Real Name:Robin Fargo
Shadow Name: Schlieren
Thaumaturge of the Path Obrimos
Libertine, Minute-Man, of the Free Council


Health Willpower Defense Initiative Mod Speed Wisdom Mana
(7) (5) (3) (5) (9) (7) (11)
Virtue Vice Aspiration, Short Aspiration, Short Aspiration, Long Obsession
Courageous Hasty Catch the Pipestone Killer


Intelligence •• Wits •• Resolve
Strength Dexterity Stamina
Presence Manipulation •• Composure ••


Mental Skills Physical Skills Social Skills
Academics (•) Athletics (•) Animal Ken ()
Computer (•) Brawl () Empathy ()
^ Crafts () Drive () Intimidation ()
* Investigation (•••) * Firearms (•••) ^* Persuasion (•••)
[Crime Scenes] [Aim Spells] [Compel Confessions]
Medicine () Larceny () Socialize (•)
Occult (••) Stealth () Expression ()
Politics (•) Survival () Streetwise (••)
^ Science (•••) Weaponry () Subterfuge (•)

* Denotes Asset Skills
^ Denotes Order Rote Skills


High Speech From the instant of Awakening, all mages can comprehend High Speech, the Supernal symbol of “language” that serves as the platonic ur-tongue. The Orders all teach their students to use High Speech as a Yantra in Spellcasting but it is useable in spoken and written form as a crude form of communication. Because it’s more the symbol of a language than a real language, though, High Speech has some restrictions — it is very good at communicating facts, but can’t be used to deliberately lie (it’s possible to be mistaken). It also contains no metaphors or symbols, as it is its own Supernal concept. High Speech may be used for Persuasion and Intimidation rolls, but reduces all Expression and Subterfuge rolls to chance dice.Sleepers who hear or read High Speech only perceive gibberish, and their memories of it are subject to Quiescence, although it does not provoke a breaking point. The character can use High Speech as a Yantra in spellcasting. 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. Order, Granted
Free Council Status Order, Granted
Fast Spells •• 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 Starting Merits
Professional Training - [Police Officer] ••• Your character has extensive training in a particular profession, which offers distinct advantages in a handful of fields. When choosing this Merit, define a Profession for your character and choose two Skills to be Asset Skills, which the advantages of the Merit will affect. Starting Merits
Networking At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field
Continuing Education With repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-Again quality.
Breadth of Knowledge Due to advancement in her field, she’s picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill and take two Specialties in your character’s Asset Skills.
Contacts - [Police] •• Contacts provide your character with information. This Merit represents a sphere or organization within which the character can garner information. Contacts do not provide services, only information. This may be face-to-face, email, by telephone, or even by séance in some strange instances. Garnering information via Contacts requires a Manipulation + Social Skill roll, depending on the method the character uses and the relationship between the characters. The Storyteller should give a bonus or penalty depending on how relevant the information is to that particular Contact, whether accessing the information is dangerous, and if the character has maintained good relations or done favors for the Contact. These modifiers should range from –3 to +3 in most cases. If successful, the Contact provides the information. Merit Bonus


Gnosis Forces Prime Time
[••] (•••) (••) (•)
Telekinetic Strike ••• Forces (•••) + Gnosis (••) + Science (•••) Free Reach: (3)
Turn Momentum ••• Forces (•••) + Gnosis (••) + Science (•••) Free Reach: (3)
Post Cognition Time (•) + Gnosis (••)
Pierce Deception Prime (••) + Gnosis (••)
Counter Spell Forces, Prime, Time Counterspell is a Clash of Wills 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, 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.
Precise Force •• Forces 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.
Universal Counterspell •• Prime 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.
Mage Armour •• Forces Forces Armor disperses the energy of 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.
Mage Armour •• Prime 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
Targeted Summoning ••• Forces 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
Steel Pen with Golden Band Forces
Gold Zippo Lighter Forces
Refillable Notebook with Steel binding Prime
Steel Wrist Watch Time

Mundane Equipment & Gear

Experience Track

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Experience (??)
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Arcane Experience (??)


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