Bek XP Tracker for Mage
Game #1 – 21 (111 SE total to spend)
start with 1 Supernatural Tolerance
-25 SE for Supernatural Tolerance at rating 6
-20 for 5 dots in life arcana
-20 for 5 dots in forces arcana
-2 for potent nimbus merit
-1 for high speech merit
-2 for adamant hand merit
-20 for 5 dots in fate arcana
-2 SE for merit Fast Spells
-8 SE for Time arcana at rating 2
-3 SE for shadow theme merit
-1 SE for Cabal theme merit
-4 SE for matter arcana at rating 1
-4 SE for matter arcana at rating 2
-4 SE for time arcana at rating 3
(+2 SE to spend from games 1-24)
To take later
- Prime: Universal Counterspell ••
An Apprentice of Prime understands the formation of spells and the creation of an Imago well enough to attack it on a direct, metaphysical level, allowing her a great deal more defensive capability.
- System: The mage may use Counterspell on any Awakened spell. The player rolls Gnosis + Prime when the character does not know the Arcanum used, or when this would be a higher dice pool than the appropriate Arcanum. The mage may also spend a point of Mana to Counter a spell’s lowest Arcanum rather than its primary Arcanum. For example, a mage with this Attainment Countering a Fate 4, Space 2 spell may pay a point of Mana to roll the Clash of Wills against Gnosis + Space instead of Gnosis + Fate. Mana to Counter a spell’s lowest Arcanum rather than its primary Arcanum. For example, a mage with this Attainment Countering a Fate 4, Space 2 spell may pay a point of Mana to roll the Clash of Wills against Gnosis + Space instead of Gnosis + Fate.
- Prime Armor ••
Prime Armor does not protect the mage from mundane attacks. Instead, it protects the mage from incoming magical attacks, including the damaging spells of other Awakened, but also any supernatural effect that deals direct damage. Prime Armor reduces the damage of all wholly supernatural attacks by the character’s Prime dots. For example, it will defend against an Aimed damaging spell or a bolt of energy shot at the character, but not a werewolf’s claws.
- Prime – Imbue Item ••••
The mage can infuse an item with magic, creating an Imbued Item. Imbued items are granted a single spell. In effect, whoever wields the imbued item gains the benefits of its spell, even though she did not necessarily cast it. See the Imbued Item Merit, p. 102. The mage can imbue an item with any spell she is capable of casting. Imbued items retain their magic indefinitely; a spell cast using an imbued item might run out, but the imbued item itself does not. Attainments may only be included if they modify a spell; for example, mages can imbue items with spells using Sympathetic Range, but may not imbue an item with Mage Armor or the ability to create Rotes.
- Read Prime Imbue Item for more details.