Making a Character for Mana Noir

Pulp: This game will use the Pulp option for player characters and most named NPCs when determining Hit Points, Toughness, Armor, and Damage.

The default rules for AGE games assume that players will roll randomly to determine Abilities and other parts of their character. This game assumes players will instead make choices for characters, and this assumption extends to not rolling for Hit Points or Mana (Magic Points). When given a random table of options, only roll if you and your GM have agreed to do so.

Character Creation Steps:

  1. Character Concept
    1. Think of type of character, what they hope to achieve, what they hope to avoid
    2. Consider type of powers or archetypal supernatural characters you’ve seen
  2. Determine Abilities
    1. Use Option 2: Buying Abilities (M:AGE, page 12) with one modification; you may reduce an attribute to -1 in order to get another advancement. You still can’t increase a starting ability score above 3 at this stage.
  3. Choose Supernatural Type
    1. See the rules for each Supernatural Type below
    2. Note all modifications from Type
  4. Choose Social Class and Background (in M:AGE, page 13)
  5. Choose Profession (in M:AGE, page 18)
  6. Choose Specialization (in M:AGE,  page 64, or also below in New Specializations.)
    1. In this game, you gain a Specialization at levels 1, 3, 5, and so on)
  7. Choose Drive (in M:AGE, page 22)
  8. Choose Resources and Equipment (in M:AGE, page 24)
  9. Determine Health, Defense, Toughness, Speed and Mana (starting on page 27 in M:AGE. Check these rules to see modifications based on Supernatural Type, if any)
    1. See rules for calculating Mana in each Supernatural Type
    2. Note possible bonuses to Defense and Toughness from Type
  10. Select Goals, Ties, and Relationships (explained in M:AGE, page 27)
  11. Think of a Name and Description

Supernatural Types

There are six major classifications of supernaturals, usually referred to “type” or “kind” in the current era. In any case, the type of supernatural you are is determined by the Bargain you made with the spirits in order to have long-lasting power and access to Arcana and Powers. The only type of supernaturals not assumed to have made this bargain prior to start of play are Mages and Minor Talents. There may be other, incredibly rare kinds of supernatural in this world that are not listed here, but there are so few of them that it’s unlikely your character will ever encounter more than one or two of them.

Understanding the modifications from Supernatural Type:

Magical Ability: Where M:AGE and other games assume Willpower is the default Ability used in magic, each type of supernatural has a different base Ability used when making Magical Tests or determining Magical Force. Most supernaturals will gain a bonus advancement to this Ability at character creation.

Mana Pool: This tells you how to calculate starting Mana Pool, and how to increase it each level.

Ability: Each type’s natural magic also expresses as general improvement with or more Abilities.

Abilities above 5: If through some combination of bonuses you have an Ability score above 5, consider these two factors. First, as explained in M:AGE, Advancement, page 31, it takes two advancements (or bonuses) increase any score to 6 or above. It takes three advancements or bonuses to increase a score to 11 or above. Second, any time you use an ability of 6 or during a scene, you gain 1 Backlash for 6-10, or 2 Backlash for 11-15. If your permanent Ability score is in the superhuman range, this Backlash will be permanent.

In this game, Ability scores are also capped by level. From levels 1-9, a character may have Abilities of up to 9. From levels 10-15, a character may have Abilities of up to 15. From levels 16-20, a character may have Abilities of up to 20.

Focus: Each type generally gains some instinctive magical understanding in a skill focus.

Talents: As long as you already have a Supernatural Type, any Talent slot provided through character creation or advancements could also be be used to purchase a Magical Talent (found in M:AGE in the chapter on Extraordinary  Powers, page 90) or Arcana (in F:AGE, page 66). Each Supernatural Type also usually receives additional Magical Talents.

To locate Magical Talents: M:AGE, pages 63-108 (this game does not distinguish between Arcana and Psychic Powers), F:AGE, pages 68-76, or F:AGE-C, pages 32-52.

Talents for Powers: Each Talent Slot you have may instead be traded for two (2) ranks in a Power, and vice versa. This trade off should only take place with the GM’s approval.

Grandmaster and Apex Talents: Some exceptional characters may reach even greater heights of ability. A character of 10th level or above who is already at the Master rank in any Talent (or Specialization), including Magical Talents, may use a Talent Advancement to increase their rank to Grandmaster. They may only be Grandmaster in one Talent (normal or Magical) until 15th level. A character of 15th level or above, who is already at Grandmaster rank, may use a Talent Advancement to reach the Apex rank in a single Talent (normal or Magical). At 15th level or above, they may also choose to be a  Grandmaster in one other Talent. No known Supernatural being has ever managed to be a Grandmaster in Three Talents or Apex in more than one Talent.

Powers: Most Supernatural Types will have additional Powers. These rules are adapted from the M:AGE-C on Enhancements, listed in Chapter 5, pages 61-66. Note that several Powers available to supernatural characters are unique to this game and are found on the Natural Magic page.

Find Powers: Either in M:AGE-C, pages 63-66, or in the rules for Natural Magic.

Consequences: The rules for Backlash and Consequences are unique to this game, but are inspired by the rules in M:AGE-M, in the section on Extraordinary Powers, the discussion of Backlash on pages 79-80. Consequences for this game are listed in more detail in on How Magic Works page. Most Supernatural Types have their own unique takes on how these Consequences manifest, according to their Bargains.

Other Benefits (choose 2): These can be added to any other bonuses from other sources.

The benefits from Supernatural Type are in addition to the ones from your Background and Profession. Note the rules for stacking benefits in M:AGE, page 13. If you would be given two of the same Focus, choose another Focus in the same Ability, or any other Focus that makes sense. If you would be given the same Talent or Power, choose the next level of that Talent or Power. If you would be given the same Ability bonus and this would give you a score above 5, you may either keep that score (note sidebar), or instead choose either the Force Multiplier Power  (M:AGE-C, page 63) for one of that Ability’s Focuses, a Favored Stunt, or a Perquisite Power.

Mystical Growth: At level 2, 4, 6, 8, 10, 12, 14, 16, 18, and 20, the character may add either a new Spell from any known Arcana, or a rank in a Power appropriate to their Supernatural Type. The additional Spell must fit within the ranks in the Arcana that the character knows. A Power rank may add to an existing Power, or purchase the first rank in a new Power, so long as the GM believes this power fits the character’s growth and Supernatural Type.

At level 3, 5, 7, 9, 11, 13, 15, 17, 19, and 20, the character gets a Magical Talent rank. This may either be the first rank in a new Arcana, or add a rank to an existing Arcana. Alternately, the rank in a Talent may be used to increase a character’s Mana Pool as if gaining another level, to purchase two new Spells in an existing Arcana, or to add two ranks in Powers.

The Bargain: the Origin of Supernaturals

Everything with a mind and a will can work magic. Physical entities are generally clumsy when it comes to such things, and most cannot even sense anything but the strongest currents of Mana around them, even if they themselves have large amounts Mana flowing through their souls. Spirits and similar entities use Mana naturally as they directly interface with the base mechanisms of the universe. However, most spirits are always looking for more sources of Mana, and there’s no better source of such power than tapping into the copious energy in the physical realm that is transferred to the spirit realms through the minds and souls of living beings.

A special kind of human known as a Magus has an exceptionally strong talent for magic, can interface with the basic rules of the universe almost as well as a spirit, albeit they do so with significant risk. All other humans  negotiate with spirits in order to perform magic. These deals can be worked out through elaborate Rituals, short-term Spells, or actual changes to the human’s form that can manifest as Powers.

The fundamental rule that makes this happen is the Bargain. Every being that is sensitive to magic can instinctively make use of the Bargain. The premise is simple each side offers some form of payment to the other, and once agreed, they invest a bit of willpower that resonates through the mana and binds all parties together for the duration of the magic’s effects. While the Bargain is in effect, both sides must perform the duties and pay the prices they agree on, or suffer major consequences. Most Bargains are temporary, although “temporary” may last longer than several human lifetimes if the payment is sufficient. A mortal being may make only one permanent Bargain where a spirit or entity can lay claim to their soul, although powerful spirits may have multiple permanent Bargains with mortals. The rule of Bargains is so accepted that any violation is seen as not only a violation of a promise, but as violating reality itself. 

Some spirits can use the Bargain to influence or even compel a Supernatural’s behavior. It is extremely difficult to resist such influences, and repeated attempts to do so may lead to a Supernatural losing their Powers or magical Spells, although even these acts of resistance generally do not free a person’s soul from the spirit’s claim.

The Bargain may also apply between mortal beings. The more magical talent a person has, the more likely it is that they can form these Bargains. Mana responds to intentions, and an exchange of favors appears to be one of the easiest ways to get mana to produce effects. Whenever a supernatural character makes a meaningful promise, swears an oath, or agrees to perform a service in extreme circumstances, the Bargain can be made binding, and occasionally may be formed without either side realizing what’s happening until it’s too late.

To Create a Bargain: This applies to Bargains that are not used as the basis for Rituals, Spells, or Powers. These are often used to swear allegiance, set up oaths of protection, compel cooperation, or things of that sort. All parties  involved must agree to the deal and each rolls a Magic Test against their own Magical Force rating, or instead spend 3 points of Mana to seal the deal. Whenever a character violates the terms of the bargain, they will suffer 4 damage (that cannot be avoided in any way) and take 2 points of Backlash. They also must succeed on a Magic Test vs. their own Magical Force rating or take an additional 1d6 damage and 1d3 Backlash on top of this, and then must immediately roll for Backlash Consequences (usually this will manifest as some form of Marked that indicates the bargain was violated). Supernaturals may willingly choose to seal a Bargain for 5 Mana rather than 3, and therefore suffer only half the damage and Backlash if the terms are violated.

Avatar

You have bonded with a high-order spirit or entity. This spirit may be purely conceptual, divine, eldritch, ghostly, or possibly even powerful creatures such as dragons. Examples of the sort of spirits that may be part of these bonds include elementals, personifications of ideas (such as the concepts of vengeance or justice), angels, or demons.

Avatars are more varied in nature than most Supernaturals, and so you have more flexibility in choosing your character’s Talents and Powers, but your bargains may be more demanding and your consequences may be less predictable.

When creating an Avatar, you should choose at least three goals your entity wants you to pursue, and three taboos that you cannot break without a Willpower roll, TN of your own Magical Force. Note that when choosing benefits, you should consider the nature of your bonded entity (for example, a wind elemental would not grant Fire Arcana or the Force Multiplier (Lifting) power).

Magical Ability: Choose either +1 to Communication, Constitution, Intelligence, or Willpower, depending on the nature of your spirit. This is your Magical Ability going forward.

Mana Pool: Base is 10 + Magical Ability + 4 points of Mana. Add Ability + 4 Mana each level from 2-10, add Ability points of Mana each level from 11-20.

Mana Recovery: Because of the Consequence of Limited Mana Recovery, an Avatar can only gain Mana points while engaging in the proper activity or ritual at a rate of 3 + Magical Ability + Level points per hour. While in a Mana Channel or Wellspring, the Avatar may recover Mana normally even if their source is not available. With a Magic Test, TN 11, the Avatar may add another +1d6 (for Channel) or +2d6 (for Wellspring) to this rate.

Ability: +1 to any one Ability of your choice, most fitting to the spirit entity.

Focus: Any one Focus for the Ability score chosen above.

Talents: Three (3) Magic Talent slots to purchase any Arcana, so long at these make sense for the nature of the spirit bargain. You may instead exchange a Magical Talent slot for two (2) ranks in a Power.

Powers: These are the most common Powers taken by Avatars. You may choose three (3) ranks from this list.

  • Absorb Mana (style appropriate to spirit bargain)
  • Environmental Adaptation
  • Preternatural Armor
  • Preternatural Senses
  • Physical Boost
  • Survival
  • Unusual Movement
  • Any other Magic Power of your choice, so long as these make sense for the nature of the spirit bargain.

Consequences: You begin with all these at the minor level, which may be increased as a result of Backlash Consequences.

  • Limited Mana Recovery: must engage in activity or ritual appropriate to spirit bargain. For example, a spirit of romance means the character must flirt, go on dates, or have romantic evenings. A fire elemental means that things must be burned or the character is near or surrounded by fire for a time. May also regain Mana In Channels or Wellsprings
  • Marked: Always has some trace of the spirit bargain. A wind elemental might always have a breeze around them, or eyes or hair color may shift depending on mood, or a angelic being might bleach out the character’s clothes give them a faint glow in the darkness
  • Vulnerability: A specific kind of attack must be chosen two which the character may only apply half their Toughness, and does not heal magically. For example, a water elemental may be vulnerable to fire, or someone bonded with a demonic may be harmed by holy water or relics
  • Weakness: A circumstance or mythical form of protection can make it harder to use magic in its presence. For example, a genie’s vessel may be weak near a Seal of Solomon or an earth elemental may find it hard to do things when not able to touch the ground

Other Benefits (choose 2):

  • +1 Willpower
  • +1 Intelligence
  • +1 Perception
  • Focus (any one from Accuracy, Constitution, Dexterity, Fighting, or Strength)

Dreamwalker

While there are many terms for denizens of the spirit world known as the Dreamlands, the most complex and understandable beings are often referred to as faeries. These entities are known for drawing normal mortal beings into their realm for various reasons, but some also delight in reaching into the physical world. A Dreamwalker has made a bargain with either a faerie which comes with its own burdens, or a more esoteric dream or nightmare spirit. 

Dreamwalkers have an air of the otherworldly about them, and seem strange even to friends and family who have known them for years. This is one reason these supernaturals were once called “changelings,” and those bonded with faeries still often use this term. They require dreams, imagination, or creative works to gain power, and find themselves occasionally swept up in strange fancies and passions. Dreamwalkers also tend to be restless, easily bored, and often in search of new experiences. 

If the dreamwalker is a changeling, they have spent time in the part of the Dreamlands known as the Faerie Courts, although the length of their stay may seem much shorter or longer in the physical world than they would remember. While there they met some powerful faerie who agreed to send them home with gifts and blessings in exchange for performing deeds on the behalf of their patrons. There are four major Faerie Courts, divided by the seasons: Spring, Summer, Autumn, and Winter, and two aspects to each Court, the Seelie–which tend to treat humans as favored pets to be cared for and fed on gently–and the Unseelie–which tend to see humans as a potentially-dangerous sort of prey. Fae and changelings almost never leave their Seasonal Court, but can switch between the Seelie and Unseelie Courts as they choose, sometimes on a whim.

A dreamwalker linked to more esoteric dreams may seem less focused, but is usually hopeful and optimistic, trying to achieve some worthwhile or uplifting goal. These dreams can be practical dreams, such as helping to heal people, or strange, such as finding the perfect song. A dreamwalker bonded with a nightmare is always interested in causing fear or rousing other negative emotions, although they might focus their attentions on those who “deserve” such harm.

Magical Ability: +1 Communication

Mana Pool: Base is 10 + Communication + 4 points of Mana. Add Communication + 4 Mana each level from 2-10, add Communication points of Mana each level from 11-20.

Mana Recovery: Because of the Consequence of Limited Mana Recovery, a Dreamwalker can only gain Mana points while around acts of creativity, strong emotion, or dreamers, at a rate of 3 + Magical Ability + Level points per hour. While in a Mana Channel or Wellspring, the Dreamwalker may recover Mana normally even if their source is not available. With a Magic Test, TN 11, the Dreamwalker may add another +1d6 (for Channel) or +2d6 (for Wellspring) to this rate.

Ability: +1 Willpower.

Focus: Any 1 Communication Focus 

Talents: You have two Magical Talent slots that can be used to purchase ranks in either Divination, Empathy, Illusion, or Protection. You also have a third Magical Talent slot that can be used for any Arcana you wish, or to purchase two ranks of Powers.

Powers: Choose three (3) ranks of powers from this list:

  • +1 Defense
  • +1 Toughness
  • Absorb Mana (dreams, creative works)
  • -1 SP cost (minimum of 1) to any single chosen Stunt.
  • Glamour
  • Immortal
  • Preternatural Senses
  • Physical Boost
  • Sense Dreams
  • Survival
  • Unusual Movement

Consequences:  You begin with all these at the minor level, which may be increased as a result of Backlash Consequences.

  • Limited Mana Recovery: Only able to absorb mana when around people engaged in acts of creativity, artistic expression, or deep passion. These expressions are often to be found in those who are dreaming, and many Dreamwalkers prefer to gain mana from dreaming mortal. May also regain Mana in Channels or Wellsprings
  • Marked: Strange eyes, hair, features, odd scents, that provide a small touch of the unworldly. This can vary quite a bit depending on character, but there’s always something slightly off
  • Vulnerability: Iron weapons (which includes steel, but not pieces of lead such as found in bullets). Note that “cold iron” is a poetic phrase, and not an actual description of a specific type of metal
  • Weakness: Unfortunately, there are many legends about protection from fae and their ilk, which includes Dreamwalkers, such as rowan wands, verbena flowers, ash wood, church bells, and other symbols of strongly-held faith that the Dreamwalker knows is about a faith

Other Benefits (choose 2)

  • +1 Communication
  • +1 Dexterity
  • +1 Perception
  • Focus (Any one from an Ability improved by this Type).

Magus (Mage)

Technically speaking, every human being is a potential mage, in that they can naturally absorb Mana and alter reality without any help from spirits. However, the vast majority of humans have minimal awareness of magic and almost no effective strength or skill when it comes to spells. Everyone can briefly manipulate probability or make strange things happen once in a while, but it takes real talent, willpower, and ultimately skill to regularly create spells.

A mage can choose to spend Talents to develop their Theurgy or skill with Goetia, but most mages with any talent are urged to enter formal schooling, where they can learn to become magicians (sometimes also called wizards). Those mages who are self-taught or haven’t gone through an approved school are usually referred to as sorcerers, shamans, warlocks, or witches. The term “hedge mage” has lately come into use as well.

One danger of being a magus is that they are more likely to accumulate Backlash quickly and face more immediate and dangerous Consequences than the other supernaturals. They also gather more Mana quickly, and tend to have more stored in their souls, and for that reason are often highly sought out by spirits and entities to become prey or at least, to make a Bargain that may not go well for the mage.

The dangers inherit in being a magus mean that there are fewer magi than any other kind of supernatural

Magical Ability: +1 to Intelligence or Willpower. Whichever you choose becomes your default Magical Ability.

Mana Pool: Base is 10 +Magical Ability +6. Each level from 2 to 10, gain Ability +6. Each level from 11 to 20, gain Ability +2.

Mana Recovery: A mage has no limits on w hen they can absorb Mana points. They naturally do so whenever they can rest; when a mage is actively performing magic, the Mana usually is flowing out, not in. The mage recovers Mana at a rate of 6 + Magical Ability + Level points per hour. While in a Mana Channel or Wellspring, the mage may also recover may recover Mana. With a Magic Test, TN 11, for another+1d6 + Stunt Die result (for Channel) or +2d6 + 2 x Stunt Die result (for Wellspring) to this rate.

Ability: +1 Intelligence or +1 Willpower

Focus: Any one Intelligence or Willpower focus.

Talent: Mages gain the Novice rank of the Theurgy Magic Talent for free. They also have another four (4) Magical Talents slots that can be spent as they wish, including to increase their ranks in Theurgy.

Powers: Mages do not automatically gain magical Powers, although of course they can choose to spend Talent slots on these as normal, with an additional cost of 1 Backlash Consequence for every 2 ranks in Powers (round up).

Consequences: A magus doesn’t have any default magical consequences unless they have created a Bargain with an entity. They may have long-term minor level Consequnces (or more!) if they develop Permanent Backlash or for every 2 ranks they have in Powers.

Other Benefits (choose 2):

  • +1 Intelligence
  • +1 Perception
  • +1 Willpower
  • Any 1 Intelligence Focus

Minor Talent (Talentum)

Among the ranks of mundane people–those who never manifest enough talent or skill to become a Supernatural or a full mage–there are some who demonstrate a few brief glimmers of the extraordinary. While a talentum, more usually called a “minor talent,” will never stand out beside someone who is classified as a full Supernatural, they can have one to three Powers or Magical Talents that are worthy of notice.

Some minor talents develop their magic to the point where they may be attractive to spirits for a Bargain that will allow them to become full Supernaturals, but this is rare. Historically, even though there are more minor talents than any kind of Supernatural, they were left to learn to control their abilities on their own. During the Imperial War, various military forces, especially in the Europan Alliance, began to test their troops for every trace of unusual magical ability. Some of these sent to Academies to learn whatever they could of Goetia or Ars Naturalis, but most were just barely capable of mastering their own  natural abilities. Since the War, there are several companies and governments who show an interest in recruiting and developing minor talents, but it’s unknown how long this trend will last.

Minor talents are limited in several ways and most will either stall out in their magical development or will try to become a supernatural, although few actually succeed in this task.

Magical Ability: Willpower. Minor talents do not get an automatic bonus to this Ability.

Mana Pool: As is the case with mundane people, base Mana Pool is 10 + Willpower + 2. From levels 2 to 10, gain Willpower + 2 Mana. From levels 11 to 20, gain Willpower worth of Mana.

Mana Recovery: A minor talent absorbs Mana points like any other ordinary person. They naturally do so whenever they can rest, at a rate of Willpower + Level points of Mana per hour. While in a Mana Channel or Wellspring, the minor may also recover may recover Mana at 3 + Willpower + Level points per hour in a Channel, and 6 + Willpower + Level points in a Wellspring.

Ability: +1 to any one Ability.

Focus: One related to either their Power, Magical Talent, or Int (Rituals).

Talent: +1 Magical Talent, only if you do not choose ranks in a Power at character creation

Powers: Up to two ranks of Magical Powers, only if you don’t choose a bonus Magical Talent at character creation

Consequences: The relative lack of magical power and Mana already represent the consequences faced by most Talenta.

Other Benefits (choose 2):

  • +1 Intelligence
  • +1 Perception
  • +1 Willpower
  • Any 1 Willpower Focus

Revenant

The ultimate fate of souls that pass into the Ghostlands is somewhat obscure. Those who have spent the most time studying this entropic spirit realm will describe entities known as Reapers who will try to claim souls as soon as they arrive. It is less certain what happens after this, although some claim the Reapers will take the souls deeper under the Ghostlands where they will be ground down until they are nothing more than the raw essence of Mana ready to return to the universe.

Souls with magical talent may fight back and stay free of the Reapers for a while. Those who have existing Bargains with spirits will often go with their patron spirit to add to their total reserve of Mana or serve other purposes as those entitles wish. Those who have not been spoken for can remain for some time, until either they no longer choose to resist the occasional attacks by Reapers, or they find a way into the other spirit realms where they might become transformed over time.

There is a smaller group that can reach back through the Veil around the Ghostlands and affect the physical world. Ghosts and wraiths (ghosts who have lost their minds) may briefly affect the physical world in this way. But some are powerful enough claim a physical body. This is easiest if they attempt to return to their own body, still relatively intact, but it’s possible to manifest in other corpses or even living people who were close to death. These vessels for ghosts become revenants, and once they were more common than they are now. One of the great works of the various Academies and other centers of magical culture was to strengthen the Veil so that fewer people are able to return unwanted.

Revenants generally have a specific purpose fueling their desire to interfere with the living, but a small number may just cling to a semblance of life as long as possible. There are even rumors of an incredibly rare group of Revenants who don’t just reclaim their dead bodies but can restore them to full life and health.

Magical Ability: +1 Willpower.

Mana Pool: Base is 10+ Willpower + 4 points of Mana. Add Willpower + 4 Mana each level from 2-10, add Willpower points of Mana each level from 11-20.

Mana Recovery: Because of the Consequence of Limited Mana Recovery, a Revenant can only gain Mana points when they are locations where the Veil is lower than their Willpower score. In these locations, they may gain 3 + Willpower + Level points per hour. While in a Mana Channel or Wellspring, the Revenant does not necessarily gain Mana, but the odds are higher that the Veil will be weak. If they can recover Mana, they will receive an additional 3 points of Mana per hour in a Channel,  or 6 points per hour more in a Wellspring.

Ability: +1 Constitution.

Focus: Any 1 Constitution Focus.

Talents: Two (2) Magical Talent slots that can be used to buy either the Divination, Protection, or Spirit Arcanas.

Powers: All revenants have the Revenire Power. Also, they may choose four (4) more from this list:

  • +1 Defense
  • +1 Toughness (effective against ballistic damage)
  • Drain Mana (dying mortals)
  • -1 SP cost (minimum of 1) to any single chosen Stunt.
  • Force Multiplier (Con (Stamina))
  • Force Multiplier (Con (Tolerance))
  • Physical Boost
  • Preternatural Senses
  • Hazard Immunity (Doesn’t need to breathe)

Consequences

  • Disbelief: While using Revenance to ride around in a dead body, if your existence is discovered by ordinary people, you must immediately roll for Social Reaction at -2. You also immediately take 1 point of Backlash. For each month of your existence in this body, the severity of the Consequence increases by one level.
  • Limited Mana Recovery: Only when in areas with Veil below Willpower score or near Channels or Wellspring.
  • Marked: In some way, it is possible to determine that you are dead, even if you take care to hide this fact. Determine what could be found about you with a Perception roll at TN 13.
  • Other Limitations: Cannot heal or recover from physical Conditions without the use of Fleshcrafting Talent.
  • Other Limitations: The power of revanance does slow the decomposition process, but does not stop it. Every day, roll a Magical Test vs. TN 8 +1 for each week you’ve been in this body. Any failure causes an immediate loss of Stunt Die Health from your maximum, until the body is unusable.
  • Weakness: Any magic that strengthens the veil or wards against ghosts will also affect the Returned as if an unbound ghost.

Other Benefits (choose 2)

  • +1 Willpower
  • +1 Toughness
  • Focus: Any from Strength, Constitution, or Willpower. 

Shapeshifter

Humans have felt a kinship with animals since before we had the written word. Our first representations of beings with great powers were given the forms of animals that were greater than the creatures we spent time with in the wild. We told stories about the feats not only of real wolves or ravens or lions, but our idealized notions of these beings and the pure tenacity, cleverness, or strength represented by these creatures. In the spirit world, these stories either become or affect existing animal spirits, and over time these spirits become powerful Totems who can make bargains and grant humans some of those imagined powers of a particular animal.

Also known as werecreatures, bete, Neuri, loup-garou and lycanthropes, shapeshifters can take on the shapes and abilities of their Totem animal, as well as a hybrid form that is often used for battle. The most common animal is normally a wolf, but there are plenty of lions, jaguars, ravens, alligators, or other creatures that draw the imagination. Many shifter groups have developed specific rituals that call to certain Totems.

There are a wider variety of shifters than most people may imagine, although some are quite isolated. In many places groups of shifters with similar animal forms will tend to seek each other out. Most large cities will have a few different “tribes’ of wolves, cats, birds, or sometimes other creatures. For example, there is a community of wereotters on the Oregon coastline.) Some of these communities have lasted for a long time and assert themselves as having formal claims to power in whatever supernatural politics are taking place nearby, while others are ad hoc at best. 

Magical Ability: +1 Constitution

Mana Pool: Base is 10+ Constitution + 4 points of Mana. Add Constitution + 4 Mana each level from 2-10, add Constitution points of Mana each level from 11-20.

Mana Recovery: Because of the Consequence of Limited Mana Recovery, a Shapeshifter can only gain Mana points when they are hunting animals or spirits, or communing with their totem animals or nature, or in the light of a full moon. In these circumstances, they may gain 3 + Willpower + Level points per hour. While in a Mana Channel or Wellspring, the Shapeshifter may recover Mana normally even if their source is not available. With a Magic Test, TN 11, the Shapeshifter may add another +1d6 (for Channel) or +2d6 (for Wellspring) to this rate.

Ability: +1 to either Dexterity or Strength.

Focus: A focus in whichever Ability is chosen above.

Talents: The have a Magical Talent slot to take one rank in the Shapeshifting Aracana. They also have +1 Magical Talent for any other Arcana they wish, as long as it makes sense with the thematic focus of their Totem animal.

Powers: Choose four (4) from this list (note that Shapeshifting may allow the character to have some of these abilities in their forms. Taking this outside of your other forms means you can also use these Powers when in human form):

  • +1 Defense
  • +1 Toughness
  • +2 Speed
  • +2 Health (per level)
  • Absorb Mana
  • Force Multiplier (for any one Perception Focus)
  • Force Multiplier (for any one physical Focus)
  • Physical Boost
  • Preternatural Armor
  • Preternatural Weapons
  • Preternatural Senses
  • Survival

Consequences:

  • Instincts: Your bargain comes with powerful animal instincts. If your Backlash total is less than your Willpower score, you can usually behave as you wish although some animal behaviors appropriate to your totem can come to the fore in stressful moments. If your Backlash exceeds your Willpower, you must roll a Willpower Test, TN 8 + 2 for each level of severity, or you will lose control and act like your animal totem in a stressful situation. If your Backlash score is double your Willpower, you cannot roll to maintain control and will always have the most extreme responses to your current situation. This behavior ends when the GM deems appropriate, usually after you fall unconscious or with the sunrise
  • Limited Mana Recovery: only from hunting and killing wild animals, certain spirits, or meditating near a Channel or Wellspring that is located in a relatively natural place (a typical park won’t work, but one where it’s almost possible to lose sight of the city and you may be good enough), or while illuminated in the light of a full moon.
  • Marked: Werecreatures always have some sign of their animal nature in their human shape, and carry some sign of their human nature in the hybrid or animal forms—for example, a pattern in the fur that resembles a tattoo, or slightly elongated ears in human shape
  • Vulnerable: Attacks made with silver weapons. “Silver” here doesn’t mean just a layer of silver paint or foil but a weapon with a reasonable amount of silver within the weapon’s composition

Other Benefits (choose 2):

  • +1 Willpower
  • +1 Perception
  • +1 Toughness
  • Focus: Constitution (Stamina)
  • Focus: Constitution (Tolerance)

Vampire

The dark is full of terrors. Our species has always known that the night is haunted by hungry ghosts, the no-longer-living who desperately want to steal our lives through our blood. These stories are rooted in grim predatory entities found in the dark corners of the spirit realms. At their core, vampires made a bargain with dark powers rather than let their souls be lost to the Ghostlands. A vampire needs to use magic to mimic the functions of life but so long as they have Mana, they can pretend to be alive.

Vampires have become more common as people have gathered in cities. It is not usually necessary to kill their prey, and humans are not the only creatures they can feed on. What is necessary for them is the conduit to channel life energy as Mana, which usually requires blood or in desperate situations, raw flesh. Vampires have rituals that can help them guide chosen protégés through the moment of their death into rising again. Newborn vampires are traumatized by the deaths and resurrections and will spend some time as a mindless ghoul, trying to hunt and kill any large prey they can until they are sated. Most ghouls are watched over by their mentors until they regain their minds, which forms a bond of obligation. 

Vampires have, for millennia now, organized themselves into Lineages and Bloodlines. They have leaned into the rules of civilization more than most supernatural types. They are probably the largest group among the supernaturals, although they tend to keep to themselves—many mortals and supernaturals have had plenty of time to develop their own reasons to dislike vampires. However, even those who dislike humanity’s natural predator acknowledge that without the influence of long-lived creatures interested in organization and diplomatic games, the world would probably be even more brutal and cruel.

Magical Ability: +1 Willpower

Mana Pool: Base is 10 + Willpower + 4 points of Mana. Add Willpower + 4 Mana each level from 2-10, add Willpower points of Mana each level from 11-20.

Mana Recovery: Because of the Consequence of Limited Mana Recovery, a Vampire can only gain Mana points when they are using Drain Mana to feed on living creatures. Mana Channels and Wellsprings make no difference to their ability to recover Mana.

Ability: +1 Dexterity, Strength, and Constitution.

Focus: Perception (Seeing or Hearing).

Talents: They have two (2) Magical Talents that they can use on any Arcana they wish. They may instead exchange a Magical Talent slot for two (2) ranks in Powers.

Powers: Absorb Mana (blood, living flesh), Undying. Choose three (3) more ranks of Powers from this list:

  • +1 Defense
  • +1 Toughness
  • Force Multiplier (any one physical Focus)
  • Hazard Immunity (doesn’t need to eat or breathe)
  • Immortal
  • Physical Boost
  • Preternatural Armor
  • Preternatural Weapons
  • Preternatural Senses
  • Survival

Consequences:

  • Disbelief: While you aren’t quite the abomination a Revenant is, you are still an unliving creature and most people are immediately frightened by you. If your existence is discovered by ordinary people, you must immediately roll for Social Reaction at -2. You also immediately take 1 point of Backlash when discovered. If you are older than a normal human lifespan, you gain +1 Permanent Backlash. For each additional century, the severity of this Consequence increases by one level.
  • Instincts: Your spirit bargain is with a predator who feeds on life to survive. You can control yourself most of the time, when your Backlash score is lower than your Willpower, although in stressful situations you may find it hard to pretend to be an ordinary human. If your Backlash exceeds your Willpower, you will need a Willpower Test, TN 8+Backlash, to keep control over yourself (note the number on the Stunt Die). If you fail, you will want to drain at least 1 Mana per point on the Stunt Die before you can regain your senses. If your Backlash score is double your Willpower, you can’t roll to regain control and you will act in the most extreme ways necessary to drain the difference between Backlash and Willpower scores
  • Limited Mana Recovery: Only when using Drain Mana. Channels and Wellsprings have no effect on a vampire’s ability to recover Mana
  • Other Limitations: To wake up and appear to be a living being, the vampire must pay 1 Mana per current point of Backlash either from sunset to sunrise or sunrise to sunset. If the vampire pays at least 1 Mana but less than Backlash score, they can move and act but will be at -1 penalty for each point of difference
  • Vulnerable: Fire and wooden stakes to the heart. 
  • Weakness: When attempting to use magic (other than the basic leve needed to pretend to be alive) between sunrise and sunset, add your current Backlash score to all TNs and Mana Costs

Other Benefits (choose 2):

  • +1 Perception
  • +1 Willpower
  • +1 Toughness
  • Any one focus from any Ability enhanced by this Supernatural Type.

New Specializations

These specializations are generally only taught to people who go through a Hermetic Academy or similar kind of schooling. It is not impossible for someone who has trained independently or through other methods to develop these specializations, but several factors, especially theoretical understanding of magic, will make these self-taught people stand out.

Most of these specializations were codified and named within the Hermetic system during the Enlightenment, which accounts for the antiquated terminology and attitudes about these specializations. In the current Hermetic Tradition, there are three ranks of knowledge, roughly equivalent to Novice, Expert, and Master ranks: academe, laureate and magister.

No one, not even a mage, has to take one of these specializations, but anyone who wishes to claim the social benefits of Hermetic training must spend at least one specialization slot here. It is rare, but not unheard-of, for someone to have two magical specializations, but the only ones who are allowed to do so officially must hold the rank of Magister in one specialization.

Degrees from the schools that follow the Hermetic and Hecatean traditions are as follows:

  • Magister—a fully-trained mage with appropriate specializations but at least working knowledge of every type of magical focus, is adept with both theurgy as well as goetia, and has learned several spells, rituals, and enchantments. Only a magus may become a Magister, although there have occasional been other supernaturals who have tried and failed to complete these studies. Every Magister between the ages of 20-40 were recruited for the Imperial War and less than 30% of their numbers survived.
  • Laureate—a more-specialized practitioner which includes Supernaturals other than mages. May have studied theurgy or goetia, but it is rare that they are experts in both. Everyone with this degree or higher is assumed to have been taught the basic techniques and rules for casting Rituals. More Laureates are being educated at Academies now than before the War. Currently three times as many Laureates are being trained as Magisters.
  • Academ—Also known as “graduatus,” this rank is an innovation in formal magical training and still not widely accepted by those who care about such things. These are Supernaturals and some magus who do not have the time or talent to complete the more-advanced degrees. These academs have at least a basic grounding in the history and theory of magic, and have demonstrated skill with, Goetia or Rituals, although few show any signs of Theurgy. Some of the stuffier members of the Academy have taken to calling this rank individuals with a “technical” degree, and indeed many specialists in techne or scientia will start their careers after receiving their academ degrees.

A Magister must be at least 5th-level and have the Expert level with at least two Arcana, as well as having the Expert degree in a magical Specialization. A Laureate must be at least 3rd-level and be Expert in at least one Arcana and Novice in another. They should have a magical Specialization of some kind, although Novice level is allowed. An Academ may be 2nd-level and must have one Arcana at Expert rank, or be a Novice in two Arcana.

These titles are for social purposes only. A character may take three or more degrees in any Specialization without assuming the associated title–for example, an Avatar may be a Master-rank Healer even if the Academy will not name them magister.

Alchemist

Several centuries ago, this discipline had fallen into disrepute. Several alchemists were seen as frauds, promising gold and elixirs of health but never delivering on them. This was due in part because of a 17th-century battle between three famous alchemists, Paracelsus, Nicolas Flamel, and Jabir ibn Hayyan, who were all attempting to protect the secrets of immortality, the perfection of the human form, and creating precious metals and minerals from rubbish. Between them they eventually destroyed most of the true texts and killed several of their most promising students. It was only Sir Isaac Asimov and later, the Comte de St. Germain, who rediscovered the real formulas and formed the basis of modern alchemy. As the industrial revolution took hold, alchemy became a necessary specialization, although many in the academies still distrust it and watch its top practitioners closely.

Symbol: The alchemical representation of a philosopher’s stone, a circle inside a square inside a triangle inside a circle.

Requirements: Intelligence 3, Focus (Alchemy)

  • Novice: You may either have the ability to reroll ones with any Alchemy knowledge roll, or have +1 bonus when performing Advanced Alchemy Tests, including Rituals.
  • Expert: You may add +1 SP to any alchemy-based test that generates SP, or spend -1 Mana on Alchemy Spells or Rituals.
  • Master:  You get both Novice options, and alchemy-based magics cost -2 Mana.
  • Grandmaster: You get both Expert options, and a successful Advanced Alchemy Test in a Ritual adds +1 Threshold Success.
  • Apex: Once per Advanced Alchemy Test in a Ritual, you may add your Magical Ability to the total Threshold Successes you’ve completed.

Archer

Often referred to as “Artillery” or “Arrows” in the common parlance after the war, you are the snipers of the magical world, an expert with ranged attacks. Not incidentally, these are experts in the use of ranged weapons, especially firearms.

Symbol: Apollo’s golden bow, with flaming arrow.

Requirements: Accuracy 3, Focus (with appropriate Accuracy weapon)

  • Novice: You may either have the ability to reroll ones on any long-range attack roll, or have -1 Mana cost (and Magic Test TNs) for ranged attacks. You also add +1 to your Willpower test to successfully use a firearm.
  • Expert: The Mana cost for ranged magical attacks is -2, or you may add +1 SP to any ranged attack that generates SP. You also add +2 to your Willpower test to use firearms.
  • Master:  You get both Novice options, and when you make a successful ranged attack you automatically generate +1 SP even if you don’t roll doubles. You also add +3 to your Willpower test to use Firearms.
  • Grandmaster: You get both Expert options, as well as -2 Mana and Target Number for ranged attack Spells. You may double your Willpower score for tests to use firearms, and automatically grant those within Magical Force meters a +1 bonus to their tests to use firearms.
  • Apex: You add your Accuracy score to damage for ranged magical attacks, never have to check to use firearms, and grant others within Magical Force meters +2 to their firearms checks.

Clockmaker

You are a fabricator and an engineer, adept at using magic to help you understand, design, and create devices, which are often called techne. These techne do not have to be enchanted, but you are quite good at making enchanted items and this is usually your primary role.

The Arcana of Enchantment, Machine, or True Smithing are collectively referred to as the techne-focused magics.

Symbol: An Antikythera mechanism; two concentric circles with Greek icons, with a gear in the center.

Requirements: Int 3, Int Focus (Engineering or Tinkering) 

  • Novice: You may reroll ones when trying to decipher or design a piece of techne, or you may have -1 Mana cost or -1 Target Number when using techne magics.
  • Expert: Your techne magics (including any Ritual the GM decides applies) have -2 Mana cost or -2 Target Number, or you may spend one Mana and make a Magic Test against TN 13 to repair, reinforce, modify, or damage a machine in one round instead of requiring an Advanced Test.
  • Master: You get both Novice options, and receive +1 SP whenever you generate Stunt Points with a techne-related check, Spell, or Ritual. 
  • Grandmaster: You get both Expert options as well as the ability to quickly perform any modifications to machinery you need, in one round instead of as an Advanced test, without spending Mana. You can halve the time required to build or design machines by sending 2 Mana per work period.
  • Apex: You can modify, break, or repair techne with a Major Action rather than using a Full Round. For the cost of 3 Mana and a Magic Test at TN 15, you can jury-rig the techne to perform beyond its usual limits, function in an unusual (but still logically linked) way, or work even if it should be falling apart.

Healer

The intricacies of bodies make sense to you, and you understand how to treat diseases or injuries. Magical healing can actually be tricky at the more complicated levels, but through study and instinct, you are better at this than most practitioners.

Symbol: Caduceus staff: long pole with two snakes crossing each other once and facing each other at the top.

Requirements:  Int 3, Int Focus (Medicine)

  • Novice: You may reroll ones when making any kind of test meant to heal or treat a person’s wounds, or you may spend 1 Mana and touch a character to immediately end the Dying Condition (this does not give the character any Health).
  • Expert: You may spend up to 5 Mana and touch a target to give 1 Health per Mana spent, or you may make a TN 13 Medicine test and add the number on your Stunt Die to a character’s test to recover from a Condition.
  • Master: You get both Novice options and if you care for a character overnight, they can add your Magical Ability + Focus score as a bonus to their total Health recovered.
  • Grandmaster: You get both Expert options and you can spend 2 Mana to add your Magical Force to a character’s overnight healing.
  • Apex: You can spend 3 Mana and add your Magical Force to the Health regained during a target’s 5-minute Breather

Necromancer

The forbidden specialization. Working with the bodies of the dead and physically interacting with the Ghostlands is not commonly accepted, especially by those cultures that follow the Hermetic or Hecatean traditions. Seances and such spiritualism is a gray area, but the presence of ectoplasm and other signs of crossover are taken seriously by the authorities. Most of the major empires specifically forbid the practice and it remains illegal in the British Empire and FAC. It is allowed in only limited contexts in Egyptian, some African, and a few South American traditions, but even there these specialists are treated with suspicion and paranoia. If you’ve studied this specialization, you must be careful in almost any given society.

Symbol: Theta nigrum, a variation on the Greek letter theta, a circle with a line through the middle. The theta nigrum technically uses a diagonal line, but few make the distinction.

Requirements:  Willpower 3, Focus (Ghostlands)

Because of the rarity and extreme prejudice against necromancers, the exact benefits of this Specialization are generally not known.

Swordmaster

During and after the war, commonly referred to as “Swords,” you are an expert in combat magic. You tend to fight at close or medium ranges, leaving the long-range assaults to the Arrows. Swords have quite taken the imagination of the public and are often portrayed as the most heroic and dangerous of supernaturals.

Symbol: A sword at an angle, usually with one side on fire. Tradition has the sword point down in peacetime, point up during war.

Requirements: Fighting 3, Fighting Focus (Any one weapon)

  • Novice: You may reroll ones for any form of melee combat for which you have a Focus, or add +1 to your Defense for each Mana spent, up to a maximum of +3, ending after your next combat turn.
  • Expert: For 1 Mana, you may add +2 to the damage from one attack for which you have a Focus, or you may be able to spend 1 Mana to add your Magical Ability to your Defense for a single turn (this may take place after discovering whether the attack will hit).
  • Master: You get both Novice options and add +1 SP for any melee combat stunt when you generate Stunt Points.
  • Grandmaster: You get both Expert options and for 2 Mana may add your Magical Ability to Toughness against attacks from a weapon for which you have a Focus until your next action.
  • Apex: You can spend 2 Mana and do maximum damage with any melee attack until your next round.

Shadow

Not opnenly acknowledged by Hermetic Academies, you are adept at using magic to vanish. You make use of illusions, invisibility, and stealth to go where you are not supposed to be and learn things you aren’t meant to know. Your specialization is considered disreputable by most Supernaturals, which can cause social conflicts. Many Shadows will take the cover of a different specialization.

Symbol: Rarely displayed, the outline of an owl in flight.

Requirements: Dexterity 3, Dexterity Focus (Stealth)

  • Novice: You may reroll ones for any attempt at sneaking or hiding, or you may add +1 to attempts to deceive, either in social contexts or using spells to that end.
  • Expert: You have -1 SP cost to any single chosen Stunt related to stealth or deception, or for 1 Mana you may attempt a Stealth Test to move up to your normal speed and find a place to hide even when being observed.
  • Master: You get both Novice abilities and add +1 SP when generating Stunt Points for any stealth or deception related.
  • Grandmaster: You get both Expert abilities and, for 1 Mana, can influence people trying to find you to give up quickly: if they don’t find you in their first Perception Test, they will stop looking.
  • Apex: You can increase the amount of shadows in the area. You can spend 1 mana to add +1, to a maximum of +3, to Perception tests in a 10-meter radius.  

Shieldbearer

Usually called “Shields,” you are committed to defending people. You use protective magics to keep yourself and your charges as safe as possible, and you’ve spent a fair amount of time learning how to fight other kinds of supernaturals.

Symbol: A shield with a pentagram on it, point up. Sometimes in more ornate iconography, the shield is also adorned with Medusa’s head, representing the Aegis.

Requirements: Constitution 3, Constitution Focus (Stamina)

  • Novice: You add another +2 to Defense when using the Defend, Guard Up (without increasing penalty), or Stand Firm Actions, or for 2 Mana you may use your full Toughness score against ballistic damage until your next turn (this gives you 1 Backlash).
  • Expert: You have -1 SP cost to any single chosen Stunt that involvedsdefending yourself or others, or you may spend 1 Mana to designate a character within 3 meters of you who can use your Defense or Toughness (choose when designating protectee) score rather than their own. (If they are hit anyway, you will suffer half the damage they took)
  • Master: You receive both Novice options, and for 1 Mana you may designate a person within 3 meters of you to receive both your Defense and Toughness scores until your next turn. (If they are hit, you receive half the damage they take.)
  • Grandmaster: Both Expert options, and for 2 Mana you may add your Magical Ability to your Toughness score for the rest of the combat scene (or 10 rounds).
  • Apex: Any ally within 3 meters of you may add +3 Defense and Toughness during the combat scene. 

Summoner

Also commonly called “Binder,” you are adept at controlling spiritual entities. Many Binders work closely with Clockworkers on creating techne, embedding spirits into devices. However, in battle Binders are often considered only slightly less dangerous than Swords, and in some circles they are seen as more frightening. 

Symbol: The Seal of Solomon.

Requirements: Willpower 3, Int Focus (Arcana or Summoning)

  • Novice: You may reroll ones on any attempt to summon or bind a spirit, or you have +1 to any roll meant to understand or interact with a spirit, including Rituals.
  • Expert: You have -1 SP (minimum 1) to any single chosen Stunt involving spirit-related magics, or you have +1 to any test involving spirits (including combat attacks, but not damage).
  • Master: You get both Novice benefits as well as +1 SP when generating Stunt Points for spirit-related Spells or Rituals.
  • Grandmaster: You receive both Expert benefits as well as automatically reducing or increasing the Veil by 2 in Magical Force meters radius of you, as you choose.
  • Apex: You can spend a Conviction point to add +4 to your Magical Force when dealing with spirit, or add +4 Threshold Successes when casting a spirit-focused Ritual.

Watcher

Most Watchers do not care for their common nickname of “Peepers,” and during the war tried to push the term “Owls” for their order. You are trained to detect all kinds of magical traces, alert for traps, spirits, supernaturals in hiding, and how enchantments are put together. Watchers often end up as investigators or bodyguards.

Symbol: Eyes of an owl, or sometimes the full Athena’s owl icon.

Requirements: Perception 3, Perception Focus (Empathy, Searching, or Seeing)

  • Novice: You may reroll ones on any Perception test, or gain +1 SP when generating Perception-related Stunts.
  • Expert: You may add +1 to Perception Tests, or you may gain +1 SP when generating Stunt Points on rolls related to investigation or noticing things.
  • Master: You gain both benefits of the Novice rank and you can spend 1 Mana to add your Magical Ability to your Perception roll for the next turn.
  • Grandmaster: You gain both benefits of the Expert rank and you gain one rank of the Preternatural Senses Power. Even if you are a Mage, this power does not add to your Permanent Backlash score.
  • Apex: For 1 Mana, you may use your Magical Force as the result of your Perception Test roll.