STEP ONE: INSPIRATION
Assign Character Concept / Tradition / Faction / Essence / Nature / Demeanor
.
Assign Tradition Advantages and Disadvantages listed in LoA for
each Tradition.  These are bonuses and handicaps of  each Tradition
Some are direct traits others are outlines of behavior or status due to
Structures within each Tradition.  Hollow Ones have their own structure;
and Orphans have no true guidance to adhere to. Add these into your
Merits and Flaws Section.
Assign Specialty Spheres for your Tradition and Faction (if any). 
Please Note that Orphans may choose a Specialty Sphere at
this point and Hollow Ones have no Specialty Sphere.

STEP TWO: ATTRIBUTES
These are grouped (7/5/3) and given to (Physical / Mental / Social) Traits
to show the Mage’s Basic Capabilities as a Mortal.
ie: (7phys/5ment/3soc) or (7ment/5soc/3phys)


STEP THREE: ADVANTAGES

Assign 5 Abilities

Assign 7 Backgrounds & Influences Total


STEP FOUR: LAST TOUCHES
1 Arete Start with one Trait of Arete.
You can spend Free Traits to gain upto 3 traits of Arete. 

*A Mage Cannot learn a sphere level above the Character's total Arete*
(eg: 1 Arete trait, can have no spheres above 1 level)
 
*Maximum Arete at Creation Chart ------->


Assign 5 Will Power to Start.

1 Resonance Trait
either :
Dynamic (creative motion: like firey or flashy)
Static (a held pattern or construct: like intense or defined) /
Entropic (a pattern in decline to decay: like withering or chaotic)


Add Quintessence Equal to your Avatar Background, if any. 
Add No Paradox to start with.

Add Any Negative Traits which equal one extra Free trait to spend (up to a
maximum of 5) There can be no more than 3 Traits in the same Attribute
Catagory and there should not be more than one of the same Negative Trait.

Add Any Derangements which equal two extra traits to spend (up to a
maximum of 2) these count towards the limit of Five Negative traits.


Assign 6 Starting  Spheres : Please note that a Character’s Six Starting
Spheres are selected from Apprentice and Initiate Spheres only (page 137).
ASSIGN 6 points of spheres up to your Level of Arete Minus your Specialty
Spheres you used up in Step Three.  (ie: you would have 4 left to add if you had
a Tradition & Faction, 5 if only one specialty sphere, and 6 without a specialty)

*A Mage Cannot learn a sphere level above the Character's total Arete*

5 Free Traits to Spend * see the spending free traits chart ---->
MAGE CHARACTER CREATION PROCESS
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THIS IS A LIVE-ACTION ROLE-PLAYING GAME AND IS INTENED FOR MATURE MINDS ONLY
~ cost ~ Spending Earned Experience ~

~ 1 ~ additional Attribute
~ 1 ~ additional Ability
~ 1 ~ Specialized Ability you already have
~ 1 ~ additional Background (ST approval)
~ 4 ~ Arete with appropriate seeking
~ 1 ~ Rote 1 trait for each sphere level used
~ 3 ~ Willpower additional up to 10 traits
~ 2 ~ Buy off a Negative Trait
       Additional Sphere per level
~ normal ~ specialty sphere ~
~  5  ~  4 ~ Apprentice / Initiate
~ 10 ~  8 ~ Disciple / Adept
~ 15 ~ 12 ~ Master
Maximum Arete Traits at Character Creation
Member Class     Maximum Arete
1 to 3                      2
4 to 8                      3
9 to 11                    4
12 to 15                  5
STEP FIVE: SPARK OF LIFE
History / Secrets / Motivation / Appearance / Quirks
Items & Props
Foci
~ these are the tools a Mage uses to perform a magical spell or ritual.  These can vary widely base on Your Character's Paradigm (belief of reality). Shamans could drum to speak with spirits, Hermetic mages could chant and use sigils for the same effect.  You generally have at least one tool, if not more, for each kind of sphere you have an understanding of or  ritual (rote) you might perform.  Sample Foci: art, blood, elements, chemicals, ether goggles, gadgets or scientific instruments, music, dance, feathers, bones, fetters, formulas, mathematics, holy or ancient symbols and runes, networks, computers, books, staves, weapons, etc

Rotes
~ You recieve 1 Rote from each Level of Particular Sphere you Possess.  You May Purchase more after.
(ie: 2 Life 1 Prime= 1 apprentice level Life rote, 1 initiate level Life rote, and 1 apprentice level Prime rote)


STEP SIX: CAMARILLA MEMBERSHIP CLASS ENHANCEMENTS
Add Membership Class
Your Membership Class Times 5 Equals the number of starting Experience Points you may add to the character.  Characters are limited to a maximum number of Arete Traits at character creation as noted on the chart below.  All Arete beyond the first point must be purchased, with a maximum of two purchased with Free Traits.
~ cost ~ Spending Free Traits  ~
~ 1 ~ additional Attribute
~ 1 ~ additional Ability
~ 1 ~ Specialized Ability (only once)
~ 1 ~ additional Background (ST approval)
~ 2 ~ Arete additional up to 3 traits
~ 3 ~ Willpower additional up to 10 traits
~ 3 ~ 1st Level of a New Sphere (ST approval)
    The character creation process for mage characters is based upon Laws of Ascension. Following is a step by step aid to the creation process listed in Laws of Ascension, as modified for the Camarilla's Sanctioned games.  For mage characters, it is suggested that players limit their character's age to normal human life span.  Only the most powerful of mages are capable of significant extension of human life span.
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Low Approval by the CST ~ [Easiest]
Akashic Brotherhood, Celestial Chorus, Cult of Ecstasy, Dreamspeakers, 
Euthanatos, Order of Hermes, Sons of Ether, Verbena, Virtual Adepts,
the Hollow Ones, and Orphans.  Mortals, including those with Psychic
Phenomenon and Sorcery Numina.
High Approval by the ANST
Ghouls, Kinian, Kinfolk, and Revenants; Concepts that include holding
high positions in the various Traditions, whether past or present, require High Approval. High Approval is also required if the character used to be a member of a Technocratic Convention.
Top Approval by the NST
Playing a member of the
Technocratic Union.
Cam Approval Levels
Please Keep All traits to a limit of 3 at Creation
*write up a background
*create character with character sheet
  using Creation page guidlines
*get it approved by the appropriate Storyteller