
Drive – for our purposes, horseback and carriage
Firearms – guns and bows
Larceny – sleight of hand, picking pockets, picking locks
Stealth – sneaking, hiding, camouflage
Survival – foraging, navigation, makeshift shelters, predicting weather
Weaponry – melee/ thrown weapons

SOCIAL (-1 penalty unskilled)
Animal Ken – how good you are with animals
Empathy – your ability to perceive and interpret the feelings of others
Expression – how well you communicate ideas in speech and writing
Intimidation – scaring people
Persuasion – convincing people to do things
Socialize – etiquette, customs, social skills, knowing who’s who
Streetwise – knowledge of the underworld, criminal culture
Subterfuge – lying, disguise, concealing info

SPECIALTIES
Specialties are associated with a skill. They are denoted by writing the specialty, in parentheses, next to the skill. They grant an additional die to all rolls where the specialty is relevant. Examples are Academics (Philosophy), Athletics (Jumping), Expression (Oratory). If you have questions about specialties, ask Shane.

Pick 3 specialties for your character. They must correspond to a skill in which your character has at least 1 dot.

PATH
Your Path describes the fundamental means by which you understand magic, and impose your will on reality. Each path learns a couple types of magic quickly (Ruling Arcana) and struggles to learn one type (Inferior Arcanum). The other types of Magic are called Common Arcana. The Arcana, with brief descriptions, are listed below, followed by brief descriptions of the Paths.

Arcana
Death – ghosts, raising the dead, decay, shadows
Fate – luck, coincidence, destiny, contingent spells
Forces – fire, electricity, light, temperature, gravity, radiation, kinetic energy
Life – Healing, animal control, shapeshifting, physical augmentation
Matter – inanimate objects, alchemy, states of matter, magical machines
Mind – telepathy, astral projection, emotional manipulation, perception alteration
Prime – raw magic, mana usage, dispelling, counterspelling, illusions, enchanting items
Space – wards, translocation, sympathetic magic
Spirit – interacting with and controlling spirits and the spirit world
Time – postcognition, divination, temporal manipulation, time travel, time-delayed spells

Paths
Acanthus – “Enchanters.” Ruling Arcana: Fate, Time. Inferior Arcanum: Forces. +1 COM
Mastigos – “Warlocks.” Ruling Arcana: Mind, Space. Inferior Arcanum: Matter. +1 RES
Moros – “Necromancers.” Ruling Arcana: Death, Matter. Inferior Arcanum: Spirit. +1 COM
Obrimos – “Theurgists.” Ruling Arcana: Forces, Prime. Inferior Arcanum: Death. +1 RES
Thyrsus – “Shamans.” Ruling Arcana: Life, Spirit. Inferior Arcanum: Mind. +1 COM

Choose your path. Place 2 dots in one of your Ruling Arcana. Place 1 or 2 dots in your other Ruling Arcanum. Choose one more Arcanum. Place 1 or 2 dots in that Arcanum. A starting character may not have more than 5 total Arcana dots (ie, you can’t have 2 dots in each of the above Arcana; one of them must have only 1 dot.)

ORDER
Orders are political organizations within Mage society. For our purposes, they represent your philosophy about the purpose of your newfound power. Orders increase the effectiveness of Rotes involving certain skills. If you don’t know what that means, don’t worry about it. Pick the Order that sounds right for your character. The Orders are described below.

Adamantine Arrow – Protectors of “Sleepers,” (normal humans) and Mage society alike.
Free Council – Young upstarts, direct democracy, freedom of information, small government.
Guardians of the Veil – Keep Magic secret and regulated for the safety of everyone.
Mysterium – Seek and use knowledge for its own sake.
Silver Ladder – Aristocratic, representative democracy, big government

NIMBUS
No two mages have identical magic. Your nimbus encompasses all of the sensory cues that mark your magic as yours. It could be influenced by your Path, your Order, or particular facets of your character. What makes your magic yours? You don’t have to write this one down, but think about it.

ADVANTAGES
Defense – whichever is lower: WIT or DEX
Health – STA + 5
Initiative – DEX + COM
Size – 5
Speed – STR + DEX + 5
Willpower – RES + COM
Wisdom – 7
Gnosis – 1
Mana – 10 total. Spend a max of 1 per round.

VIRTUE & VICE
Your virtue and vice provide ways of regaining Willpower points. You can spend Willpower points to boost dice rolls. Virtues are harder to fulfill, but restore all lost Willpower. Vices are easier to fulfill, but only restore 1 point of lost Willpower. Virtues will be long-term goals you can declare for yourselves. Table will decide if Virtue goals have been fulfilled each session; Shane gets veto. Vices are self-inflicted complications. Pick a virtue and a vice.

Virtues
Charity – sacrifice significant resources, take great risks to help others.
Faith – forge meaning from a great tragedy.
Fortitude – stay true to your goals, despite overwhelming pressure.
Hope – convince others to stay true to their goals, despite overwhelming pressure
Justice – do the right thing despite personal losses or setbacks that occur as a result.
Prudence – refuse a tempting course of action by which you could gain significantly.
Temperance – resist temptation to indulge in any excess, good or bad, despite possible rewards.

Vices
Envy – screw over a person you’re jealous of. They need not know, but they might find out.
Gluttony – indulge an appetite at risk your friends & loved ones
Greed – acquire something at the expense of a friend or loved one
Lust – fulfill your passion in a way that victimizes someone else.
Pride – preserve your self image at the risk/cost of your friends or loved ones.
Sloth – decline to help in a risky situation, but succeed anyway
Wrath – unleash your anger in an inappropriate situation that could cause problems

MERITS
You get 7 dots of Merits. Merits are accoutrements that make your character more stylish and unique. There are tons of merits, so you can either look them up in the World of Darkness book (p. 108) and the Mage book (p. 80), or we can go over them in person.

ROTES
These are specific magical effects that you have down to a science., such that you can consistently perform them with great efficacy. We will take care of these together.

Example Character: Luther Pottage

Character Gen Walkthrough

Mage: Greywatch Chronicle HawkRose HawkRose