Character Creation:
    All campaigns will be in the same universe and function using the same laws of physics.

Development Points
    The Base points a character begins with is 50 pts.  Added to the base points of a character are development points specific to the campaign.  They are considered pre-game experience.  These points are usually background specific and limited based on the campaign difficulty and purpose.  It is up to the GM to specify how many development points new characters get and all players in a given campaign will be assigned the same number of development.  Keeping this in mind, this game is designed to challenge the players, not their characters.  A good player knows his strengths and weaknesses and will play accordingly.  That having been said, it is understandable that the players will not want their characters to be monster food the first time they encounter the bad guys.  The purposes of development points is to balance the game with the power level of the players so that the game is not a walk-over or is not impossible for the players to survive.  Within the restrictions the GM places on them, these points are otherwise just like regular character points.  They carry no inherent advantages or limitations with them.  The GM will never remove points from a character, although he may decide not to award any development points.

GM-assigned points
    When creating a character, also players have the option of reserving some or all of their development points for the GM to assign as he see's fit.  If this is done, the character essentially gives up control of a portion of his character generation.  For the courage required for a player to agree to this, the player will recieve a 25% bonus.  This means that for every four points the player gives up to the GM, one extra point is awarded the player.  This bonus is also added to the points the GM will spend on the character.  Depending on the circumstances, what the GM does with these points may or may not be obvious to the player.  For instance, naturally, a third hand or eye or wings would be quite obvious, but the GM could also use these points to create things like latent powers or family heirloom that has special qualities, or a technological device.  In effect, it can be anything the GM can think up, so long as it relates to the players character in some manner.  The player may give the GM any or all of his development points.  Besides the possibility that the player may not initially know where those points went, since the GM can do pretty much anything with them, it is possible the character might gain a power or skill he is not otherwise allowed.  Because of the inherent advantages and disadvantages involved in this, it is strictly voluntary.  Players are not required to give up any of their development points and will not be penalized for refusing.

Character Types
    While there is considerable variety among player character types, there are certain basic archetypes:
        Normal:  A normal is human in all respects and has very little occult knowledge, although for game purposes, all normal player characters have a rudimetary knowledge of common types of occult "things" that may be encountered even if they don't know details.  There are other normals who are extremely knowledgable of the occult, who study some or all aspects of the "other" world.  Many of those become mages and actually learn to use magic, but others end up just knowing a lot about wierd stuff, which in some cases isn't much different.
        Talent:  A talent is a gifted normal with a single power or narrow group of powers, but not necessarily knowledge about how those powers works.  They are used with the same instinctual control as walking, breathing.  Young talents (below the age of puberty) are usually unaware of their talents, although most often they begin to manifest themselves around age ten.  At that time, they are found and "fostered" to someone who can teach them to control their powers.  Sometimes, they are not given instruction or are not fully prepared.  This results in uncontrolled powers manifesting at 'inconvenient' times usually requiring substantial "clean up" by the Cabal and forced fosterage.  Intensive training at this point is mandatory or the Talent will have their powers suppressed out of neccessity.
        Mage:  A normal who studies and trains hard for some time (usually on the order of ten-fifteen years) can become a Mage.  A Mage is a normal who knows the art of manipulating mana to produce a variety of results.  It is best to begin training to be a Mage at an early age.  Some are inherently more adept than others and can pick it up quicker, but in either case, the training necessary doesn't lend itself to a normal life and most who become mages end up not making their living by conventional or mundane means, but there is ample work for a resourceful mage in the shadows of normal life.
        Shadow creatures:  The term shadow creature is somewhat misleading.  A shadow creature is the name for any living organism either born out of mana or so infused with it that it makes little difference.  Some can even pass for human, even though in reality they may be very inhuman.  The traditional "monsters" of folklore; vampires, werewolves, familiars, etc fall into this category, also fairies, and nature spirits, etc.  Also, many shadow creatures are indistinguishable from normal animals, some horses, birds, lizards for instance are not at all what they appear at first.  They have, of necessity developed very good camoflage.

    These archetypes are explanations of what players are typically most likely to encounter in the game.  They are not intended to be restrictive.  Players are not required to choose an archetype.  Instead, your skill/power choices will determine which archetype best describes your character.  Character will most likely fall into two or more of these categories.  For example, a Talent who trains to become a mage or a normal who knows where all the werewolves live.  It is also possible to begin as, say.. a normal and become a mage during the course of the game, or a latent power could manifest itself and suddenly you will become a Talent.

   Players will create their characters in the normal fashion, including skills, powers, disadvantages.  When they are done, and points reserved for the GM to spend will be assigned, either with the players knowledge or not, as the GM feels is appropriate.

  Regarding devices.  The only devices players will be able to buy with character points will be magical artifacts or special technological devices that the character would have the scientific skill to create and that are not readily available in the modern world.  They are paid for with development points and not base points.  All devices are subject to GM approval.

  Check here for specific magic rules

Active Campaigns
    SoC I