Sage MacKenzie
Why should a man be scorned if, finding himself in prison, he tries to get out and go home? Or if, when he cannot do so, he thinks and talks about other topics than jailers and prison-walls? The world outside has not become less real because the prisoner cannot see it. - JRR Tolkein

Basic Info:

Player: Kadmus
Name: Sage MacKenzie
Aliases: Mac, xXS4g3M4st3r420Xx

XP Unspent/Total: 2/40

Brief Description: Sage is very obviously not human. They appear to be made of artfully folded and moulded parchment. They have shoulder-length, curly red 'hair', green 'eyes', and pale 'skin'.

Appearance: Sage is a slim figure of average height. They are very obviously not made of flesh and blood. They have sharp, androgynous features. Their 'eyes' are green, and, once you get close, obviously drawn onto their 'skin'.

Up close, their 'skin' is obviously given colour by thousands upon thousands of characters written on the parchment in a pale, flesh-toned ink.

Their 'hair' is in fact long strips of parchment, the ink used for the writing on them a rusty red.

When they move, it's in a set of slow, jerky motions, like the nerve signals are only getting through in fits and starts. They don't move in normal steps, instead bouncing around as though under the effects of reduced gravity.

Every motion elicits a faint rustle of parchment, the only noise Sage can make.

Sage usually wears an oversized, battered green overcoat, covered in pockets, and loaded with pens, pencils, brushes and ink, and always has at least three half-filled notebooks with them. This accounts for a significant portion of their weight. Under the overcoat is a floor-length, grey dress, or possibly a robe. Probably a robe?

Personality: Sage is quiet by birth, bookish by necessity, and curious by choice. They want to know more – and the more they know, the more 'Sage' remains separate from the Grimoire. They are shy and scared of people, as they have not interacted with many in the past, beyond their parents and the other cultists. They are, however, eager to face that fear and meet people, hoping that others are much less like the cultists they grew up with.

They live a vicarious double life as 'xXS4g3M4st3r420Xx' (they were young and dumb and it's kind of a brand, now), pwning scrubs and writing shitty freeware video games. They get wrecked at shooters and any twitch-based game, but excel at anything that gives them time to think. Challenge them at Civ at your peril.

Hobbies, Likes and Dislikes:

- Reading
- Trolling on chatrooms and forums
- 'Eating'
- Playing and writing sci-fi video games and sappy romances.
- Magic

- Exploring
- New things
- Trashy romance novels and sci-fi doorstoppers
- Sneering at scrubs
- Magic

- Fire
- Lit-fic
- Getting pwned
- Running out of ink or parchment.
- Losing charge on their phone
- Magic


Brawn: 1 (Mass, Muscle, Endurance and Resilience)

Finesse: 1 (Coordination, Agility, Quickness and Grace)

Acuity: 6 (Comprehension, Clarity, Perceptiveness and Reasoning)

Resolve: 4 (Willpower, Concentration, Determination and Focus)

Charisma: 1 (Charm, Presence, Confidence and Poise)


Initiative: 5

Health: 8

Psyche: 9

Quick Defenses:

Vitality Total: 1
Reflex Total: 1
Willpower Total: 9
Parry Roll: 1

Dodge: 1
Mundane DR: 1
Ability DR: 1


  • Alchemy - (3) Acuity
  • Artifact Design - (5) Acuity
  • Computers - (5) Acuity
  • Magic (Runic) - (3) Acuity
    • Infusion – (5) Acuity (Greater Affinity)
    • Dissonant – (5) Acuity (Greater Affinity)
    • Malediction - (5) Acuity (Affinity)
  • Occult Knowledge - (5) Acuity
  • Willpower - (5) Resolve




  • Host Of The Grimoire Of True Names (17) - Sage's fusing with the Grimoire has changed them irrevocably.
    • Form Shifter (2) - Sage can transform into the Grimoire at will.
    • Flight (6) - Sage can fly at running speed, held aloft by arcane forces.
    • Eidetic Memory (5) - If not pressed for time, Sage never needs to roll to recall something that they witnessed or retrieve information from memory. If pressed for time, +3 to remember, and memory is always accurate if recalled.
    • Synthetic Body (4) - Sage does not need to eat, drink or sleep, and they are immune to poison and disease, as well as most biological agents. They do not heal naturally, but can be 'repaired' with the right skills (Artifact Design).
  • Knowledge Of The Grimoire Of True Names (30) - The Grimoire unlocks its greater wisdom to those who study it relentlessly, achieving deeper levels of understanding of the True Names.
    • Magical Affinity: Infusion (5) -  Multiply the original spell point cost of Infusion spells by 0.75. Skill requirements for Infusion spells are 1 rank lower.
      • Greater Magical Affinity: Infusion (5) -  Multiply the original spell point cost of Infusion spells by 0.5, overwriting the reduction from Affinity. Skill requirements for Infusion spells are 1 rank lower. Multiply the spell point costs for any non-Affinity field by 1.25
    • Magical Affinity: Dissonant (5) -  Multiply the original spell point cost of Dissonant spells by 0.75. Skill requirements for Dissonant spells are 1 rank lower.
      • Greater Magical Affinity: Dissonant (5) -  Multiply the original spell point cost of Dissonant spells by 0.5, overwriting the reduction from Affinity. Skill requirements for Infusion spells are 1 rank lower. Multiply the spell point costs for any non-Affinity field by 1.25
    • Magical Affinity: Malediction (5) -  Multiply the original spell point cost of Malediction spells by 0.75. Skill requirements for Malediction spells are 1 rank lower.
      • Deep Studies: Malediction 1 (5) - Gain 3 spell points for Malediction. Can be taken multiple times, but cost increases by 1 each time it's taken.
  • Deaf (-1) - Sage is completely deaf, and has been their entire life.
  • Flammable (-4) - Sage is made of parchment, and so takes +3 damage from all fire attacks. It is also the obvious choice, as Sage is very obviously made of parchment.


Total Currency: $200 CAD

On Hand
Half-filled notebooks
Their bodyweight in pens, pencils, brushes and ink
Their phone
The Grimoire Of True Names

A crappy, self-built desktop PC, about three generations behind
Enough notebooks to crush an elephant
Dog-eared, well-loved novels
Bootlegged video games

XP and Advancement

List what you've improved with XP since character creation.
24 XP: +2 Acuity
4 XP: +2 Malediction
5XP: Malediction Affinity
5XP: Deep Studies Malediction

XP History:
List sources of XP and their amounts given.
+10XP: 5 Scenes, March 2017
+4 XP: 2 x Journal
+14 XP: Doubled first 15 XP
+10 XP: 5 Scenes, April 2017
+1 XP: Doubled first 15 XP
+1 Winter Formal

Initial Details:

Additional Information

The Truth Of The Grimoire
The Lie Of The Grimoire
Bibliography / History:
Extra Info:


Interpersonal Relationships:

Fei: Female, speaks ASL. Was of minor assistance.
Cecile: Female. Italian. Interested in magic! First friend. Taught me about hugs.
Andrey: Extremely cool metal man. Musician. First phone number! Might be a demigod.
Wheelchair Rune Girl: I think her brain is broken. She didn't make any sense; maybe she's been mind-wiped to prepare a vessel for a dark and cruel god to enter our world?
Smashed Face Girl: Is missing an eye and has a smashed face. She seemed kind of stupid, or maybe just blind.
Jane: Is a fragment of the Forgotten, infused with sentience. She's promised to provide me with never-written books, which is exciting!
Claire: Is just like the therapists. Why don't people understand I'm not sad about things? At least she's got a good taste in books.

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