Abilities
The talents, skills, and knowledge that the character has gained from training, study, and practice.
Adrenaline
As the character fails terribly, succeeds miraculously, exchanges blows, or loses their Humanity they gather Adrenaline. The stress of battle can push a character into an Adrenaline Rush, allowing them to far exceed their normal limits.
Adrenaline Rush
An incredibly powerful Advantage that a person can used when pressed. Where Aggravated Attacks are the most common form, those who are equally pressed and share a Resonance may perform the stuff of legend, a coordinated Bond Blitz.
Advantages
The special abilities, both mundane and supernatural, that set the character apart from the rest.
Aggravated Attack
A release of Adrenaline allows a character to perform a epic, powerful ability.
Aggravated Damage
see Damage.
Arcana
The method by which a Mage casts a spell: By drawing for a source (Prime, Spirit, Forces), channeling that energy (Mind, Space, Time), or sculpting it into an effect (Matter, Life, Entropy).
Arete
see Ætherical Affinity.
Attributes
The mental, physical, social, and other stats of the character. Each type has three, a sheer force of power, a quick finesse, or a enduring resistance.
Backgrounds
The things, internal and external, that the character can draw on for success.
Backlash
Scars and long-term damage done to a Mage's Pattern. Long-term effects of Paradox that remain on a Mage. Usually Permanent.
Bashing Damage
see Damage.
Bond Blitz
A release of Adrenaline allows two characters with Resonance to perform a legendary, devastating ability.
Cabal
The party or organization to which the character belongs.
Chronicle
The campaign of which that the character is part.
Coincidental Magicks
see Magicks.
Concept
The idea of the character. i.e., Artificer, Cleric, Druid, Fighter, etc.
Damage
There are generally three types of Damage: Bashing, Lethal, and Aggravated.
Damage, Aggravated
Damage directly to a character's Pattern. Very rare, easy to avoid (if you see it coming), but quite powerful. As rare as this type of damage is, the magicks and methods to heal it are rarer still.
Damage, Bashing
The most common damage. Quite frequent, hard to block, and mundane. Blunt force trauma that can usually be healed effectively with time or minor first aid, even by an untrained individual.
Damage, Lethal
More uncommon damage. Whether a stab wound, poison, or something else, this type of damage means trouble. It happens regularly, is usually avoidable, but moderately powerful. Somebody trained in the healing magicks or medicine is needed to heal the receiver, otherwise recovery will be arduous.
Demeanor
How other characters view your character. By acting as your Demeanor demands you may regain points in Willpower or even receive a Beat.
Fellowship
The magical organization to which your Mage belongs. What Tenets guide them and what philosophy they were taught.
Flaws
Some were born under a wicked star or are just unlucky in some respect. That's you.
Foundation
see Ætherical Affinity.
Gnosis
see Integrity for the Werewolf version or for the Mage version see Ætherical Affinity.
Health
How alive are you, currently? There are three types of damage that you can sustain. Bashing, Lethal, and Aggravated. At different thresholds you may perform an Adrenaline Rush.
Hubris
The overconfidence and overreliance on magicks are most Mages' downfall. Few Mages fail to succumb to their Hubris at some point and their life-force suffers for it. A Mage's Vice that may lead to their Exposure. Opposite of Wisdom.
Hunt
The Hunt is the term that Inquisitors, Witch-hunters, and even some fanatics use to describe the systematic elimination of "Monsters" or any being more powerful than they think is "right."
Hunter
Short for Witch-hunter. A person who participates in the Hunt. Usually for Mages, but occasionally for other powerful beings. Tales say they hunted other supernatural "monsters" so effectively, that they changed their long-ago forgotten title to Witch-hunter with pride, since Mages are the only abominations left... Not all Hunters are Inquisitors, but all Inquisitors are Hunters.
Inquisitor
A sanctioned Mage Hunter. Think of a Hunter commando. Usually commissioned to capture or exterminate supernatural beings using artifacts and sheer Willpower. Their Zeal for the hunt is both legendary and deadly, not only to their Quarry, but to those that stand in the way, or in the vicinity, or just are not worried about the "sake of the world" as the Inquisitor.
Integrity
The character’s ability to stay sane and hidden from those that may judge them or persecute them.
Lethal Damage
see Damage.
Mage
A person who is able to change reality by tapping directly into a source of Æther.
Magicks
A mage’s word for spells. They are generally divided into three categories: Coincidental, Subtle, and Vulgar.
Magicks, Coincidental
Bending reality to cause an effect that rarely causes attention or Paradox. A salve that causes a wound to heal incredibly fast or a fire that gets twisted out of control into an inferno may be thought of as a rare but likely occurrence.
Magicks, Subtle
You might not be able to fool reality, but you can fool people that be watching. May cause Paradox, but if so, very little. Pulling a letter out your pocket that did not previously exist or throwing a bottle that burst into flames upon landing are examples. They garner little suspicious from those around you but could not occur by chance.
Magicks, Vulgar
Tearing reality and probability apart to create a desired effect. Causes a lot of Paradox and unwanted attention. Mending a showing bone with a touch or throwing a fireball that springs to life from your fingertips impossible under any circumstance unless you are a Mage.
Mentor
The person who you rely on for information and direction. Whether they are still in your life or even alive, is another story all together.
Merits
Some possess abilities beyond the normal or things just work out for them. These are those abilities.
Nature
How a character views themselves. By acting as your nature demands you may regain points in willpower or even receive a beat.
Paradox
Failed magic rolls and using Vulgar Magicks can create this. By tearing the fabric of reality with Vulgar Magicks or Failed spells, not only may the mage draw unwanted attention, they may start to go a little mad.
Pattern
The soul, or in technical terms. The bond that connects a person's mind and body to the energy of the universe.
Pillar
see Tenets for philosophy, Arcana for methodology.
Quarry
The official target of a Hunt. Whatever the individual did to receive this is supposed to be egregious. However, often being a known Mage is sometimes cause enough to draw unwanted attention.
Quelling
Imagine trepanning, but instead what that does to a person's mind, Quelling does so to their soul, intentionally burning the Fiends' minions from their flesh. Often a punishment of judgement received from political states that regularly utilize Inquisitors. However, even in a magocracy those that ignore the codes and safeties of themselves, the public, and the world may find themselves subject to one of these.
Quintessence
Lowers difficulty of a spell or gives extra effects. Allows for Vulgar Magicks. The raw magical energy of the universe. Can be gathered and solidified into Tass. Used to cast and empower spells.
Rotes
see Magicks.
Sphere
see Arcana.
Subtle Magicks
see Magicks.
Tass
A physical, tangible coalescence of Quintessence. Usually a wet, otherworldly glowing fog, can be crystalized in secret methods into other solid forms.
Template
Time told of when supernatural creatures roamed the earth. Fae, Ghosts, Vampires, Constructs, and even the Guardians and Fiends themselves. They do not exist anymore. But many in some parts of the world no longer believe that Mages are more than charlatans who hide behind parlor tricks to abuse political and religious power. They exist, as do those that hunt them.
Tenets
The philosophies of each Fellowship. Each Fellowship concentrates teaching their students the Arcanum: A Tenet of Origin, a Tenet of Channeling, and a Tenet of Creation. These three Tenets guide many of their base spells and abilities, but other both exist and are practiced. However, apprentices of each Fellowship are usually selected because they align closer to those Arcana than the others.
Tradition
see Fellowship.
Twilight
There are few things sadder than a Mage in twilight. A burned-out husk of a person that burned out their magicks via Paradox and Backlash, or Quelling.
Vulgar Magicks
see Magicks.
Willpower
Grants 3 extra dice for an ability or advantage check. The power of a person to push through adversity and force an outcome with sheer will.
Wisdom
A Mage's sensibility and knowledge that although Magicks are powerful, they are dangerous and carry with them the possibility of Calamity. One of the ends of the Integrity spectrum for Mages. A Virtue that protects a Mage from Exposure. Opposite of Hubris.
Æther
The magical force of the universe, persists beyond the Veil and slowly leaks into the lifeforms, objects, and even the world of Mæva itself.
Ætherical Affinity
The source of a Mage's magic, used in Magic rolls. All beings have Ætherical Affinity, but a Mage can not only feel it, but utilize it to change the reality around them.