Mage Template
It costs -5 points to be a Mage base, though many additional advantages are required.
Base Package
Avatar 1 (defined below) [15]
Secret (Mage) [-20](if discovered) Enemy [-20]
*Must take at least 1 sphere.
Removed Traits (free)
Immunity to the Delirium (Unfazable, Only vs Werewolves -40%?) [9] since it probably won't be important in most campaigns. If I was buliding WtA werewolves I would by the limitation for Terror that it only works on humans (not mages, vamps, or other supernaturals) anyway, so this wouldn't be necessary.
Mage Specific Advantages
Arcane - Open to ideas... As a package deal it becomes more expensive than it's worth.
Arete [10 points per level] - This functions as a talent giving +1 per level to each sphere skill (as described under sphere), but not a reduction in time or a reaction bonus to other mages. Mages may take up to 10 levels of Arete.
Avatar [15 points per level] - Each level gives you the ability to hold a point of Quintessence (specialized fatigue +0%) [3]. Each point of Quintessence (tass) may be used for a +2 to use magic (+2 IQ only for 1 sec -10%, one use each day per point -40%, only for magic -20%) [12] or to power certain abilities [0]. You can only spend your up to your Avatar rating in tass per turn.
Awareness [5 points] - This gives the same sensing effects as Magery 0. Need to create higher levels that give aura reading abilities.
Immunity to Paradox [N/A] - No fair price. Furthermore, this isn't appropriate to the default setting. GMs may choose to exact the "Price of Magic" (see section) or not in other settings.
Node - I assume that the Mage (or party of mages) will usually have a place to recharge their Avatars daily [0]. If you have additional resources (in case your normal node is compromised or you're away from home) this should be purchased as a patron. My assumption is that you're relying on another friend or coven's resources. If they will not provide any other aid it's worth -50%.
Spheres [100 points per level per sphere] - There are 9 spheres (Correspondence, Energy, Entropy, Life, Matter, Mind, Prime, Spirit, Time) each with 5 levels that define all of reality. Mages gain influence over these elements of reality as they advance their sphere influence. Each sphere has an effective skill of the rank (this advantage) + IQ + Arete level.
Special Limitation: Foci. If a sphere requires conditions to use this directly reduces the cost. These conditions can be the same limitations that are applied to magery (day, night, dancing, etc.), material requirements (like blood), or item usage. If the item is large, fairly immobile or restricted to certain locations this is a -60% limitation. If the item requires skill and time to use (a computer or abacus) this is a -30% limitation. If the item is fragile or easily taken this is a -20% limitation. If not having your foci instead hampers your ability to cast (-5 to skill), halve the limitation value.
Status - Mage specific status is based solely on sphere mastery and automatic by simply having that sphere level.
Mage Specific Techniques
Rotes [Average]: Rotes are a specific magical effect (though any coincidence may be used during the casting) that the mage is more proficient at using. The default level is equal to the lowest sphere skill used in the effect and may be increased to a +5.