World of Darkness: Aeon

World of Darkness: Aeon / Games / Mage: The Ascension / NPC Guide

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NPC Guide


General Information

The following guidelines are intended to cover attached, player-controlled NPCs purchased via the associated backgrounds: Allies, Mentor, etc. All attached NPCs in Aeon Mage must have their traits approved. However, in most cases it's up to the player how many traits they want to flesh out. Incomplete character stats will limit that NPC's use to only those traits which have been listed on the sheet. A player can, of course, fill out additional traits later if they choose.

Regardless of whether an NPC is fully fleshed out or not, they are limited by the guidelines listed below. The creation guidelines list the maximum build allowed within each level of the background. NPCs may take less than the listed amounts in any category. Those that start with fewer than the maximum allotted points may add additional points later to represent growth without needing to purchase the next background level, up until the point where they reach these caps.

One exception to these guidelines are system NPCs. System NPCs who become an ally or mentor of a PC will retain their traits even if they exceed the usual caps. Note that system NPCs are not under the control of the player and will be subject to the oversight and availability of their Storyteller.

Character Creation

All attached NPCs in the Mage system are allotted free points to represent their connection with the PC. So, for example, an allied NPC may list the PC as an ally on their sheet for free.

NPCs, like PCs, do not need to purchase levels in the Chantry, Node or Library backgrounds to use available public resources, provided they have in-game access to those resources. Additionally, NPCs do not need to purchase levels in these backgrounds to use a Chantry, Node, or Library owned by the PC.

PCs and NPCs cannot pool backgrounds, even if the NPC is in a Cabal with the PC. In the instance of a shared resource, the PC should purchase it in full and share access with the NPC.

NPCs should not take NPC allies of their own unless these allies are also allies of the PC (for example: if they're in a cabal together.) This doesn't mean the NPC can't have allies in a narrative sense, just that they can't be involved in any way that would be relevant to the PC. (This is to avoid having overly complicated chains of NPCs.)

Advancement

Advancement for NPCs beyond the below-listed level caps requires that the Mage purchase the next level of the background. Once this is done, the player can choose how quickly they'd like the NPC to grow. NPCs that have not yet reached their level caps are free to advance up to that point, at the player's whim (it does not cost anything.)

NPCs cannot be advanced with experience, apart from that spent on the background itself.


Allies: Animals

This designation is for mundane animals. For supernatural beasts, see "Unusual Beings," below. For familiars, see the "Familiars and Companions" entry. Due to their assumed proximity and bond to the PC, animal allies require a full stat breakdown.

Animal allies assign their ability traits differently than usual. Due to the lack of relevance of many of the available abilities, they may assign their dots freely between relevant Talents and Skills (they do not need to prioritize.) Knowledges are unavailable for mundane animals.

Animals may purchase relevant Backgrounds with freebies. Most of the Backgrounds listed in M20 will not be relevant. Animal backgrounds will be approved on a case by case basis.

Level 0.5

  • Attributes: 5/3/2
  • Abilities: 10
  • WP: 2
  • Special Advantages: 3
  • Freebies: 10
  • Attributes and Abilities - Capped at 3.
  • Brawl - Capped at 2.
  • Willpower - Capped at 3.
  • Enhancement - Unavailable.

Level 1

  • Attributes: 6/4/3
  • Abilities: 12
  • WP: 3
  • Special Advantages: 5
  • Freebies: 20
  • Attributes and Abilities - Capped at 4.
  • Willpower - Capped at 4.
  • Enhancement - Unavailable.

Level 2

  • Attributes: 6/4/3
  • Abilities: 15
  • WP: 3
  • Special Advantages: 10
  • Freebies: 40
  • Willpower - Capped at 5.
  • Enhancement - Restricted.

Level 3

  • Attributes: 6/4/3
  • Abilities: 15
  • WP: 3
  • Special Advantages: 15
  • Freebies: 60
  • Willpower - Capped at 5.
  • Enhancement - Restricted.

Level 4

  • N/A

Level 5

  • N/A

Merits and Flaws

See the Merits and Flaws page. Note that many Merits and Flaws are inappropriate for animal NPCs, so please use common sense. The Admin reserves the right to make rulings that differ from the standard list.

In addition, a handful of custom merits and flaws are available (see below.)

Due to their highly custom traits (animals come in a huge variety of shapes and sizes,) animal allies do not have a cap on Flaws.

Custom Merits and Flaws

Additional Health Levels (4 points per extra health level)

This Merit is based on the Mage Merit "Huge Size," but can confer a variable number of health levels, as appropriate to the animal. Health levels must suit the animal's form. A cat would not have 10 health levels, for example, but a horse or a bear might.

Diminished Health Levels (+4 points per health level removed)

This Flaw is the inverse of the above. Smaller, weaker animals will naturally have fewer health levels than a full-sized human. This trait offers a way to account for that, balancing out diminished size with extra freebies.

Diminished Attributes (+3 points per attribute point removed)

Based on the old Mage Revised Flaw, this trait is available to those animals whose natural attributes are less than the standard minimum, providing compensation in the form of extra freebies. This Flaw can even take an Attribute to zero.

Special Advantages

In addition to the usual character traits, animal allies may take a handful of the Special Advantages listed in Gods and Monsters. Special Advantages cost their value in freebies to purchase.

  • Armor (1, 2 or 3 points)
  • Aww! (1-4 points)
  • Bioluminescence (1 point)
  • Blending (1 point)
  • Claws, Hooves, Fangs, Sharp Beak or Horns (3, 5 or 7 points: see ruling under Familiars)
  • Extra Limbs (2 points per limb)
  • Flexibility (2 points)
  • Musk (3 points)
  • Nightsight (3 points)
  • Quills (2 points)
  • Razorskin (3 points)
  • Soak Lethal Damage (3 points)
  • Speed (Variable)
  • Tunneling (3 points)
  • Venom/Poison (Variable)
  • Wall-Crawling (4 points)
  • Wings (3 or 5 points)

Allies: Awakened

Level 1

  • Attributes: 6/4/3
  • Abilities: 11/7/4
  • Backgrounds: 5
  • Spheres: Affinity + 2
  • Arete: 1
  • WP: 3
  • Freebies: 20
  • Attributes and Abilities - Capped at 4.
  • Combat Abilities - Capped at 3.
  • Sphere Rank - Capped at 1.
  • Arete - Capped at 2.
  • Willpower - Capped at 5.
  • Contacts | Resources - Capped at 4.
  • Influence | Spies - Capped at 3.
  • Fame | Library | Rank - Capped at 2.
  • Backup | Cult Demesne | Requisitions - Capped at 1.
  • Mentor - NPC mentors restricted after level 3.
  • Blessing | Chantry Enhancement | Legend | Node Wonder - Restricted at all levels.
  • Destiny | Familiar | Sanctum | Secret Weapons | Status | Totem - Unavailable.

Level 2

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 7
  • Spheres: Affinity + 5
  • Arete: 2
  • WP: 5
  • Freebies: 40
  • Attributes and Abilities - Capped at 4.
  • Sphere Rank - Capped at 2.
  • Arete - Capped at 3.
  • Willpower - Capped at 6.
  • Contacts | Influence | Fame | Resources | Spies - Capped at 4.
  • Library | Rank - Capped at 3.
  • Backup | Cult | Demesne | Requisitions - Capped at 2.
  • Status - Capped at 1.
  • Mentor - NPC mentors restricted after level 3.
  • Blessing | Chantry Enhancement | Familiar | Legend | Node Secret Weapons | Totem | Wonder - Restricted at all levels.
  • Destiny | Sanctum - Unavailable.

Level 3

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 7
  • Spheres: Affinity + 8
  • Arete: 3
  • WP: 5
  • Freebies: 60
  • Sphere Rank - Capped at 3.
  • Arete - Capped at 4.
  • Willpower: Capped at 8.
  • Contacts | Influence | Library | Resources | Spies - Capped at 5.
  • Rank - Capped at 4.
  • Backup | Requisitions | Status - Capped at 3.
  • Blessing | ChantryEnhancement | Familiar | Legend | Node Secret Weapons | Totem | Wonder - Restricted at all levels.
  • Destiny | Mentor | Sanctum - Unavailable.

Level 4 - Restricted

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 7
  • Spheres: Affinity + 11
  • Arete: 5
  • WP: 7
  • Freebies: 80
  • Sphere Rank - Capped at 4.
  • Arete - Capped at 7.
  • Willpower - Capped at 9.
  • Influence | Library | Resources | Spies - Capped at 6.
  • Backup - Capped at 5.
  • Requisitions - Capped at 4.
  • Blessing | Chantry Enhancement | Familiar | Legend | Node Sanctum | Secret Weapons | Totem | Wonder - Restricted at all levels.
  • Destiny | Mentor - Unavailable.

Level 5 -  Very Restricted 

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 10
  • Spheres: Affinity + 14
  • Arete: 8
  • WP: 8
  • Freebies: 100
  • Influence | Library | Resources | Spies - Capped at 8.
  • Requisitions - Capped at 5.
  • Blessing | Chantry Destiny Enhancement Familiar Legend | Node Sanctum Secret Weapons | Totem Wonder - Restricted at all levels.
  • Mentor - Unavailable.

Merits and Flaws

See the Merits and Flaws page. The Admin reserves the right to make rulings on NPC merits and flaws that may differ from this list.


Allies: Mortals

Regardless of the listed limitations, a PC may never take a real (RL) person as an attached NPC. Since we play in a universe that's based on the real world (with the same high-ranking political figureheads) this will exclude certain ranks from availability.

Level 0.5

  • Attributes: 6/4/3
  • Abilities: 11/7/4
  • Backgrounds: 3
  • WP: 3
  • Freebies: 15
  • Attributes and Abilities - Capped at 4.
  • Combat Abilities - Capped at 1.
  • Willpower - Capped at 4.
  • Supernatural Ties (other than the PC) - Unavailable.
  • Contacts | Resources - Capped at 3.
  • Influence | Rank - Capped at 1 (no military or political.)
  • Arcane | Avatar | Backup | Blessing | Chantry | Cult | Demesne | Destiny | Dream | Enhancement | Fame | Familiar | Influence | Legend | Library | Mentor | Node | Past Lives | Patron | Requisitions | Retainers | Sanctum | Secret Weapons | Spies | Status | Totem | Wonder   - Unavailable.

Level 1

  • Attributes: 6/4/3
  • Abilities: 11/7/4
  • Backgrounds: 5
  • WP: 3
  • Freebies: 20
  • Attributes and Abilities - Capped at 4.
  • Combat Abilities - Capped at 3.
  • Willpower - Capped at 5.
  • Contacts - Capped at 5.
  • Resources - Capped at 4.
  • Backup | Influence | Patron | Retainers Spies - Capped at 3.
  • Fame | Library | Rank - Capped at 2.
  • Requisitions - Capped at 1.
  • Mentor - NPC Mentors restricted after level 3.
  • Chantry | Node - Restricted at all levels.
  • Arcane Avatar Blessing Cult Demesne Destiny Dream Enhancement Familiar Legend Past Lives | Sanctum Secret Weapons | Status Totem Wonder   - Unavailable.

Level 2

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 7
  • WP: 4
  • Freebies: 40
  • Attributes and Abilities - Capped at 4.
  • Willpower - Capped at 6.
  • Backup | Influence | Resources | Spies - Capped at 5.
  • Cult | Fame | Library | Rank | Requisitions - Capped at 3.
  • Mentor - NPC Mentors restricted after level 3.
  • Chantry | Enhancement | Node Wonder - Restricted at all levels.
  • Arcane - Unavailable, except via a Wonder or Enhancement.
  • Avatar Blessing Chantry Demesne Destiny Dream Familiar Legend Node Past Lives | Sanctum Secret Weapons | Status Totem  - Unavailable.

Level 3

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 7
  • WP: 5
  • Freebies: 60
  • Willpower - Capped at 7.
  • Influence | Resources | Spies - Capped at 6.
  • Cult | Fame | Library | Rank | Requisitions - Capped at 4.
  • Chantry | Enhancement | Node Status | Wonder - Restricted at all levels.
  • Arcane - Unavailable, except via a Wonder or Enhancement.
  • Avatar Blessing Demesne Destiny Dream Familiar Legend | Mentor Past Lives | Sanctum Secret Weapons | Totem  - Unavailable.

Level 4 - Restricted

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 7
  • WP: 5
  • Freebies: 80
  • Willpower - Capped at 8.
  • Influence | Resources | Spies - Capped at 7.
  • Library Requisitions - Capped at 5.
  • Chantry | Enhancement | Node Status Wonder - Restricted at all levels.
  • Arcane - Unavailable, except via a Wonder or Enhancement.
  • Avatar Blessing Demesne Destiny Dream Familiar Legend Mentor Past Lives | Sanctum Secret Weapons | Totem  - Unavailable.

Level 5 - Restricted

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 10
  • WP: 5
  • Freebies: 100
  • Willpower - Capped at 9.
  • Influence | Resources | Spies - Capped at 8.
  • Library Requisitions - Capped at 5.
  • Chantry | Enhancement | Node Status Wonder | Secret Weapons - Restricted at all levels.
  • Arcane - Unavailable, except via a Wonder or Enhancement.
  • Avatar Blessing Demesne Destiny Dream Familiar Legend Mentor Past Lives | Sanctum Totem  - Unavailable.

Merits and Flaws

See the Merits and Flaws page. Not all Merits and Flaws are appropriate for mortal NPCs. The Admin reserves the right to make rulings that may differ from this list.


Allies: Night-Folk

TBA


Allies: Spirits

TBA


Allies: Unusual Beings

TBA


Familiars and Companions

The process of acquiring and keeping a familiar or companion is not easy. The bonding process alone requires high level magick, and if the mage doesn't have a stable source of Quintessence from which to feed the familiar they are going to run into trouble. Players should take these things into account when purchasing a familiar. Storytellers are available to help if need be.

Unlike most NPCs, Familiars always require a complete write-up. This is due to the unique nature of the mage/familiar bond and the likely potential for the familiar to be heavily involved in all aspects of the mage's life.

The Bonding Process

Since M20 does not list this information, we will be using the system detailed in Forged by Dragon's Fire.

  • The Mage must first find a willing spirit (or the spirit must find them.) This can be done via an Umbral quest, or by going to an appropriate location and attempting to call the desired type of spirit to them with Spirit 2.
  • The spirit must then acquire a body. The easiest way is through the Materialization charm, if they have it. If not, they can also use the Possession charm to inhabit an available host. It is strongly preferred that this host be uninhabited (an empty body or construct,) but possessing a sentient being is possible. A Mage may need to help with any part of this process, depending on the spirit's capabilities and the availability of a body. To Materialize a spirit, use Spirit 4 / Prime 4. To assist with possession, use Spirit 4. To create a body from scratch, use Life 5 (living) or Matter 4 (construct) plus Prime 2 and Quintessence. Construct bodies can also be made using mundane crafting/technology skills. Bodies can also be acquired (devices, corpses, etc.) Simply bringing a spirit through a shallowing will not automatically grant it physical form, despite what FbDF says.
  • This physical form will need to be made permanent with a Prime 3 effect.
  • The Familiar and the Mage must be mystically bonded with a magickal ritual. This requires Spirit 4 / Prime 3 and needs 2 successes and 1 Quintessence per rank in the background. This can be done by the mage themselves or (more often) by a high ranking mage who agrees to assist in the ritual.

Character Creation

Familiars in our system follow the Core Book breakdown in every area except abilities (listed under "Advice.") In addition, we use a creation system similar to the one listed in Gods and Monsters, but with some notable changes (see below.)

  • Attributes: 6/4/3
  • Abilities: 11/7/4
  • WP: 3 | Gnosis: 3
  • Essence: WP x 5
  • Special Advantages: Paradox Nullification (as per Core Book)
  • Charms: Airt Sense
  • Bonus: Up to 5 free points in Special Advantages and/or Charms per background rank
  • Freebies: 20 x background rank

Limits and Clarifications

  • Traits may start at any level, but as with PCs, high level traits must fit the character (particularly at levels 5+.)
  • Physical traits for Familiars should make sense for the particular form they inhabit.
  • Familiars may purchase relevant backgrounds with freebies.
  • Tempers are capped at 3 + background level.
  • Special Advantages, Merits, Flaws and Charms are subject to Admin approval. Players may use all relevant M20 sourcebooks, including the core book, the Book of Secrets and Gods and Monsters.
  • Familiars should not take the Thaumivore Flaw listed in G&M. All Familiars are innately Thaumivores, with the severity of need indicated by the breakdown in the core book.

Freebie Costs

  • Attribute: 5 per dot
  • Ability: 2 per dot
  • Background: 1 per dot
  • Willpower: 1 per dot
  • Gnosis: 2 per dot
  • Essence: 1 per dot
  • Charms: 1 point per Essence needed or 5 points (if none/variable)
  • Merits and Flaws: as per trait
  • Special Advantages: as per trait

Merits and Flaws

  • Alpha - Banned
  • My Master is My Slave - [N/A]
  • Alien Impression - Open
  • Animal - [N/A]
  • Beta - Banned
  • Broken - Banned
  • Limbless - Restricted
  • No Dexterous Limbs - Restricted
  • Omega - Banned
  • Power Source - Open
  • Thaumivore - [N/A]
  • Unbelief - Open [JC]
  • Ungainly Fingers - Restricted
  • Weak Spot - Open

See the Merits and Flaws page for other Merits and Flaws. Not all Merits and Flaws are appropriate for Familiars. Those that are appropriate will generally be rated at the same level of restriction as they are for mages, but given the unique nature of Familiars the Admin may approve or deny specific Merits and Flaws on a case by case basis. Due to their heavily custom nature, Familiars do not have a cap on Flaws.

Some notes on the above rulings:

  • These Merits and Flaws were designed for player-characters, and in many cases don't make sense for NPCs.
  • Some of them are problematic and have better alternatives among the standard Merits and Flaws.
  • The Restricted Flaws above are only available to Familiars whose bodies are ill-suited to their natural abilities (a tech-loving spirit stuck in the body of a dog, for example.)
  • Whether or not a trait is available as a Merit or Flaw does not necessarily mean that the Familiar cannot have that trait. (Any Familiar can be an animal, for example.) They just aren't awarded points for it. This obviously depends on the trait in question, so use common sense.

Unbelief

Unbelief has been House Ruled in our game. As such, this Flaw will now work as follows:

Bygones, obvious Constructs and other inherently paradoxical beings will attract Paradox in any Reality Zone where their existence goes against consensus. Outside of the Familiar's native reality, if they are witnessed by a Sleeper the Mage will take a point of paradox for each level in the Familiar's background. They're also likely to attract a lot of unwanted attention. This Flaw is always worth 5 points.

Custom Merits and Flaws

Additional Health Levels (4 points per extra health level)

This Merit is based on the Mage Merit "Huge Size," but can confer a variable number of health levels, as appropriate to the Familiar. Health levels must suit the Familiar's form. A cat would not have 10 health levels, for example, but a horse or a bear might.

Diminished Health Levels (+4 points per health level removed)

This Flaw is the inverse of the above. Smaller, weaker Familiars will naturally have fewer health levels than a full-sized human. This trait offers a way to account for that, balancing out diminished size with extra freebies.

Diminished Attributes (+3 points per attribute point removed)

Based on the old Mage Revised Flaw, this trait is available to those Familiars whose natural attributes are less than the standard minimum, providing compensation in the form of extra freebies. This Flaw can even take an Attribute to zero.

Special Advantages

Claws, Fangs or Horns

In our system, this advantage can also be taken for sharp beaks and hooves. Sharp beaks (such as those possessed by a bird of prey) will use the same bite attack listed for fangs: Diff 5, Str+1L. Hooves use a Kick attack at Diff 7, doing Str+2B damage. The 7-point version of this advantage will still only provide 3 forms of attack (choose fangs or beak, claws or hooves.)

Dominance

The original version of this advantage provides an unbalanced level of bonuses for the cost. In our game, this advantage provides only -2 difficulty to Intimidation and Leadership rolls when among others of the appropriate group. (For example: a dog Familiar could use it among both mundane canines and spirit dogs, but not people.)

Ferocity

This advantage has been house ruled in our game. It does not automatically confer the Berserker / Stress Atavism Merit. If a player wishes to pair the two, they may purchase that merit as per usual. All spirits naturally have Rage, and most do not regularly fly into frenzies. Purchase of this trait only indicates that the spirit was able to reserve some of their natural Rage in their Familiar form.

Human Guise

This advantage is banned for Familiars in our system.

Information Fount

This advantage is not in use in our game. The mechanics are... strange, to say the least, and as a rule it won't necessarily provide any bonus, since characters can already roll a mental trait + an ability to try and discern information about something. As far as the whole "being connected to the collective unconscious" aspect goes, Familiars are welcome to take the Dream background (which represents the same thing, and provides a more tangible benefit.)

Mesmerism

In our system, targets of this advantage have the ability to try to break free of control immediately if they are harmed. This advantage is also heavily restricted.

Omega Status

This advantage is banned for Familiars in our system. (Check out similar traits like Unobtrusive or Arcane, if desired.)

Paradox Nullification

This advantage is innate for all Familiars. Players do not need to purchase it. In our system, we use the rules dictated by the Core Book. The version listed in Gods and Monsters is not being used.

Spirit Travel

This advantage is not in use in our system. Familiars on WoD Aeon are all innately capable of spirit travel / stepping sideways (they do not need to purchase anything to do it.) See Judgment Calls for more information.

Spirit Vision

This advantage is not in use in our system. Familiars on WoD Aeon are all innately capable of perceiving and interacting with spirits (they do not need to purchase anything to do it.) See Judgment Calls for more information.

Charms

Materialize

This charm was not explicitly designed with Familiars in mind. (Unfortunately, the game has never done an especially good job of integrating Familiars within the larger framework of Spirit mechanics.) Players should ignore the listed chart for material body creation. The body that you build through the standard creation process is assumed to be the body that the spirit materialized. Any additional traits and bonuses need to be purchased with freebies via the available advantages, etc. In the event that your Familiar loses their physical form and needs to re-materialize, the player may elect to re-arrange their traits to give them a new form if they choose. Otherwise they will return with the same body they had before. Remember that a Familiar's materialized form still needs to be made permanent with Prime magick, or it won't last. Players should also take note of the mechanics for materialization, and its associated Gnosis requirement. The lowest the Gauntlet rating can naturally go is 3, so without access to a shallowing or spirit magick, the Familiar would need a minimum of Gnosis 5 for this charm to be of any use.

The above-mentioned mechanic for materializing across the gauntlet is the only part of this charm's mechanics that remains the same for Familiars. As discussed in the Judgment Calls, Familiars on our site do not undergo the spirit version of "death" if their physical body is destroyed, provided they still retain some of their spirit Essence, though they are still banished back to the Umbra. Additionally, their bodies take damage in the same way that other (mundane) living patterns do (Bashing being the least destructive, and so on,) unless the player purchases some kind of advantage for them. As per Judgment Calls, Physical damage to a Familiar's body removes both physical health levels and Essence.


Mentors

Mentors are not allies. Generally speaking, their primary function is to teach. Some mentors will refuse (or be unavailable) to do anything more than that. Others might be more involved, occasionally offering advice or assistance, but even the most generous mentor will understand that too much help will make it harder for the student to grow and be independent. If a player wishes to use a mentor NPC in an ST scene in any capacity other than mentoring (for example: combat assistance) they must first gain permission from the ST.

For more information about learning from mentors, see their entry in Judgment Calls. Instruction is also a useful skill to buy for mentors.

Remember: a mentor can only teach a sphere up to the level they've learned it themselves.

Unlike allies, mentors are categorized not only by their skills and experience, but also by their mentoring capability and level of involvement with the PC. A skilled mentor isn't worth much if their teaching style is so hands-off that the student can't learn much from them. Taking this into account, this background has two build options:

The listed builds for each background level assume that the mentor is generally competent, helpful and available. If the player wishes to get maximum use out of their mentor's teaching capacity, or if they would like the option to use the mentor's dice in a capacity that goes beyond mentoring, they must purchase the mentor according to these standard builds.

Mentors who are distant, hostile and/or unhelpful may use higher level builds. These mentor's traits are capped at up to two levels above their own. So, for example, an unhelpful level 1 mentor could have stats as high as a helpful level 3 mentor. Before choosing this option, remember that it comes with limitations. Unhelpful mentors are not available to help out with SLs, and even though their spheres might be at a high level, the student still only gets a low level of help when learning. (In terms of mechanics, a level 1 Mentor roll will never exceed 1 die regardless of the mentor's abilities.) Also note that Master-level spheres and Arete are very restricted in this game, even if they are purchased for a lower-level mentor.

Level 1

  • Attributes: 6/4/3
  • Abilities: 11/7/4
  • Backgrounds: 5
  • Spheres: Affinity + 4
  • Arete: 1
  • WP: 4
  • Freebies: 20
  • Attributes and Abilities - Capped at 4.
  • Combat Abilities - Capped at 3.
  • Sphere Rank - Capped at 1.
  • Arete - Capped at 2.
  • Willpower - Capped at 6.
  • Contacts Resources - Capped at 4.
  • Influence Spies - Capped at 3.
  • Fame | Library Rank - Capped at 2.
  • Backup Cult Demesne Requisitions | Sanctum | Status - Capped at 1.
  • Blessing | Chantry Enhancement Legend | Node Wonder - Restricted at all levels.
  • Destiny Familiar | Mentor Secret Weapons | Totem - Unavailable.

Level 2

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 7
  • Spheres: Affinity + 9
  • Arete: 2
  • WP: 6
  • Freebies: 40
  • Attributes and Abilities - Capped at 4.
  • Sphere Rank - Capped at 2.
  • Arete - Capped at 3.
  • Willpower - Capped at 7.
  • Contacts Influence Fame Resources Spies - Capped at 4.
  • Library Rank - Capped at 3.
  • Backup Cult Demesne Requisitions | Sanctum | Status - Capped at 2.
  • Blessing | Chantry Enhancement Familiar Legend | Node Secret Weapons | Totem Wonder - Restricted at all levels.
  • Destiny | Mentor - Unavailable.

Level 3

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 7
  • Spheres: Affinity + 14
  • Arete: 3
  • WP: 7
  • Freebies: 60
  • Sphere Rank - Capped at 3.
  • Arete - Capped at 4.
  • Willpower: Capped at 9.
  • Contacts Influence Library Resources Spies - Capped at 5.
  • Rank - Capped at 4.
  • Backup Requisitions | Sanctum Status - Capped at 3.
  • Blessing | Chantry Enhancement Familiar Legend | Node Secret Weapons | Totem Wonder - Restricted at all levels.
  • Destiny Mentor - Unavailable.

Level 4

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 7
  • Spheres: Affinity + 19
  • Arete: 5
  • WP: 8
  • Freebies: 80
  • Sphere Rank - Capped at 4.
  • Arete - Capped at 7.
  • Influence Library Resources Spies - Capped at 6.
  • Backup - Capped at 5.
  • Requisitions | Sanctum - Capped at 4.
  • Blessing Chantry Enhancement Familiar Legend Node Secret Weapons | Totem Wonder - Restricted at all levels.
  • Destiny Mentor - Unavailable.

Level 5 - Very Restricted

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Backgrounds: 10
  • Spheres: Affinity + 24
  • Arete: 8
  • WP: 9
  • Freebies: 100
  • Influence Library Resources Spies - Capped at 8.
  • Requisitions - Capped at 5.
  • Blessing Chantry Destiny Enhancement Familiar Legend Node Secret Weapons | Totem Wonder - Restricted at all levels.
  • Mentor - Unavailable.

Merits and Flaws

See the Merits and Flaws page. The Admin reserves the right to make rulings on NPC merits and flaws that may differ from this list.


Retainers

Retainers function as low-level employees (sometimes unpaid) of the PC. Unlike allies, an individual retainer cannot grow beyond one-point status. These are people who do various tasks for the PC, such as cleaning or child care or basic accounting. They are not combat capable or skilled in the mystic arts. Usually retainers are mundane humans. Other types of retainers are possible, but require adequate development and explanation.

As with many other NPCs, the amount of development a retainer gets is largely up to the player. Mortal retainers don't need much beyond a name, job title, and maybe a couple basic stats (as applicable to their function,) but of course those with a full write-up will have more flexibility. Unusual retainers such as low-level spirits will need to have a complete stat breakdown so the Admin can ensure they fit the parameters of the background.

Mortals

  • Attributes: 6/4/3
  • Abilities: 11/7/4
  • Backgrounds: 5
  • WP: 3
  • Freebies: 20
  • Attributes and Abilities - Capped at 4.
  • Combat Abilities - Capped at 1.
  • Willpower - Capped at 5.
  • Contacts - Capped at 5.
  • Influence Patron | Resources Spies - Capped at 3.
  • Arcane Avatar Backup Blessing | Chantry Cult Demesne Destiny Dream Enhancement Fame Familiar Legend | Library | Mentor | Node Past Lives | Rank Requisitions Retainers Sanctum Secret Weapons | Status Totem Wonder   - Unavailable.

Constructs

  • TBA

Spirits

  • TBA

Totems

TBA


Backup, Contacts, Cult Members, Patrons and Spies

These NPCs do not require written stats. Contacts, Cult members, Patrons and Spies are not used for their traits, and any associated dice rolls follow the background rating. Backup members are temporary and under control of the ST (who assigns them relevant stats based on background rating and category.)

Backup

The player should list which category of backup units apply to the background. Multiple categories may be taken (if relevant) but they should be purchased separately to indicate different organizations.

Contacts

Each point in the Contacts background provides one major contact, plus a handful of minor contacts. Major Contacts need to be declared on the sheet. The player should list the Contact's name and field of operation (as relevant to the background.) For example, "Criminal Defense Attorney" or "Art Collector."

Patron

Some information should be given about the Patron explaining their position and their motivation for helping the PC.

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