Bek Mage Suit


Bek’s Shadow Form
Bek’s Prepared Spells


Fate ••••• Forces ••••• Life ••••• Matter •• Time •••


       Forces: Electricity, gravity, radiation, sound, light, heat, fire, weather, movement
       LIfe: Healing, disease, food, animals, plants, evolution,metamorphosis, physicality, vigor


       Mind: Communication, language, hallucination, Goetia, thought, memory, mental projection, the Astral Realms


       Matter: Alchemy, gases, solids, liquids, shaping, crafting, transmutation, stasis
       Fate: Blessings, hexes, probability, fortune, oaths, promises, intentions, destiny
       Time: Prophecy, change, postcognition, time travel, time contraction and dilation


  • Counterspell
    Knowledge of one Arcanum imparts the understanding of how to unravel it. To cast a spell, the mage forms an Imago; to counter a spell, the mage simply needs to disrupt one. The Counterspell Attainment is actually 10 different Attainments, one for each Arcanum. By learning even the most basic principles of an Arcanum, a mage understands how to counter a spell. By the time a spell takes effect and a mage feels it in Peripheral Mage Sight, though, it’s too late to counter; to use this Attainment, the countering mage must see her rival casting in Active Mage Sight.
    • System: Counterspell is a Clash of Wills (see p. 117), pitting the acting mage’s Gnosis + Arcanum against the countering mage’s Gnosis + Arcanum. A mage can attempt to counter any spell that uses the Arcanum, even if it uses other Arcana as well, but always counters the highest Arcanum of a target spell. The comparative ratings of the two mages’ Arcana are irrelevant; an Initiate can, in theory, counter the spell of a Master. Countering the spell of a mage with a higher rating in the target Arcanum, however, requires that the player spend a point of Mana. Counterspell requires an instant action. If the mage is employing Active Mage Sight (see p. 90), she can attempt to counter a spell of the appropriate Arcanum in combat, regardless of her position in the Initiative order, provided she has not used her action yet.
  • Forces: Precise Force ••
    The mage understands the intricacies of Forces to such a degree that she can optimize their intentional application, perfectly directing her energy when striking an object.
    • System: If the mage has a full turn to calculate her action, she can take the 9-Again quality on the roll. If she’s applying force to a stationary object, she can ignore two points of Durability, and a successful hit automatically causes two additional Structure damage. Against a stationary, armored target, this strike destroys (and ignores) 1/1 armor if successful. This Attainment doesn’t work against anything moving faster than a casual walk.
  • Life: Improved Pattern Restoration ••
    All mages can spend Mana to heal wounds, but an Apprentice of Life can use that Mana more efficiently, healing more or more serious wounds with the same amount of energy. In addition, Scouring her Pattern for Mana becomes easier and less detrimental.
    • System: Instead of each bashing or lethal wound costing three points of Mana, the mage can heal bashing damage at a rate of one wound per point of Mana, and lethal damage at a rate of one wound per two points of Mana. In addition, if the mage Scours a Physical Attribute, any derived traits based on that Attribute are not affected (for instance, the mage can Scour a dot of Strength without losing a point of Speed).
  • Time: Temporal Sympathy ••
    Temporal Sympathy allows a mage to cast a spell through time at the past of a subject. The mage must be casting a spell on the subject as it exists now, cast at sensory range, use a sympathy Yantra, and spend one Mana. The spell is Withstood by the fragility of the temporal sympathy (p. 186) between the mage and her subject, plus one Withstand level if the mage does not know the sympathetic name of the subject. It is possible to combine this Attainment with Sympathetic Range to cast on a subject both in the past and at a distance beyond the sensory by paying to activate both Attainments.
  • Fate – Conditional Duration ••
    The mage can, as well as assigning Duration with a spell factor, create a condition under which the spell ceases to function. Doing so can increase the Duration of a spell, although the mage must still spend Mana and a Reach if Duration becomes indefinite. The more improbable the condition, the smaller the bonus to Duration. Some mages use the Conditional Duration to levy curses designed to teach a target a lesson (“You will suffer boils on your hands until you dirty your hands helping another out of kindness.”), while others employ this Attainment tactically (“This floor will vanish the second I snap this glass rod.”).
    • System: Spend a point of Mana to add a Conditional Duration to a spell. Doing so adds factors to the spell’s Duration based on the nature of the condition. An improbable condition (one that is unlikely to happen given current conditions) adds a level of Duration An infrequent condition (one that will eventually happen, but does not happen often on its own) adds two levels of Duration A common condition (one that will almost certainly happen in the near future) adds three levels of Duration. When the condition is met, the spell ends regardless of how much Duration remains.
  • Matter: Permanence ••
    Changing an object’s nature and properties is easier than changing the nature of a living being. An Apprentice of Matter need simply make a small investment of energy to an object to make any Matter spell’s effects long-lasting. System: The character may spend one Mana instead of using a Reach to use the Advanced Duration spell factor of a spell with Matter as its highest Arcanum.
  • Matter Armor ••
    changes the properties of the matter surrounding the mage to protect her; her clothes solidify to repel a fist, a bullet softens to lessen the impact, or ambient moisture condenses to quench a fireball. Matter Armor applies the mage’s full Matter rating as general armor, applicable against all damaging physical attacks. It is immune to Armor Piercing. Matter Armor has no effect on mental or psychic attacks.
  • Forces Armor ••
    disperses energy attacks before they can reach the mage, much like a force field. Forces Armor applies the mage’s full Forces rating as general armor, applicable against all damaging physical attacks and the automatic damage from fire and electricity. It has no effect on mental or psychic attacks.
  • Life Armor ••
    heightens the combat instincts of the mage and prepares her body to shrug off injuries. Life Armor adds half the character’s Life rating (round up) as both general armor and a bonus to Defense. Use the higher of the character’s Wits and Dexterity as Defense, rather than the lower.
  • Fate Armor ••
    Fate Armor comes from incredible luck — attacks miss, the character trips at just the right moment to avoid a swinging fist, a knife glances off the button on her coat, and so forth. Fate Armor adds the character’s Fate rating to her Defense. In addition, Fate Armor allows the character to apply her Defense to firearms attacks. If the character successfully Dodges an opponent’s attack, the player can spend a point of Mana to add the character’s Fate dots as a weapon rating on the mage’s next attack on that target. This bonus must be used by the mage’s next action or it is lost.
  • Time Armor ••
    Time Armor speeds or slows time in the mage’s area, allowing her to move out of the way of incoming attacks. Time Armor adds the character’s Time rating to her Defense. Time Armor also allows the character to apply her Defense to Firearms attacks. In addition, if the character successfully Dodges an attack, the player can spend a point of Mana to reduce the attacker’s Initiative rating by the mage’s Time Arcanum dots for the remainder of the scene.
  • Targeted Summoning •••
    With three dots in an Arcanum, a mage can add greater specificity when summoning a Supernal being (p. 94). All Supernal beings have a primary Arcanum, defined by their home Realm and the type of being (manifest or recondite). They can have other Arcana, however, and a mage using this Attainment can narrow her summoning to Supernal beings with particular powers. System: The mage spends one additional Mana during the summoning, and specifies a second Arcanum for the target Supernal being. The primary Arcanum must remain one of the mage’s two Path Ruling Arcana.
  • Forces – Environmental Immunity ••••
    Wind, fire, extreme cold, and lightning — the forces of nature are largely under the command of the Adept of Forces, and she can ignore them with near impunity.
    • System: The player spends a point of Mana. The character is thereafter immune to the effects of Environmental Tilts and Extreme Environments (p. 231 and 224, respectively), for the rest of the scene. Note that this Attainment does not protect the mage from Forces spells aimed at her specifically. In such cases, the Imago of the spell includes damage to her, and thus she must make a more concerted effort to avoid it (perhaps by using the Counterspell Attainment).
  • Life – Body Autonomy ••••
    The mage’s body is a temple, and cannot be altered, harmed, or affected without her consent. Any incoming magical affect that would change her physical body can be immediately countered. System:
    • The mage can reflexively use this Attainment under the following circumstances:
      • She is the target of a supernatural power that would alter her physical body in some way.
      • She is the target of a supernatural power that would injure her.
      • She is the target of an attack that would place a Personal Tilt on her (Arm Wrack, Blind, etc.). The mage is immediately aware when one of the above circumstances applies, and may protect herself by spending a point of Mana. The character enters a Clash of Wills with the intruding power, using her Gnosis + Life.
  • Fate: Unbound Fate ••••
    A mage with this level of proficiency with the intricacies of Fate has a sixth sense for powers intended to usurp control of his own destiny. The mage can reflexively repel deleterious magic that will or could harm her fate. She can resist falling under the sway of a geas, for example, or shrug off psychic control.
    • System: The mage can reflexively use this Attainment under the following circumstances:
      • She is being forcibly bound into a geas.
      • A supernatural compulsion to do something she does not wish to do is directed at her.
      • A supernatural effect is changing her destiny. The mage is immediately aware when one of the above circumstances applies, and may protect herself by spending a point of Mana. The character enters a Clash of Wills with the intruding power, using her Gnosis + Fate.
  • Time – Time in a Bottle ••••
    An Adept of Time can cast spells in seconds that would take other mages hours.
    • System: The character may spend one Mana instead of using a Reach to use instant casting time for a spell.
  • Create Rote •••••
    Masters of any Arcanum can translate an improvised spell into a Rote (Rotes and the mechanics for using them are described on p. 112). Creating a Rote requires Mastery of the Arcanum in question — the mage needs to know the Arcanum’s most advanced principles before being able to codify a spell into a Rote. Masters often include personal flourishes in their Rotes, and so is it sometimes possible to tell which variant of a spell a mage uses based on how she performs a Rote.
    • In order to create a Rote, the mage needs to have cast the spell in question many times and be familiar with the Imago she will use to make the Rote. She then performs it, slowly and deliberately, infusing every gesture and action with magic, until the Rote is solidified and the Imago fixed and perfect in her mind.
    • System: The mage can create a Rote out of any spell she can cast, provided that she has Mastered all of the Arcana to be included. She needs to choose a Skill to encode and fix the Imago in her mind. Doing so is an extended action (Arcanum + the encoded Skill, each roll equals three hours of study and practice, 5 successes required per dot of Arcana involved in the spell). The mage can devote three hours at a time to this working over a period of weeks — the successes need not be accrued sequentially. The player spends one Mana for each roll. The usual rules for failure apply. If the player fails one of these rolls, the character must either break off the attempt or take a Condition, which cannot resolve until the Rote is complete or the mage gives up. Once the character has mastered the Imago, the player spends a point of Willpower and an Arcane Experience, and the Rote is complete. The character can then teach it to other mages, or use the Prime 1 spell Scribe Grimoire (p. 166) to write it down and allow others to cast it.


Aura of Fire—
       +1 to Brawl, gain 8 again
       +1 to Athletics, gain 8 again
       +1 to Occult, gain 8 again
       -1 on Persuasion, lose 10 again
       -1 on Stealth, lose 10 again

  • instant action, lasts scene, 1 mana
  • friendlies get bonus, we get bonus, bad guys get negatives
  • Compare the Nimbus strength to any witness’s Resolve. If a character’s Resolve is equal to or lower than the Nimbus strength, the Tilt takes effect. If for whatever reason a character is aware of the effects, she can willingly submit to the Tilt regardless of her Resolve.


  • Potent Nimbus ••
    • Effect: Your character’s Nimbus has distinct and powerful effects on witnesses, add four to your character’s effective Gnosis when determining her Nimbus Tilt (see p. 90). Additionally, add your dots in this Merit to any rolls to flare your character’s Nimbus.
  • High Speech
    • Effect: can use High Speech as a Yantra in spellcasting (see p. 120)
    • Effect: If the mage has the High Speech Merit, vocally intoning her Imago confers a 2 die bonus. As it takes time to speak the words, she cannot use this Yantra reflexively — it always increases the casting time.
  • Adamant Hand ••
    Prerequisite: Brawl •••
    • Effect: Your character has studied extensively in the Adamantine Arrow martial arts. This allows her to use combat techniques as Yantras for instant spells. This Merit allows use of Brawl in combat as a reflexive Order tool Yantra, adding dice to a spell cast on subsequent turns, or to a spell cast reflexively in the same turn as the combat action. You may purchase this Merit multiple times to reflect the other styles.
  • Fast Spells ••
    Prerequisites: Firearms ••, Time •
    Effect: Your character’s Aimed spells streak out with the speed of bullets. Subjects may not apply their Defense against your Aimed Spell rolls unless they use a Supernatural power that allows them to use Defense against firearms.
  • Shadow Name •••
    • Effect: Your character has a particularly developed magical persona, and is almost a different person when acting as a mage than in her mundane life. When purchasing this Merit, determine the Shadow Name and its symbolism. The character may use those symbols as a persona tool in spellcasting, worth this Merit’s dots.
      • Additionally, apply dots in this Merit as a Withstand rating to spells that attempt to identify her or cast on her using the Sympathetic Range Attainment when in her mundane persona, to spells using the Temporal Sympathy Attainment targeting a time when she was in her mundane persona, and as a dice penalty to mundane skill rolls relating to identifying her as the same person as her magical self.
    • Persona: contemplative, perceptive, even toned and somewhat quiet
  • Cabal Theme
    Prerequisites: In a Cabal, all members must have this Merit

Bek Mage Suit

Corporate Woman GMJJ