House Rules

From Ascension Sojourns

General Rules


The more injured you are, the longer it takes to recover from those injuries. Game-wise, the Recovery Times listed on the Healing Damage chart add up. Example: If you have 2 level of lethal damage, it takes you 4 days to recover ( one day + three days).

Types of Damage:
Bashing: "...painful but survivable trauma, bashing damage represents the effects of blunt impact, short falls, psychic attacks, fistfight injuries, knockout gas, minor illness, most types of drugs, and other pains that the average person might walk away from. Story-wise, bashing damage comes across as bloody noses, bruises, aching joints, blurry vision, and so forth. It’s possible to die from bashing damage, but it’s not likely. Most characters can at least try to soak bashing damage – that is, absorb it with the Stamina "

Lethal: Lethal damage depicts the harm dealt out by guns, blades, long falls, sharp impacts, electrical burns, puncture wounds, deadly poisons, fatal diseases, and other harbingers of mortality. ... the average character cannot soak lethal damage. This type is likely to be the death of him.

Aggravated: “Agg damage” represents the most horrific injuries a person can sustain: fire, acid, virulent toxins, vampire fangs, radiation, explosions, and similar physical atrocities. On a metaphysical level, such damage tears apart the Pattern that binds a living thing together… and so, it follows that Life 3 and Entropy 4 Effects inflict aggravated damage by unweaving that Pattern. Thankfully, Life 3 can also reweave a damaged Pattern; such treatment demands vulgar magick and a point of Quintessence per health level healed, but it’s an improvement over dying.

Like lethal damage, aggravated damage cannot be soaked by most physical beings. Certain types of protection – armor plating, substances that have been hardened with Matter and Prime magick, or incredibly dense materials like lead vaults or steel bulkheads – can resist aggravated damage, but normal flesh cannot. Only time and magick can heal such harm; medical care provides long-term treatment but can’t patch it up with short-term First Aid.

Healing Damage

Bashing Damage
Health Level Recovery Time*   Health Level Recovery Time*
Bruised to Wounded One hour Crippled Six hours
Mauled Three hours Incapacitated 12 hours
Lethal and Aggravated Damage
Bruised One day Mauled Two months
Hurt Three days Crippled Three months
Injured One week Incapacitated Five months
Wounded One month

Health Chart

Health Levels Dice Pool
Movement Penalty
Bruised 0 Minor pain and swelling; he’s banged up but otherwise fine.
Hurt -1 Cuts, bruises, aches, perhaps bleeding but no major impairment.
Injured -1 Minor, painful injuries limit the character to half his normal movement.
Wounded -2 Notable injuries handicap him; the character can’t run but may still walk.
Mauled -2 Significant internal and external damage; character can hobble around (three

yards/ turn) but not move normally.

Crippled -5 Catastrophic injuries; character can only crawl (one yard/ turn).
Incapacitated N/A Character is unconscious from pain and trauma; no movement possible.
Dead N/A Another soul greets the Great Mystery.
  • Does not affect Avatar, soak, or Arete rolls

Family Life

[Read about Family life here.]
Also [see In-Character News for even more info.]

House Rules - Mage

Other Mage References
Mage Chargen Info Mage Charts House Rules - you are here General Mage Help

Suspended - Arete Wait Time for Raises

**Arete wait times are suspended as of 12/13/23. This will be revisited later as the  game grows. ** 

**IC Seekings are still required to advance.

**Chargen caps Arete at 3.

We have put into place waiting times between Arete increases as follows.
The MENTOR BACKGROUND may be used to reduce this wait time. For the sake of making this useful,
all Mentors (regardless of rating) are considered to have Arete 5, and can teach up to Arete 5.

Mechanic: GM will roll your Mentor rating diff 8 once for each month of wait time. Each

success will reduce wait time by 1 month. Wait time can not be 0, if rolls would reduce to 0, wait
time is 1 month. You have to spend some time studying. Caveat: If your mentor botches any roll
then no more rolls will be made. You will still benefit from any previous successes rolled. It is
possible for a mentor to be entirely unhelpful in which case the wait times below apply.

Studying from a suitable Grimoire may reduce your Xp cost. Grimoires for Arete 5+ are nearly impossible to find.

Arete Waiting Times from Last Increase
Rating Time   Rating Time
1 1 month 5 8 months
2 2 months 6* & 7* 10 months each
3 4 months 8* & 9* 1 year for each level
4 6 months 10* 2 years

These waiting times are on RL time, not IC time which may run on 1:1 time ratio or faster.

  • May be reviewed at a later date when it/if it actually comes into play.
  • This chart may be altered at Staff Discretion for game balance.

Staff may also elect to let a player raise arete beyond 5 on a case-by-case basis. An Arete 6+ character must have a player who is responsible and has made significant contributions to the game as a whole. It is expected that the player be in good standing and productive part of the sphere to go that far.*

Suspended - Sphere Learning Times

** Sphere Learning Times are currently suspended, and will be revisited at a later date as the game grows. As of 12/13/2023.**

Wait time is measured from last XP spend on ANY sphere. Wait time also apply to your first Xp spend on a sphere after chargen approval.

Arete requirements and XP requirements must be met for sphere increases.

Example 1: If you bought Forces 1 on April 1, 2023, then want to buy Life 4, you can do so on August 1, 2023.

Example 2: If you bought Mind 3 on April 1, 2023, then want to buy Prime 1, you can do so May 1, 2023.

Example 3: You were approved for rp on 10/11/23, you put in for your first xp spend on a sphere for Spirit 2 on 12/13/23, your wait time is 1 month. This starts the clock for future xp spends you may wish.

Level Wait Time
1 1 month
2 1 month
3 2 months
4 6 months
5 8 Months
    • May be altered for game balance at staff discretion.

Mentor Background may reduce your wait time. Ask staff for a mentor roll. Each Success reduces wait time by 1 month. Where wait time would be reduced to 0, minimum wait time is 1 month.

Library finding a suitable Grimoire in a library may also reduce your Xp cost, at staff discretion. Contact Staff (There are currently no Grimoires in play as of 4/9/23.)

XP Chart
New Sphere: 10 xp
Affinity Sphere: current x 7xp
Other Sphere: current x 8xp

Avatar (Background)

For those that like to write a rich and varied character story.
The number of mages coming out of chargen with Avatar 5 will be monitored.
Take the level of this Background that makes sense for your character, don't cheat the system.
Avatar is a background you must buy in chargen to be a mage. This rating stops at 5 in chargen. The rating you buy in
chargen is all you have

Once a mage reaches Arete 6, they may begin raising their Avatar rating. They can elect this as part of their Seekings
or pursue it in-between seekings with logs supporting their personal PrP to do so.
This isn't meant to be an easy feat. As such XP cost for raising Avatar is NEW x 8.
To raise Avatar Background in this manner requires a minimum of 1 year between Avatar raises.
Time may be reduced at staff discretion at the completion of TP handled by staff.
All required XP cost must be available for spend by end of TP.

Currently this House Rule for Avatar will stop at raising avatar to 5.
Avatar above 5 maybe be opened in the future as staff sees how the game plays.

Avatar Xp Chart

+Avatar XP Chart Staff Discretion
for Play Testing
Avatar Rating XP Cost Avatar Rating XP Cost
1 to 2 16xp 5 to 6 48 xp
2 to 3 24xp 6 to 7 56 xp
3 to 4 32xp 7 to 8 64 xp
4 to 5 40xp 8 to 9 72 xp
9 to 10 80xp


Ref: M20 pg 587 - 588

Standard Foci

"Despite the march of science, certain symbols have become so deeply ingrained in the Consensus that they could
be called standard instruments. Such tools provide the default focus for mystic or hypertech training and practices.
In game terms, a standard tool offers no bonus or penalty....

You might incur a penalty if you work without one, or receive a bonus if you use one in an especially significant manner.
For the most part, though, these instruments simply provide the appropriate toolkit for a mage’s practice."

Personal Foci

Certain mages employ personalized or unique tools – a lucky baseball, rowan wand, hand-built guitar, and so forth.
Such personalized instruments resonate with the mage who employs them. There is, perhaps, a touch of Resonance
between such symbols and an individual character. In game terms, a personal tool reflects that character’s connection,
to a Sphere – a bridge between artist and Art....

The personal tool represents your mage’s original training and connection with the Sphere in question.
In return for sticking close to your roots, you can reduce by -1 the difficulty of a roll that employs that Sphere.
After all, that instrument is significant to your mage, so he employs it as if it were a significant tool.

Unique Foci

This tool really is one of a kind, and if the mage loses it, he also loses a vital connection to his Arts. Unlike
other kinds of tools, a unique instrument must be something your mage can lose: a fiddle crafted by your dead
grandfather, a locket with your mentor’s last portrait, a shirt given to you by a now-lost lover, and so forth.

Game-wise, a unique instrument reduces the difficulty of your Arete roll by -1 when you work with a particular Sphere.
If that tool is both personal and unique (or significant and unique), then it reduces the difficulty by -2. Only your mage can
use that instrument in such a way. That fiddle might sound great, but it truly sings in your mage’s hands alone.
If your character loses that unique instrument or finds herself working without it, then she’s essentially Working
Without Focus.

Note: Personal and unique meaning that if lost, and if it could be replaced, it wouldn't hold the same emotional connection to you. If you lose your wedding band you can buy a new one, but you'll forever know it wasn't the one that you received on your wedding day.


Mentor Background must be justified at chargen.

  • A mentor is considered to be Arete 5, and a Master in <mentor rating # of spheres>.
  • Mentor Background may help reduce wait time between Arete and sphere increases.
  • May help (with ST approval) raise Avatar rating
  • May help learn out-of-sphere lores. (st approval)

If we put Arete 6+ into play, the mentor will be useless for to you ICly for increasing your Arete as they can no longer tutor you on your journey.
It is time to leave them. You may +request to EITHER have this background reimbursed (removed from sheet at CHARGEN
COSTS. (Ie. 1 xp per dot) OR have this Mentor turned into an equivalent Ally. (Ie: Mentor 5 turned into 1 - 5dot Ally, or Contact)

PC Instructor - Reduces Xp Cost

Reduces XP requirement of Student. Role-play enforced. Abilities Only (Talent/Skill/Knowledges)

Player-Characters are eligible to buy the Instruction skill at their leisure during game play and they are also encouraged to provide RP and be the source of learning for many characters. An Instructor is sometimes available based upon what is being learned, and only at the whim of the player who is responsible for the character.

  • Student may decide to end lessons at any time.

TO use this method please submit a +xpsubmit similiar to the example:

+xpsubmit <your character: stat>=Teacher: <teacher name>%RDuration: <# of months>

Example 1: +xpsubmit Marty:Computer 2=Teacher: McFly%RDuration: 1 month
Example 2: +xpsubmit Becca:Empathy 3=Teacher: McGonagal%RDuration: Till Xp cost reduced to 1 xp (or other amount of xp reduction)


Teaching rolls are made monthly, you can't decide after 2 weeks to stop taking lessons with an instructor and expect to get any benefit from this.
Consider that you are contractually obligated ICly complete whatever month you have started. One full learning log is required for this method. If there are OOC reasons why you want, or need, to end this relationship, contact staff.

  • Student-Instructor relationship may continue till xp cost is lowered to 1.

You, as the player, must weight which is more important to you. Lowered XP cost or a quick xp-spend in the xp room. The choice is yours, but you can't have both.

  • Instructors may only teach 1 topic to 1 character per month.
  • Instructors can only teach up to their rating minus one in any Talent, Skill or Knowledge they know.

(ie: Singing 2, they can only teach singing 1)

  • A Mage Instructor may teach outside lores at their discretion. (ICA=ICC if someone finds out ICly and takes offense)
  • Role-playing log requirement is 1 teaching/learning log per month to match teaching roll.

The point of having an PC Instructor is to have role-play, not having staff making rolls behind the scenes.

Mechanics: GM rolls(or oversees the roll): One roll is made per month of study
Instructor's Manipulation + Instructions=(diff 11-student's intelligence)

  1. of Successes = XP discount.

May not reduce to 0. Must pay at least 1 xp.


Quoted Reference: M20

"In the late 20th and early 21st centuries, this Background Trait reflects access to a multimedia archive that’s vital to that particular mage. An old-fashioned magus might shake his gray head at all that Internet foolishness, but even he will probably still have photographs, record albums, film reels, and probably even *gasp!* DVDs, CDs or MP3s in his archive, if only because so much of the last century has been recorded in such media. An urban witch might have a small but significant collection of classical magick tomes or old ‘60s-era psychedelic magazines to compliment his broadband connection, and even the most sublime transhumanist retains a few dog-eared copies of Mondo 2000 or Piss Clear in her collection. The exact nature of your Library, then, will depend upon your personality and yet give you unrestricted access to an impressive amount of information when you need it.

Because your Library Background is based around a store of useful information for your mage, it includes material that helps you research your chosen Abilities and Spheres. You’ll need to add to your collection from time to time when learning about new topics (no wonder mages tend to be inveterate datahounds), but then you’ll be able to research topics dealing with those Traits by making successful Intelligence + Library rolls. Such research, of course, demands time and effort… and with bigger archives, both that time and effort can be substantial!

To reflect enormous archives, this Background can go above 5. A tight-knit and trusting group can also pool this Background, creating truly impressive archives. In this case, the group’s Library Background equals the Library Background of the highest-rated member of that group, plus one dot for each additional contributor. (A cabal whose members have, respectively, Library ratings of 3, 2, 2, and 1 would have a total combined Library Background of 6.) After all, a combined archive will have redundant material… and how many copies of Harry Potter and the Prisoner of Azkaban do you really need?"

         X  Those copies of Cosmo won’t help you learn Spheres.
         •  You’ve got a few New Age paperbacks.
        ••  Lots of fiction, little substance.
       •••  There’s some useful stuff in there when you go digging for it.
      ••••  Your collection of arcane data is respectable.
     •••••  You’ve got a pretty decent collection of diverse lore.
    ••••• • You enjoy a huge personal archive.
   ••••• •• Your database features extensive written, recorded, and virtual information.
  ••••• ••• You’re got full access to a national archive.
 ••••• •••• You enjoy unrestricted access to personal, national, and classified databases.
••••• ••••• Given enough time (and assistance), you can access almost anything that’s been written
            down and stored. You might not understand it (damn those codes, lost languages, and foreign
            tongues!), but you could probably find it.

Library Regarding Lores

As you grow your library, you are sure to collect information about other races in the World of Darkness.Ideally, characters learn their lores ICly from other characters. Since we don't have all the races open for play, we are making the Mage libraries useful for this.
Starting at Library 3, your library will gain 1 dot of Lore, randomly choosen by random selector. This is meant to represent information that just happens to be in the media you've collected, but you hadn't actually learned yet. Every level of Library there after gains another 1 dot of Lore. Not to exceed Lore 3 of any one type.

IF you want to choose exactly what is in you library, both the XPcost for the new Library dot -AND- 3 xp for the 1 dot of Lore must be spent. This is to represent that you are actively selecting books of a specific type but not that you are actually -LEARNING- the full content of it. Ie, you haven't studied it, it isn't on your +sheet.

Thus, if you reach Library 10, you will have 7 dots of Lores. These lores are not limited to just

spheres that are closed to RP, it can be any lore, based on the flavor of your character (if you were picky), or random (if you weren't picky). A Verbena might have some changeling lore in their's; An Order of Hermes might focus on Demon or Spirit lore, as examples.

A few examples:
        Library A ***** - would have 2 lore dots divided or not. Example: Shifter Lore 2, 
                           OR Shifter Lore and Changeling Lore 1.
        Library B ***** *- Could have Shifter Lore 3, OR Vampire, Shifter and Demon Lores @ 1 each, 
                            OR Changeling Lore 2 and Fianna Lore 1
        Library C ***** ***** - Could have Shifter Lore 3, Vampire Lore 3, Spirit Lore 1
                                OR it could have 7 separate Lores at 1 each.

As stated above, a mage may choose to lend the use of their library to someone. A Borrower will pay the full Xp cost for the Lore they are learning (it will go on their sheet). A Borrower may choose to copy what they study, if they are able to. Some tomes maybe be warded against this.



  1. Cabals are small groups of mages, typically 3 or more, that work together within a chantry.
  2. Cabals may be of a single tradition or mixed tradition.
  3. It is not a guarantee that the members of a cabal can work magick together, especially if they are mixed

traditions. There are times that even member of the same tradition may not be able to work together.

If you want to form a cabal, pick one person to be the "leader" or "spokesperson" for the group and +request:

  1. Include the name of the other mages you are forming a cabal with.
  2. Give your cabal a name and state your purpose.
  3. Do you plan to work together in a strictly mundane sense, or do you plan to work magick together.
    1. In the case of a mixed cabal that plans to work magickally together staff may ask for social rolls.

  4. A mage can only belong to one permanent cabal at a time. Though Chantry leadership may assign any mage

to a temporary cabal as needed.

Chantry points follow the mage if they leave one cabal to join another. It may be frowned upon if a mage is found to be cabal hopping (changing permanent cabals often)

Chantries and Chantry Background

Read about Chantries and Chantry background here


Per game setting there is currently only one node, and it is limited. Node background may not be bought in chargen. Any new nodes must be created Icly, somehow. Contact staff for a tp if you desire this to discuss options.

Chantry node levels are not posted, and likely won't be.
Node Code refills Quintessence on a weekly basis, Tass refills on a monthly basis.

Personal Node 1 month-supply
quint/tass if node is not used.
Personal Node: 3-month rolling supply
quint/tass if node is not used.
Rank 1 8 Quint/ 1 Tass 24 Quint / 3 Tass
Rank 2 16 Quint / 2 Tass 48 Quint / 6 Tass
Rank 3 24 Quint / 3 Tass 72 Quint / 9 Tass
Rank 4 *Restricted* 32 Quint / 4 Tass 96 Quint / 12 Tass
Rank 5 *Chantry Only* 40 Quint / 5 Tass 120 Quint / 15 Tass


HR: Staff will require a dedicated room for your sanctum. There are a few exceptions we can think of, but don’t count on your sanctum being public space.

HR: We have had to divide Sanctum into two stats Sanctum Size and Sanctum Supplies. This was done for a couple of reason, the major one being that Sanctum is a double-cost background, and this is an easy way to get the cost correct without recoding the entire chargen for one stat.

HR: You are required to buy Sanctum Size and Sanctum Supplies at the same level wether that is in chargen or a new spend post-approval. Your first spend on Sanctum must be equal levels of both. ie Sanctum Size 3 and Sanctum Supplies 3.

HR: After your first buy of Sanctum you may raise either Size or Supplies independently with some restrictions. Any given Sanctum Size may only hold up to one level higher in Supplies, at Max. HR: Other Stats In the event that you Sanctum Size and Supplies are not identical matches, your other stats of your sanctum (difficulty reduction and arcane) will be the average of both stats rounded down. For example: Size 4, Supplies 2 would equal, Difficulty reduction of 1 (2+1=3/2=1.5 rounded down= 1), and an Arcane of 2 (4+1=5/2=2.5 rounded down=2). A +note will be set on your sanctum with these stats.

HR: COST Raising either 'Sanctum Size' or 'Sanctum Supplies' cost Currentx6 per the Mage xp chart.

HR: Resources You must also have a resources level to maintain your sanctum. You must have enough resources to be able to afford the size space you need. Resources 1 characters may only have up to a level 2 Sanctum (Size 2 and Supplies 2).

Regardless of its nature, this space must be specially prepared by the group or mage who uses it, with constant maintenance (no less than once per month) to keep the space attuned to the people who use it. A Sanctum can be no larger than 500 square feet (46.4sq meters), and most of them are much smaller than that… typically a room or two. Because this is personal space, it’s often wise to limit the people coming and going throughout your Sanctum. Too much traffic can render a Sanctuary mundane, as far as reality’s Consensus is concerned.

    X No special space.
    • A tiny stock of goods; no reduction of ritual difficulties,
     though your magick is coincidental here. One dot in Arcane, 100 sq feet max (a 10 ft x 10 ft room)
   •• Small stock of goods; ritual difficulties reduced by 1. Two dots in Arcane, 200 sq feet max (10 ft x 20 ft room)
  ••• Decent stock of goods; ritual difficulties reduced by 1. Three dots in Arcane, 300 sq feet max
 •••• Fine stock of materials; ritual difficulties reduced by 2. Four dots in Arcane, 400 sq feet max
••••• Excellent stock of materials; ritual difficulties reduced by 2. Five dots in Arcane, 500 sq feet max

Size Reference: 500 sq feet equals approx a 22.5 ft x 22.5 ft area, about the size of a small studio apartment, or a 2-car garage with storage space.

In the US, based on houses of 2500 sq.ft or less (232.2sq meters), here are some average room sizes for comparison.

          "Average walk-in closet": 4x3 (12sq ft / 1.2m x 91cm (1.11sq meters)
                     "Small Study": 7x10 (70sq ft) / 2.1m x 3m (6.1sq meters)
        "Average Standard Bedroom": 11x12 (132sq ft) / 3.3m x 3.6m (11.88sq meters)
          "Average Master Bedroom": 14x16 (224sq ft) / 4.2m x 4.8m (20.16sq meters)
                "Average Bathroom": 36-40sq ft / 3.3 - 3.7sq meters
                 "Average Kitchen": 100 - 200sq ft / 9-18sq meters

The sizes above still give you a little wiggle room to expand if you didn't count the kitchen.
HR Resources 0-1: Restricted to Sanctum 2. "Working Poor" and "Working-class" wages. You might have a small place to live, but little to spend on supplies considering all other living expenses.


Respect is important. Fortunately, you enjoy a certain degree of respect within your chosen group. This Background reflects your overall reputation among your Awakened peers – Virtual Adepts, Templars, Progenitors, etc. At the highest levels of Status (4 and 5), that rep extends to affiliated groups (all the Traditions, Disparate Crafts, Technocracy Conventions) and might extend outside your faction as well. (“I’ve heard a lot about you, Mister Leonard – even here, we’ve heard of you…”)

Story-wise, Status gives you a certain amount of respect from associated mages. This, in turn, grants you some deference: folks open doors for you, address you by your desired name and title, send you invitations for special events, and so forth. If you need a small favor, or get involved in a dispute, Status lends your cause a bit of weight.

In game terms, you may add this Background to your dice pool during Social rolls when dealing with your peers; an admired Virtual Adept, for instance, would add four dice to her Social rolls among the Adepts. That bonus is halved (round up) among mages from a different but allied sect; the same Adept would get a two-dice bonus among other Traditions. You don’t get that bonus among enemies or strangers, though they might acknowledge you in story terms. (“Our files on you, Ms. Vasquez – or perhaps I should call you ‘Voodoo’ – are most… impressive…”)

Obviously, Status must be based on something you do or have done. A brand-new mage isn’t going to have Status 5 – she’ll have to earn it. This Background reflects a reputation among mages, not among Sleepers or other entities, though certain beings in the know (like vampires or spirit-lords) might recognize a Status 4 or 5 mage.

This Background is granted by the Storyteller as a reward for your actions throughout the chronicle. You can also lose Status by failing to live up to it; an agent known for cowardice won’t command respect for long…
Dot.pngDot.pngDot.pngDot.pngDot.pngX No special status.
Dot-filled.pngDot.pngDot.pngDot.pngDot.png Acknowledged; your peers recognize your name if it comes up.
Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Credible; you’re considered noteworthy.
Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Respected; your word carries weight.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Admired; most people in your group look up to you.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Revered; you’re considered a paragon of your group’s principles.

Players may send in nominations for Status increase for OTHER mages. Staff will take these nominations by +request, and will be taken into account when considering Status increases. Status nominations must have IC merit, you must present proof. (ie. Logs)


Ref: M20 Core pg 329

Mystic Mages

HOUSE RULE: While the books say a mystic can begin dropping foci at Arete 3, we feel that is a bit too soon in a mage's development, even for a Mystic Mage.

A Tradition mage cannot discard instruments until they reach Arete 4; at that point, they can set aside a single instrument, and drop one another at Arete 5. From Arete 6 onward, a Tradition Mage can set aside two instruments per dot in Arete. Again, by Arete 9, the mage will have transcended the need for an external focus.

Dropping a instrument only means you don't need it anymore, you don't suffer difficulty penalties for not using it.
However, you may still CHOOSE to use them for difficulty reduction.

Technocracy Mages

Thanks to thorough indoctrination, members of the Technocracy cannot transcend their focus at all. Until and unless he leaves the Technocratic Union entirely and embraces a new belief system – as the Society of Ether and Virtual Adepts have done – a Technocrat remains bound to the idea that his tools allow him to do what he does. At Arete 10, a Technocrat assumes that he, his instruments, and his approach to science are all one integrated whole. Technocratic oracles are essentially ghosts in the Machine: human consciousness incarnated in technology.


All TRADITIONS are OPEN at this time, with the exception of Hollow Ones. Please do not apply for a Hollow One at this time. We are following the M20 idea of how the traditions have changed. This is mostly in name changes. This just for your information. Older Magi, those that awakened before 2010, may still call themselves by the old name.

The Akashayana: Renouncing the innate chauvinism of its westernized name, the Akashic Brotherhood formally adopts its insider name as the default form of address. All references to "brothers" are purged in favor of the name Akashayana, which also acknowledges the groups pan-Asian elements over its previous China-centric veneer.

The Celestial Chorus: In the new millennium, the Chorus focuses on righteous deeds rather than religious adherence. Shaking free of corrupt religious institutions, Choristers embrace the more nomadic role of kind pilgrims in the mode of Jesus and his followers. Despite this Christian influence, however, the Chorus embraces monotheists from every spiritual path... up to and including certain Divinity-is-One neopagans.

The Chakravant: (formally Euthanatos) Striking the entire notion of death from their name, this revitalized Tradition returns to its Sanskrit roots. Once again, the Tradition defines itself by the Great Cycle, or Wheel - not by mortality but by renewal. In place of their previous morbidity, many Chakravanti favor bright colors that combine Indian dye-work and Mexican D a de los Muertos decorations, balancing the recognition of death with the vitality of life.

The Khavadi: Abandoning its "slave name," the Dreamspeaker Tradition assumes its longtime "spirit title" as the groups official honorific. No longer "dreamers" but "speakers," the Khavadi position themselves as the collective voice of oppressed cultures and forgotten spirits, bringing new visions to a contaminated world.

The Order of Hermes: Trusting the stability of their venerable Arts, the Hermetics retain that Traditions emphasis on discipline, merit, and excellence. Even so, the new Masters avoid the stifling hubris of the previous generation, preferring Hermes the Wise Trickster over Hermes the Revered Master.

The Mercurial Elite: The outdated concept of being "virtual" makes way for the changeable technomysticism of the Mercurials. Adopting a play on words that reflects capriciousness, mutability, and the recognition of Mercury/Hermes as the God of All-Space, the Elite shuck old-school cyberpunk in favor of being everywhere at once and yet nowhere for long.

The Sahajiya: Realizing that a "Cult of Ecstasy" is not being taken seriously, the Ecstatic Tradition reverts to its older name, whose meaning - "the Naturals" - reflects the groups embrace of human passions, natural cycles, postmodern neotribalism, and rejection of the Technocratic civilization process.

The Society of Ether: It finally happens! With many of its old Masters dead, the Etherian Tradition dumps its sexist name to pursue a romantic futurism for everyone.

The Verbenae: The witch-folk remain perhaps the most militant Tradition, combining their romantic primitivism with urbanized technopaganism. Revitalized by the popularity of fantasy and neotribal subcultures, the group tightens its alliance with the Khavadi and Sahajiya, crafting a global network of activist "tribes" that undermines the Technocratic hold.

Paradigms, Practices and Instruments


Paradigms explain your character's beliefs and why they work the way they do. You may pick one paradigm, or pick several that you can make a sentence out of. Paradigm changes are exceedingly rare, but allowable. Seekings run by staff will be required and the player must have a very good reason for persuing this course.
See: Paradigms for a list and explanation chart.


Practices are methods of working that fit with your paradigm. They are as in-grained for mages as the paradigm is. You must pick at least one Practice associated with your Paradigm(s). If you picked multiple paradigms, it is advisable that your practices work with all of them, though not entirely necessary.

The book does make an allowance learning new practices, but not for dropping them. Here is our take on this..

Learning new practices - This is easier and is a combination of skill learning as outlined in the book with Esoterica rolls, and a seeking run by staff. The new practice should still be one allowed within your paradigm(s). Your Avatar may not like the new practice, or may accept it easier or need some convincing. This seeking may be failed, in which your mage will be considered "In conflict with avatar" (+1 to +3 difficulty modifier) for all your arete rolls until resolved. Resolved means you either convince the avatar to accept the change, or the mage gives up seeking that change; which is a lesson in-and-of it's own.

Dropping Practices - The book doesn't state this is possible, so this will be harder to do. Your mage, and the avatar, are use to working a certain way. Seeking will be required. It is possible to fail and as above the mage would be considered "in conflict with Avatar" (+1 to +3 difficulty modifier) for arete rolls. It would be more ideal to drop practices you rely on the least, as explained in Instruments below.





At the time the roll is made, if an applicable specialty has been set, any 10 rolled equals 2 successes. With the exception of Lores, see above.

Sphere Vs Sphere

This topic will be explored if at any point we decide to open other supernatural spheres.


Learning Lores: In a game where all spheres are open for play, learning lores ICly is very easy.

Since not all spheres are in play, we will allow Libraries starting at level 3 to have 1 point of any single racial lore, per Library dot over 3.

See: House Rules - Mage - for more IMPORTANT on Library and how Lores works in relation to the above. Such as xp costs.

**Chantry Libraries are, by their nature, bigger and have a more robust collection...potentially. Membership has its benefits. (Like accessing the restricted sections)

You are required to learn a General Lore before you can learn any lore under that.
The level you need in that general lore before specializing depends on how many sub-sections there are as follows below.

Your own racial lores are given free at chargen, but advances as below.

Second and Third level lores must be bought in-line for the same race. (Ie: Garou Lore > Fianna Lore)

General Lores (diamond symbol). Are bought at the same cost of knowledges. You need a general lore at 4 to get 1 dot of second level Lore (arrow symbol) free.

If you buy a general lore to 5 dots, and there are more second level lores for that race, you get another first dot free.

Second Level Lores (arrow symbol) are "current level" xp. This is to represent that some of what you learned was covered by your general lore. You need one of these at 3 dots to receive your first Third level lore (dots) for free.

Third Level Lores (dots) are 2xp per dot. Again, to represent that you learned some of this in previous levels.

Second and Third Level Lores are treated as buyable specialties. These will show up on your +specialties, but not your +sheet. There is currently no way to +prove these to another player. The opposing party can send in a +request for verification.


General Lore Only = starts at Diff 6 ---->Ex: You only have Mage Lore (Roll Int + Mage Lore vs 6)
Applicable 2nd-level "specialty" = starts at Diff 5 ---> Ex: You have Traditions in your +specialties (Roll Int + Mage Lore vs 5)
Applicable 3rd-level "specialty" = Each 10 rolled gives 2 succ ---> EX: You have Verbena Lore in your +specialties (Roll Int + Mage Lore vs 5, Each 10 rolled gives 2 succ instead of 1)

Dot.pngDot.pngDot.pngDot.pngDot.png - You can believe that anything exists, you just have no concrete proof of it. "Nothing new under the sun or moon" clause.
Dot-filled.pngDot.pngDot.pngDot.pngDot.png - You have some proof positive experience that such things exist, you've seen one in person but you know more falsehoods than fact about that object.  
Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png - You have a basic understanding of many of the myths or knowledge regarding that topic. An example would be a horror movie buff. Still not everything you know is accurate. 
Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png - You have some actual contact with the subject of your lore and direct personal knowledge that cuts away many of the falsehoods about the subject. Many Hunters and members of the Inquisition possess this level of Lore. Things start getting dangerous, potentially.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png - A more than personal contact but direct knowledge or an information source about that topic, perhaps the source is the topic. Someone in that sphere (PC or NPC) knows what you know, for good or bad. 
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png - A knowledge and understanding of all the truths and perhaps more of the topic. For many supernatural races you are considered a danger and potential threat to be eliminated if your level of intimacy with their race becomes known. 
  If a lore you are looking for is missing, contact staff.        

Examples of Lore Progression

Judy buys Demon Lore 4 --> Chooses 1 dot free specialty lore Devils for free.

Robert buy Shifter Lore 3 --> Choose 1 dot free second level specialty Bastet

buys Bastet Lore up to 3 --> Choose 1 dot free third level specialty Khan

The Dreaming

Unity has not been in existence long enough for the dreams of the populace to create a Dreaming. The fae are so rare and illusive that none migrated into the horizon either. If you are approved for play with the Fae Blooded (Kinain) merit, or other merits that would allow you to see The Dreaming, there is simply nothing in that reality to be seen in Unity. Changeling is a sphere we have no intention of running, but the fae and The Dreaming may be encountered in future plots.

A some point the metaplot may evolve to the realm creating it's own Dreaming.

The Shadowlands

As everything in the universe dies eventually, Chakravant are able to step through the Shroud (Gauntlet) into the Shadowlands. It would appear a very alien landscape around the realm than around Earth.