Mage: the Ascension 20th Edition
Character Creation

Character creation process. p250-253: These pages give a summary of the character creation process.

Tradition two-page write-ups. p148-165:  Read through these and pick the one that most interests you.  Pay special attention to the Focus and Affinity Spheres sections.

These choices are easier when using the Focus Selector v1.2.

Focus summary list. p566:  This page gives a list of the three parts of your character's focus: Paradigm (the core belief), Practice (the things you do), and Instruments (the things you use in your practice).  Page 565 puts it this way: "Belief inspires, practice directs, and instruments put that practice into action."

  • Paradigms p568-571: Select one.  This will be guided by the suggestions from the Tradition you chose.
  • Practices p573-586: Select one (two if you absolutely cannot choose only one, and then be prepared to talk about how they mesh).  Each Practice entry includes sections for associated paradigms, associated abilities, and common instruments.
  • Instruments p588-600: Select seven.  These will be guided by the Practice you chose as well as your specific view of the character's beliefs.  While choosing these, think about how you envision your character using the instruments to cast Effects.  Take notes because we'll use those thoughts to create the Effects the character knows (or more likely, come up with a plan for how the character will progress to those Effects).

Attributes p273-275: 1 free dot in each.  Then batches of 7/5/3 to be split between the Physical, Social, Mental groups.

Abilities p275-289: Batches of 13/9/5 to be split between the Talents, Skills, Knowledges groups.  Maximum 3 in one Ability.  Be sure that you have the appropriate Abilities to allow you to utilize your Instruments.

Secondary Abilities p289-300: These are extensions of the core list of Abilities.  If you choose one of these, write it on the character sheet. (Additional Secondary Abilities are found in Book of Secrets p18-33.)

Backgrounds p303-328: Choose 7 dots.  You want at least 1 dot in Avatar.

Arete p328-329: 1 dot.

Willpower p330-331: 5 dots.

Spheres p512-527: 1 dot in a Tradition specialty Sphere, 5 dots in Spheres of choice (max: Arete rating)

Common Magickal Effects p508-510: These lists are a good starting point for what can be done with the various Sphere Ranks. The "How Do You DO That" book details many more Effects.  Be sure to talk to your Storyteller to understand how they rule on the unclear bits.

Archetypes p267-273: Two aspects of your character's personality.  Nature is how the character truly is; Demeanor is the mask he shows everyone else.  These determine actions the character can take to replenish spent Willpower points.  (Additional Archetypes are found in Book of Secrets p14-18).

Avatar Essence p266-267: The personality or driving urge of your character's Avatar.  Choose one of: Dynamic, Pattern, Primordial, Questing.


Freebie points p253: 15 points to pay for additional dots on any rating above.

Attribute: 5 per dot

Ability: 2 per dot (may buy beyond the 3 dot limit)

Background: 1 per dot

Sphere: 7 per dot

Arete: 4 per dot (max rating 3)

Willpower: 1 per dot

Quintessence: 1 per four dots

Merit: cost as per Merit

Flaw: bonus as per Flaw (max. Total: 7)

Abilities (275-289 & 289-300)

Talents

Alertness

Animal Kinship

Art *

Athletics *

Awareness

Blatancy

Brawl

Carousing

Do

Empathy

Expression

Flying

High Ritual

Intimidation

Leadership

Lucid Dreaming

Seduction

Streetwise

Subterfuge

Skills

Acrobatics

Archery

Biotech

Crafts *

Drive

Energy Weapons

Etiquette

Firearms *

Hypertech

Jetpack

Martial Arts *

Meditation

Melee *

Research

Riding

Stealth

Survival

Technology

Torture

Knowledges

Academics *

Area Knowledge

Belief Systems

Computer

Cosmology/Subdimensions

Cryptography

Demolitions

Enigmas

Esoterica *

Finance

Investigation

Law

Lore/RD Data *

Media

Medicine

Occult

Pharmacopeia/Poisons

Politics *

Science *

When an Ability reaches 4 dots, choose a Specialty.  Specialty rolls count 10s as two successes.

Well-Skilled Craftsman (p279): For Abilities with a star, choose a Specialty at 1 dot.  This shows specific skills, but does not grant extra successes until Ability reaches 4 dots.  When a starred Ability reaches 4 dots, additional Specialties may be purchased for 4XP each.


Experience Points

End of Chapter / Session

  • Automatic: 1XP for attendance and participation (alternately: 1XP per 2 hours of play time).
  • Learning Curve: 1XP for learning something new, important, or significant to the plot or their personal stories.
  • Roleplaying: 1XP for going above the usual level of in-character roleplaying.
  • Focus: 1XP for describing the way the character performs magick (beyond “Life 3, diff 6”).
  • Heroism: 1XP for facing incredible odds to perform a memorable act of sacrifice or risk.

End of the Story / Season

  • Success: 1XP for meeting major goals and gaining some kind of victory.
  • Danger: 1XP for facing major hazards with a threat of ending their journey.
  • Wisdom: 1XP for using beyond-the-call-of-duty cleverness.
  • Drama: 1XP for exceptional roleplaying.

Spending Experience

Affinity Sphere: current rating x 7

Other Sphere: current rating x 8 (first dot is 10 XP)

Arete: current rating x 8

Attribute: current rating x 4

Ability: current rating x 2 (first dot is 3 XP)

Background*: current rating x 3 (Enhancements, Sanctum, and Totem cost double)

Willpower: current rating x 1

* Some Storytellers allow Background increases only through roleplay.