Tutorial: How to create a Mage character.

There are a number of steps to creating a character. The steps range from the esoteric: "I want to play a doctor", to the pedantic: "he has two dots (an average skill) in computers, but no dots (no ability at all) in medicine". The steps are:

Create a concept for the character

The first step in creating a character is to come up with a concept of a character, or put another way: how would you sum up your character in three words or less.

Is the character: a Hero, a Deadbeat, a movie star, a homemaker, a crime lord, or perhaps one of the other million or so possibilities.

What type of character do you want to play?

A catch

Not all character types work well in a game, for example: It might be really cool to play the moody "Lone Wolf" who's trying to get back at the world, but those characters can be a real pain in rectum in group situations (which most games are). So much so that the storyteller may decide to not let you play such a character.

That's the catch: The storyteller may decide that you're not allowed to play the character you want to.

If that happens, accept it. The storyteller will have his reasons, and will probably share them with you. There are loads of other character concepts out there, choose another.

Define the concept

Your concept should have be made from two parts:
  1. A short two or three world concept title, for example: "Over-the-top Hero*".
  2. A one or two paragraph outline of the concept, for example: "He's a larger than life hero. He deliberately goes out and stands on a hill at sunrise just so he can pose with the sun coming up behind him. He always saves something - even if it doesn't want to be saved (the cat was actually quite happy up that tree until he showed up) and he never lets a photo opportunity go by".
Lastly, you should write the concept down - if only because the storyteller is going to ask you it.   * Ok that was four words - but you get the idea.

Describe the characters background

The characters background is their history. What happened to them, and when, how they feel about the world, and how they normally interact with it. Backgrounds add depth to the character.

I can't stress enough how important it is to create and well thought out background for your character. They serve as reminders to you as to how to play the character, for example: It's a sticky situation, a gun would be useful right now but would a nun really pull out a gun and shoot someone?

Backgrounds help the storyteller guess which characters are most likely to see and do things, for example: Which character is more likely to notice the sniper on the roof up there? The one that used to be a bodyguard or the one that used to be an accountant.

Define the background

Write the characters background as you would someone's biography. At the very least, it should answer the following questions:

  • When and where were they born?
  • Where they different from other children?
    • Did they have a difficult upbringing?
  • What schools and institutions did they attend?
    • Did they enjoy it them?
    • Did they lean any special or unusual skill, if so how?
  • What kind of person are they?
    • Do they have a mean streak?
    • Do they have a strong sense of fair play?
    • Are they religious?
    • How well do they interact with people?
    • How do they cope when things don't go the way they planned?
  • What motivates them?
    • Do they go ballistic every time someone mentions the words "Cleaning Woman"?
    • Do they have a strong desire to care for lost cats?
  • What do they look like?
    • What is their ethnic background?
    • Any scars or a twitch?
    • What do they like to wear?
  • What do they do for a living?
    • When did they start doing it?
    • Where did they learn it?
    • How much do they earn?
  • What are their hobbies and interests?
  • Where do they live?
  • Do they have any special possessions?
    • A weapon of some sort, a library, or an artifact?
    • Where did it come from?
    • How did they get it?
  • When did they first encounter magic?
  • What form does your avatar manifest in?
    • How does it get your attention?
    • Is it particularly strong or particularly weak?

Backgrounds can become quite detailed. Personally, I think this is a very good thing. I will be asking to see it.

Note: If you do not want your character to belong to a tradition then make sure your background mentions what the characters specialty sphere is.

Honors Hand Backgrounds

Due to the concept of the game, all characters in Honors Hand must have some kind of Asian connection. I don't really care what it is but it must be present. For example:

  • They could be Asian, or half Asian, or something.
  • They or their family lived there for many years.
  • They work for an Asian company and they have very strong ties to it.
  • They visited Asia and "something" happened to them while they were there.
  • Their great-great grandfather was friends with one and owed him a debt of service, which was never collected.
  • Or something else, be creative.

Lastly, all characters should have a sense of honor and service. This is important because they will be asked to effectively give up whatever kind of a life they thought they had. If they were not the sorts of people that could at least learn to cope with that then they wouldn't have be asked.

Choose your characters traits

Your characters traits are nothing more than formalizations of decisions you should have made during the concept phase. If you have created a concept and background for your character then choosing the characters traits becomes a real no-brainer.

There are four traits that must be chosen, they are:

  1. Nature.

  2. Essence.
  3. Demeanor.
  4. Tradition.

Essence

The characters essence is a one-word description of what type of avatar they have. The avatar type also describes the way in which they are likely to approach the characters advancement towards enlightenment.

Nature & Demeanor

Nature

The characters nature is a one or two word description that sums up their nature - their true self. A person's nature is implicitly tied with the way they see the world and their own role in it.

Demeanor

The characters demeanor is a one or two word description that sums up their demeanor - how they show themselves. A person's demeanor is associated with how other people see them and how they interact with the world.

Nature vs. Demeanor

At first glance nature and demeanor may seem to be the same things, but they are not; demeanor is how the world sees you and how you normally behave, nature is how you see your self and the world only sees it when you are being "true to yourself". Sometimes a person's nature and demeanor are the same, sometimes not. In game terms, a characters demeanor is they way they normally behave, and a characters nature is the way they regain lost willpower.

Tradition

There are nine traditions, each with their own view of how reality works, each with their own bodies, structures and organizations, and each with their own way of working magic.

The traditions are kind of like guilds (they are not guilds, but the concept is similar) where each guild has it's own specialties and it's own ways of doing things.

A character can belong to one a tradition or not - there is no effect on their ability to work magic. However, tradition members have a support structure they can fall back on should they need to, and members are much more likely to have access to knowledge. For example: The character wants to research some type of magic, if they belong to a tradition then they probably have access to a library and to people they can ask, if they don't belong to a tradition then getting the information could be much more difficult.

Allocate the characters "construction points"

The last, and sometimes hardest step in the character construction process is the allocation of construction points. In going through the steps set out below it will be helpful if you have a character sheet to refer to, such as this sites sheet.

Level of Ability

Every skill, knowledge and ability the character has is quantified by a number of dots. The number of dots represent a sliding scale of proficiency: one dot indicates that you are have a very ability or are just starting out, al the way through to five dots indicating complete mastery of subject and a very high ability in it. No dots indicates no ability: You might have head about the subject and may even know someone who is good at it, but you wouldn't have a clue about where to begin if you had to do it yourself.

 

Example

As an example of the dot representations consider the first aid skill:

Level Ability Example
* Novice Mother of small children
** Practiced Boy Scout
*** Competent Office safety representative
**** Expert School nurse
***** Master Paramedic

This skill allows a character to give basic medical attention to another character. It is not as comprehensive an Ability as the Medicine Knowledge, but it does allow for a basic grasp of all the practices of first aid, and, at higher levels, techniques known to paramedics. With sufficient skill, this can make vulgar healing appear coincidental.

Allocate Attributes

Allocate points to attributes by:

  • Give each attribute (strength, dexterity, etc.) one dot, i.e. one dot each. This is the "baseline" for your attributes.
  • You have three point polls to spend on the attributes, one pool for each category (physical, social, and mental). Choose one pool for each category. The pools are:
    • Seven dot pool.
    • Five dot pool.
    • Three dot pool.
  • Allocate dots from a pool to any of the three attributes in the category you chose for that pool.
  • Repeat the allocation for the remaining categories from the remaining pools.

For example: You could decide that the physical category gets the seven dot pool, that social gets the three dot pool, and mental gets the five dot pool. Then you spread the seven dots around the attributes in the physical category (strength, dexterity, stamina), and then you spread three dots around the social category, and finally spread the five dots around the mental category.

Allocate Abilities

Allocate points to abilities by:

  • There is no baseline for abilities (everything starts at zero).
    • With the exception of Technology, everyone gets one starting dot. I refuse to let characters be created that can't even use a toaster.
  • You have three point pools to spend on the abilities, one pool per category (Talents, Skills, Knowledge's). Choose one pool for each category. The pools are:
    • 13 dot pool.
    • Nine dot pool.
    • Five dot pool.
  • Allocate dots from a pool to any of the abilities in the category you chose for that pool. However no ability may be higher than three dots at this stage. It is possible add more dots to an ability later with Freebie Points.
  • Repeat the allocation for the remaining categories from the remaining pools.

Note: You are not limited to only the abilities listed on the character sheet. A much larger list of abilities can be found here, and if you still can't find the ability you are looking for then feel free to make it up.

If you do make up your own ability, or use an obscure one, please include a description of the skill in your characters background text so that I know how to apply it.

Allocate Advantages

You have a pool of seven dots to allocate to advantages (backgrounds). A list of backgrounds can be found here. Notes:

  • I strongly encourage you take at least two dots in the Avatar background. Without it, it's almost impossible to store your own quintessence and I intend to have the characters avatars involved in the game.
  • You do not have to spend any points on the Mentor background. I will be allocating everyone mentors as part of the game.

Allocate Magic

Allocate points to magic by:

  • Give Arête one dot.
  • Give Willpower five dots.
  • Set your Quintessence to the same number that you have in Avatar (assuming you took the Avatar background).
  • Put one dot into you specialty sphere.
  • Decide what you will increase you Arête to, but do not do yet. See notes below.
  • You have a pool of five dots to allocate to the spheres of your choice. However no sphere may be given more dots than the level that you have chosen for your arête. For example: If you intend to increase your arête to a total of two dots, then no sphere can have more than two dots.

The characters arête level can only be increased by spending Freebie Points (see next section). However you do not get very many freebie points, and the arête level may not be higher than three. So choose wisely.

I recommend that you "bite the bullet" and increase your arête to a total of three (the maximum) it will make your life easier in the game. You may consider that a very strong hint from your storyteller. ;-)

Allocate Freebie Points

You have a pool of 15 Freebie Points, which can be used buy construction points.

Freebie points are used differently to all other points during character creation - they are used by "buy" other creation points, which can then be used to increase a stat of that type.

See the table for a complete list of how much each type of generation point costs.

Stat Cost
Attribute 5
Ability 2
Sphere 7
Background 1
Arête 4
Willpower 1
Quintessence 1 point for 4 dots
Merit varies
Flaw varies

Allocate Merits & Flaws

It is possible to adjust the number of freebie points you have to spend. This is done by acquiring merits or flaws.

Merits are positive character elements that can affect the game, merits cost freebie points. For example: you could buy the +3pt merit "Luck" - which makes you character luckier than normal. The effect of "Luck" is that sometimes you can reroll a botch - very handy. However, it just cost you three freebie points.

Flaws are negative character elements that can affect the game. Flaws give freebie points back to you. For example: you could buy the -3 flaw "One Arm" - which means that your character literally has only one arm. The effect of "One Arm" is that your character simply can't do some of the things a normal two-armed person could, or at least couldn't do them as quickly. However, you now have three more freebie points to spend.

Because merits and flaws can over balance a character there is a limit to the number you can get: You can have no more than seven points of merits and no more than seven points of flaws.

A full list of merits and flaws can be found here.

Conclusion

That's it, that's all you need to create a character for Mage the Ascension (the system Honors Hand uses).

Try creating a character or two, and then when you think you are ready to join in submit one.

If you have any questions then I recommend you look in at the mage players guides published by White Wolf, if you have them. Failing that there are many Mage resources on line, or you could contact me (select the feedback button).