Appendix I: Template, Lenses, and Builds (Magic Vegas)

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==Appendix	I: Template, Lenses, and Builds==
91 Magician Template
40 IQ 12
02 Claim to Hospitality: Coven – eligible to purchase Fetishes and hire magicians of same tradition
01 Classic Features: Ethnicity of tradition’s cultural of origin – typical, but may choose a different Perk
00 Cultural Familiarity: Western (native)
01 Equipment Bond: Portable Ritual Kit – must purchase, does not include bond with path symbols
01 Equipment Bond: Path Symbol of choice – must purchase
05 Independent Income: $5,000/month but just assume it covers cost of living and Fetish renewal
04 Language: English (Accented)
00 Language: Liturgical (Native) – assumes educated as a Legacy, may swap with English if a recruit
05 Magery 0
18 Magery +2 (Solo Tradition -10%)
06 Potential Luck (Aspected to Magic -20%) – use half as often as full Luck
00 Status 1 (from Wealth) – cost of living $1,200/month
20 Wealthy – starting wealth $100,000, job income $13,000/month if full-time
00 Drunken Fighting and Weapon Adaptation Perks free with Path of Heroes 14+
-50 Disadvantages, including Marks of Power and 2pt Duty to Coven
02 Alchemy (Tradition) IQ-2
00 Area Knowledge (Magic Vegas) IQ-3
01 Autohypnosis
01 Computer Operation IQ
01 Dancing (or alternate performing art like Singing) DX-1 – assisting skill for rituals
01 Diplomacy IQ-2 – the player character’s job in Magic Vegas
01 Driving (Car) DX-1
01 Esoteric Medicine (Tradition) IQ-2
01 Expert (Tradition’s Culture of Origin) IQ-2
01 Guns (Pistol) DX – use for any weapon of tradition culture with Path of Heroes 14+
01 Holdout IQ-1 – for keeping up with symbols and Fetishes
01 Housekeeping IQ
01 Jeweler (or alternate art/craft like Woodworking) IQ-2 – for making symbols and charms
01 Occultism IQ-1
04 Path of Specialty IQ+1
09 Other Paths IQ-1
01 Photography (or Artist) IQ-1 – for generating sympathetic connections
02 Ritual Magic (Tradition Specialized for Path) IQ+1
00 Ritual Magic (Tradition’s other paths) IQ-1
01 Savoir-Faire (High Society) IQ+1 – includes bonus for Status
01 Scrounging Per – for improvising symbols for rituals
01 Swimming HT
02 Symbol-Drawing (Tradition) IQ-1
01 Thaumatology IQ-3 (+2 for own tradition)
01 Theology (Comparative) IQ-2
00 Blind Fighting, Breaking Blow, Immovable Stance, Kiai, Power Blow, Pressure Points, Push, and Sensitivity
20 Lens: Alchemist
01 Equipment Bond: Alchemy Lab – must purchase
-4 Magery – apply limitation Alchemy and Esoteric Medicine Only
20 Talent +4: Alchemy, Chemistry, Diagnosis, Esoteric Medicine, Pharmacy, Symbol-Drawing
02 Alchemy (Tradition) IQ+4 – includes bonus from Equipment Bond with lab
00 Chemistry IQ – from Alchemy
00 Diagnosis IQ-2 – from Physician
00 Esoteric Medicine (Tradition) IQ+2
01 Gardening IQ (or Naturalist IQ-2)
00 Pharmacy (either) IQ-2
01 Physician IQ-2 – disguise magical healing in order to evade Skepticism
01 Poisons IQ-2
00 Symbol-Drawing (Tradition) IQ+3
39 Lens: Athlete
05 Flexible
20 Talent +4: Acrobatics, Autohypnosis, Breath Control, Sport, Stealth, Throwing
04 Acrobatics DX+4
-01 Autohypnosis Will-2
01 Breath Control HT+1
04 Climbing DX+4
01 Jumping DX
01 Meditation Will-2
01 Sport (Specify) DX+3
02 Stealth DX+4
01 Throwing DX+3
00 Body Control, Flying Leap, Light Walk, Lizard Climb, and Throwing Art
46 Lens: Bonded
20 Will +4
06 Ally: ST 10 Familiar (specify host animal), always available (Sympathy -25%) – 2mi tepe, 8# teke
20 Magery +4 (Granted by Familiar, Solo Tradition)
22 Lens: Chosen
03 Favor: Increases availability of patron below to 9, just once
15 Patron: Extremely Powerful Spirit, available on 6 (Highly Accessible +50%, Special Abilities +50%)
03 Reputation: +2 almost always in own tradition
01 Theology (Tradition) IQ-2
12 Lens: Connected
10 Contact Group with Street skills 12, available on 12
01 Merchant (Black Market) IQ
02 Streetwise IQ
25 Lens: Coven
24 Ally Group: 10 Initiates (125pt), available on 12 – As template above, with 25pt of personal traits
01 Leadership IQ-1		Require IQ+1, Will/Magery +1, Drunk lens, or Generalist lens to assist all rituals
23 Lens: Crooked
00 Swap Art (Painting) IQ-1 for Photography to forge sympathetic connections (and masterpieces)
04 Counterfeiting IQ
01 Criminology IQ-1
08 Filch DX+2
02 Forced Entry DX+1 – damage +1/die against structures
01 Forensics IQ-2
00 Forgery IQ-2 – from Counterfeiting
01 Law (US Criminal) IQ-2
01 Lockpicking IQ-1
01 Observation Per-1
00 Pickpocket DX-2 – from Filch
01 Search Per-1
01 Shadowing IQ-1
01 Smuggling IQ-1
01 Urban Survival Per-1
14 Lens: Crutch – second level available
10 Will +2
04 Magery +2 (Gadget, Solo Path)
DR 5 (-15%), SM -6 (-10%), Can Be Stolen by ST/DX but won’t work for the thief (-15%).
31 Lens: Cult
24 Ally Group: 100 Acolytes (up to 62pt), available on 12 – up to +7 bonus for rituals
01 Accounting IQ-1
01 Administration IQ-1
01 Leadership IQ-1
04 Religious Ritual (Tradition) IQ
-41 Lens: Dabbler – incompatible with any lens which affects Magery or magic skills, except Drunk
00 Swap Languages (Native English, Accented for liturgical language)
-18 Magery 0
-32 Decrement IQ, Wealth, Alchemy, and Symbol-Drawing
-9 Forfeit Equipment Bonds, Luck, and Autohypnosis
25 Halve Disadvantage limit
00 Decrement and despecialize Ritual Magic
-12 Forfeit all but one path skill at IQ-3
04 Trade skill such as Carpentry, Merchant, or Seamanship
01 Auxilliary skill such as Woodworking, Accounting, or Boating
May only spend 20% of starting wealth on magic paraphernalia
07 Lens: Dealer
06 Contact: Merchant 15 (supernatural), available on 12 – helps sell as well as purchase
01 Merchant (Arcane) IQ
19 Lens: Ditraditional – incompatible with Monotheist or Specialist
06 Language: Alternate Tradition (Native)
02 Magery (remove “Solo Tradition” limitation from 2 levels)
-01 Forfeit Expert (Tradition Culture)
01 Alchemy (Alternate Tradition) IQ-3
01 Anthropology IQ-2
01 Archæology IQ-2
07 Paths of Channeling for Alternate Tradition Will-1
01 Ritual Magic (Alternate Tradition) Will-1
01 Symbol Drawing (Alternate Tradition) IQ-2
05 Lens: Drunk – net no penalty to Will/magic when Tipsy and +1 when Drunk or Euphoric
04 Magery +2 (Only While Drunk – specifically, when suffering Affliction IQ -2 or worse from intoxicant)
01 Mystic’s Stupor – Monotheists substitute Flagellant’s Blessing (Moderate Pain replaces Drunkenness)
06 Lens: Educated
01 Expert (Natural Philosophy) IQ-2
01 Geography (World) IQ-2
01 History (US) IQ-2
01 Literature (English) IQ-2
01 Research IQ-1
01 Writing IQ-1
34 Lens: Fetishmonger
10 Will +2
04 Magery +2 (Solo Ritual: Fetish)
10 Increment Wealth
01 Art or Craft skill used to make charms +1
09 Technique +8 for ritual Fetish
16 Lens: Furious
15 Ally: ST 25 Monster (like a fury), available on 15
01 Equipment Bond: Dogwhistle (+1 availability for Ally)
07 Lens: Generalist – incompatible with Specialist
00 Remove path specialty from Ritual Magic
-2 Decrement favorite path
09 Increment other paths
27 Lens: Guarded
09 Ally: 187pt Magician Bodyguard, available on 15 – as template above with Warrior lenses below
18 Ally Group: Trio 125pt Believer Guards, available on 15
21 Lens: Hacker
01 Equipment Bond with laptop
10 Talent +2: Computer Operation and Program, Cryptography, Electronics Operation and Repair, Games
03 Computer Op IQ+5
02 Computer Programming IQ+2
01 Cryptography IQ
01 Electronics Op (Surveillance) IQ+1
01 Electronics Repair (Computers) IQ+1
01 Expert (Digital Security) IQ-2
01 Games (Console) IQ+2
00 Computer Hacking
00 Lens: Horror – convert any non-specialist build
01 Spirit Compact
-02 Forfeit Equipment Bonds
01 Path of a Horror IQ-2
43 Lens: Hypnotist
15 Charisma +3
05 Sensitive
15 Talent +3: Filch, Hypnotism, Pickpocket, Public Speaking, Religious Ritual, Sleight of Hand
03 Swap Performance IQ+1 for performing art Dancing
00 Acting IQ-1 – from Performance
01 Fortune-Telling (specify) IQ+2
02 Hypnotism IQ+2
01 Pickpocket DX+1
00 Public Speaking IQ+5 – from Performance
01 Sleight of Hand DX+1
00 Enthrallment, Hypnotic Hands, Rapier Wit
00 Lens: Monotheist – convert any non-Generalist, non-Specialist build
01 Path of Allies Will-2
04 Path of Countermagic Will
01 Path of Heroes Will-2
02 Ritual Magic (Countermagic) Will
00 Ritual Magic (Tradition) Will-2
04 Technique Curse Mirror Will
-12 Forfeit Channeling paths and Independent Income
14 Lens: Musician – second level available
10 Talent +2: Dancing, Group Performance, Musical Composition/Instrument, Poetry, Singing
00 Group Performance (Conducting) IQ-1 – from Musical Instrument
00 Musical Composition IQ-1 – from Musical Instrument
02 Musical Instrument (Specify) IQ+2
00 Dancing DX+1
01 Poetry IQ+1
01 Singing HT+2
00 Musical Influence from Path of Heroes
00 Lens: Natural Magic – convert any non-Dabbler/Specialist
-06 Forfeit Luck
01 Breath Control HT-3
01 Computer Programming IQ-2
01 Jumping DX
01 Meditation Will-2
01 Public Speaking IQ-1
01 Singing HT (or any Musical Instrument IQ-1)
00 Body Control, Computer Hacking, Flying Leap, Musical Influence, Rapier Wit; potentially Throwing Art
For compatibility with other lenses, substitute Throwing as needed for any skill above
24 Lens: Opener
01 Expert (Sacred Geography or specified Otherworld) IQ-2
23 Technique Create Gate (Midgard or specified Otherworld) +22
Horror variant can change Technique to Lesser Wish
31 Lens: Planetologist – incompatible with Monotheist (philosophically, not game-mechanically)
20 Talent +4: Biology, Engineering, Geology, Meteorology, Naturalist, Navigation
04 Astronomy IQ
00 Biology (any) IQ-3
01 Cartography IQ-1
01 Chemistry IQ-2
01 Electronics Op (Sci) IQ-1 – sequence DNA
00 Engineer (any) IQ-2
00 Geology (any) IQ-2
01 Math (Applied) IQ-2
00 Math (Surveying) IQ-4 – from Cartography
00 Meteorology (any) IQ-1
00 Naturalist (any) IQ-2
00 Navigation (any) IQ-1
01 Physics IQ-2
01 Prospecting IQ-1
01 Weird Science IQ-3
28 Lens: Power – second level available
10 Will +2
18 Magery +2 (Solo Tradition)
00 Lens: Priest – convert any build
05 Clerical Investment (or Religious Rank) – requires greater Duty, and Disciplines of Faith are typical
-10 Decrement Wealth
01 Law (Ecclesiastical) IQ-2
04 Theology (Tradition) IQ
21 Lens: Ridden
20 Ally: ST 25 Totem (confers 25pt power), always available (or Minimal Patron: ST 40 Cacodemon)
01 Belief
09 Lens: Ritual Vice
01 Alcohol Tolerance
04 Attractive
01 Carousing HT
01 Erotic Art DX-1
01 Gambling IQ-1
01 Sex Appeal HT
11 Lens: Sanctum
01 Base – confers +1 bonus to rituals for sacred space
10 Potential Ally: ST 25 Dryad (with a 25pt modular ability), available Always (but only at Base)
Variant substitute ST 25 Sphinx embodied in a massive statue (or equivalent mundane security)
-10 Lens: Specialist (Horror)
-6 Magery (change “Solo Tradition” limitation to “Path of Heroes Only”)
-5 Forfeit Alchemy, Symbol-Drawing, and Equipment Bond: Ritual Kit
01 Spirit Compact
-11 Forfeit ritual paths and Ritual Magic
08 Horror Path IQ (plus Spiritual Distortion to maximum of Will+2)
02 Philosophy (Tradition) IQ-1
01 Mind Block Will-1
-14 Lens: Specialist (Path of Heroes) – may be Monotheist without the lens
-6 Magery (change “Solo Tradition” limitation to “Path of Heroes Only”)
-6 Forfeit Equipment Bonds, Alchemy, and Symbol-Drawing
01 Exorcism Will-2
04 Path of Heroes Will
-9 Other paths IQ-8
02 Ritual Magic (Specialized for Path of Heroes) Will
00 Ritual Magic (Tradition) Will-2
-10 Lens: Specialist (Specify Ritual Path) – may be Monotheist without the lens (Allies/Countermagic only)
-6 Magery (change “Solo Tradition” limitation to “Solo Path”)
00 Swap Equipment Bond from path symbol to patron symbol (only for specialist in Path of Allies)
04 Path of Specialty Will – if Horror, forfeit Equipment Bond with Ritual Kit in favor of Spirit Compact
-9 Other paths IQ-8
02 Ritual Magic (Specialized for Path) Will
00 Ritual Magic (Tradition) Will-2
-1 Forfeit Esoteric Medicine
50 Lens: Spellslinger – recommend Disciplines of Faith for sacrifice bonus to fast-casting
10 Will +2
01 Claim to Hospitality: Favorite Fetish – Djinn with Gizmo to conjure charm/elixir/symbol
12 Daredevil (Aspected: Magic) – fast casting in unconsecrated space usually qualifies
10 Photographic Memory – never need a grimoire
12 Magery +2 (Emergencies Only, Solo Tradition)
01 Fast-Draw (Symbol) DX
04 Technique: Favorite Ritual +3 (or a pair at +1 each)
45 Lens: Strategist
16 Contact: Research 18 (supernatural), available on 12, usually reliable
20 Talent +4: History, Intelligence and Market Analysis, Law, Propaganda, Sociology
01 Economics IQ-2
01 Expert (Memetics) IQ-2
01 Finance IQ-2
00 History (any) IQ-2
01 Intelligence Analysis IQ+2
00 Law (any) IQ-2
01 Market Analysis IQ+2
01 Mathematics (Statistics) IQ-2
01 Propaganda IQ+3
01 Sociology IQ+2
01 Strategy (Psychological Warfare) IQ-2
06 Lens: Streetfighter
04 Brawling DX+2 – damage +1/die
02 Judo DX-1
48 Lens: Summoner
-1 Forfeit Equipment Bond: Symbol
24 Ally Group 10× ST 10 Poltergeists (Mindless Minions), available on 12
04 Alternate Ability: Ally ST 35 Djinn, available on 12
02 Alternate Ability: Ally ST 25 Sphinx, available on 12 (or Potential Ally Embodied Sphinx on 18)
04 Alternate Ability: Ally Group 3× ST 15 Parasites (Mindless Minions), available on 12
02 Alternate Ability: Contact Ghost with Politics 21 (Supernatural), available on 12
01 Autotrance (concentrate for +2 to Availability of spirit Allies)
01 Claim to Hospitality: Favorite Fetish
01 Claim to Hospitality: Nymph Servants
02 Favor ST 40 Wight on 9
04 Psychology (Spirits) IQ
04 Technique: Bind +3
50 Lens: Warrior
15 Combat Reflexes
01 Danger Sense (Perk-level – no benefit except access to Precognitive Parry)
20 Talent +4: Armory, Guns, Karate, Riding, Soldier, Wrestling
01 Weapon Bond – must purchase the weapon
00 Swap craft skill Armory/TL4 IQ+3 for Jeweler
01 Body Language Per-1
01 Electronics Operation (Security) IQ-1
01 Expert (Security) IQ-2
03 Guns (Rifle) DX+6 – ST-based damage +2/die (with Weapon Adaptation from Path of Heroes)
-1 Guns (Pistol) DX+4
01 –Fast-Draw DX+1
01 Intimidation Will-1
01 Karate DX+2 – damage +2/die
01 Observation Per-1
00 Riding (any) DX-1
01 Soldier IQ+3
02 Wrestling DX+4 – Trained ST +30%
00 Precognitive Parry skill (with Bonded weapon of Fine Balance)
250 Build: Alchemist – all paths 12 (but 20 for alchemy)
91 Magician Template
22 Lens: Alchemist – TL10 Esoteric Medicine
25 Lens: Coven
06 Lens: Educated
07 Lens: Generalist
11 Lens: Sanctum
40 IQ+2
30 Will +6
18 Magery +6 (Alchemy and Esoteric Medicine Only, Gadget, Solo Tradition)
Junior version (3pt Ally): Remove IQ+2 and Coven
250 Build: Chosen One – specialty path 21, other paths 17
91 Magician Template
22 Lens: Chosen
14 Lens: Crutch (or choose traits favored by Patron)
27 Lens: Guarded
56 Lens: Power ×2
40 IQ+2
250 Build: Fetishmonger – Path of Allies 19, other paths 15
91 Magician Template
25 Lens: Coven
14 Lens: Crutch – Path of Allies
07 Lens: Dealer
34 Lens: Fetishmonger – Fetish 21
28 Lens: Power
11 Lens: Sanctum
40 IQ+2
Junior version (3pt Ally): Remove IQ+2 and Coven
250 Build: Hacker – Path of Heroes 19, other paths 17
91 Magician Template
13 Lens: Connected
23 Lens: Crooked
06 Lens: Educated
21 Lens: Hacker – Computer Hacking 19
56 Lens: Power ×2
40 IQ+2
Junior version (3pt Ally): Remove IQ+2 and replace Power with Crutch
250 Build: Hypnotist – Path of Heroes 19, other paths 15
91 Magician Template
14 Lens: Crutch – Path of Heroes
31 Lens: Cult – Religious Ritual 18
43 Lens: Hypnotist
28 Lens: Power
40 IQ+2
01 Attribute Substitution: IQ-based Stealth
02 Stealth IQ – Invisibility Art 19
Junior version (3pt Ally): Remove IQ+2 and Power, add Drunk
250 Build: Musician – Path of Heroes 18, other paths 16
91 Magician Template
25 Lens: Coven – band members with Drunk, Musician, and Ritual Vice lenses
05 Lens: Drunk
28 Lens: Musician ×2
56 Lens: Power ×2
09 Lens: Ritual Vice
05 Charisma
12 Daredevil (Aspected: Magic -20%) – Performing rituals on stage usually qualifies
01 Reputation: +1 sometimes among music fans
10 Voice
01 Dancing DX+4 – Hypnotic Hands 18
01 Hypnotism IQ-2
00 Performance IQ+1 – from Public Speaking
04 Public Speaking IQ+4 – Enthrallment and Rapier Wit 16
02 Singing HT+8 – Musical Influence 18
250 Build: Opener – specialty path 22, others 12
91 Magician Template
07 Lens: Dealer
06 Lens: Educated
24 Lens: Opener (Create Gate 19)
-10 Lens: Specialist (Countermagic, Horror, or other Channeling Path)
80 IQ+4
00 Ally/Dependent 125pt apprentice available on 15 (Crutch ×2 and Specialist lenses)
01 Reputation: +1 occasionally in own tradition
20 Talent +4: Alchemy, Art, Exorcism, Religious Ritual, Symbol-Drawing, Thaumatology
00 Art (Any) IQ-1
00 Exorcism Will+3
00 Religious Ritual (Tradition) IQ+2
16 Ritual Magic (Tradition) Will+6
16 --Path of Specialty Will+6
-2 Symbol Drawing (Tradition) IQ+2
00 Thaumatology IQ+1
01 Teaching IQ-1
Junior version (3pt Ally): Remove all but IQ+2, Dealer/Educated/Opener/Specialist lenses, but add Crutch ×2
Specialist (2pt Ally): As Junior Opener but remove IQ+2 and Opener lens
250 Build: Planetologist – Path of Countermagic 17, other paths 15
91 Magician Template
24 Lens: Opener (Create Midgard Gate 14)
19 Lens: Ditraditional
31 Lens: Planetologist
80 IQ+4
04 Contacts (2): Opener 12 (Supernatural), available on 9 each
01 Research IQ-1
Junior version (3pt Ally): Remove IQ+2, Ditraditional, and Contacts
250 Build: Prodigy – all paths 20
91 Magician Template
06 Lens: Educated
07 Lens: Generalist
40 Will +8
01 Belief
72 Magery +8 (Solo Tradition)
10 Photographic Memory
01 Reputation: +1 occasionally in own tradition
20 Talent +4: Alchemy, Esoteric Medicine, Religious Ritual, Symbol-Drawing, Theology, Thaumatology
00 Esoteric Medicine (Tradition) IQ+2 – TL10
01 Psychology (Spirits) IQ-2
00 Symbol-Drawing (Tradition) IQ+3
00 Thaumatology IQ+1
00 Theology (Comparative) IQ+2
01 Weird Science IQ-3
250 Build: Spellslinger – All paths 18 (but 20 in emergencies)
91 Magician Template
07 Lens: Generalist
56 Lens: Power ×2
50 Lens: Spellslinger – Fast-cast 16 with severe Disciplines of Faith
06 Lens: Streetfighter
40 IQ+2
250 Build: Spirit Warrior – Path of Heroes 18, other paths 4
91 Magician Template
39 Lens: Athlete
28 Lens: Crutch ×2 – Path of Heroes
21 Lens: Ridden
-14 Lens: Specialist (Path of Heroes, or Horror but decrement Horror path)
50 Lens: Warrior
30 ST +3
05 MV +1
00 Zen Archery (with arrow of Fine Balance and collimating or laser sight)
Junior version (3pt Ally): Remove Athlete, an instance of Crutch, and a level of ST
250 Build: Strategist – specialty path 19, others 17
91 Magician Template
06 Lens: Educated
28 Lens: Power
45 Lens: Strategist
80 IQ+4
Junior version (3pt Ally): Remove IQ+2 and Power
250 Build: Summoner – Path of Allies 21, other paths 15
91 Magician Template
46 Lens: Bonded
28 Lens: Crutch ×2 – Path of Allies
16 Lens: Furious
21 Lens: Ridden
48 Lens: Summoner
Junior version (3pt Ally): Remove Bonded and Furious but add Specialist lens for Path of Allies