Backgrounds

 

Backgrounds cost 3x the new rating in XP.  See the XP Chart.

Most Backgrounds will be from 0-5, but many can go higher.  The cost remains 3x new rating in XP per point.

 

Throughout your character’s life, both magical and not, he has acquired friends, contacts, resources and personal strengths which will aid him.  They aren’t learned, but stem from social maneuvering, history, and dumb luck.  It may be best, before choosing backgrounds, to work on your character’s history, to make sure their backgrounds will suit the finished concept.

 

With many Backgrounds, you should be careful to specify whether they apply to Earth or Horizon, as the two have little overlap.  A rich man on Earth is a pauper in Horizon.

 

Allies

            Allies are unAwakened people, average folk who are willing to help your character.  It’s never something too much – Allies generally aren’t willing to put their lives on the line – but if you need a place to sleep, someone to watch your home, or a little cash when you’re broke, your Allies will give you a hand.  They may not have magic, but they do what they can.  Allies are people who do things.  If you want people who know things, take Contacts below.  Your Allies and Contacts could be the same people!

Generally, you have one Ally who is significant – your partner of sorts, the kind of fellow you go to for help with anything.  You should make sure your background describes this Ally, and their particular skills and influences.  Your other Allies don’t need to be fleshed out as thoroughly, and it’s fine if they’re just a name.

0 – No Allies: You don’t have any friends you can call on.

1 – One Ally of no significant influence or abilities.

2 – One average Ally, and one with some special abilities (good electrician, law student, etc.).

3 – Two average Allies, and one influential one (business owner, police officer, apprentice in your Tradition).

4 – Three average Allies, and one very influential one.

5 – Four average Allies, and one who is extremely influential.

 

Arcane

            Mages are on the edge of reality, and sometimes they can be very difficult to find or even notice.  The Arcane background doesn’t make Mages invisible, but it does make them less noteworthy.  Associates tend to misremember the Mage’s face, misplace his paperwork, and such.  Even his fingerprints may come out smudged, his blood unable to be tested. The Mage doesn’t need to do anything for this – if anyone tries to track him down or investigate his actions during Downtime, his Arcane qualities increase the difficulty of their attempts.  It has no effect during the actual game sessions.

            This Background exists so that you can try to plot and act against your foes without having to be totally obsessed with covering your tracks, or constantly worry if someone is digging up information on you.  Arcane gives you a minor barrier of protection.

0 – You’re just as noticeable as anybody else.

1 – You blend in with the crowd.

2 – You’re easy to forget.

3 – You’re difficult to follow.

4 – There are scant photos, papers, or records of you, and people can’t even agree on what you look like.

5 – In other peoples’ minds, you don’t even exist.

 

Authority (must specify an area of Authority)

            This Background represents your influence and sway in a certain area.  On Earth, a Mage might have Authority in the Computer Industry, Shipping, or Politics.  In Horizon, he might have Authority in a certain Tradition, in the Horizon Library, or in one of the Horizon Cabals.  Each separate area of Authority is treated as a separate background, so Authority: Police is entirely separate from Authority: Virtual Adepts.

0 – Nobody pays much attention to you.

1 – Your peers recognize you.

2 – You have many local associates, and you know who to call.

3 – You’re respected city-wide; people seek your opinion.

4 – Your word is important to an entire state.

5 – You can exert some influence on a national level.

 

Avatar

            Every Mage has an Avatar, but not all Avatars are equal.  This Background represents the strength of your Avatar, and directly influences how much Quintessence you start each game with, and thus how powerful your magic is.  It may also influence how clearly your Avatar guides you, but even a powerful Avatar will never clearly show itself to the Mage.

            Quintessence allows you to supercharge your magic, getting more effect out of your Rotes for less Paradox.  Your character begins each game session with Quintessence equal to his Avatar rating.  Barring exceptional circumstances and high-level magic, there is no other way to gain Quintessence, so this Background has quite an influence on your character’s magical power.

0 – Your Avatar is barely capable of magic.

1 – Maximum Quintessence: One.

2 – Maximum Quintessence: Two.

3 – Maximum Quintessence: Three.

4 – Maximum Quintessence: Four.

5 – Maximum Quintessence: Five.

 

Contacts

            Your Contacts are a primary source of information.  They tend to be in higher, more influential positions than Allies.  Don’t expect any big favors from a Contact, though – they’re just there to pass along information, and don’t be surprised if they want to be repaid for their services.  Each level of Contacts represents a moderately powerful and influential individual (a small business owner, police officer, member of a company, priest, or unAwakened member of another Tradition).  Generally, you’ll have one primary contact, and several others of lesser importance.

0 – No contacts.  All your investigation is done with your own two feet.

1 – One minor contact, someone who isn’t influential but tends to hear things (maybe a bum or bartender).

2 – One minor contact, and one connected one (a worker at a company, a rent-a-cop, innkeeper).

3 – Two minor contacts, and one significant one (a low-level manager, a beat cop, a village elder).

4 – Three minor contacts, and one very influential one (head of a business or division, an information dealer, a crime lord).

5 – Four minor contacts, and one extremely influential one (a CEO, a Technocratic leader, a high-ranking federal official).

 

Library

            Although you may not know it off the top of your head, you know where to find it.  Your library may include both mundane and occult elements, books, and later, CD-ROMs.  Of course, the downside is that you have to keep track of the stuff and keep it safe, but it’s definitely worth it when you need to find some obscure reference, some new insight, or some historical text.

Learning Spheres: When learning a Sphere by himself, a Mage cannot learn a Sphere Level higher than his rating in Library.

0 – You have no particular information resources.

1 – You’ve got some New-Age paperbacks.

2 – Your library is 90% pulp and 10% substance.

3 – You have numerous useful texts.

4 – You have an enviable collection, both occult and mundane.

5 – You can access lore, lost secrets, common wisdom and obscure facts.

 

Mentor

            No Mage in Horizon exists in a vacuum; there are always people watching over you.  Mentor describes how much your superiors like you, and would be willing to do favors for you.  Don’t expect your Mentor to do all your work – they’re busy people too, and are already stretched thin with magical research, teaching, and their own lives.  Still, when you’re lost in the world and you need a little help, there’s nothing like a mentor to show you the way.

0 – No mentor or teacher – how did you get to Horizon?

1 – Your Mentor feels no connection to you.

2 – Your Mentor might answer a question or two, if he has a slow day.

3 – Your Mentor respects you, and is willing to help you in small ways.

4 – Your Mentor has no problems pulling a few strings here and there for you.

5 – Your Mentor considers you his star apprentice.

 

Node

            One of the most precious properties a Mage can control is a Node.  These are focal points of magic, where Quintessence springs freely from enchanted places, ley line crossings, and the like.  However, controlling a significant Node is a challenge of itself; Node raiding is common among the Hollow Ones and orphans, and other supernatural entities are also attracted to places of power.  This Background allows you to cast more powerful magic during Downtime – without a Node, you cannot spend Quintessence on magic cast during Downtime.

0 – No access to a Node; like most Mages, you only have what power you can scrape up.

1 – A minor Node, barely worthy of mention.  Produces 1 point of Quintessence per game to use during Downtime.

2 – A small Node, holding a useful trickle of energy.  Produces 2 points of Quintessence per game to use during Downtime.

3 – A significant Node, able to power several Mages.  Produces 3 points of Quintessence per game to use during Downtime.

4 – A major Node, hotly contested.  Produces 4 points of Quintessence per game to use during Downtime.

5 – A powerful Node, one of the few sites of true magic left.  Produces 5 points of Quintessence per game to use during Downtime.

 

Property

            This Background represents owning buildings or land in Horizon, or at least having a place to crash.  The realm is a big place, so there generally aren’t any worries about finding a place to settle down.  Having a sizable house or complex can be useful for social events (such as holding the game in your own territory).

0 – No access to any buildings.

1 – You’ve got room enough to sleep.

2 – A small house, but comfortable.

3 – A larger house, enough for a cabal or family.

4 – A few small houses, side-buildings, or a larger warehouse or complex.

5 – A large complex of interconnected buildings, with storehouses, ritual areas, the works.

 

Reputation

            Your character has some recognition within your magical society.  You may be a Hermetic who uncovered an ancient ritual, or a Son of Ether who is regularly published in Paradigma.  One way or another, you’ve built up a reputation.  This does not mean that the others in your Tradition will automatically obey you, but you can expect some manner of respect from your fellows.

0 – Who do you think you are?  Most Mages are at this level, so don’t worry about it.

1 – Close associates respect you.  You’ve done something minor, and your name is occasionally murmured in relation to it.

2 – You have great influence over your Faction, and other Factions which have regular contact with it.  You’ve done something remarkable.

3 – Others of your Tradition often seek your wisdom, often from far away.  You’ve done something difficult and important.

4 – Your reputation extends far and wide, potentially even to other Traditions.  You’ve done something significant for the future.

5 – The Dalai Lama.  You’ve left a legacy that will never die.

Using Reputation: Generally, Reputation is for tie-breaking in social contests.  For example, if two people were striving to be the Chancellor of their Tradition, and the Tradition couldn’t decide between them, the one with higher Reputation would win.

 

Resources

            Even Mages must eat, and this Background represents the character’s financial holdings and income.  A character without this Background owns the clothes on his back, a little cash, and nothing more.  Not conducive to long-term survival.  There are plenty of ways for a Mage to get some quick cash (cheating in Vegas, doing miracles, etc.) but these tend to attract the wrong attention.  It’s easiest just to have a steady, real source of income.

            I won’t be keeping track of exactly how much money you have, just checking your Resources level when you want to make a purchase.  Note that Horizon has its own currency, and often values favors and information above simple cash.

0 – Flat busted: No job, no money, no prospects.

1 – Small savings, tiny apartment, cheap vehicle.

2 – Middle class, apartment or condo, sturdy vehicle.

3 – Large savings, small house, mid-sized vehicle.

4 – Well-off, large house, luxury vehicle.

5 – Rich, mansion, limousine.

 

Sanctum

            You have a realm, an apartment, a lab, or a shrine where your magic is much easier.  This allows you to negate some of the Paradox from casting magic during Downtime.  For each level of Sanctum you have, you may ignore one point of Paradox total per game from Rotes cast during Downtime.  Example: If you had Sanctum 2, then cast a Rote with 3 Paradox, you’d only gain 1 Paradox total.  Whereas Property represents large buildings, Sanctum represents smaller places such as laboratories, libraries, and ritual spaces.  Generally not the kind of place you want to sleep, or invite friends over to.

0 – No Sanctum: You have no secret place of power.

1 – Tiny Sanctum: As long as you’re in your secret closet...  Absorbs 1 Paradox per game from Rotes cast during Downtime.

2 – Small Sanctum: A very small room bends to your will.  Absorbs 2 Paradox per game from Rotes cast during Downtime.

3 – Moderate Sanctum: You have a workshop, ad maybe an associated small bedroom, in which you practice.  Absorbs 3 Paradox per game from Rotes cast during Downtime.

4 – Large Sanctum: A small house or set of rooms all hosts your magic.  Absorbs 4 Paradox per game from Rotes cast during Downtime.

5 – Extravagant Sanctum: An entire manor, a series of catacombs, a castle or faerie forest…and it all works as you desire.  Absorbs 5 Paradox per game from Rotes cast during Downtime.

 

Wonder

            Wonders are talismans, weird technology, artifacts, and other trinkets that have power and can produce magical effects for the Mage.  Each Wonder has a specific purpose.  Note that multiple Wonders are multiple Backgrounds – you pay the XP for each one individually.  However, you can only have as many Wonders as you have ranks in Arete.  The most important part of the Wonder is its concept, and how it ties into your character.  We’ll worry about what level of Wonder it is after.

0 – You haven’t run across any magical items.

1 – A Wonder with a trivial Effect.

2 – A Wonder with a useful Effect.

3 – A Wonder with a reasonably handy Effect.

4 – A Wonder with a very useful or commonly used Effect.

5 – A Wonder with an associated potent Effect.

Creating Wonders: To purchase a Wonder, simply think of a Rote you want the Wonder to be able to cast.  The XP Cost of the Rote becomes the required level of the Wonder Background.  For example, a Wonder that could cast Heal Self (Life 2) would be a level 2 Wonder.  Wonders generally cannot be ‘leveled up’ once they’re created.  Paradox: When using the Wonder, the Mage takes a certain amount of Paradox – usually half of whatever the Rote would normally give, rounded up.  Wonders are less flexible than Rotes, but suffer less Paradox, so it’s a good tradeoff.