WoD/Mage
All Traditions have a primary Sphere and a second, Favorite Sphere. These Spheres gain the Advantage: Enhance or Advantage:Resist. You may buy the second advantage with experience for 5 points each.
Traditions[edit | edit source]
Akashic Brotherhood / Akashayana Sangha / The Order of the Vehicle of Akasha[edit | edit source]
Mind
Mystical Martial Artists.
Dragon / Lung[edit | edit source]
Forces
Phoenix / Fenghuang[edit | edit source]
Spirit
Tiger / Hu[edit | edit source]
Life
Enlightenment / Wind-Horse / Lung-ta[edit | edit source]
Prime
Celestial Chorus / Chœur Céleste[edit | edit source]
Prime
Religious believers in something greater than themselves.
Orders[edit | edit source]
Multititude of Orders, teaching Forces, Matter, Mind or Spirit.
Cult of Ecstasy / Seers of Chronos / Sahajiya[edit | edit source]
Time
Lakashim[edit | edit source]
Life
Dharma[edit | edit source]
Fate
Ojas[edit | edit source]
Spirit
Ananda[edit | edit source]
Prime
Dreamspeakers[edit | edit source]
Spirit. [wiki]
Contrary[edit | edit source]
Fate
Keepers of the Sacred Fire[edit | edit source]
Prime
Solitaire[edit | edit source]
Life
Spirit Smith[edit | edit source]
Matter
Euthanatos / Chakravanti[edit | edit source]
Fate
Dynamism[edit | edit source]
Life
Stasis[edit | edit source]
Matter
Entropy[edit | edit source]
Death
Ascension[edit | edit source]
Prime
Hollow Ones[edit | edit source]
Choose any one Favored Sphere.
Ahl-i-Batin / Batini[edit | edit source]
al-Hajj (Mastery of Space)[edit | edit source]
Space (Correspondence)
Four Pillars /Ubbadan / Faith[edit | edit source]
al-Anbiya (Mastery of Fate)[edit | edit source]
Fate
al-Fatihah (Mastery over Minds)[edit | edit source]
Mind
al-Layl (Mastery of Secrecy)[edit | edit source]
Time
al-Ikhlas (Awareness of Unity)[edit | edit source]
Unique combined-Sphere abilities.
Order of Hermes[edit | edit source]
Vires (command of elemental forces)
Anima (command of life)[edit | edit source]
Life
Corona (command of the mind)[edit | edit source]
Mind
Primus (command of Quintessence)[edit | edit source]
Prime
Materia (command of Matter)[edit | edit source]
Matter
Solificati / Crowned Ones / Children of Knowledge / Alchemists[edit | edit source]
Matter
Children of the Ether /[edit | edit source]
Matter
Child of Golo[edit | edit source]
Forces
Child of de Laurent[edit | edit source]
Life
Child of Vargo[edit | edit source]
Spirit
Child of Aretus[edit | edit source]
Prime
Vaeldermaen[edit | edit source]
Spirit
Fara, Mysteries of Travel[edit | edit source]
Forces
Forlog, Mysteries of Luck of Fortune[edit | edit source]
Fate
Galdrar, Mysteries of Magic and Secrets[edit | edit source]
Prime
Hjaldar, Mysteries of Battle[edit | edit source]
Life
Verbena[edit | edit source]
Virtual Adepts[edit | edit source]
Technocracy[edit | edit source]
Craftmasons / Order of Reason[edit | edit source]
Arrow Guild: The Arrow Guild focused on direct problems. They traveled to area where the common people were devastated either by plague, famine or war and sought to aid them to the best of their abilities. Coin Guild: The task of the Coin Guild was to act as a counterpoint to the High Guild and their grand financial actions. Coinsmen focused on keeping the money close to the people, often investing in modest projects. Hemlock Guild: The Hemlock Guild were the Craftmason's spies, often insituating themselves in other Conventions to keep a close watch over them. They often clashed with the Ksirafai. Level Guild: The Level Guild involved themselves in politics, both within the wider Order of Reason and among mortals. Their penchant was to inspire revolution against unjust lords. Scroll Guild: The Scroll Guild worked to educate their fellow Craftmasons, teaching them various arts and sciences in various subjects like history or the beliefs of their enemies amidst the Traditions. Stone Guild: The Stone Guil was the most iconic guild of the Convention. Under their direction, monumental edifices were erected, which were intended to serve the greater population. Sword Guild: The Sword Guild's purpose was to defend the Convention's designs. In their task, they often took up causes others believed to be lost, with a tendency of turning certain defeats into narrowly won victories.