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A Sleeper in both Mage: The Ascension and Mage: The Awakening is a mortal who is not aware of magic in the world and their own inner power.

In Mage: The Ascension, the Technocrats paternalistically refer to the Sleepers as the "Masses". During the Dark Ages, Sleepers were referred to as "Commoners".

Overview[]

Mortals are relatively ignorant of the supernatural world, a fact that increases the danger of Paradox for wielders of dynamic magic. While some mages look down on Sleepers, most wish to protect them and help them Awaken.

The reason for the Sleep varies in both games:

  • In Ascension, their internal Avatar has not Awakened, so they are still complicit to the Consensus, unable to think beyond that to which everyone agreed.
  • In Awakening, they are afflicted by the Quiescence, a shard of the Abyss within the human soul that prevents them from realizing the Truths of the Supernal World.

Stats[]

Initiates of the Art
Sleeper Apprentices
Attributes: Sleepers have Attributes at 6/4/3.
Abilities: Sleeper Abilities start at 11/7/4.
Backgrounds: The Sleeper gets 5 Backgrounds, most likely related to mortal relatives and society.
Arete: If you're starting with a true Sleeper, you have no Arete. if you just Awakened, you have an Arete of 1.
Willpower: Start with a Willpower of 3. Improvements cost 1 freebie point each.
Spheres: No Spheres yet - you just woke up! Get a mentor.
Freebie Points: Take your standard 21 freebie points. Spend 15, and save the other six points for mage specific advantages when you Awaken. if you're already Awake, fo ahead and spend them all. Remember, don't raise Arete above 1 at this time.

Manifesto: Transmissions from the Rogue Council
These are stats of the staff of the CFS Vigilant in the Arctic Circle.
Non-Combat Military Personnel
Note: Signal Intelligence officers' slightly higher Traits are given in parentheses.
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 2, Manipulation 2, Appearance 2, Perception 2, Intelligence 2 (3), Wits 2
Abilities: Academics (Military) 1 (3), Athletics 2, Computer 2 (3), Dodge 1, Drive 2, Firearms 2, Leadership 2, Survival 2, Technology 2
Signal Intelligence officers typically have Linguistics 1 or 2 (usually Russian or Mandarin) and Science (Mathematics/Cryptography) 3
Initiative Bonus: +4
Combat Dice Pools: Brawl 2, Dodge 3, Firearms 4, Melee 2
Willpower: 2
Equipment: Uniforms and job-related gear. In emergencies, they have 9mm pistols, but will use heavier weapons if they can get them.

Soldiers and Sleeper Combatants
Attributes: Strength 3, Dexterity 3, Stamina 3, Chrisma 3, Manipulation 3, Appearance 2, Perception 3, Intelligence 3, Wits 3
Abilities: Academics (Military) 2, Alertness 3, Athletics 3, Brawl 3, Dodge 3, Firearms 3 (including Technocracy exotic weapons), Intimidation 3, Leadership 2, Melee 3, Stealth 3, Survival 3 (soldiers only), Technology 2 (3 for Technocracy operatives)
Initiative Bonus: +6
Combat Dice Pools: Brawl 6, Dodge 6, Firearms 6, Melee 6
Soldiers and marines suffer a -1 penalty to these dice pools due to their armor.
Willpower: 3
CFS Vigilant Soldier Equipment: Soldiers wear the equivalent of Class Two body armor and camouflaged clothing (including balaclavas) appropriate for the season and temperature. They are armed with knives, .45 pistols, HK MP-5s (use light SMG statistics) or C-7 well as four assault rifles (for outdoors; use Assault Rifle statistics) as well as four ammunition clips for each gun they carry. Each soldier also has a headset that allows him to communicate with the Construct, his own squad and others.
Void Engineer/Panopticon Border Corps Marines Equipment: Marines wear Advanced Class Four Armor (only -1 Dexterity penalty due to superior ergonomics), rebreathers and biological/chemical protection (+5 soak dice versus gas/biological weapons/Effects except for direct Pattern attacks). An operative is usually armed with an X-5 Protector (semi-auto), and flechetter gauss-rifle (use Assault Rifle statistics, but double ammunition capacity, increase damage to 8 and double the soak value for body armor) or laser rifle (effective Arete 4 for an aggravated Forces 3/Prime 2 attack, 10 shots; can be used against single or multiple targets).

Hardsuit Troops
Nature: Any
Demeanor: Any
Attributes: Strength 4 (7: Hardsuit Training Specialization), Dexterity 3, Stamina 3, Charisma 2, Manipulation 2, Appearance 2, Perception 2, Intelligence 2, Wits 3
Abilities: Academics (Military) 3, Alertness 3, Athletics 3, Brawl 4 (Hardsuit), Computer 2, Dodge 3, Firearms 3, Hypertech 1, Intimidation 3, leadership 2, Melee 3, Stealth 3, Survival 3, Technology 3
Willpower: 4
Equipment: The Martinez Heavy Hardsuit adds +3 to Strength, +7 dice of armor (extra heavy armor) and has retractable blades in the fists, making hand-to-hand strikes inflict Strength +1 lethal damage. maximum speed is limited to 12 yards per turn. Hardsuit troops are also issued the same assault weapons as the troops they support.

References[]