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A Compendium of Rules for Mage-Ghouls Character in Mage: The Ascension and Vampire: The Masquerade

By Dave Losito ([email protected])

Author's Notes

After six month of gaming with a Hollow One-Ghoul character, I decided to put write down of the some rules we were using. With these, anyone who wishes to play such a role can follow a known path based on my own experience and some advice and hints. The idea of a Mage-Ghoul character was born very long ago, when first practicing with Mage: The Ascension, but it took me a while to make the decision and ask my Storyteller to actually do it. Since then, I've play-tested the character in my weekly sessions. judging it from the player's view. After the sessions, I think about all the things I've done from a Storyteller point of view.

This compendium is just the last of all my writings about it; it started out like a simple sheet of reminds about what I should or should not do with my Vitae and how my character should react to various situations with a partially Beast-infested blood. I made the first set of rules from scratch, with the only the limited information about ghouls in Vampire: The Masquerade for reference. Though there really wasn't any information about whether my character's magick would suffer with vampiric blood in his system, I decided it should. I developed penalties and losses of powers a mage would experience if he took Vitae (e.g., the loss of control of one Sphere). When White Wolf released Ghouls: Fatal Addiction and I found that officially, a Mage, being mortal, can be Ghouled normally, without any problem with his Avatar or Magick. I rewrote my compendium to respect that official line and thus this work comes out as it is now. I don't think this could be the summa of rules about Mage-Ghouls, but it suits my chronicle and it can be a basis for anyone to start from and set down their own rules. The best rules for your games are the ones you make.

Psychology is the Mage-Ghoul's most important aspect. I know it is tempting to have both Magick and Disciplines, but this is not why I decided to role-play a blood-addicted junkie. It is so interesting to develop your character to a point no one has ever tried, to see how real you may shape it. To do this is to make it the most Gothic-punk ever: a Mage-Ghoul, indeed.

My vision of Ascension influenced my choice in a Mage-Ghoul character: being three in one -- Wyld, Weaver and Wyrm -- the Trinity on Earth, being Mage, Garou and Vampire in one person only. My character (Tristan) is a Visionary with a Deviant Demeanor, so I chose the most deviant way to realize my Vision. Being a Questing essence, I took this as the first step on the quest for a ritual that will lead me to the realization of Tremere House's project to be a Living Awakened Vampire. I didn't care so much about the powers a Mage-Ghoul may actually have. Even if they are useful and can save your ass in bad situations, I wanted to focus my mind on my Character's desires and dreams. To best role-play such a character is not easy, but it is the most remunerative of all I played, for what concerns the human aspect, the psychological, emotional and realistic side of it.

To make Tristan the most human, I made it the most inhuman I could.

"More human than human."


Embracing the Night


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The Mage-Ghoul


Background


Rules


Stereotypes


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Rotes and Rituals


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The Lich


Background


Rules


Embraced by a Lich


A New Line


A New Life


A Lich's Human Reproduction


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Famous Mage-Ghouls


Ann McDean


Tristan Lewis Carrol


Jeremy