World of Darkness/Mage/Character

=Attributes= All Attributes start at 1 dot. Prioritize the three groups: Physical, Social and Mental. Apply 5/4/3 dots to the three groups. =Abilities= Prioritize the three groups: Physical, Social and Mental. Apply 11/7/4 dots to the three groups. =Ability Specialties= Specialties add a success to a narrow, specialized area of an Ability. Add 3 Specialties to the Abilities. An Ability may have several Specialties. =Path= Choose one of the indicated Paths (here). =Order= Choose a Pentacle Order, Ministry, Nameless Order or Orderless character. They should have bonuses and penalties that are commensurate. =Nimbus= Choose the iconography of your Nimbus. =Dedicated Magical Path Tool= Choose a unique item that may be used as a Gnosis rating Yantra for your Praxis spells. Use of this Tool also colors your Nimbus. =Arcana= 6 dots, 3 must be in the Superior Arcana and both must be present. None may be in the Inferior. The possible combinations are as follows: =Rotes= Choose 3 rotes. You must be able to cast them.(here) =XP Costs=
 * Specialist: 3, 2, 1 or 3, 1, 1, 1
 * Balanced: 2, 2, 2 or 2, 2, 1, 1
 * Generalist: 2, 1, 1, 1, 1

=Gnosis= Start with 1. Pay 5 Merit or Bonus points to raise your Starting Gnosis by 1. Max 3.

=Mana= Start with full Mana, as per the Gnosis table. =Praxes= Choose a spell per Gnosis that is your Praxis. This must be rote. Praxis allows for the reroll of failed rote dice.

=Merits and Flaws= Gain 10 points of Merits. =Bonus Points= 10 (In reality, XP). =Secondary Abilities=
 * Size: Characters start at Size 5.
 * Health: Characters start with Size + Stamina in Health dots.
 * Speed: 5 + Strength + Dexterity
 * Willpower: Resolve + Composure
 * Wisdom: 7
 * Initiative: Dexterity + Composure
 * Defense: (Lower of Wits or Dexterity) + Athletics

=Experience point costs= Note that increasing Gnosis affords a single, free Praxis. &#42; Willpower increases whenever Composure or Resolve increase, and has a maximum rating of the combined dots in both Attributes. This cost is to rebuy dots of Willpower spent in play, e.g. to relinquish spells.
 * Attribute 4 per Dot
 * Skill 2 per Dot
 * Merit 1 per Dot
 * Arcanum to Limit 4 per Dot*
 * Arcanum above Limit 5 per Dot
 * Gnosis 5 per Dot
 * Rote 1
 * Praxis 1
 * Willpower 1 per Dot*
 * Legacy Attainments 1 (tutored)
 * Legacy Attainments 1 (no tutor)
 * Skill Specialty 1

=Path Tool Materials and Weapon alternatives=
 * Acanthus: Glass, crystal, silver, reflective materials; Rapier, bow, precision weapons
 * Mastigos: Iron, brass, leather, worked materials; Curved sword, whip, cruel weapons
 * Moros: Lead, bone, gems, buried materials; Hammer, mace, crushing weapons
 * Obrimos: Steel, petrified wood, gold, perfected materials; Double-edged sword, spear, noble weapons
 * Thyrsus: Wood, copper, stone, natural materials; Axe, sling, hunting weapons

=Pentacle Order Tools=
 * Coins or other symbols of material wealth, which represent construction, repair, and inanimate or intangible things that last beyond mere human lifespans. It is the Tool closest to the Fallen World, and so is often used to manipulate it directly, for money or other resources.
 * Cups or other drinking vessels can invoke healing, intuition, perceptual magic, and gathering together. Drinking from a shared cup is a common way to spread a spell among a group. It’s often seen as a symbol of female sexuality, though what that means depends on the mage.
 * Mirrors may be actual mirrors, polished plates, or reflecting pools held in containers of the appropriate material. They represent sight, soul, and the self, and are the Magical Tool most commonly used when the mage would work a spell upon herself.
 * Rods, wands, or staves are symbols of control — the ability to point and have a thing happen. Pointing a rod is a way of singling out a specific victim, while holding one is a symbol of rulership and command. It’s also used as a symbol of male sexuality.
 * Weapons, most normally knives, are symbols of thought made action — any spell that takes direct, decisive action on the world (or a person) can benefit from a weapon. While often used to harm, weapons also represent the mastery of intellect and will over the world.