From: Blake 
Subject: Re: MAGE: A little Chow Yun Fat action.
Date: 24 Jun 1999 
Newsgroups: alt.games.whitewolf,alt.games.whitewolf.mage

In article <7kmmto$7j1$1@vixen.cso.uiuc.edu>,
  jayv@ux6.cso.uiuc.edu (verkuilen john v) wrote:
> Blake  writes:
> >Funny you should put it that way.  A while back someone asked about
> >'effective' sphere combinations for starting Mages.  One of them
> >(Corr 1, Entropy 1, Mind 1, Time 3) I labeled the 'Chow Yun Fat
> >package'...
>
> That's definitely a good starting combo.  I'm wondering if compiling
a list
> of several with a basic operating "idiom," and a catchy name attached
wouldn't
> be a bad idea, to use as seed for people who are new to the game.
These
> would be more useful than the starting profiles in the various
tradbooks,
> which have too much fluff associated with them IMO
>
> Hmmm, to that end here's one:
>
> Spirit 1, Entropy 2, Time 2, Mind 1	Cassandra.  This character
specializes divinations and seeing the true oddities in the WoD.
>
> Others?  (I'm sure I'll think of a few later but a day of data
analysis has
> crisped my brain.)

Wow, do I know exactly how you feel. ;)

Here's more than a few, not all of them serious:

Theme or Specialist Packages:

The Speed Demon Package:  Corr 3 Time 3
Dex/Wits 4+, Computer or Drive 4, Alertness/Dodge/Firearms 3+
- Your object of your obsession with /speed/ may be a that souped-up
motorcycle that  can't quite break the sound barrier (CoX) or your
bleeding-edge 5,000Mhz Pentacle V wearable system (Vdept).  In combat
you use Time 3 for multiple actions and Corr 3 to 'blink' out of the
way of attacks.  You can move yourself or objects at barely-
coincedental velocities using Time & Corr, and can be anywhere you need
to instantly if coincidence isn't a consideration.  Seeing the past and
future in cryptic visions isn't really your bag, but you often scan a
few moments into the future and pass it off as 'lightning reflexes.'

The Master of the Game:  Corr 2 Entropy 2 Time 2
Wits/Perception 3+, Alertness/Awareness/Firearms/Knowleges 3+
- Works very well for a game/puzzle obsessed Vdept or CoE, or a 'Most
Dangerous Game' sort of Euthanotos.  With Corr 2 you spy on your
opponent, with Entropy you probe for weakness, with Time 2 you predict
his every move.  When the final confrontation comes, seemingly random
events tip the balance in your favour (Entropy 2).  Even when you don't
have time to plan, Corr/Entropy 1 makes you a deadly shot. One more dot
in Time and you're a truly dangerous combatant.

The Wanderer Package:  Corr 3 Spirit 3
Wits/Perception/Alertness/Dodge/Cosmology 3+
- A Dreamspeaker, Vdept,or even Void Engineer, this character can
litterally be anywhere in the Telurian - often in no time at all.
Though not much in a fight, he can usually get away from just about
anyone.

The Netrunner Package:  Corr/Forces/Prime 2
Arete 3, Mental Primary, Stamina 4, Computer/Enigmas/Technolgy 3+
Computer Aptitude and Concentration Merits, Curiosity Flaw, Sanctum for
a safe meat-world hideout, and Talisman for a hot Trinary deck.
- A Virtual Adept or Ex Thig Hermetic who takes maximum advantage of
the Digital Web 2.0.  In the meat world, you're nothing to sneeze at
with Prime/Forces 2 and enough Corr to toss them from a respectable
distance.  But, on the Web you have all three of those spheres at
/three/, your high Int & Wits stand in for your wussy Str & Dex, while
you retain your high Stamina.  You get to swap out a lot of other
skills for Computer or Enigmas, too.  Don't get cocky, though, a
Virtual HIT Mark can still firp you in a nanosecond.

The "I am Fortune's Fool!" Package:  Corr 3, Time 2, Entropy 1
Destiny/Dream 3+
- An expert at being in the right place at the right time - who also
tends to find himself in the wrong place at the wrong time - this
character could be a doom-haunted Euthanotos, thrill-seeking Cultist,
or in-over-his-head-conspiricy-theorist Vdept. Entropy 1 & Time 2 will
tell you where you'll be needed and what's likely to happen, Corr 3
will get you there and (hopefully) back again.  Dream is helpful since
you could never buy all the abilities you'll need for the variety of
situations you find yourself in.

The Mechanic Package:  Corr 2 Matter 2 Prime 2
Arcane/Stealth/Firearms/Technology/Medicine 3+, Science 4 (Chemistry)
- Corr 2 gives this character (usually a technomancer) a stand-off
combat capability.  Aporting Prime-Enchanted grenades is a favourite
tactic.  Matter creation and transmutation give a wide variety of
possible tricks, especially given your Knowledges: creating explosives,
poisons, incindiaries, and basic suplies & equipment, changing an
attacker's gun from steel to magnesium, his armor from kevlar to nylon,
the air he's breathing to carbon-monoxide.  For sniping, nothing beats
Corr 1 Targeting Computation and an Enchanted bullet.

The Veteran of the Psychic Wars Package:  Mind/Spirit 3
Avatar/Awareness/Dream/Cosmology 3+,  Willpower 10, Concentration or
Self-Confidence or Spirit Magnet Merit, Enemy Flaw
- This NWO defector, Mind-affinity Orphan (out of Orphan's survival
guide), Akashick or modern Dreamspeaker, was an Aprentice, Accolyte,
or  Ally who lost his mentor/master while they were in the midst a
perilous high umbral quest or mindscape.  The 'Veteran' has returned,
/he hopes/, to the real world and learned much on the way.  He can
travel the High Umbra, enter the Dreams of others, read minds, project
false sensory impressions, and shield his own mind.  Paradox tends to
manifest as Quiets, and he is hunted by cryptic enemies (possibly the
NWO) out of 'Nowhere Man' and 'The Prisoner.'  This character is all
about uncertainty, deception and paranoia - "is this the real world or
just the Mirror Zone, again?"


In-your-face Combat Packages:

The Berserker Package:  Life 3 Time 3
Physical Primary, Alertness/Dodge/Brawl/Melee 3+, Talisman 2+
- This Nordic-Verbena 'bear-sark' or Maenead-like (or PCP loving) CoX
probably /can/ go toe-to-toe with a Garou (well, if armed with a silver
weapon, anyway).  Time 3 for Multiple actions, Life 3 to boost stats to
super-human levels and soak Lethal/Aggrevated damage.  But, with
Pattern-bleeding and Paradox, she definitely burns the candle at both
ends.  The Talisman should be any melee weapon capable of inflicting
Agg damage (though she can use Rip the Man Body, it's often more
effective to slash away with multiple actions than cast 1
effect/turn).  (Note that when not chopping the opposition to bloody
bits, this character can disguise herself, heal the rest of the Cabal,
create and transform lower life forms, and see the past and future...)

The Wrath of God Package:  Forces/Prime 3
Avatar/Node 3+  Willpower 10
- Shunning coincidence, this millitant Chorister or Ex Flambeau
Hermetic, has a Levin Bolt or Fireball handy to solve any problem.
Forces/Prime lets you toss heavily-damaging Aggravated (but generally
Vulgar) attacks.  Prime 3 lets you pull large amounts of quint from
Tass, Nodes, and other Mages (also generally Vulgar).  Spend Quint &
Willpower to make damn sure your effects are worth the paradox (and
less likely to botch).  When some level of restraint is called for try
'System Havoc' or 'Rubbing the Bones.'  And, if your friends aren't
holding up thier end in combat, you can provide them with Enchanted
Weapons.

The Chow Yun Fat Package:  Corr 1 Entropy 1 Mind 1 Time 3
Dex 4, Athletics/Dodge/Firarms 3+
- ideal modern Akashic or Euthanotos, but could also be an unusually
physical Vdept (think of the insane gunplay in 'the Matrix') or XTC
Cultist.  The character uses Time to anticipate his opponents and take
multiple actions, Corr to aim with uncanny accuracy, Entropy for lethal
precision, & Mind 1 MultiTasking for extreme tricks like leaping
through the air while dodging /and/ firing two guns simultaneously.

The Jackie Chan Package:  Forces 2 Mind 1 Time 3
Wits/Dex 4, Dodge/Athletics/Alertness 3+, As much Do as you can talk
the ST into.
- good Akashic, or possibly Cultist, combination.  Time 3 and Mind 1
for multiple actions in combat, Forces 2 covered by coincidences like
suicidally risky accrobatics and improvised weapons to evade attacks,
drop attackers, and all but fly.


Team Player Packages:

The Mr. Chekov Package:  Entropy/Forces/Mind/Life 1 Prime 2
Perception 4, Alertness/Awareness/Occult/Science 3+
- Capable of spotting and using Standard Countermagick or Anti-Magick
against most offensive effects, this character acts as sensors and
deflector shields for the Cabal.  Works well as a Verbena or Hermetic
ward-specialist or a Chorister using the 'shield of his faith.' Entropy
1 Dim Mak, Mind 1 Multitasking, and Prime 2 Rubbing the Bones keep him
from being useless in combat, and he can Enchant Weapons.

Sensei X Package:  Mind 3/Time 3
Instruction 4, Awareness/Alertness/Dodge/Do/Melee/Meditation 3+
- Though he may or may not accompany the Cabal all the time, this wise
Akashic gives invaluable advice (Time 2), and amazingly useful
training.  He 'trains' his students to fight with perfect coordination,
using Mind 3 to mind-link them and Time 3 to give them extra actions.
In personal combat he uses extra actions, 'Sense the Echo of the
Dragon' and Do to considerable effect.  Even if he doesn't accompany
the Cabal, he may include himself in the mind-link and provide a
protective Mind 2 'Aegis.'

The Weaponsmith of Qwaard Package:  Matter/Prime 3
Arete 4 (if possible), Science/Technology/Medicine/Research/Occult 3,
Sanctum/Node 5 or Chantry 5, Mentor or Library 5, Flaws if needed.
- Not really an ideal starting character, this Son of Ether must get to
Prime 4 or even Matter 5 to really shine.  Initially, he can provide
Enchanted and/or Matter-enhanced Weapons, Armor, and other equipment to
the rest of the Cabal.  In a pinch he can blast away with Prime (either
2 non-lethally, or Vulgarly for Agg damage with 3, or stealing quint
from the opposition) or make creative use of Matter creation and
transformation effects (see 'The Mechanic,' above).  The real point
though, is to get to Prime/Matter 4 ASAP so as to produce Talismans,
and be able to instantly create technology.  Matter 5 'impossible
materials' are another goal to shoot for.  Especially effective if the
Device (as opposed to Talisman) creation rules in 'Technomancer's
Toybox' are being used.

The Big Brother Package:  Corr/Spirit/Time 2
Perception 4, Awareness/Alertness/Enigmas/Lore 3+, Arcane 5
- He's probably a Virtual Adept, though he could be a Dreamspeaker,
CoX, or even a VE, but he is definitely watching you.  This character
can spy on any place or time in the Tellurian and, his Arcane makes it
difficult to return the favor.  Not bad for a beginer.  Though not much
in combat, his value to the Cabal should be obvious.


Packages with 'Potential:'

The Chosen One Package:  Time 2, Entropy 1, Prime 1, Spirit 1
Destiny 4+, Awareness/Avatar/Allies/Mentor/Talisman 3+, Gaurdian Angel
or Avatar Companion Merit, Nightmares, Enemy, or Primal Marks Flaw
- Could be any Tradition (just add the apropriate affinity sphere), or
an Orphan.  The Chosen One has insight into Fate, visions of the
past/future, and is sensitive to magickal and spiritual forces,
probably mostly through intuitive/instinctive or downright involuntary
magick.  Though weak to start, the Chosen One has plenty of help
(Allies, Mentor, Talsiman, etc...).

The Inheritor of the Mantle:  Entropy/Forces/Prime/Mind/Spirit/Life 1
Arete 1, Avatar/Destiny/Talisman/Sanctum/Node/Library 3+, Mental
Primary, Charisma 4, Knowledges Primary, Research 3+, Awareness 3+,
Enemy Flaw.
- The last aprentice of a powerful Mystic, the Inheritor is left with
the Library, Sanctum, Talisman(s) and Node access of his late mentor.
He is also left with his own Destiny, and his master's Enemies.  The
Talisman(s) should be potent enough to make up for the character's lack
of magickal power.

The Super-Aprentice Package:  Various Spheres at 1
Arete 1, Avatar/Destiny/Dream 5, Charmed Existance or Gaurdian Angel or
Luck, etc.. Mental Primary, Stamina 4, Charisma 4, Talents Primary
Uneducated or Unskilled, Twisted Upbringing.
- Almost worthless as a starting character, the Super-Aprentice is
loaded up with every worthwhile Background and Merit, which can only be
acquired at chargen, that the player can think of (and come up with an
excuse for), paid for with Flaws that can eventually be bought off or
overcome.  Backgrounds like Resources, Sanctum, Chantry, Node, Library,
Talisman & Mentor can be ignored as they can be acquired after play
(heck, which his Destiny, the Super-Aprentice will be beating off would-
be Mentors with a stick). Probably an Orphan, the Super-Aprentice is
all potential and no ability.


Game-line inspired Packages:

The Pocket Vampire Package:  Life 3 Prime 3
Social Primary, Awareness/Occult/Dodge/Brawl 3+,  Echos Flaw
- a dark Verbena or Chorister, this character uses Prime 3 'Bond of
Blood' to draw quintessence from his victims (and Prime 2 'Rubbing the
Bones' to incapacitate them), and Life to enhance himself, soak lethal
& even Agg damage, change his appearance, or heal himself.  Life
3/Prime 2 lets him grow claws & fangs capable of inflicting Agg damage.

The Pocket Garou Package:  Life 3 Spirit 3
Dodge, Brawl (or Melee), Alertness/Awareness, Cosmology 3+
- Lacking Rage, this Dreamspeaker or Verbena isn't quite the equal of a
Garou, but can shapechange, dish out and soak Agg, boost stats and roam
the Umbra at will.  That and a kinfolk gene will get her a seat at the
kiddie table at the next Moot...

The Mage's Mage Package:  Prime 3 Spirit 2 (Forces 1)
Social Primary, Occult/Cosmology/Enigmas/Research/Lore 3+, (Enochian)
Destiny/Sanctum/Node/Library 3+
- Of any Tradition (just substitute Affinity sphere for Forces), but
more often Hermetic, this is just the kind of Mage any Mage would like
to be friends with: important, knowlegeable, personable, with a nice
place, and plenty of books and quint.  Though more of an armchair mage,
he can provide Enchanted Weapons, defend himself with Prime 2 'Rubbing
the Bones' or Anti-Magick, and has a long list of Spirits to call on
for help (especially if Hermetic or Dreamspeaker).

The Spectre Package:  Entropy 3 Spirit 3
Arcane/Avatar 5
- No, 'Spectre' as in the comics.  A Euthanotos who roams the
Shadowlands a bit too much (maybe even thinking he's dead) spying on
the living from behind the Shroud and using Entropy to arrange fatal
accidents for the truely deserving.  Don't underestimate his power -
between his Arcane and the fact that most other Magi are oblivious to
the Shadowlands, this character can wreak havoc without anyone figuring
out what's going on.

The Little Alice Package:  Mind 3 Spirit 3
Child Mage and Fey Blood Merits
- An Orphan with Mind or Spirit Affinity (cf Orphan's survival Guide)
or a particularly odd Dreamspeaker (or with a bit of whining at the ST,
a Ex Murita Hermetic), this sweet little girl can interact with the Fey
more than most mages (her Spheres allow her to interact with the
Dreaming, and she's too young to be very Banal).  With her Mind 3
ability to project illusions and Spirit 3 to jump down rabbit holes,
she can even take care of herself reasonably well.  Once you get Mind
4, you'll be able to inflict The Mists on those who anoy you, too.

The Son of Samuel Package:  Corr 3 Prime 3
Arcane 5, Vampire/Garou/Mage Lore 2+, Kinfolk and Ghoul Merits, Power-
mad Derangement, Enemy (everyone) Flaw
- Though an Awakened, free-willed Ghoul, you still don't have enough
power:  you're searching for the Rite of Sacred Rebirth.  Typically,
you use Corr to track Kindred to thier Havens and drain & burn them at
leasure, then use your Ghoulish power and some silver to scare up a
Garou pelt or raid a Caern/Node/Haunt/Freehold for Quint.  Your Ghoul
and (someday) Garou abilities will cover most of what you could do with
Life, Spirit, Time & Mind, so you're concentrating on more uniquely
Magey spheres. Tradition? You're a Prime-affinity Orphan, and with an
Arete 3 and only 2 spheres - you don't need foci, so why muck about
with this 'paradigm' stuff?

---                                       |
Blake 1001, Virtual Adept, Disciple    ---|-.
http://www.oocities.org/Area51/1317      '-|---
                                            |

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