Mage
1700s
- 1765 -- Arrival of the Celestial Chorus Missionaries
- Spanish Catholic missionaries from the Celestial Chorus arrive in the region that will become Houston. They establish a secret presence among the local Indigenous tribes and Spanish settlers, laying mystical foundations for future development.
- 1790 -- The Prophecy of the Storm
- A Coahuiltecan seer, influenced by the Celestial Chorus, foresees a cataclysmic storm that will reshape Houston at the millennium. Known as "El Huracán del Milenio," the prophecy, encoded in ancient symbols, predicts a hurricane of unparalleled power. This prophecy is kept secret, known only to a select few.
1800s
- 1836 -- Founding of Houston and the First Chantry
- Houston is founded. The Celestial Chorus, in collaboration with the Hermetic Order of the Golden Dawn, establishes the first formal chantry in the new cathedral of the archdiocese of Houston-Galveston. This joint effort merges the Chorus’s religious mysticism with Hermetic magical practices, with the location strategically chosen for its alignment with a powerful ley line.
- 1845 -- The Texas Revolution and Supernatural Influence
- During the Texas War of Independence, both the Celestial Chorus and the Hermetic Order subtly influence the conflict. The Celestial Chorus provides blessings and protection to the Texan forces, while the Hermetic Order uses its knowledge of alchemy and ritual to support their allies, subtly guiding the outcome of the war.
- 1869 -- The Transcontinental Railroad and the Arrival of the Akashic Brotherhood
- With the completion of the Transcontinental Railroad, Houston becomes a major hub. The Akashic Brotherhood establishes a new chantry at the Teo Chew Buddhist Temple in Chinatown. This chantry reflects a blending of Eastern and Western magical practices and integrates with Houston’s diverse cultural landscape.
- 1881 -- The Hispanic Mystical Sanctuary
- A group of Chicano and Latino mystics, aligned with the Akashic Brotherhood, establishes a hidden sanctuary in Houston’s Hispanic community. This sanctuary serves as a center for blending local cultural traditions with mystical practices, fostering a unique fusion of Hispanic and Asian magical influences.
1900s
- 1924 -- Relocation of the Hermetic Chantry to Baker House
- As Houston modernizes, the Celestial Chorus and the Hermetic Order relocate their joint chantry to Baker House at Rice University. The move reflects a shift towards a more academic and research-focused environment, where Hermetic and university-based magical studies can be pursued more securely.
- 1965 -- The Schism and the Rise of the Akashic Chantry
- Tensions between the Celestial Chorus and the Hermetic Order grow, leading to a schism. The Akashic Brotherhood, already established at the Teo Chew Buddhist Temple, experiences internal strife, with a more radical sect emerging to consolidate power and influence within Houston’s mystical community.
- 1984 -- Discovery of the Prophecy
- A historian with ties to both the Celestial Chorus and the Akashic Brotherhood uncovers the ancient prophecy of "El Huracán del Milenio." This prophecy foretells a category 6 hurricane that will devastate Houston at the millennium. The discovery sparks a frantic effort among the mages to prepare for the predicted catastrophe.
- 1990 -- Intensified Preparations
- As the millennium approaches, both the Celestial Chorus and the Akashic Brotherhood increase their efforts to address the impending threat. The Celestial Chorus focuses on fortifying the city’s wards and protective measures, while the Akashic Brotherhood engages in rituals aimed at redirecting or mitigating the hurricane’s impact. The supernatural community in Houston prepares for the coming crisis.
Spheres
20th Anniversary Mage: the Ascension takes some pretty serious liberties with their expectations of the environment that Mage players experience. We have a different set of expectations, chief among them just how much Sphere 'bloat' has cropped up between 2e (2nd Edition) and M20 (20th Anniversary).
Below is a collation of the various rules in M20 that do not exist on RetroMUX. There's... a lot here. A simpler way to look at it is to just play like we did back in 1995: use the 2e rules about what Spheres can do. Officially, here are the edits:
- Mage: the Ascension 20th Anniversary Edition (M20)
- 'Locking An Effect' section, pg 511-512: Strike the entire section, until the 'Sphere Specialties' section starts.
- 'Most Effects require touch or close contact...', pg 513: More a clarification than an edit, we consider 'close contact' to be 'about the size of a living room'. Also, any magicks which are purely sensory in nature (predominantly Rank 1 Sphere Effects) have a range of 'as far as you can perceive without assistance'
- 'When combining Correspondence with other Spheres, however...' , pg 513: Strike that paragraph.
- 'Also, by combining Correspondence 3 with Forces..., pg 513: Strike the mention of Forces, Life, or Matter. Correspondence can do this on its own.
- 'In many cases, offensive Mind effects', pg 519: Remove the entire paragraph. Difficulties for Mind rolls are the same as any other Sphere. Storytellers may, at their discretion, assign additional penalties for pushing a target too far outside their regular behaviors.
- How Do You Do That? (HDYDT?) -- Strike it. The entire book. It's a dumpster fire.
Wards (and Bans)
By default Correspondence 2 can set Wards that inhibit or enhance the actions of targets within the ward (difficulty modifiers, slowing the ability to cross a distance, etc) and Correspondence 4 can actually Bar (completely disallow) entry or exit. Because this does affect the relevant patterns it requires the Spheres at the appropriate level to cast the effect being added to the ward. SEP fields (Somebody Else's Problem) require Mind 2, for instance, and fire attacks require Forces 2 and an appropriate source of fire, or Forces 3, Prime 2.
Wards and their Triggers can be confusing because the concept of a 'Trigger' isn't really used elsewhere in Mage. Trigger spells need to be able to determine when the trigger conditions for the Ward/Ban happen. Your ward needs to understand what a Vampire is before it knows to Ward the space against them.
This always takes the relevant spheres at rank 2. Setting triggers does not involve transmuting, altering, or in any way affecting a pattern so the rank doesn't vary with the target. Instead it functions like sensory magic (although it requires Rank 2 of the Pattern Sphere). Setting triggers against iron is Matter 2, against cats is Life 2, and against Vampires is Life 2, Matter 2.
So your Ward that sets all Vampires who step within it on fire is Corr 2 (for the ward), Life 2, Matter 2 (to set it for Vampires), and Forces 2 or Forces 3/Prime 2.
Arete
In the world of Mage: the Ascension, Arete doesn't really exist (not as something measurable, anyway). The Spheres, on the other hand, do. Rank in the Traditions is measured by demonstrable skill with certain ranks of Spheres, not of Arete. The rules in M20 which limit Spheres based on Arete make sense from a metaphysical standpoint (your understanding of a Sphere cannot outstrip your understanding of Magick), however, they have caused Storytellers all over to be horribly afraid of Arete 5... when really what they should be 'afraid' of is Spheres at 5. This is further reflected in the NPCs we see in books. Quite a few NPCs have Arete 6 but don't have a single Sphere at 5.
Additionally, surpassing Instruments is a big step for a character, and starting with a surpassed Instrument already doesn't make a ton of narrative sense.
Keeping the following in mind, the Arete-based limits have been adjusted thus:
Arete | Mystic Inst. | Techno Inst. | Maximum Spheres |
---|---|---|---|
1 | - | - | 1, 1, 1 Note: The 3 remaining dots from Character Generation are held back, and awarded for free upon Arete 2 |
2 | - | - | 2, 2, 2, 1, 1 |
3 | - | - | 3, 3, 3, 2, 2 |
4 | - | 1 | 4, 4, 3, 3, 2, 2 |
5 | - | 3 | 4, 4, 4, 3, 3, 3, 2 |
6 | 2 | 4 | 5, 4, 4, 4, 3, 3, 3, 2 |
7 | 4 | 6 | 5, 5, 5, 4, 4, 4, 3, 2 |
8 | 6 | 8 | 5, 5, 5, 5, 5, 4, 4, 3, 2 |
9 | 8 | 9 | NOTE: Not available for PCs |
Seekings and Epiphanies
Seekings are always a subject with a lot of variance between Storytellers, so we want to be upfront about what we want to see with Seekings.
The game of Mage: the Ascension is not about firing cool looking laser guns, having tea with spirits, or about sticking it to the Technocracy. Mage: the Ascension is about reflection, enlightenment, and discovery, and a Seeking is a brief flash of that ultimate truth (rather than a training session where your Avatar shows you how Rank 4 Spheres work). With this in mind, there are a few things that we look for in a Seeking, and expect players to have answers to the below questions in mind before asking for a Seeking.
- What new magickal understanding do you expect to reach?
- A Seeking is a measure of achieving enlightenment, but achieving enlightenment means changing, enhancing, or expanding your world view. Your Paradigm note will change in some way with each Seeking. General ideas are better than specifics.
- What 'truth' is demolished or created?
- A Mage is a belief machine. They eat, breathe, and live their paradigm, which only works because, for the Mage, their Paradigm is Truthtm. A Seeking will make some Truths suddenly not so truthy, or make completely new Truths for you to tangle with.
- If you are surpassing Instruments for a Sphere, which ones?
- Understanding of those Spheres should play into the Seeking itself.
- What about your character will change?
- All of the items above lead to this main question. How has your newly expanded horizon, which has changed what you believe (and with belief being so central to a Mage), how has that made who you are different? This can (but is not required to) make alterations to your sheet. For example:
- Nature
- eg. The Stodgy Hermetic who realized that their emotional distance from people meant that they had few allies, and allies would be necessary to achieve their goals, so part of their Seeking led them to be much more outgoing and welcoming to people. Nature changed from Sage to Benefactor
- Shifting Attributes
- eg. The Akashayana who used to practice for hours and hours, but the Seeking teaches them that practice doesn't truly prepare you for using your skills, and so he goes out into the world to learn through experience. Drop a dot in Stamina, gain a dot in Perception
- Merits and Flaws
- The examples here are numerous, but with as transformative as Seekings are, there are a lot of possible options.
- Resonance
- Resonances can shift wildly with a Seeking as well.
As with the above, there are a few notes and expectations that players should have:
- Seekings at Arete 5 and above have the potential to be lethal.
- Gaining the 4th dot in a Sphere requires an Epiphany. Epiphanies of this nature will be much more related to the Sphere itself, and are not quite so in-depth and transformative as a Seeking.
Focus (Paradigm)
Your character's Focus includes three things: Paradigm, Practices, and Instruments.
When casting a spell, you'll need to not only describe what combination of Spheres and Abilities make up the mechanics of the spell, but also how your character believes such a feat to be possible, and what they are doing to make it happen. We should see your paradigm, practices, and instruments involved in each casting of a spell.
Resonance
We now use the Book of Secrets 20th Anniversary's Resonance/Flavor/Synergy rules. Every mage should have a resonance trait (see pools) of 1. You can raise it ONLY via RP justification.
What does this trait do? It allows for bonuses on appropriate backgrounds and arete (YES ARETE) on things RELATED TO YOUR resonance description. In the end, the ST is the final arbiter if your resonance trait adds dice to your roll. There are many bonuses to this, but also realize the following: The higher the resonance, the more detectable your magick is as your magickal signature becomes more discernable and concrete instead of just impressions and general things.
Also: Once you reach ADEPT level (Rank 4 in a Sphere), you start manifesting your highest sphere in everyday life.
- Forces - You might have extra static cling and start to zap people with light electrical charges; you might always run hot
- Life - You always seem in perfect health
- Prime - You seem more... REAL. Like you're more there. You may shine brightly, you may have an aura of authority, or you may come across as the archetypical example of some known concept.
- Correspondence/Spirit/Mind - You're kinda spaced out seeing/feeling something else. You might talk to the air (spirit). You might finish another person's sentence (mind). You might be one of those people who can just walk around, not paying attention and never stub their toe/fall/trip (correspondence).
- Entropy - You're either a center of calmness and order in the middle of chaos or shit breaks around you all the time.
- Time - You're always punctual/late/early. Time seems to just go by faster when you're around (having fun?)
Those are some examples, and RP should sort of reflect that. Vampires have their hunger. Shifters have rage. Mages have weirdness in the form of Resonance.
Rotes
Rotes! They're spells that give you a little difficulty modifier. Mages can start with up to arete number of rotes, and then each rote will be purchased with 3 XP each.
What do you need in the rote?
- Name
- Obvi
- Effect
- What the rote does in layman's terms (as if your character were describing it to someone else). How it's cast. Be as precise as you can be with this. Once you've formalized a rote being done in ONE WAY, then that is the way you do it if you want the rote bonus.
- Spheres
- What Spheres are necessary for the Effect.
- System
- What the spell does, in system mechanics. This includes a minimum number of successes required for the base Effect.
For example:
- Name
- Furtum Parma Magica
- Effect
- By inscribing the common sigil of magical protection upon their person (A triangle surrounded by a circle), the Magus creates a funnel through which magickal power is viewed, drawn, and occasionally shaken loose when cast upon the target. Those who have a keen understanding of Resonances are able to filter for specific ones and allow them through.
This 'stealing magickal shield' serves three purposes. First, it provides the caster with the ability to see magicks anywhere within their sight (this functions identical to the Watch the Weaving rote). The second purpose is as a set of general all-purpose passive countermagick, automatically attempting to counter any Effect (harmful or benign) which targets the caster. The third purpose enables the caster to 'drain' magickal power from effects that they actively attempt to counterspell or unweave.
- Spheres
- Prime 3 (optionally Mind 2)
- System
- 2 successes are necessary for this effect, with additional Base Successes allocated to the passive Countermagick dice. If Mind is added to allow Resonances through, each Resonance (including the caster's) requires an additional success. Whenever the caster attempts to actively counterspell or unweave, and gain at least one success, the caster gains a single point of Quintessence.
Please setup each rote as its own note, and then submit a request when you want your rotes reviewed. Rotes that exist in the various source books my be purchased so long as you have the Spheres to cast them. Small non-mechanical changes can be made to properly fit a character's paradigm. (ex: Wonka's Golden Ticket from Tradition Book: Euthanatos may be purchased by a Cultist, and redescribed to fit the Cultist's paradigm, so long as the Spheres required and the Effect itself are unchanged.) Creating entirely new Rotes that exist in no books requires that your character have the highest Sphere in the Effect at 4 (and still costs XP). Creating new Rotes, particularly ones that other Mages use, is a mark of honor in Traditions society.
Rotes listed in Dead Magic I, Dead Magic II, Book of Crafts, and Lost Paths cannot be purchased without heavy justification (IC research and likely a PRP).
Wonders (Inventions/Fetishes/Artifacts/Talismans)
For Mages and Sorcerers who want to make fetishes and talens, we use the ruleset from FORGED BY THE DRAGON'S FIRE. If you don't know or have that book, it's fine, we'll walk you through the process.
Traits
Points
Trait | Points |
---|---|
Attributes | Primary 7 / Secondary 5 / Tertiary 3 |
Abilities | Primary 13 / Secondary 9 / Tertiary 5 Note: No Ability may be over 3 without Freebies |
Spheres | 5 + 1 in Affinity Sphere |
Backgrounds | 7 |
Willpower | 5 |
Freebies | 15 |
Freebies
Trait | Cost |
---|---|
Attribute | 5 |
Ability | 2 |
Sphere | 7 |
Background | 1 |
Willpower | 1 |
Merit | Merit Cost |
Flaw | Flaw Gain. Note: You can take more than 7 dots in Flaws, but can only gain 7 Freebies from Flaws. |
Affinity Sphere
Please remember to choose your Affinity Sphere based on the selections available to your Tradition in M20. Order of Hermes Mages may choose the Sphere associated with their House (see Tradition Book: Order of Hermes Revised for details).
Abilities
As per the game-wide House Rules, any Secondary Ability is full cost, but grants a -1 difficulty (except when used in combat).
Mage Staff, however, will never ask you to roll a Secondary Ability (they really are just stat bloat). If you have an Ability not on the Mage Primary Abilities list, you may ask to substitute it, but allowing this (and any other modifiers to the roll that may ensue) are at the discretion of the StoryTeller for the scene.
Primary Abilities
The Mage Primary Abilities are:
Talents -- Alertness, Artistic Expression, Aethletics, Awareness, Brawl, Empathy, Expression, Intimidation, Leadership, Streetwise, Subterfuge
Skills -- Crafts, Drive, Etiquette, Firearms, Martial Arts, Meditation, Melee, Research, Stealth, Survival, Technology
Knowledges -- Academics, Computer, Cosmology, Enigmas, Esoterica, Investigation, Law, Medicine, Occult, Politics, Science
Backgrounds
Please see the information below for each Background you have on your character, and follow the instructions listed. (In particular, please look at Avatar.)
- Allies -- For each ally, please supply a NPC note with the name 'Ally - <Name>'. (Details on NPC notes can be found below.)
- Alternate Identity -- Where applicable, please specify the name, criminal record, and very basic background in a +note
- Arcane -- This Background is considered 'restricted', see Mage staff for details. No +notes are required.
- Avatar -- Mages without at least 1 dot in Avatar will come under strict scrutiny. Please specify a +note describing your Avatar based on the information in 'Avatar' below.
- Backup -- Please describe the type of Backup you have (based on the suggestions in M20 p306) in a +note.
- Blessing -- Please describe what your Blessing does, where your Blessing comes from, and what acts might be considered anathema to the source of your Blessing in a +note.
- Certification -- This Background is not in use. See the 'How To...' Merit in the Merits section.
- Chantry -- This Background is not available to characters during Character Generation.
- Contacts -- For each contact, please supply a NPC note with the name 'Contact - <Name>'. (Details on NPC notes can be found below.)
- Cult -- Cult is not allowed for Mages. For an IC representation of a Cult, see 'Backup' above.
- Demesne -- Please describe your Demesne in a +note
- Destiny -- Staff will work with you to determine (in the vaguest terms) your character's Destiny and +note it.
- Dream -- No notes necessary
- Enhancement -- As per M20, the costs for this Background are doubled. Mystic Mages may take the Enhancement background. Please describe in a single +note what your enhancements are. Static Attribute/Ability adjustments will be made to the +sheet via the +effect system by staff.
- Fame -- Please describe what you are famous for, and who your target group is in a +note
- Familiar -- Please build out a statblock for your Familiar using the rules in Gods and Monsters 20th Anniversary (GM20). (See the Companion tab for additional details). Specify the statblock and any RP notes in a +note.
- Influence -- Please note that we use the stock rules for this background found in M20, p316. Specify the source of your Influence in a +note.
- Legend -- This Background is not available to characters during Character Generation.
- Library -- For each dot in Library, please choose either 2 Abilities or 1 Sphere, and place them in a +note. Your Library rating may be substituted for any of the chosen Abilities for research purposes (as per M20, p318). Choosing a Sphere for this Background provides automatic Justification for raising that Sphere for the first 3 dots of that Sphere.
- Mentor -- Please describe your Mentor using a NPC note. (Details on NPC notes can be found below.)
- Node -- This Background is not available to characters during Character Generation.
- Past Lives -- No Notes necessary
- Patron -- Please describe your Patron using a NPC note. (Details on NPC notes can be found below.)
- Rank -- This Background is not in use.
- Requisitions -- As per M20, this Background is only available to Technocracy PCs. Note: Technocracy PC Applications are currently CLOSED.
- Resources -- Please specify how your Resources are earned and managed (regular job with a regular bank account, drug running income buried in shell corporations, drug running income in cash in a storage locker, etc) in a +note.
- Retainers -- Please specify (in a single +note) each Retainer's name and what purpose they fulfill for your character.
- Sanctum -- As per M20, ththe costs for this Background are doubled. Please describe your Sanctum, including location, in a +note.
- Secret Weapons -- As per M20, this Background is only available to Technocracy PCs. Note: Technocracy PC Applications are currently CLOSED.
- Spies -- No notes necessary.
- Status -- Please describe what your character has done to build their status in a +note. Note: This Background relates strictly to Tradition/Faction. For 'Status' among mortal institutions, see the Influence background.
- Totem -- Totem is not allowed for Mages.
- Wonder -- Please describe the Wonder based on the stats in the Toybox section of M20 (p651-653) in a +note.
NPC Notes
For each NPC Note, please include the NPCs name, their relationship to the character, what is is they can do for your character, and some basic roleplaying notes. This doesn't need to be heavily detailed. For example: "Damon and Lil' Fade grew up on the same streets, and almost ended up with the same life, until Lil' Fade saw the potential in Damon and forced him out of the gang. Lil' Fade still has a paternal instinct toward Damon, and will occasionally secure illicit goods, or step up to violence."
Merits
A lot of Merits in M20 either just don't work in a MUX environment, or run counter to the Themes we're trying to develop. Below is a list of edits/notes/expectations for Merits. Any Merit not on the list can be taken by players without restriction or additional information necessary.
- Acute Senses -- If you take the 1-pt version, please add a +note specifying which Sense is Acute.
- Artistically Gifted -- In what can only be an editing mistake, this Merit does enhance magick-casting rolls just as other Merits of its type (since all the other ones do). However, that enhancement only comes in the form of the 'Abilities Enhancing Magick' rule on M20 p533.
- Berserker -- This Merit is not allowed for Mage PCs.
- Concentration -- This Merit is just... really, really good. That's all.
- Code of Honor -- Please list your code of ethics (in particular, what can violate it) in a +note.
- Enchanting Feature -- Please specify which Feature is Enchanting
- Favor -- Please describe the Favors you are owed in a +note.
- Insensate to Pain -- This Merit will incur some scrutiny.
- Language -- Please specify which Languages you have learned by adding the 'Lang <Language>' trait to your character at level five (for example, to show that you know German, add the 'Lang German' stat at 5 dots). You need not add the 'Language' Merit as long as the Languages are specified.
- Local Hero -- Please describe your locality (which cannot be 'the City of Houston') in a +note.
- Loyalty -- Please describe the target of your loyalty in a +note.
- Natural Leader -- This Merit is a 1-pt merit rather than 2.
- Noble Blood -- Please specify which 'royal' family you are a member of, and how that shows itself in your appearance.
- Noted Messenger -- This will require approval from the staff of the 'other group' you wish to be a Messenger to as well as Mage staff.
- Presitgious Mentor -- This Merit can be taken without the Mentor Background, as it represents a Mentor who you no longer have an active relationship with. If this is the case for your character, please describe your Mentor in a +note.
- Secret Code Language -- This Merit only costs 1 dot if the Mage also has 'Natural Linguist'.
- Self-Confident -- This Merit is not allowed.
- Sterile -- Without stepping into the morass of the pros and cons of child birth, this Trait is considered a 0-pt Merit and never a Flaw. In essence, you can choose to be Sterile (or not) for whatever story purposes matter to you, and take this Merit if you need it.
- Subculture Insider -- Please describe the subculture you are an Insider of in a +note.
- Ties -- Please specify which group(s) you have Ties to in a +note.
- Too Tough to Die -- This Merit will incur strict scrutiny.
- True Love --
Flaws
A lot of Flaws in M20 either just don't work in a MUX environment, or run counter to the Themes we're trying to develop. Below is a list of edits/notes/expectations for Merits. Any Flaw not on the list can be taken by players without restriction or additional information necessary.
- Addiction -- Please specify your Addiction in a +note.
- Bigot -- While NPCs may exhibit these behaviors from time to time, they are inappropriate for PCs. This Flaw is not allowed.
- Child -- Child PCs are not allowed.
- Compulsion -- Please describe your compulsion in a +note.
- Cursed -- Please describe your curse in a +note.
- Deranged -- While forms of Derangement make a lot of sense for the game of Mage: the Ascension and what a character may go through, this Flaw requires strict scrutiny from Mage staff in order to make sure that these very serious conditions are treated with the proper care.
- Driving Goal -- A Driving Goal of 'reaching Ascension' or other such goals that point directly to the same will not be allowed. Please note your Driving Goal in a +note.
- Echoes -- Please describe your Echoes in a +note.
- Enemy -- Please describe your Enemy using the 'NPC Notes' section above.
- Construct -- This Flaw may only be taken by Awakened Mage PCs (For Construct characters, please see the Companion tab).
- Extreme Kink -- C'mon, really? You can roleplay this, but you're not getting freebies for it.
- Hatred -- Please describe the subject of your Hatred in a +note.
- Hero Worship -- Hero Worship of other PCs will not be allowed. A known NPC in the game, however, is an option. Please specify the subject of your worship in a +note.
- Impediment -- Please describe the condition, how much it affects your character, and whether or not people can tell that you have it in a +note.
- Inappropriate -- Characters of this nature are just plain disruptive. While they may be great for a laugh every so often, they do not foster long-term roleplaying. As such, taking the Inappropriate flaw at greater than 1 dot will be met with strict scrutiny.
- Mental Lock -- This is one of those Merits that sounds great on paper, and is a mess for a Storyteller to administrate. While we do allow this Flaw, it will require a lengthy discussion with your Storyteller.
- Obsession -- Please describe your Obsession in a +note.
- OCPD -- This Merit is not in use. The condition of OCPD is instead expressed by the 'Deranged' Flaw.
- Phobia -- Please describe your Phobia in a +note.
- Profiled Appearance -- While this Flaw may seem 'simple', Houston is the 1990's was a more tolerant city among a more tolerant state (among the South, anyway) than the Bible-thumping transgender-hating hellscape that it is today. Please describe in a +note what it is about your character that would cause their appearance to be Profiled.
- PTSD -- While forms of PTSD make a lot of sense for the game of Mage: the Ascension and what a character may go through, this Flaw requires strict scrutiny from Mage staff in order to make sure that this very serious condition is treated with the proper care.
- Repulsive Feature -- Please specify your Repulsive Feature in a +note.
- Shy -- The mechanical effects of this Flaw do not apply when in comfortable company. (In essence, it matches the 'Shy' Flaw of V20.)
- Sterile -- Without stepping into the morass of the pros and cons of child birth, this Trait is considered a 0-pt Merit and never a Flaw. In essence, you can choose to be Sterile (or not) for whatever story purposes matter to you, and take this Merit if you need it.
- Stress Atavism -- This Flaw is not allowed for Mage PCs.
- Vanilla -- We consider this a roleplaying choice, rather than a true detriment. This Flaw is not allowed.
- Whimsy -- This flaw universally ends up a rather large barrier to roleplay. Use caution before taking it.