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WtWf-MtAw MageDemo1
WtWf-MtAw MageDemo1
216
Written by Matthew McFarland. Cover art by Mike Kaluta. Playtesters:
Matt Karafa, Jeffrey Kreider, Matthew McFarland, Keith McMillin, Fred
Martin-Shultz, Dawn Wiatrowski
© 2005 White Wolf Publishing, Inc. All rights reserved. Reproduction
or reposting without the written permission of the publisher is expressly
forbidden, except for the downloading of one copy for personal use from
www.white-wolf.com. White Wolf and World of Darkness are registered
trademarks of White Wolf Publishing, Inc. Mage the Awakening,
Storytelling System, Gloria Mundi, and Gazing into You are trademarks
of White Wolf Publishing, Inc. All rights reserved. All characters, names,
places, and text herein are copyrighted by White Wolf Publishing, Inc.
The mention of or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned.
This book uses the supernatural for settings, characters, and themes.
All mystical and supernatural elements are fiction and intended for
entertainment purposes only. This book contains mature content. Reader
discretion is advised.
For a free White Wolf catalog call 1-800-454-WOLF.
Check out White Wolf online at
http://www.white-wolf.com
PRINTED IN CANADA
THE RU LES
casts into the light those things best exiled to
shadow. What’s more, a mage does well to keep
his pride in check, as pride goeth before a fall. Mage: The Awakening uses a set of rules
There’s always another mage out there with just called the Storytelling System. Many of the rules
a bit more power or who knows just a little more are introduced in the scenario proper or on the
about what’s hidden in the darkness… character sheets (special powers and so on), but
THE GAME
there are a few basics to go over first.
• Rolling Dice: When rolling dice in the
Mage: The Awakening is a Storytelling (or Storytelling System, you do not add the numbers
roleplaying) game. In it, a group of players co- together. Instead, any single die that comes up
operates to tell a story. Each player takes on the 8 or better is considered a success. You usually
role of a single mage, except for the Storyteller. need only one success to accomplish a task, but
This player essentially takes on every other role, more is always better (causing more damage in
COMBAT
able to him when he is uninjured. His Health
points are recorded in the corresponding boxes,
denoting his current state of health. (See “Health Surrounded by supernatural creatures who
and Damage” for how to mark off Health points would rather remain hidden, as well as jealous
and the effects of wound penalties.) hoarders of secrets, mages sometimes attract
• Willpower represents your character’s violence. When a fight breaks out, it can be
reserves. You can spend one point (and one important to keep track of who is doing what,
point only) of Willpower on any roll, which and how badly they are hurting each other. When
gives you three additional dice in that dice pool. that happens, follow these steps:
Alternatively, you can spend a point to raise First tell the players that their characters
your Defense trait by two against a single attack. are entering combat. Until the combat ends,
Willpower is valuable, and you regain it only for everyone acts turn-by-turn, with each character
acting in accordance with your character’s Virtue getting one chance to act each turn.
or Vice (see individual character descriptions). Next, have everyone roll Initiative, which
Willpower is ranked from 1 to 10, unlike most is the result of the roll of a single die + the
other traits. character’s Initiative modifier as listed on the
• Gnosis represents the inherent higher under- character sheet. (This is a rare case where you
standing of reality a mage has achieved. add the number that comes up on a die to the
• Mana is the amount of distilled magical value of your trait, instead of rolling a dice pool
power that currently suffuses the mage character’s and looking for a success.)
body. You spend Mana to cast or modify certain Starting with the character with the highest
spells. Initiative result and continuing on to the lowest,
• Arcana are special degrees of understanding each character gets to take a single instant action
of the Mysteries of reality. The accompanying (usually an attack). The player can choose to yield
handout explains what fundamental forces each her character’s action until later in the Initiative
Arcanum affects. queue, or until the next turn if she wishes. Resolve
• Rotes are specialized spells mages can cast, each character’s action before asking the next
based on their mastery of the Arcana. player what his character does.
• Merits are special natural edges a character If one character attacks another, the attacker’s
has, such as Contacts, Resources, or Striking player rolls the appropriate dice pool:
penalty to incoming attacks. If your character • Damage Types: There are three types of
hasn’t yet acted this turn and is willing to forgo damage—bashing, lethal, and aggravated—and
that action, he can dodge, which doubles his each is more serious than the last. Bashing
Defense for the rest of the turn. If your character damage generally results from blunt or stun-
is attacked multiple times in the same turn, ning attacks. Lethal damage generally results
however, it becomes harder for him to avoid being from cuts, gunshots, and other more serious
hurt. For every attack targeted at him after the attacks (such as an animal’s bite). Aggravated
first, reduce the character’s Defense by one (to a damage generally results from especially vile
minimum of zero). If your character is dodging, supernatural attacks.
the doubled Defense still decreases by one for • Marking Damage: When a character suffers
each additional attack. damage, the player marks off that number of
• Avoiding Damage in Ranged Combat: Health points, starting with the box under the
Defense doesn’t apply to ranged combat unless leftmost dot of his Health trait and proceeding
a ranged attacker is either close enough that he left to right. The symbol used depends on the
could just as easily attack in close combat (a few type of damage.
M AGIC
touching, and tasting) the subtle currents of
supernatural powers at work in the world. While
all mages have an innate sixth sense to detect What sets the Awakened apart from Sleepers
the presence of active powers, it does not allow is not only their deeper understanding of the
them to identify or analyze such powers. For that, Mysteries of reality, but their ability to impose
they need to enchant their senses. Although such the laws of Supernal reality on the Fallen World.
spells come in many forms, they are collectively The only word Sleepers have to describe such
called Mage Sight. Besides revealing magic and effects (inasmuch as they can even comprehend
other supernatural powers, these spells make them) is magic. Awakened mages are capable
resonance obvious to the senses. Once a Mage of literally anything they can conceive as they
Sight Spell is active, the player should can Intel- mature and grow in power, and the magic system
ligence + Occult to analyze the resonance. This of Mage: The Awakening accounts for as many
is an extended action with each roll representing possibilities as are humanly possible. This booklet
a single turn of scrutiny; it takes 5 successes to offers a somewhat stripped-down version of that
determine the basic nature of the resonance. magic system, offering a glimpse of the wonders
More successes can provide more information that are possible. For your character to cast a
at the Storyteller’s discretion. spell, follow these steps.
Finally, some Arcana can be used to sense
or analyze certain powers better than others, ST EP ONE :
PAR ADOX
the hood of a speeding car frying the driver with
lightning from his fingertips, then he jumps
off, turns a one-and-a-half twist in the air, and Paradox is the friction that exists between the
skids safely to a halt on the soles of his Chuck Fallen World and the Supernal Realms when a
Taylors while the car swerves into a newsstand mage casts a spell to impose a conflicting set of
and explodes… Well, that’s just not possible. natural laws over our preexisting one. The more
Such a spell is considered vulgar. Vulgar and often a mage works magic, and the more overtly
improbable spells have consequences in terms he does so, the more likely he is to invoke the
of cost and side effect, which are explained in force of Paradox. If the spell is vulgar or improb-
Step Three. able, the Storyteller checks for a Paradox, rolling
Magic is a dynamic and tricky thing, though, a base dice pool based on the caster’s Gnosis
and mages are not restricted to casting rotes. and modified by various conditions. For the
Their Arcana represent not only specific characters in Gloria Mundi, the characters all
achievements and ranks of rotes learned, but a have Gnosis 1, which means the Storyteller rolls
more general understanding of the broader laws a base of one die.
of nature. The more dots he has in the various The number of successes the Storyteller rolls
Arcana, the better he understands and can subse- on the Paradox roll determines the nature of the
quently change the world around him. Changing Paradox that occurs when the mage casts his spell.
the world thus with magic is called improvised With only one Paradox success, the mage loses
spellcasting, and it works somewhat differently control of his spell, affecting a different target
than simple rote spellcasting. It’s a little bit of the same type somewhere else in his sensory
harder (represented by a smaller dice pool), and range. With two successes, the mage gains a
the costs involved are different. The Arcana derangement appropriate to the circumstances
Handout that came with this packet details for one scene. With three successes, an anomaly
what sorts of effects and changes are possible at of unreality occurs for one scene (hail might fall
the provided characters’ levels of understanding. from a clear blue sky, or the streets might crack
10
11
SPRITS
(see below).
• Essence is a spirit’s lifeblood, the spiritual
Some mages deal with spirits a great deal, power without which it cannot exist. Sprits use
and spirits have slightly different traits than Essence for many activities, but every spirit spends
material beings. one point every moonrise simply to survive.
• Attributes: Rather than having nine Spirits who slip into the physical world must
Attributes like characters, spirits and ghosts spend one Essence point every hour until they
have only three. Power is used for Intelligence, can possess a host or bind themselves to an
Strength, and Presence. Finesse is used for inanimate object using their Numina.
Wits, Dexterity, and Manipulation; Resistance • Crossing Over: Unless they have a special
is used for Resolve, Stamina, and Composure. Numen, spirits can only cross into the physical
If the spirit wishes to attack, roll Power + world at a Hallow, or some other place where
Finesse (the target’s Defense is applied nor- the boundary between worlds is frail and thin.
mally), with each success infl icting one point (They can also be summoned into the physical
of lethal damage. world by certain spells.) Once across, the spirit
• Corpus is the spiritual equivalent of Health. remains ephemeral, invisible, and intangible—in
If a spirit loses all of its Corpus, it discorporates a state called “Twilight”—until it chooses to
and vanishes. It will re-form in the spirit world manifest. Doing so requires a successful roll of
in two days with one dot of Corpus, and then Power + Finesse, in which case the spirit may
heal one dot of Corpus every two days. Physi- become visible at will and may be able to speak
cal attacks can only erode a spirit’s Corpus if it or send messages depending on its nature. Even
has somehow become material or the attacker in this state, it remains immaterial and largely
benefits from a spirit power of some sort. If a immune to physical attacks.
12
P REPARING PLAY
of italicized text for you to read aloud to the
FOR players. You will also fi nd occasional sidebars
First, read through the rules at the beginning labeled “Magic Suggestions.” Getting the hang
of this document, just to get an idea of how the of the magic system in Mage can be a challenge,
mechanics of the game work. Then, have a look as most other roleplaying games that incorporate
at the character sheets beginning on p. 38, and magic require that a character choose from a list
note the characters’ different capabilities and of spells rather than using a sphere of influence.
advantages. We don’t expect you or the players These sidebars allow you to suggest effects that
to memorize everything right out of the gate, these characters can perform, but the players
but if you give the characters a quick once-over might not consider. As the chronicle progresses,
in conjunction with the rules, the numbers will you’ll see fewer of these sidebars, since you and
make more sense in game play. the players should be coming to grips with how
Let the players read over their characters’ the system works and what the parameters of
backgrounds, roleplaying hints and traits, and the different Arcana are.
13
14
15
SIS Y PHU S
most basic aspects of their minds and personas.
They might decide to change those facets, or
Jack can contact his thrall, Sisyphus, at they might decide that these foibles are part
any time during this story to demand help or of what make them human. The answer to the
information from him. Sisyphus is only slightly question varies, but the characters have to ask
older than Jack, but Awakened young and is the question to fi nd the answer.
powerful and intelligent. He isn’t terribly wise, The mood of this story is discomfort. The
though (as became obvious when he tossed his spirits that Adam’s spell unleashed can see the
soul stone into the pot at a poker game), and character’s darkest secrets and aren’t afraid to let
he trusts in his luck a little too much. His game them know it. Every character in this chronicle
traits aren’t defi ned in this story because he has committed acts of hubris of one degree or
is likely to play only a supporting role, if any. another, and now those acts are coming back
(He will play a more substantial role in future to haunt them as the spirits make them relive
installments of Gloria Mundi, though.) In their moments of weakness. Throughout this
particular, his Arcana aren’t provided, but as story, you can reinforce this mood by having
an Acanthus mage he has some proficiency in strangers stand too close for comfort, stare a
Fate and Time, equivalent to or greater than little too long, or lower their voices when the
Jack’s level of skill. characters draw near.
16
In this act, the characters find themselves a substitute—it possessed a Hallow—whereas the
targeted by hostile spirits, spirits that have an Wrath spirit has already found and possessed a
uncanny and unsettling knowledge of their mage. (The characters will meet this unfortunate
magic, their personalities, and even their true soul in the next story.)
WH AT ’S G OING ON
The story begins on a Monday night in late
April. The characters are all at home. The players
In an attempt to remove all base impulses can decide what exactly the characters are doing.
and temptations from his own soul, a powerful They might be practicing magic, walking on the
mage called Adam opened a gateway into the beach or engaging in more mundane pastimes like
spirit worlds, allowing a spiritual force into surfing the Internet or playing cards (although
the Fallen World. Unable to find the urges it playing cards with the likes of Jack might become
needed in Adam, this presence possessed his an exercise in frustration, given his prowess in
Sleeper servant, Allan. The presence split into manipulating probability). Ask each player what
seven distinct parts, each taking on a facet of his or her character is doing tonight. Also, ask
the servant’s desires. (These forces are roughly them if they have any spells such as Unseen
analogous to the seven deadly sins of Christian Aegis or Mage Sight active at the moment. Many
theology, but this distinction is simply for an easy mages activate shielding spells for the day, so it’s
frame of reference; the creatures are not demons, fine if the players choose to have such spells cast
nor is Adam a particularly pious mage.) The ahead of time. Remember that shielding spells
spirits then tore the unfortunate servant’s body like Unseen Aegis or Fortune’s Protection only
asunder, looking for a way to ground themselves last the day if the player spends a point of Mana
in the Fallen World. for the character, but if such spells are cast at a
Adam tried to stop the spirits from escaping, Hallow, the mage avoids this cost. As such, if
but they fought him and left him crippled in body the characters wish to have a shielding spell up
and soul before fleeing his Sanctum. They require for the entire day, the only thing you need to
human hosts to anchor them to our world, and nail down is when the spell was originally cast.
they learned from their experience with Adam’s Twenty-four hours from that point, the spell falls
servant that Sleepers’ minds do not possess the and the character needs to reactivate it.
energy (Mana) that they need. As such, they If the characters are together for whatever
spread out to look for Awakened minds that reason, let them interact for a few minutes.
resonated with their specific desires. In game When you and the players are ready, proceed
terms, each spirit needs to find a mage with the from this point.
appropriate Vice. One of the spirits (Sloth) found Read the following aloud:
17
18
19
SCENE TWO :
but lose Corpus from the attacks. In addition,
the spirits emit small signs of their true natures
F INDING ADAM
when attacked. For instance, if the Gluttony-spirit
loses Corpus, it might give off the scent of food,
probably unnecessary dessert or snack food, while In this scene, the characters regroup and plan
loose change falls to the ground if the Greed-spirit their next move, eventually tracking the spirits
takes damage. (This money disappears when the back to Adam.
spirit flees.) The sound of applause might fill the Let the players discuss what just happened.
air when a character harms the Pride-spirit, while They will probably note that each of the spirits
shrieks and moans accompany the Lust-spirit’s seemed to reflect a negative quality present in that
wounds. The Envy-spirit might grow small upon spirit’s target, and this might lead players to the
being struck, or the area damaged might turn a very logical conclusion that these spirits were sent
poisonous green for a moment. specifically to find and attack them. The cabal has
During the fight, the spirits don’t acknowledge no enemies that it knows of, however. If Ogma
each other or any mage except the ones who noticed that the spirits were adapting themselves
share their individual Vices. They plead with to fit the characters, he might surmise that the
those mages, however, asking them to surrender creatures didn’t hunt down the cabal specifically,
and help them. The spirits beg the mages not to but just imprinted on the first group of mages
“make them return” or “send them back,” and they came across.
what’s worse, they call the mages by their birth The following are a few examples of tactics
names rather than by their Shadow Names. The and directions the characters might take, along
Envy-spirit also whistles as it attacks Jack, which with their results. Be aware, though, that players
means you can (and should) take advantage of invariably come up with courses of action that
the bane dice from his Destiny Merit. you (and we) can’t anticipate, so be prepared to
Each spirit discorporates and flees after it has improvise a bit.
taken five points of damage. All of the spirits flee • Contact the Consilium: Tyrrhenus might de-
after two turns of combat in any event, unless no cide to contact the Boston Consilium and let them
spirit has taken any damage by that point, in which know what has occurred. He is only acknowledged
case they keep fighting until one of them takes by the hierarchy there, though, so he doesn’t have
five points of damage. When the characters have enough clout to get through to anyone terribly
won the fight, proceed from this point. important. His contact in the Consilium is an
Read the following: acolyte, a woman named Frances. Frances serves
20
21
22
23
24
25
26
SCENE ONE: F INDING The characters might well point out that
SPIRIT
Wrath has the potential to cause more
T HE damage than Sloth, and is apt to be easier
Finding the Sloth-spirit isn’t as easy as it would to find in any case. They can look for Wrath
seem. The spirit, true to its nature, is subtle and if they like, but they find that their magical
insidious, and its resonance is extremely difficult attempts to find this spirit are swallowed up
to track. Using magic to track it doesn’t work well, in the Sinkhole, just as if they were searching
because the Sinkhole sucks in any magic that comes for Sloth. The Sinkhole is greedy for magic,
near it, including magic meant to unveil or detect and since the Vice-spirits are all linked, they
it. Characters using Space, Time, Fate, Prime, or all share the knowledge of the characters’
Mind in the same manner as described previously names and resonances, allowing the Sloth-
when searching for Adam find that their limbs feel spirit to absorb their magic, now that it has
heavy for a few seconds, and then they lose their had time to settle into its new home.
bearings as though drunk. The character can
snap himself out of this state easily enough, but • Find nearby mages: None of the characters
he cannot get a bead on the Sloth-spirit. know about any other local mages, but Tyrrhenus
The characters can apply logic to find the spirit, can contact the Boston Consilium to find out
however. Allow them to discuss where the spirit if any others are known to live in Quincy. He
might have gone. They should realize fairly quickly discovers, however, that the Consilium does not
that the spirit probably didn’t flee too far, being know of any.
a spirit of inaction and laziness. (You can allow a • Find nearby Hallows: The characters have
player to make a Wits + Intelligence roll to figure several options for finding Hallows near to Adam’s
this out if no one realizes it.) It still needs a source home. Most orders of mages keep track of Hallows
of energy, of course, but given its nature, it would in a given area, though the Mysterium has the most
probably prefer to let its food come to it rather than extensive records. Niamh can ask, but finding the
go out “hunting.” As such, the characters should information requires some convincing on her part.
look for any sources of Mana in the immediate Have her player roll Manipulation + Persuasion
27
28
29
30
31
32
33
—Ogma can use Emotional Urging on the If the characters drain the spirit’s Essence
spirit to infuse it with resonance antithetical before exhausting the last of its Corpus, it melts
to its nature. Ogma’s player must subtract the away into nothingness. If they destroy its Corpus
spirit’s Defense rating from the spell’s dice pool, while it still has Essence remaining, however, it
but every success he achieves drains a point of bursts in a shower of warm water. Have Morrigan
Essence. The spirit singles out Ogma for exclusive and Niamh’s players roll Intelligence + Occult.
attack once he successfully uses the spell in this If this roll succeeds, they know that the spirit is
manner, though. not gone for good, but merely out of their reach
—Niamh can put out a general summons to for the time being.
nearby spirits of movement and ambition (this is Once the spirit is gone, the characters need
an improvised spell; roll Spirit + Gnosis). If she to quickly slip through the gateway and become
succeeds, such spirits arrive the following turn material beings again before it closes.
F AILURE
and begin to pick apart the Sloth-spirit, which
loses one Essence per success on the roll.
The ghost of the man who died at the park If the spirit escapes, the characters have failed
does not attack the spirit directly, but he helps in their task and allowed a potentially dangerous
keep the characters from succumbing to the being to get away from them. Have each player roll
Sloth-spirit’s Influence. The characters feel a four dice. If this roll fails, the character loses a dot
constant undercurrent of fear and discomfort, of Wisdom (Morrigan’s player is exempt from this
the product of the ghost’s powers. While this roll, since her character is not morally bothered
is not a pleasant experience, it does keep the by the spirit’s escape). Any character who loses
characters alert enough that the Sloth-spirit can’t a dot of Wisdom runs an additional risk; have
simply make them too lazy to fight. the player roll the new Wisdom rating. If this
34
A F T ERMAT H
chronicle picks up exactly where this one leaves
off, so the characters won’t have time to rest or
After the characters have finished with the heal (but also still have access to any lingering
Sloth-spirit, they probably either return to Adam’s magical effects).
DR AMAT IS
Paul Kresham to our ICU. His house caught fire.
He would like you to visit him as soon as possible.”
P ERSONAE
The orderly then hangs up.
Stop reading aloud.
The characters also receive this cell phone
call if they decide to chase after the Wrath- Following are descriptions of Adam and
spirit, despite being tired and drained from the Vice-spirits. We’ve provided full traits for
their ordeal. Adam even though he isn’t likely to need them
This cliffhanger ending is deliberate. Hope- in this story, just to give the Storyteller a frame
fully, it will entice the players to return for the of reference for how powerful a mage he is and
next installment of Gloria Mundi. Don’t allow therefore how powerful the Vice-spirits are when
the characters to take any action once they hear working together.
35
36
37
MERITS
Veil. He gains +1 to any magical rote that involves
Investigation, Stealth, or Subterfuge.
Mana: Ogma can spend a single Mana per turn. He Enhanced Item: Ogma carries five magically
begins play with seven Mana. enhanced steel cards. As thrown weapons, they add
Pattern Scourging and Restoration: Ogma can use two dice to his pool. Each success inflicts one point of
Mana to heal himself, and conversely draw Mana from lethal damage. Ogma also uses them to draw blood for
his very flesh, as an instant action. See pp. 8-9. sympathetic magic.
Unseen Sense: Roll Wits + Composure as a reflex- High Speech: Ogma knows the rudiments of At-
ive action for Ogma to sense the presence of an active lantean High Speech. High Speech can be spoken and
supernatural force. comprehended only by the Awakened.
Spellcasting: Ogma’s ruling Arcana are Mind and Quick Draw: Ogma can draw and throw a card as
Space. To cast an improvised spell, roll Gnosis + the one instant action.
relevant Arcanum and spend one Mana unless it is a Mind Resources: At any given time, Ogma has roughly
or Space spell. (See the “Arcana Capabilities” sheet for $500 to burn.
possible effects.) Ogma also knows the following rotes: Status (Boston Police): Ogma has access to police
• Emotional Urging (Mind ••): Ogma can project records and personnel, and he can enter police precincts
emotions that last for one scene. He does so to encourage without question. He is not licensed to carry a firearm.
fear and forgetfulness in Sleepers. Roll Wits + Empathy + Status (Guardians of the Veil): Ogma is a member
Mind (seven dice), while the Storyteller rolls the target’s of the Guardians of the Veil.
38
P H Y SICAL F L AWS
OOOOOOOOOOOO
WISDOM
(-1 unskilled)
_____________________ ooooo
(THROWING) ooooo
Athletics _____________
Brawl ________________ ooooo
_____________________ ooooo 10 ________________________ o
Drive ________________ ooooo
_____________________ ooooo 9_________________________ o
Firearms _____________ ooooo
8_________________________
Size ________________________ 7_________________________
o
Larceny ______________ ooooo
o
3
Defense _____________________ 6_________________________ o
Stealth _______________ ooooo
5
Initiative Mod ________________
5_________________________ o
Survival ______________ ooooo 4_________________________ o
Weaponry ____________ ooooo 9
Speed _______________________
3_________________________ o
2_________________________ o
SOCIAL
(-1 unskilled)
Experience __________________ 1_________________________ o
ARCANA ROT ES
Animal Ken __________ ooooo
Empathy _____________ ooooo DEATH
_____________________ EMOTIONAL URGING (MIND 2)
ooooo ____________________________
Expression ____________ ooooo FATE
_____________________ INTERCONNECTIONS (FATE 1)
ooooo ____________________________
Intimidation __________ ooooo MIND
_____________________ SHADOW SCULPTING (DEATH 1)
ooooo ____________________________
Persuasion ____________ ooooo SPACE
_____________________ SPATIAL MAP (SPACE 1)
ooooo ____________________________
(BEER & WINE) ooooo
Socialize _____________ THIRD EYE (MIND 1)
_____________________ ooooo ____________________________
Streetwise ____________ ooooo _____________________ ooooo ____________________________
Subterfuge ____________ ooooo _____________________ ooooo ____________________________
39
MERITS
else’s expense and at some risk to himself.
M AGICAL A BILIT IES Contacts (Mafia): Tony can find information about
Path: Tyrrhenus’ path is Obrimos. Such mages see Boston’s criminal underworld, although he’s not tight
themselves as manifestations of some Divine will. enough with his family to get physical aid.
Order: He belongs to the Silver Ladder. Tyrrhenus Dream: Once per game session, Tony can lose himself
gains +1 to any magical rote that involves Expression, in prayer. Roll his Wits + Composure (five dice). If the roll
Persuasion, or Subterfuge. succeeds, the Storyteller must give two clues on whatever
Mana: Tyrrhenus can spend a single Mana per turn. topic Tyrrhenus is praying about. They must be interpreted,
He begins play with seven Mana. however, unless the Storyteller rolls an exceptional success,
Pattern Scourging and Restoration: Tyrrhenus can in which case she will offer some clarification.
use Mana to heal himself and conversely draw Mana from High Speech: Tyrrhenus knows the rudiments of
his very flesh, either as an instant action. See pp. 8-9. Atlantean High Speech. High Speech can be spoken
Unseen Sense: Roll Wits + Composure as a reflexive and comprehended only by the Awakened.
action for Tyrrhennus to sense the presence of an active Iron Stamina: Tyrrhenus is resilient and hard to
supernatural force. hurt. His wound penalties are reduced (as shown on
Spellcasting: Tyrrhenus’ ruling Arcana are Forces his character sheet).
and Prime. To cast an improvised spell, roll Gnosis + Status (Consilium): Tyrrhenus is a known figure in
the relevant Arcanum and spend one Mana unless it is Boston’s Consilium. He can speak for the cabal and find
a Forces or Prime spell. (See the “Arcana Capabilities” information without being ignored or patronized.
sheet for possible improvised spell effects.) He knows Status (Silver Ladder): Tyrrhenus is a member of
the following rotes. the Silver Ladder.
40
P H Y SICAL F L AWS
OOOOOOOOOOOO
WISDOM
(-1 unskilled)
_____________________ ooooo
Athletics _____________ ooooo
Brawl ________________ ooooo
_____________________ ooooo 10 ________________________ o
Drive ________________ ooooo
_____________________ ooooo 9_________________________ o
Firearms _____________ ooooo
8_________________________
Size ________________________ 7_________________________
o
Larceny ______________ ooooo
o
2
Defense _____________________ 6_________________________ o
Stealth _______________ ooooo
4
Initiative Mod ________________
5_________________________ o
Survival ______________ ooooo 4_________________________ o
(BLACKJACK) ooooo
Weaponry ____________ 10
Speed _______________________
3_________________________ o
2_________________________ o
SOCIAL
(-1 unskilled)
Experience __________________ 1_________________________ o
ARCANA ROT ES
Animal Ken __________ ooooo
Empathy _____________ ooooo FATE
_____________________ COUNTERSPELL PRIME (PRIME 2)
ooooo ____________________________
Expression ____________ ooooo FORCES
_____________________ KINETIC BLOW (FORCES 2)
ooooo ____________________________
Intimidation __________ ooooo MATTER
_____________________ SUPERNATURAL VISION (PRIME 1)
ooooo ____________________________
Persuasion ____________ ooooo PRIME
_____________________ WINDS OF CHANCE (FATE 1)
ooooo ____________________________
Socialize _____________ ooooo _____________________ ooooo ____________________________
(MAFIA) ooooo
Streetwise ____________ _____________________ ooooo ____________________________
Subterfuge ____________ ooooo _____________________ ooooo ____________________________
41
ART HUR
See pp. 8-9.
Unseen Sense: Roll Wits + Composure as a reflexive
Quote: Rise. action for Morrigan to sense the presence of an active
Background: While studying pathology in college, supernatural force.
Cecelia Arthur spent her time reading about death and Spellcasting: Morrigan’s ruling Arcana are Death
alchemy. One day while walking through a cemetery, and Matter. To cast an improvised spell in any of these
she found herself on a long, winding path that led to an Arcana, roll Gnosis + the relevant Arcanum and spend
immense tower. She didn’t have the strength to complete one Mana unless it is a Death or Matter spell. (See the
the journey alone, so she called up the bodies of the dead “Arcana Capabilities” sheet for possible improvised spell
to carry her. They transported her to the Watchtower effects.) She knows the following rotes.
of Stygia, where she inscribed her name. • Exorcist’s Eye (Spirit •): Morrigan can detect a
Cecelia then joined the Adamantine Arrow until a ghost or spirit possessing a terrestrial being or object.
conflict of interest led to a falling out with her mentor. Roll Wits + Occult + Spirit (six dice). This spell
She cast about the Boston area looking for someplace is Covert.
to continue her studies. She joined Lira Hennessy in • Grim Sight (Death •): Morrigan sees the weight of
forming a cabal, taking the shadow name Morrigan, death around a person—i.e., if he has suffered the loss
the Irish war-goddess. of many loved ones or killed many people. This sight
Description: Morrigan is lanky, with a sallow also applies to things or places. Roll Wits + Occult +
complexion. She smiles easily, though, and rarely Death (eight dice) to cast the spell and Intelligence +
wears black. Occult (seven dice) to analyze the resonance it reveals.
Roleplaying Hints: Nothing gives you greater sat- This Mage Sight spell is Covert.
isfaction than watching one of your undead servants • Quicken Corpse (Death •••): Morrigan can
perform its tasks. Your former mentor warned you raise a human corpse as a zombie and force it to do her
about the price of hubris, but you’re used to getting bidding. Such creatures obey Morrigan’s will without
your way. pain or fatigue (or abstract thought). The Storyteller
Equipment: SUV, digging equipment, pistol, extra makes any rolls for zombies, assuming a 2 in any Physical
clip, police scanner, ready cash, dirt-stained notebook Attribute and 1 in any other. Roll Presence + Persuasion
Virtue/Vice: Morrigan’s Virtue is Temperance. She + Death (six dice). This spell is Vulgar, so it carries
regains all spent Willpower when she resists a tempta- the chance of a Paradox.
tion to indulge in an excess of any behavior, despite • Unseen Aegis (Matter ••): This spell subtly defend
any rewards it offers. Her Vice is Pride. She regains a mage. Air forms a “cushion” to blunt the inertia of an
one Willpower point at the end of any scene in which incoming fist, for instance. This spell lasts for one scene,
she exerts her own wants (not needs) over others at but if you spend a point of Mana when it is cast, it lasts
some risk to herself. for one day. Using it, Morrigan has an armor rating of
2, meaning that all incoming physical attacks suffer an
M AGICAL A BILIT IES additional –2 penalty. Roll Intelligence + Occult +
Path: Morrigan is a Moros (or Necromancer), and Matter (nine dice). This spell is Covert.
MERITS
such mages are typically interested in transformation
and transition.
Order: Morrigan is a member of the Adamantine High Speech: Morrigan knows the rudiments of
Arrow. She gains +1 to any magical rote that involves Atlantean High Speech. High Speech can be spoken
Athletics, Intimidation, or Medicine. and comprehended only by the Awakened.
Mana: Morrigan can spend a single Mana per turn. Resources: Cecelia has easy access to $10,000
She begins play with six Mana. a month.
Pattern Scourging and Restoration: Morrigan Status (Adamantine Arrow): Morrigan is a member
can use Mana to heal herself and conversely draw of the Adamantine Arrow.
42
P H Y SICAL F L AWS
OOOOOOOOOOOO
WISDOM
(-1 unskilled)
_____________________ ooooo
Athletics _____________ ooooo
Brawl ________________ ooooo
_____________________ ooooo 10 ________________________ o
(OFF-ROAD) ooooo
Drive ________________
_____________________ ooooo 9_________________________ o
Firearms _____________ ooooo
8_________________________
Size ________________________ 7_________________________
o
Larceny ______________ ooooo
o
2
Defense _____________________ 6_________________________ o
Stealth _______________ ooooo
5
Initiative Mod ________________
5_________________________ o
Survival ______________ ooooo 4_________________________ o
Weaponry ____________ ooooo 10
Speed _______________________
3_________________________ o
2_________________________ o
SOCIAL
(-1 unskilled)
Experience __________________ 1_________________________ o
ARCANA ROT ES
Animal Ken __________ ooooo
Empathy _____________ ooooo DEATH
_____________________ EXORCIST’S E YE (SPIRIT 1)
ooooo ____________________________
Expression ____________ ooooo MATTER
_____________________ GRIM SIGHT (DEATH 1)
ooooo ____________________________
Intimidation __________ ooooo S PIRIT
_____________________ Q UICKEN CORPSE (DEATH 3)
ooooo ____________________________
Persuasion ____________ ooooo UNSEEN A EGIS (MATTER 2)
_____________________ ooooo ____________________________
Socialize _____________ ooooo _____________________ ooooo ____________________________
(CEMETERIES) ooooo
Streetwise ____________ _____________________ ooooo ____________________________
Subterfuge ____________ ooooo _____________________ ooooo ____________________________
43
44
P H Y SICAL F L AWS
OOOOOOOOOOOO
WISDOM
(-1 unskilled)
_____________________ ooooo
Athletics _____________ ooooo
Brawl ________________ ooooo
_____________________ ooooo 10 ________________________ o
Drive ________________ ooooo
_____________________ ooooo 9_________________________ o
Firearms _____________ ooooo
8_________________________
Size ________________________ 7_________________________
o
Larceny ______________ ooooo
o
2
Defense _____________________ 6_________________________ o
(C ROWDS) ooooo
Stealth _______________ 5_________________________ o
5
Initiative Mod ________________
Survival ______________ ooooo 4_________________________ o
Weaponry ____________ ooooo 9
Speed _______________________
3_________________________ o
2_________________________ o
SOCIAL
(-1 unskilled)
Experience __________________ 1_________________________ o
ARCANA ROT ES
Animal Ken __________ ooooo
Empathy _____________ ooooo FATE
_____________________ GLIMPSING THE FUTURE (TIME 2)
ooooo ____________________________
(SINGING) ooooo
Expression ____________ FORCES
_____________________ MOMENTARY FLUX (TIME 1)
ooooo ____________________________
Intimidation __________ ooooo SPACE
_____________________ SECOND SIGHT (SPIRIT 1)
ooooo ____________________________
Persuasion ____________ ooooo TIME
_____________________ SELF-HEALING (LIFE 2)
ooooo ____________________________
Socialize _____________ ooooo _____________________ ooooo ____________________________
Streetwise ____________ ooooo _____________________ ooooo ____________________________
Subterfuge ____________ ooooo _____________________ ooooo ____________________________
45
46
P H Y SICAL F L AWS
OOOOOOOOOOOO
WISDOM
(-1 unskilled)
_____________________ ooooo
(SWIMMING) ooooo
Athletics _____________
Brawl ________________ ooooo
_____________________ ooooo 10 ________________________ o
(BOA TS) ooooo
Drive ________________
_____________________ ooooo 9_________________________ o
Firearms _____________ ooooo
8_________________________
Size ________________________ 7_________________________
o
Larceny ______________ ooooo
o
2
Defense _____________________ 6_________________________ o
Stealth _______________ ooooo
6
Initiative Mod ________________
5_________________________ o
Survival ______________ ooooo 4_________________________ o
Weaponry ____________ ooooo 10
Speed _______________________
3_________________________ o
2_________________________ o
SOCIAL
(-1 unskilled)
Experience __________________ 1_________________________ o
ARCANA ROT ES
Animal Ken __________ ooooo
Empathy _____________ ooooo LIFE
_____________________ GLIMPSING AT THE FUTURE (TIME 2)
ooooo ____________________________
Expression ____________ ooooo SPIRIT
_____________________ MOMENTARY FLUX (TIME 1)
ooooo ____________________________
Intimidation __________ ooooo TIME
_____________________ SECOND SIGHT (SPIRIT 1)
ooooo ____________________________
(SEDUCTION) ooooo
Persuasion ____________ SELF-HEALING (LIFE 2)
_____________________ ooooo ____________________________
Socialize _____________ ooooo _____________________ ooooo ____________________________
Streetwise ____________ ooooo _____________________ ooooo ____________________________
Subterfuge ____________ ooooo _____________________ ooooo ____________________________
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