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Portland is a shining, modern city, full of all the wonders that the Fallen World has to offer. It's a cultural melting pot that often seems to be at the forefront of every new movement, and stands as an icon for other cities around the United States in its progressive idealism. On the surface, it seems to be everything that an Awakened looking to make their way in the world could want.
But appearances can be deceiving.
Underneath this shining, Fallen facade lies a wasteland -- a magical ruin the likes of which the Awakened World hasn't seen since the Fall. Reality is cracked and shattered in ways that defy mapping, moving like unpredictable faults as the fabric of the Tellurian splits and merges in ways that almost, almost seem to have a pattern -- until everything suddenly changes, seeming to defy observation in ways that modern science's Uncertainty Principle predicts for quantum phenomena.
These cracks bleed magic into the Fallen World seemingly of its own accord, called by no mage. These pseudo-spells seem to have a will of their own, shifting and adapting in ways that even Masters cannot mimic, almost like it were a living thing.
Even the magic that gets called forth by the Awakened bleeds through the cracks and faults in reality, causing unintended side-effects completely distinct from the effects of Paradox (though as the Guardians argue, the results are sometimes much the same). Magical accidents by even the most careful and well-prepared willworker have decimated the ranks of the Awakened, causing lives and precious resources to be lost in ways that the unpredictable nature of magic make it difficult or impossible to recover.
Most Awakened, if they're foolhardy enough to come to this place in the first place, don't tend to stay long. Frustration, heartache, and loss drive the steadier Awakened out of the city into safer waters.
But not you.
You're different. Something keeps you here, pressing forward despite the danger. Maybe the intensity of your Obsessions won't allow you to leave without answers. Maybe you're desperate, and have nowhere else to go -- or nothing left to lose. Everyone has their own story, told their own way. But one thread connects them in particular. Something lit a fire under your ass, and you won't give up until you've uncovered whatever secrets Portland has to offer -- or die trying.
What sacrifices have you made for the sake of knowing?
What are you willing to do?
What are you willing to lose?
Welcome to the Shattered City.
Good luck. You're gonna need it.
Too many players make the mistake of playing Awakened characters as if their lives are a party. Mage is certainly a dynamic game of action and adventure, but it's in no way an action-adventure game. The difference there is as subtle as it is significant, so below are just a few things to keep in mind when playing Mage. This isn't exhaustive. The list of a mage's struggles is as long as they have time to list.
Mana. It doesn't regenerate over time. You have to invest time and effort to get it. Whether that be meditating in your order's sanctum, performing oblations, or whatever other method you're using, it's something to consider. Additionally, most cabals and sometimes even higher authorities will ask for a tithing or other offering in form of Mana. You might get fined Mana or accrue a debt of it by borrowing with bad terms in a time of need. It shouldn't feel like it's an infinite, easily-acquired resource. Now let's say you're one of those super fortunate Mages that has an Oblation that allows them to gain Mana from socializing. Even this has a dark side. Do you get pushy when things are quiet and none of your people want to come out and play? What about when you have an off day and hours of carousing fail to yield Mana?
Obligation. Nothing is free. There aren't wonderful schools funded by reclusive millionaires that want to teach you magic. Everyone has an agenda, and even the few people that are altruistic enough to do things out of the good of their heart are getting something for it (probably Mana). Your Cabal supports you and will want your support. Your Order has given you magical training, tools, sanctuary, Mana, and countless other priceless services. In exchange, they expect what any organization does of its members. Someone that won't take orders, disregards the rules, vocally opposes their leadership, or is otherwise a punk is going to get cut-off. Does that mean you have to roleplay doing chores? Of course not. It's just something to keep in mind. You're busy, your time is valuable, and it's already being taxed.
Danger. Vampires and werewolves are the least of your problems. Portland is home to all sorts of dangers, but some of them specifically target you. There are Seers that want to kill you if they can't recruit you. There are Scelesti that have infiltrated the Orders to subtly try to convert you into an Abyss worshiper, and they'll stuff you into a thimble if you find them out. Tremere here opportunistically prey off of the Awakened and Sleepers alike; stealing souls to extend their lives and expand their power. Many more formless and ephemeral threats exist; those that seek out the Mysteries are certain to find such alien horrors, and they often do not take kindly to the disturbance. Perhaps fear of such things is what drives so many Awakened these days to suicide... or becoming Banishers.
Obsession. Once you open that third eye, it doesn't ever close again. Gnosis will continue to push you to seek out the insights of your Path until you find them all (HA!) or die. This strange ambition is very much the curse of interesting times. You might just want to sit down and watch a little Last Week Tonight before bed, then find yourself digging up someone's backyard because you can't get that grass that waved at you in your dream out of your head. It's a strange example, but these are the kinds of urges and manias that mages deal with on a regular basis. Once they see the otherworldly nature of something, it's utterly quintessential to them to try (operative word there) to engage it and understand it through experience.
So, basically, your life isn't a party. It's a shitshow.
With such a volatile magical landscape, risking exposure to sleepers and danger from other supernatural entities that might not take to kindly to the presence of mages in Portland, it's hardly a surprise that the Guardians of the Veil have maintained control for at least a decade. Or at least, that's as far back as anyone really remembers. Records have been destroyed, mages lost or left, and what should be a fairly cohesive set of doctrines and rulings is really barely more than a handful of notable events.
Still, the rules of the Consilium have kept mages safe so far. Only use magic as absolutely necessary. Always use the lightest touch possible. And under no circumstances are you to reveal your presence to anyone in the city, Sleeper or Supernatural. (When your best options for self-defense are just as likely to kill you as to help you, it's little wonder that nobody has really complained about this harsh doctrine).
But recently, things have changed. With the treaty between the Vampires and the Werewolves, the first whispers that mages might be able to reveal themselves without worry crept through the few scattered cabals like wildfire. What's more, it's further rumored that negotiations to join this newfound peace accord are already underway -- or may already be complete. Though other rumors suggest that someone forced the hand of the Guardians, and they're not overly thrilled about it.
- Hierarch Tiamat - Sitting as Hierarch, the Acanthus known as Tiamat rules with an iron fist, but an eye for wisdom. While she dispenses justice swiftly for threats to the Awakened, even she knows that their numbers are limited, and that there are better uses for an Awakened Soul than imprisonment or execution. Punishments are always fair and to the measure of the crime committed, and often involve engaging in some service to the allied cabals of the Consilium -- which, to an Awakened, may even be the more humiliating outcome.
- Councilor Selene - The Thyrsus Councilor, and member of the Mysterium, has always been something of the rebel. Although when it comes to the safety of the Awakened, she rarely deviates from the decisions of her brethren, Selene has been known to take risks herself that would give others pause to consider. Rumors of the rivalry between her and the Hierarch abound, though to see the pair in a room, one might think they are overstated.
- Councilor Baldr - Seated for the MOros, the Thearch Baldr is rumored to be the oldest member of the Council -- and, if other rumors are to be believed, lost his seat to Tiamat when she soundly deposed him, though no one can remember what the conflict is about. Both Awakened flatly deny that this ever took place, however, and insist that Tiamat was always the most qualified. Baldr's knowledge of the Lex Magica is unsurpassed.
- Councilor Neith - The Obrimos Councilor has always been known to be direct, efficient, and ruthless in her pursuit of her goals. Acting as the Consilium's foremost strategist, Neith is often the one assigned to vet new Sentinels, testing their mettle and their ability to strategize in the face of unexpected events.
- Councilor Shenan - The newest addition to the Council, Shenan has been seated for less than a year. This quiet, reserved, often sad-looking Mastigos is the most empathetic to those that come under his judgment, often asking the simple question, 'Why?' Although often silent during most official functions, Shenan excelled at subtle uses of the Art, knowing just where to apply the tiniest amount of pressure for the greatest effect, and he should not be underestimated.
Portland's Free Council has existed alongside the Consilium since its foundation. But that doesn't mean that things have always been sunshine and rainbows, either.
Establishing themselves firmly as seperate but equal partners to the Consilium, the willful Awakened of the Free Council experienced even more hardship than some of their more traditional, conservative kin. Experiments with technology, which presumably somewhat safer than the traditional forms of magic, proved to be hazardous beyond imagination, from simple collateral damage from catastrophic equipment failures and unpredictable reactions to horrifying amalgamations of magic and science (and often, flesh -- sometimes of the unfortunate willworker themselves).
The chances of discovery among the Sleepers skyrocketed, and other supernatural entities were already prowling around the gate. Tensions between the Guardian-run Consilium and the Free Council reached a boiling point, threatening to erupt in violence unseen since the Nameless War more than a century ago.
Ultimately, however, an uneasy compromise was negotiated. The Assembly, wanting to reduce losses and avoid an all-out conflict, agreed to more closely police their own, rather than allow the Consilium to start picking off the stragglers.
The Seers of the Throne have been in Portland for as long as the Consilium has been here. Possibly even longer.
Almost nothing is known of their numbers or activities in Portland. What is known is that they are here, and all four of the Greater Ministries are represented, along with a number of Lesser Ministries.
Unlike other places in Portland, where tensions between the Seers and the Pentacle can result in bloodshed or outright conflict, both sides have maintained an easy truce -- at least when it comes to outright killing. Both sides still try to gain an advantage over the other, but the Consilium forbids the murder of a Seer of the Throne, and no Seer has been known to kill a member of the Diamond in over a decade.
Still, the mages seize every opportunity to screw each other over short of killing, occasionally pulling in mortal authorities into their affairs, such as law enforcement and the justice system. While murder might be prevented by mutual agreement, almost anything else goes.
What the Seers are working on tends to be anyone's guess, in the end. But a few rumors suggest that there are factions working within the Seers to undermine the work of the Great Ministries. And it doesn't take a wild leap of logic to know that the Ministries would be worried about the Broken Tapestry -- after all, it shows that the Lie is imperfect and flawed, and risks exposing Sleepers to the truths of Awakened Magic.
Some members of the Diamond maintain fragile alliances with members of the Seers. While such a practice is not forbidden, so long as nothing is revealed to the other side that shouldn't be, it's frowned upon by the more traditional mages of the Consilium, and viewed as borderline treason by the Free Council.
Still, surprising insights have sometimes come from these liaisons, so the Council and the Triumvirate both tolerate it -- barely.
Records of when the Diamond arrived in Portland are sparse, at best. Anything beyond ten years is difficult to find, usually being lost due to magical accident or obscured away by paranoid mages working hard to protect their secrets. But the state of the Orders currently are well-known:
The Silver Ladder: The Silver Ladder works diligently in Portland to advance the position of both Awakened and Sleeper alike. The Order is small, but the few members that they have work diligently to put the full extent of their collective resources to use. These mages find a place in Portland working as counselors, social workers, attorneys and judges, or any other position where they can advance the philosophy of the Elemental Precepts. The members are tight-knit and, while not necessarily completely trustful of one another, are always willing to lend their fellows a hand -- because Character:Magister Domina, the local leader, will broker no nonsense to the counter. An Awakened asking for help is a rare opportunity to work favor and advance the position of the Order, and those who fail to fall in line and lend their aid face harsh reprimand — something which no member of the Order can afford, in a city this dangerous.
The Guardians of the Veil: Whereas the Ladder works in the light, steering humanity toward Awakening, the Guardians work in the shadows, steering them away from dangerous Mysteries and occluding the Truth to all but the most worthy. The Guardians of the Veil have slightly more members than the Adamantine Arrow, making them the largest and most powerful Order in the city. The Guardians can be found in all walks of life -- the grocery checkout boy who keeps an eye on the local populations for signs that they know too much, the police officer working the night shift to ensure he has en excuse to be where others shouldn't, the conspiracy blogger seeding lies to steer the Sleepers away from things which could do them harm -- all Guardians work diligently, each cell isolated from the others but directed by the local Epopt, Nemo. These Guardians are true believers and zealots, to a man, each of them fully committed body and (almost literally) soul to the cause of preventing the misuse of the Art and preventing the further corruption of the world.
The Adamantine Arrow: Firmly committed to the defense of both Sleepers and Awakened alike, the Arrow has had to contend with the fact that the most powerful and showy of their magics are also the most likely to cause unintended harm. Thus, the Order has had to resort to different, more subtle tactics -- indirect magics that are far less showy gracefully complimenting their already keen physical prowess. The challenge that this presents tends to draw Arrows from around the area, each of them committed to finding out the value in this broken reality, the truest expression of the Hand. While the Arrow has no Adamant Sage in Portland, with its members the most prone to dying fast and harsh, Thunderbolt Guardian Petros leads the members of the Arrow, teaching them dynamic new tactics and ensuring that the Arrow are more than a gang of magical thugs.
The Mysterium: TBD
As with all cities, there exists a number of unaligned Awakened in Portland. Banishers prowl in the dark, their passions stoked ever-onward by the increasing damage magic does to the world. Left-Handed mages of dark legacies form small, dangerous cabals working to undermine the efforts of the Diamond and the Seers alike. And solitary apostates, refusing to bend a knee to either the Free Council or the Diamond Orders, work in secret in remote corners of the city, pursuing their own agendas -- though what those might be, no one can say. Still, if it's strong enough to keep them in Portland, despite the danger, it must be important. Right?
The Broken Tapestry - The reality of Portland has warped and shattered. While the Quiescence covers this for the most part, and the Lie has suitably flowed over the scars to keep it from the eyes of Sleepers and most Supernaturals, to Mages, it's as clear as day. It feels wrong here, and under Focused Mage sight, one can see the deep faults and strange geometries that govern this place, leaving an ever-shifting maze of spider-webbing damage like a bullet through glass. Nobody knows when it appeared, or what caused it, though speculation abounds. What is known is simple -- the rules have changed, and the Lie has started to splinter, no longer completely covering the things that Sleepers are not meant to see. Whether this is a blessing or a curse, though, remains to be seen.
Echoes - As every mage discovers, magic here behaves differently. While most spells can be successfully drawn into this tangled, nebulous web, many do not stay as neatly contained as they should. Magic leaks out along these fissures in reality, causing minor after-effects in unpredictable ways. While many assume that this is some strange form of Paradox, those who examine this Mystery closely quickly learn that the touch of the Abyss is absent -- or when the Abyss does touch magic, the effect is infinitely worse. The spells that a Mage has practiced seem less affected by this, for reasons unknown -- rotes and praxes are safer (but by no means safe) than improvised spells. Worse yet, through some unknown mechanism, these echoes seem to seek out those closest to the mage, or affected by their Nimbus.
Wild Magic - But magic can sometimes bleed out into the world all on its own. Spells seemingly summoned by no one run through Portland on the rare occasion, bleeding through this cracked reality in ways that not even the most enlightened Masters can mimic, seemingly driven of their own free will. Some mages believe that studying these spells holds the key to Ascension. Others believe that this magic, wherever it comes from, presents the most clear and present danger to the city that anyone has ever seen. Tensions between the two ideologies run high, and more than one mage has been willing to kill or die for this belief.
The Astral Storm - The cracks in reality don't just run through the physical though. Even the Tenemos of this place is affected, manifesting itself as a violent storm that can sometimes reach into the minds of Dreamers, drawing dreamstuff out into the world. Mages race to try and put things in order, before the literal stuff of nightmares causes too much damage.
Disharmonia - Portland is a melding pot of different cultures and personalities, a haven for those who strive so hard to find their own way. Or at least, it should be. But lately, things have been different. Communities that once banded together under the banner of having nobody else to rely on have started to crumble and fall apart as neighbors grow increasingly distrustful of one another, and any sense of unity is lost. What's causing it is anyone's guess, really. The Sight reveals connections all over the city, an intricate web of discordant notes too precise to be random. The effects are always subtle, and don't seem to come from a singular source, but the effect is clear enough -- something is sowing discord among the different people's here, turning neighbor against neighbor. Selene intends to figure out exactly what's behind this, and put a stop to it, before this city tears itself apart with mistrust.
Q: Nobody else has mandatory backgrounds. No other sphere has to do them. Why do mages?
A: Because you have to write one anyone to completely the character! As you can see, Mage is a much more involved game, and a mage's background, training, and mindset have a lot to do with how they get played, how they fit in, etc. While this information isn't necessarily as important in some other spheres, in Mage? It's essential information. You have to know what your Mage's Obsessions are, what they're doing to work toward them, and why they drive them. Nobody is sitting around a magical wasteland sipping coffee and poring over and old book, here. Something brought them here, or is keeping them here. Something lit a fire under their ass, and it's driving them forward. It's called an Obsession for a reason.
More importantly, I need to know what your mage's obsessions, goals, background, etc are so that I can figure out how we're going to piece this all together. I need something to go off of if you're gonna come in to this big moving machine, and I need to know that you're not gonna either sit around doing nothing or actively impede what's been happening. So you're writing a background, and we're working together to make sure that everyone has an awesome time and has stuff to do. I can't do that if you come in with a blank slate.
TL;DR -- You essentially have to write one *anyway* just to figure out what your Obsessions are, and we're gonna be working together anyway. So why not make it official and get free xp? Sweet, right?
Q: Why are the wait times on Arcana so long?
A: This one is easy -- because there just aren't that many of them. There are a total of 50 dots in Arcana, way, way less than the power lists of most other spheres. And frankly, you can do way more with them. So the wait times on Arcana are long and spaced out, because it's not a race to the finish. It's a story about the journey. We encourage you to invest in other things, and not use magic as your be-all, end-all of all things. That doesn't work in Portland, anyway. Magic is just as likely to make it worse as it is to make it better. If you're looking for a race to the top, this probably isn't the sphere for you. We're playing the long game here.
Q: Can I be a Councilor/Hierarch/Order Head?
A: Short answer? No. Your status will be capped below leadership levels, and even mid-high status will be scrutinized. The reason for this is pretty simple, too -- in all other games with PC leaders for Mage, things have simultaneously gone off the rails because nobody was enforcing anything, and stagnated because nobody was doing anything. People always claim they're going to, and then never do. Or if they do, it's to subvert everything that's been done so far and try to install a New Regime. And I'm not interested in seeing everyone's work go down the drain so that someone can sit in the big chair.
So I'm bypassing that. Control will be maintained by NPCs, which ensures that someone is always there to take action and keep the theme of the game consistent. There will be plenty of other things for you to do.
Q: Why isn't the Council organized by Order? / Why isn't the Free Council a part of the Consilium?
A1: So this is two related questions. First, a Consilium is not usually structured by Order. It's done by Path. This ensures that the decisions are done with Supernal Authority. There's quite a bit of content in the book about it. Other games have done it by Order because it was either easier for them to do it, or they didn't understand this point. Either way, it's always a bad idea. It effectively negates Order leadership because you have this other authority figure for the Order that you answer to.
Secondly, the Free Council has never been a part of the Consilium. Hell, that's the entire reason that the Free Council exists. They fought for their independence from both the DIamond Orders and the Seers of the Throne. They maintain their own system, seperate from that of the old ways, called an Assembly. The alliance between the Diamond and the Free Council is called the Pentacle, and they work together -- but there's no way in hell that the Free Council fought so hard to get out on their own just to come back under the wing of the Consilium. It's all there in the various book. I'm not making this up. Other games just haven't done it for the same reason that they make it Order-based instead of Path-based.
Frankly, I think this way is better. So that's what we're going to do.
More things to come in other areas as I get them written out.
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General Application Requirements
When creating a character on Echoes in the Mist, please keep in mind that this is a persistent game shared by other players. Concepts that may work fine in a standard tabletop setting may not work as well in an online environment. That said, here are the steps you need to follow to create a character on Echoes in the Mist!
All characters on Echoes in the Mist start play with 20 Experience points. An additional 5 Experience points can be earned through the completion of a Background for your character.
- Mortal: The brave folk of Portland, the backbone of the city.
- Mortal+: Psychics, Atariya, Lost Boys and Psychic Vampires.
- Ghoul: Those who cannot stop, the ones claimed by the night.
- Vampire: The Damned, immortals who consume the living.
- Wolf-Blooded: The adopted children of Moon and Wolf.
- Werewolf: The Forsaken, primordial half-spirit half-flesh predators.
Not only a way to earn an extra 5 Experience points, writing a background is a great way to give staff an idea of who your character is. Some things, we can generally puzzle together by looking at your stat choices, notes, etc. In a background, though, you can tell us about that criminal 'employer' you stole a hundred grand from before faking your death, or the fact that the vast majority of your family are Anshega, and furious with you for embracing Luna and joining the Forsaken. These types of things give us ideas. Plotty ideas. Fun, exciting, possibly terrible and twisted ideas. Muhahaha.
Each sphere has its own set of general background questions; these give a solid basis to work from. Backgrounds can be narrative in nature, or simple question/answer format. Help on the commands to set this up is found in-game, by typing +help bg.
Choose one Long Term aspiration, and two Short Term aspirations for your character. Long Term Aspirations are things you will not be expected to accomplish fast or easily. Short Term Aspirations are things a character could accomplish even within the span of a single scene!
Important:: We have a coded Aspirations system in the game. All actions pertaining to aspirations are to go through this system, from pitching them to fulfilling them. These do NOT go into your character approval job. Help on the commands is available in-game, by typing +help asp.
Mortal characters with Integrity (Humans, Mortal+, Ghouls and Wolf-Blooded) all follow the same, basic Breaking Points. Those details should go into a +note on yourself that you set. Help on the commands for setting notes is available in-game, by typing +help notes.
All characters, regardless of template, have certain basic details that need filling in. These are your Bio Settings, and include things like Full Name, Birthdate, Gender and Concept.
For Humans, Mortal+, Ghouls and Wolf-Blooded, this is now the time to choose your Virtue and Vice. For Vampires, fields like Clan, Covenant, Mask and Dirge are available. For Werewolves, Auspice, Tribe, Deed Name and the like.
Help on the commands for setting these is available in-game, by typing +help bio settings.
Vampires and Werewolves have Touchstones. Vampires pick one (see Vampire: the Requiem, p. 87) while Werewolves pick two -- one for Flesh and another for Spirit (see Werewolf: the Forsaken 2nd Edition, p. 87). Please tell us about your Touchstone(s) and how they connect your character to the mortal world in a +note on yourself.
Don't forget to spend your Experience! You may submit your desired Experience spends with your character approval job. While staff reviews everything, it's a great time to go over your character and fill in any 'blanks' you missed along the way. Set a description, fill out your +finger info, or even get to work on a wiki!
To request a Wiki account send a +request to staff with the desired Username and a valid email address. It's that simple!
Create Character Page
The instructions below are important. FOLLOW THEM.
- Enter your character's first and last name in the box after Character:
- Just use first and last name. No middle names, no nicknames in quotes. Just first and last name. If you have a very long name with multiple parts, nicknames, or aliases, there is optional space on the form later where you can add all of this. Exceptionally long names will break our listings, and nobody's got patience for that.
- If the name includes any special punctuation, such as apostrophes, dashes, or accented characters do not include it in the page name. Only use A through Z, in upper and lower case, and spaces. There's a place on the form where you can safely include these elements, and they will display properly across the wiki without breaking things.
- Do not include underscores. The wiki will insert them for you as needed.
Mage Sphere Application Requirements
Mage applications are a bit more intensive than other types of applications on Echoes. This is because mages, as a whole, are a more complex splat, and we'll be requiring additional information from mage applications so that we can ensure consistency across the board and get a feel for where each individual mage fits in with the community. As such, the following are MANDATORY unless and until I am vetoed (yes, you still get the xp for them). You don't have to write me a book, but I need at least basic information (like, a medium sentence or two -- examples will be forthcoming) about:
- What was your character like before they Awakened? Was there always something off about them, or did Awakening come as a surprise? Did they have any prior experience with the supernatural before Awakening? How did Awakening change them?
- Example: Selene grew up a normal girl from a middle class working home. Awakening hit her like a freight train at full force, showing her a whole new world that she had no idea ever existed. Although the Mysterium assured her that her soul was prepared, even if her mind was not, the fact that the experience nearly broke her still causes her to wonder if the magic didn't make a mistake, initially.
- Example: Shenan was never 'normal'. The voices in his head had been with him since he was a child, and the heroin he used to dull them down only ostracized him further from everyday reality. When he Awakened, he almost didn't even notice. His world was already a shifting nightmare of maddening symbols and strange whispers. Awakening helped him see the meaning behind them.
- What was your mage's initial training like? How did they find their mentor? When and why did they join their Order? What areas did they feel drawn to in their initial training? How are they using this training to explore the Supernal World around them? (Your Mage's starting Obsessions should at least be covered here)
- How did your mage join their cabal (if applicable)? If not in a cabal, why did your mage choose to venture out on their own, and how has this impacted their lives? (Solitary mages in Portland are highly distrusted, subject to some abuses given their lack of any legal clout, and this will be reflected in how the Consilium/Assembly deals with them)
- Has your character joined a Legacy? When and why did that particular legacy appeal to them? (Note: Legacies require steep commitment to their causes, and do not exist as a grab bag of neat powers that you can ignore the theme of. Staff reserves the right to deny any Legacy request that we feel doesn't match up with what we want to see.)
- When did your character arrive in Portland? (See Restricted Concepts below)
- How has your character managed to stay off the radar of the other supernaturals? How have they managed to avoid disruptive Echoes? What is their relationship to the current power structure?
Think you're done? Make sure! Have you...
- Set a note for your nimbus?
- Set a note for your Nimbus Tilt?
- Set a note for your magical tools?
- Filled out the background questionnaire?
- Given some though to what is keeping your character in Portland? (Harvester will work with you on this one.)
- Set any other required notes? (Mentor, Professional Training, Etc?)
- Done your initial xp spends and/or put in for your starting incentives?
- Have you made sure that you meet the prerequisites for your starting Legacy? (See below or talk to Harvester for more)
Here are the ones that we currently have on the wiki. More will be coming. This list is far from exhaustive.
Skald, Sodality of the Tor
- Left-Handed Mages/Legacies - Yeah, we know that playing the evil soul-stealing warlock anarchist that's out to burn everything to the ground is cool for some people, but we're just getting the sphere open, and before we go throwing grenades into the works, let's get the works established first, yeah? We might open these some day, but not today.
- Potential Exception: If you want a traditionally Left-Handed Legacy, we MAY allow it if you pitch the Legacy to us and explain how you're going to use it for the good of the game, instead of being a pain in the ass.
- Apostates - Due to various thematic reasons, Apostates are not available for play. ICly, some of the Mages on both sides of the fence have taken to calling Apostates "red shirts" for reasons best left implied.
- Order Rebel Concepts - E.g., you're part of your Order, but you go against the grain of everything they stand for and somehow haven't gotten your ass kicked out (or worse), and basically are a functional Edgy Loner Apostate with extra sheet bennies. This includes people who just create a Free Council character because they think it will let them do whatever they want because democracy! The Free Council has a very clear mission statement, and we are not allowing concepts that just get thrown in to avoid having the Apostate tag. You have been warned.
- You CAN play characters that, for one reason or another, have lost good standing with the Order, but are trying to make their way back into good graces. Did you seriously fuck something up? Are you trying to atone for it? That's great story fodder, and isn't covered under this banner. If you have questions, hit me up.
- Newly Awakened / IC Awakenings - These aren't going to be restricted forever. But they're going to be restricted at the opening of the game. Why? Well, frankly, we don't have the number of staff or players around to dedicate the amount of resources necessary to walking a newly Awakened mage through their first baby steps. It's an RP and other-resources-intensive endeavor that is rarely fun for anyone involved. Even when we open IC Awakenings back up, we're going to have a few caveats in place to ensure that nobody is getting bogged down with this stuff.
- What does this mean, functionally? It means, at minimum, your character should have undergone their basic training and have a working knowledge of what being a Mage is all about. Concepts that have been Awakened under one year, or who otherwise don't show that they've been given knowledge enough to act on their own in a responsible manner, will be denied.
- Stat Caps at Chargen / Overall - Characters may not start with an Arcanum higher than 3 or a Gnosis higher than 4, after starting xp is spent. Characters may not start with an Order Status greater than 2, or a Consilium Status greater than 2 (Sentinel).
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