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Sorcerer Character Creation

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So you wish to make a sorcerer, do you? To create a Really Cool Guy that runs around exploding things with his mind, or maybe just scrambling that old lady’s television set, triggering her dementia and causing her to beat down the next random pedestrian she sees? Or perhaps to create a mysterious cabalist who wants to talk to demons but somehow only manages to get Batwing the Snotflinger? Perhaps your idea of a good time fits somewhere betwixt those two extremes...In any case, before you can fling yourself into Chicago with your crazy bloated mess of a human being in tow, you have to create the concept, as it were...and what better way to begin than by selecting your Numina? Unless you’d prefer to be a regular old mortal, of course. They don’t get cool Numina because they’re not part of the cool kid’s club. Also, if you’d like to play a different character type, feel free to speak with your ST about it, but don’t get married to the idea.

  • Mystic: Mystic sorcerers are far more populous than their psychic counterparts, as they are not born with an innate mental ability to do cool things like set people on fire with the power of their minds alone. No, to become a mystic sorcerer takes practice, dedication, hard work, blood, sweat, tears, and quite possibly lots and lots of energy drinks. Most mystic sorcerers bleed pure caffeine, a phenomenon that has baffled modern-day scientists and medical professionals. Unlike their psychic counterparts, however, Mystic sorcerers may learn, and sometimes even create their own rituals to bolster their chosen paths. Point of order, however: Some paths require the use of foci in order to enact. Take care to read over your sorcerer revised book before choosing the path that’s right for you. <3

  • Psychic: Psychics can DO MAGIC WITH THEIR MINDS. Unlike Mystic sorcerers, psychics are born with their cool innate abilities to do crazy stuff that astounds the masses. However, that doesn’t mean they get to be lazy and sit on their little laurels while the Mystic sorcerers work hard at being cooler than them; psychic power is raw, wild, and extremely difficult to control, especially at a young age. It surges and flares and takes quite a bit of discipline and practice to master. Psychics never require foci unless a flaw is taken for it to be thus. However, psychics may not learn or create paths, which can sometimes be a real mood killer. Seriously. Psychics may also not pick up mystic paths, because mystic sorcerers don’t want them in their cool kids’ club.

The Next Step

Well, now that you've got that nailed down, your next step is to slap the skeleton of this baby together. This sheet may be a useful way to keep track of things((if i can get a sheet uploaded to a permanent server, i will link it here)) Here's a basic rundown of what is required.

  • Give us a name to call you by!
  • Player: That'd be you, precious. If you don't want to give your real name to the creepy internet people, then don't; just give the same name for each character sheet you submit so you don't go exploding the Storytellers' heads; that's just impolite.
  • Chronicle: That’d be us, darling. Looking Glass.
  • Various Natures/Demeanors.: Now you have to pick a nature and a demeanor for your character. The nature of your character is the true personality; the demeanor is the façade they throw up to confuse the world. However, natures and demeanors can be the same, in some cases.
  • Society: Societies aren’t as much of a big deal for sorcerers as they are for mages; in all actuality, you don’t even need to be part of a society to play. If you’d like to be, however, that’s perfectly fine. Go for it, cupcake.
  • Residence: Describe your domicile/residence/pad/digs/crib/cave/ditch near the highway/section of sewer.
  • Concept: Sum your big, long character history into one or two words. Heartbreaking, I know.
  • Essence: To be honest, this isn’t as important to a Sorcerer as it is for a Mage, and will mostly be used for little storyteller things. The essences you may choose from at start are: Primordial, Dynamic, Static, Entropic, and Questing.

The Step After That Step

Now you get to put dots in things! Thrilling, no? You've got three attribute groups here: Physical, Social, and Mental. Now it's time for you to prioritize.

  • Your primary group gets 6 dots for you to spend in...
  • Secondary gets 4...
  • and tertiary, as one might expect, gets a measly 3.

Spend your magical dots of goodness wisely, and be warned that should you put 4 dots in any one category, you had best have a good reason as to why prepared when you submit your character for ST approval.

(Note: Every attribute begins at 1. These beginning dots DO NOT count against your spends, which is awesome. Any Attribute of 4 or 5 must be explained in the background.)

The Step That Occurs After the Previous Step

Here you get to slap more dots around, and this is where your character truly begins to flesh out, so to speak. Once again, you are required to prioritize your groups:

  • Primary group gets a lucky 11 dots to spread around.
  • Secondary group gets less at a mere 7 dots...
  • Tertiary group fails at a depressing 4 dots.

Should you put 3 or 4 dots in any one group, please explain why you did so on your submission sheet, so the ST's can decide if it is warranted. If you don't, you may not be approved, and you can't come crying to me about it because I'm on the internet and I don't give a rat's ass.

    • We are not in the habit of approving anything for a starting character if it has 5 dots in it already. You are more than likely not going to be able to achieve this, but if you truly believe you NEED that fifth dot, we will talk it over. Don’t get married to the idea, however.

Oh, and before I forget: Magical Secondary Abilities!

Yes, you can create specialized abilities and spend dots on them, same as you would your main abilities.

Say you want to make an icy Norse shapeshifting priestess; that's all well and good. However, you'd like her to be very, very skilled at stabbing people about the face and neck with Icicles: Great, go for it! Make your specialized ability 'Stabbing people with icicles', which, incidentally, sounds kind of awesome. However, the dots you put in here only work if you are ventilating an innocent person with said icicle, and not, say, a knife, axe, piece of wood, or teacup. Rolls using your secondary ability in this way are at a -2 difficulty. This does use up your abilities dots, so be careful.

Another Step to Needlessly Complicate Things

Now you get to figure out your advantages! Hooray! More stuff to piddle around with! Here is the piddling in question:

  • Your Backgrounds: You have 5 dots total to spend here spend them wisely, and yes, you do have to explain why you chose these backgrounds when you submit your character.

Influence, especially military influence, is extremely limited, so don’t go buying up enough of it to get ten tanks sent into Chicago to smash every formori from Bridgeport to Cook County.

    • We do allow sorcerers to buy the familiar background, and use a modified version of the mage rules in order to do so. Please speak with your friendly neighborhood ST for specifics if you are interested in having a familiar for captain sorcerer pants.
  • Path: You have 5 dots to spend among these, awesomely enough. Don’t get too excited, kiddo. You can’t blow your entire load to max out one path on character creation. Really they should be no higher than three on character creation, though four MAY be accepted if you give us a retardedly good reason. I’m talking make us weep at the beautiful articulation of your vivid prose good reason. After all, you’ve gotta have room to grow, right?
    • Note: Mortals don’t get this shiny thing, obviously.
    • Another Note: Some paths are extremely limited, due to the high potential for abuse and the even higher potential to get asshats in the game that will exploit them with full force. Hellfire is an extremely powerful, versatile path and is considered a dark art in the west. You’ll need to give a phenomenal background for this to be allowed, and even then it is limited to 2 dots max at character creation. Alchemy and Enchantment have the same potential to make an overpowered character, so as said before, 2 dots max. This rule isn’t hard or fast, per say; we may be willing to compromise if you prove yourself to be a mature, trustworthy player that won’t ruin things for everybody else by running around with your +10 Buster Sword of Anime and smashing everything up with your spiky yellow hair before anybody else has a chance to lift a finger.

Yet Another Step, Does it Never End?!

And here's the delightfully fun part. You get to choose merits and flaws for your character from the Sorcerer Merit and Flaw list. For your edification, I shall explain to you how this process functions:

  • Your flaw pool begins at 0. Lovely number, very rounded.
    • You can slap down as many flaws as you want; the number will be added to said flaw pool. However, only seven points of these flaws count. Anything extra is just gravy.
  • You can then spend these babies to buy merits, which are awesome.
    • You may buy more merits than you have flaw points. For example, if you only took a single, 1 point flaw, you could purchase for yourself a 5 point merit.
  • If, for some inexplicable reason, you have points in your flaw pool and don't feel like using them to buy merits, you can add those to your FREEBIE POINTS explained in this next step.
  • If for some bizarre reason you want to buy merits with your freebies, you may do so TO A CERTAIN EXTENT: No we are not going to let you waste all of your freebies to buy an assload of silly, shiny merits. Be prepared to be questioned as to why you have so many if you decide to follow this course.
    • If you have a merit or flaw that you would like your character to have that is not listed in the OMGZ OFFICIAL LIZT on here, please feel free to speak with us about it. If your merit or flaw came from a book, tell us which one. If you or a friend made it up yourself, give us the skinny, the lowdown, the dirt, and all that jazz on how it works. If it is something that overpowers your character to the point that you could easily trump other players in the game, obviously you won’t get this thing. However, if it is not, there’s a mighty good chance you’ll achieve your aims.

(Note: Yes, you DO have to explain merits and flaws when you submit your sheet. Don't whine to me. I don't care.)

Another Step, and We're Finally Winding Down

  • Willpower: You start out with a whopping 5 willpower. That’s right, kiddo. You need to have a fair bit of will to even begin working your sorcerous shenanigans. Just remember that you have to burn one wp for each and every little shenanigan you engage…
  • Freebie Points: You get 21 of these beauties, you gluttonous pinko, not including any extra you got from the flaw pool points that you neglected to spend on merits. The list below shows how many freebie points each particular thing costs; Keep track of this on your submission sheet, so your ST may see what you did. It makes keeping track of your spends far easier than looking at a sheet with random dots pasted everywhere willy-nilly, forcing us to do the math on our own. Math is the antithesis of fun; we don’t condone such things here.
  • Resonance: Every sorcerer has this. It’s the little energy signature you leave behind whenever you work the voodoo that you do. Think of it as a metaphysical fingerprint. The more you have, the more blatantly obvious your spellwork becomes. You want these things to stay low. However, everybody starts off with one point of resonance. It may be either static, dynamic, or entropic. These resonances color the look and feel of your spells; for example, Jerry might have a static resonance, which means his magic is a set, concrete pattern, unchanging, unalterable. His sister Jenny on the other hand has a dynamic resonance, which means her magic spirals and twists and dances and generally looks really neat. Their emogoth cutter younger brother Alphonso (Ralph) has an entropic resonance, so his magefire comes out in a trendy shade of black. Or his magic looks like it’s rotting. Or he smells of fertilizer. Whichever. Mortals don’t bother with this, obviously.

(Oi: If you’re making a mortal, there’s a few extra steps here. These are outlined below. Obviously sorcerers don’t cotton to this sort of thing. They are shinier than mortals…or at least, that’s what many would prefer to believe.)

  • Virtues: Your virtues are Courage, Conscience, and Self-Control. You get seven dots to distribute amongst the three, and they all start with one free dot that does not count against your total score. Sweet, no?
  • Humanity: Your starting humanity is your courage score, you see. Bear in mind that this is BEFORE you start pumping points into courage using freebies. Also, humanity does not raise when you raise courage with experience. Gotta buy it the hard way. Suck it up, Buttercup. Remember, low humanity = heartless, backstabbing sociopathic asshole while high humanity = stereotypical godly Mother Theresa fangirl/boy. You don’t have to be a simpering fool when you have high humanity, however. It simply means you’re less inclined to do something cruel or spiteful for your own amusement, and more likely to disable instead of kill, for example. After all, a soldier has to kill people as part of his job. This does not mean he has low humanity. However, a serial killer most assuredly would.
  • Willpower: Your starting willpower as a boring normal vanilla human is what you get when the forces of Self-Control and Conscience combine to form Captain Planet. Well, Captain Willpower, in this case. Same diff. Be aware that, as with humanity, this trait does not raise if you decide you’re going to raise Self-Control and Conscience later on.
Stat Cost
Attribute 5 per dot
Ability 2 per dot
Path 7 per dot
Ritual 3 each
Background 1 per dot
Willpower 1 per dot

Super Magical Mortal Extra Stuff Purchasing Happy Good Fun Time List:

Stat Cost
Humanity 1 per dot
Virtue 2 per dot


And now....you're almost done! Type up your explanations for your abilities, merits, flaws, etc. As well as your character background. You will also need to type up whatever equipment your character might be carrying around with them at any given time. When you've finally accomplished this daunting task, you may send all of your Word, Notepad, etc. documents to lgsubmissions@gmail.com And then loiter around in the #looking-glass channel on irc.sorcery.net for a while. You'll be contacted by an ST, who will go over your character with you, let you know if you've been approved or denied, discuss things and help you as best they can (because unlike your favorite wiki editor, here, they aren't horrible jerks) Do us all a favor, however: Don't get ignorant with the ST's. They are here to help you and to keep the game fun for everybody. Engaging in dickery will get you nowhere.

Aaaand....there you have it! Enjoy sowing the seeds of chaos and destruction wherever the worn-out sneakers of your sorcerer may tread. Just be certain to watch yourself....

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This page was last modified on 14 February 2009, at 21:08.
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