WoD/Mage

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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.

Artificers / Iteration X /[edit | edit source]

Pharmacopei[edit | edit source]

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