Mage: Companion Creation

  • Archetype: Nature and Demeanor
  • Attributes: 6/4/3
  • Abilities: 11/7/4
  • Backgrounds: 5
  • Special Advantages:  Base 0
  • Willpower: Base 3
      • 6 max with Freebies or Tier XP
  • Merits & Flaws: Base 0
  • Freebies: 21
    • Freebie Cost
      • As per Gods & Monsters but with the following additions:
        • Arete: 4 (one dot maximum)
        • Spheres:  7 (one dot maximum in the sub-faction’s Affinity Sphere)
        • Abilities below 4 cost 1 Freebie
        • Abilities above 3 cost 2 Freebies
  • Concept: Who were you before encountered mages?
  • Motivation: Why are you involved with mages?
  • Affiliation: Traditions, Technocracy, Disparates
    • Traditions – Over the 500 years the Council has existed it has found itself many strange bedfellows. The Traditions draw from both rich cultural traditions, and more modern folks who get a taste for magick and want more. Companions are generally attached to a chantry, as guardians, servants, wards, allies, or ally inhabitants. In the case of acolytes or apprentices they are assigned to a single mage. Please define your role within Council society or who your mentor is. PCs are encouraged, but NPCs are fine as well.
      • Examples: The Hermetic’s apprentice, the Chorister’s cleric, the Cult of Ecstasy’s bass player, the Euthanatos’ wheelman, the Etherite’s android, the Dreamspeakers’ spirit-woken car, or the Verbena’s cat.
    • Disparates – Most Disparates have strong traditional cultural roots and practices to go with them. Bygones, apprentices, acolytes, and animal companions are often rooted in their given Craft’s rich cultural inheritance. Companions might come in the form of apprentices or acolytes similar to the Traditions, or come in the form of one of the Craft’s traditional mythic allies. Disparetes are more deeply rooted in their protectorates or cultures, and as a result, have maintained many ancient relationships. The Disparates may also find allies among outsiders as well. They are, after all, survivors who have learned to adapt to the changing times, and are far more open to outsider allies than they might have been before.
      • Example: The Bata’a zombie, the Ngoma’s kuwaneko, the Hollow One’s raven, or the Taftani’s djinn.
    • Technocracy – All Companions are assigned to a construct, and have a defined place within the Union’s rigid hierarchy.
      • Examples: Technocratic sympathizer or affiliate. The nosy librarian at the university. The janitor with the prosthetic arm. Those guys in the white van parked outside your chantry.  The Iterator’s bionic tiger, the Progenitor’s research assistant, the Syndicate’s handler, the New World Order’s secretary, or the calico cat on the Void Engineer’s ship.
  • Types: What are you?
    • Humans: The most common Companions are the least exotic: other humans. Mages employ a number of unAwakened people in the Ascension War.
      • Additional Rules for Extraordinary Citizens, Apprentices, and Acolytes can be found in the Linear Mage Creation Rules.
        • Note: Apprentice apps are closed for all factions at this time.
      • Acolytes: Devotees of the mystic mages some in many forms: clergy, lab techs, cult members, or medicine people. Acolytes may have been blessed with powers by their Awakened leaders, or were lead to the Awakened world by stumbling into magick. Acolytes. Acolytes are the mystic’s faithful who often do the menial or mundane work that allows the Awakened to pursue their magickal path.
      • Consors: Consors either come to the chantry imbued with powers, or are granted them so as to perform some important work for the Awakened.  More often than not Consors serve as guardians, but they may play other vital roles in the lives of the Awakened.
      • Custos: Custos are the backbone of any chantry. Someone has to tidy up, do the shopping, and get the bloodstains out of the carpet. Unlike Acolytes, the Custos do purely mundane work, but might be blessed with some magick as a result of associating with the Awakened.
      • Citizens: The Technocratic analog to Custos, Citizens are un-Enlightened members of the Technocratic Union. They remain largely unaware of the nature of the Technocrats, but might be “advanced” should their jobs require it. Secretaries, research assistants, nurses, or even janitors make up the the lowest, most numerous rank of the Technocratic hierarchy. With out its Citizens the Technocracy would not be what it is today.
      • Extraordinary Citizen: Extraordinary Citizens are the Technocracy’s answer to mystic Consors. While they are also un-Enlightened, these operatives have a better understanding of the Union’s agenda. Extraordinary Citizen are often specialists in one field or another, and are given Enhancements or other advantages in give them an edge in their role. Most Technocratic operatives come from this rank.
    • Aliens: Aliens are beings, lifeforms, or intelligences from a world other than Earth. These are not Spirits or Bygones, but some form of life that originated on a distant world, but found their way to Earth. Aliens do exist within the World of Darkness, but most are exceedingly rare or at least well hidden. Aliens are allowed, but please work closely with the Mage staff to ensure a smooth transition into the sphere.
      • Aliens not suffer from Unbelief, but all Alien PCs have the Vulnerability Flaw. This can be represented as a single, powerful Vulnerability or a few less powerful ones.
    • Animal: You started off as a mundane animal, but have somehow been advanced to be more than you were.
      • Animal companions are usually much more intelligent, faster, more hardy or stronger than their natural counterparts, but their form remains largely the same. Cats with wings or dogs that breath fire are either Constructs or Bygones.
      • Animals can have “legendary” abilities, like a black cat bringing good or bad luck, for example.
      • Animal characters should begin with the base stats given in M20 (pages 618-620) or Gods And Monsters (pages 103-107).  These stats can be improved with Advantages.
    • Bygones: Fantastic beasts of old that have managed to survive into the modern world.
      • Unless they can take an acceptable form, Bygones suffer from Unbelief Paradox so as a result they either stay in the Umbra or require a great deal of Quintessence to survive outside the Umbrae, chantry, or Realm.
      • All Bygones begin with the Thaumnivore and Unbelief Flaws.
      • Player character Bygones may take the 2 or 4 point Human Guise Merit. So long as they remain in this guise they do not suffer from Unbelief, but still must consume Tass to survive.
        • Any Advantages they possess in their native form must be purchased a second time for the human form, but otherwise do not transfer. Use of these powers triggers Unbelief.
    • Constructs:  Living creatures that are advanced or created by magick or hypertech.
      • Bioconstruct: These Constructs have either a biological form with cybernetic and biotech enhancements, or are biologically engineered creatures.
        • Bioconstructs all have Enhancements but also Genetic Flaws.
        • Outlandish Bioconstructs have the Unbelief Flaw.
      • Material Constructs: Constructs shaped from the elements such as glass, clay, or metal.
        • Material Constructs begin with the Soak Fatal Damage Advantage due the inherent nature of their materials.
        • They must also have the Unbelief and Thaumavore vulnerabilities.
      • Mental Constructs: Mental Constructs have been created via psionics or Mind magicks. Artificial Intelligences, liberated Psionic presences, and disembodied psyches, they are most commonly found in the Digital Web.
        • Mental Constructs have the Unbelief Flaw.
      • Reanimate: Returned from the grave, these Constructs are made from corpses and the raw power of death.
        • All Reanimates begin with Soak Lethal Damage.
        • Most Reanimates have at least the Repulsive Flaw. At least.
        • Reanimates can take a variety of forms, but may suffer from Unbelief.
          • Zombie Reanimates begin with the following:
            • Vulnerability (Fire – 5 pt. Flaw)
            • Bizarre Hunger (Living Flesh – 5 pt. Flaw)
            • Addiction (Living Flesh – 3pt Flaw. Not a literal addiction, but functions the same mechanically.)
            • Smell of the Grave (1pt Flaw – Zombies stink like rotted flowers and old decay.)
            • Weak Spot (Neck – 3pt Flaw, but kills the zombie instantly.)
            • One of the following: Repulsive Feature (2 pt Flaw), Monstrous (3pt Flaw), or Horrific (5pt Flaw) representing the lesser or greater spectrum of abject horror.
            • Zombie also frequently have the following option:
              • Advantages: Zombie Reanimates frequently have traditional Advantages like Acute Senses, Alacrity, Nightsight, Speed, Claws, or Ferocity.
            • Other Zombie Notes:
              • Zombie Reanimates who are not careful will find themselves hunted by Vampire Hunters.
              • Zombie making is controversial among many mystics, but no unheard of. Making or having Zombies isn’t illegal, but it may alienate non-Thanoitic mages. Technocratic operatives found have been experimenting with the reanimation of corpses suffer severe punishment.
              • Zombie Reanimates do not suffer Unbelief.
          • Vampire Reanimate begin with following:
            • Beast Within (5pt Flaw)
            • Bizarre Hunger (Blood – 4 pt. Flaw)
            • Addiction (Blood – 3pt Flaw. Not a literal addiction, but functions the same mechanically.)
            • Vulnerability (Sunlight/Fire – 5 pt. Flaw)
            • Vampires also frequently have other Flaws that represent their traditional weaknesses such as not being able to cross running water, garlic, religious imagery and the like.
            • Vampires also frequently have the following option:
              • Advantages: Unaging, Weakspot (heart), Fangs and Claws, Mesmerism, Rapid Healing, Nightsight, Shapechanger, or other Advantages traditional to vampires.
            • Other Vampire Notes:
              • Vampire Reanimates might fool those unfamiliar with Kindred, but to the Kindred themselves and those familiar with them, Reanimate Vampires are obviously something else. The devil know their own, it seems. A successful Perception + Awareness offers a strong “gut check” that this Reanimate is simply not Kindred. Their true nature can only be unraveled by further scrutiny, however. Those unfamiliar with Kindred won’t know the difference, and probably won’t care.
              • Vampire Reanimates who are not careful will find themselves hunted by Vampire Hunters.  They don’t care if you are Kindred or not.
              • Harboring a Vampire reanimate is frowned upon by the Traditions and Disparates. The mage who created it or gives it safe haven gains the Dark Secret flaw, and may be subject to discipline in the form of other Flaws for doing so. Technocratic operatives found to have a Vampire Reanimate are subject to severe punishment, usually death.
              • Vampire Reanimates do not suffer Unbelief.
      • Robots:  Constructs made entirely of machines. These range from automated drones to elegant androids who seem uncannily human.
        • All robots have the Soak Aggravated Damage option, but require a Power Supply.
        • Outlandish or extremely advanced robots suffer Unbelief.