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Flaws: Adding notes about Paranormal Prohibition or Imperative Flaw
 
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|valign="top"|Flaw|| Flaw Gain.  Note: You can take more than 7 dots in Flaws, <br>but can only gain 7 Freebies from Flaws.
|valign="top"|Flaw|| Flaw Gain.  Note: You can take more than 7 dots in Flaws, <br>but can only gain 7 Freebies from Flaws.
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=Affinity Sphere=
=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).
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).
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# '''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.
# '''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.
# '''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.
# '''Chantry''' -- This Background is not available to characters during Character Generation.  For a full workup of what this Background can do for you, look over at the [[Mage#Rules|Rules]] tab.
# '''Contacts''' -- For each contact, please supply a NPC note with the name 'Contact - <Name>'.  (Details on NPC notes can be found below.)
# '''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.
# '''Cult''' -- Cult is not allowed for Mages.  For an IC representation of a Cult, see 'Backup' above.
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= Merits =
= 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.
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 full list of ALL Merits for Mages.  Any Merit not on this list is not available to Mage PCs.  (Note: Some Merits on this list are also unavailable for Mage PCs.)


# '''Acute Senses''' -- If you take the 1-pt version, please add a +note specifying which Sense is Acute.
# '''Acute Senses''' -- If you take the 1-pt version, please add a +note specifying which Sense is Acute.
# '''Alcohol/Drug Tolerance''' -- No notes necessary
# '''Ambidexterity''' -- No notes necessary
# '''Animal Magnetism''' -- There is more to this Merit than 'people like to do things for pretty people'.  Mage staff will be applying the benefits of this Merit with due discretion.
# '''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).
# '''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).
# '''Avatar Companion''' -- This Merit is not allowed for Mage PCs.
# '''Bardic Gift''' -- This Merit applies only to the Performance ability (as Art no longer exists).
# '''Berserker''' -- This Merit is not allowed for Mage PCs.
# '''Berserker''' -- This Merit is not allowed for Mage PCs.
# '''Burning Aura''' -- Please note the ways in which your aura is altered with this Merit.  This Merit is granted automatically upon achieving the 4th dot in a Sphere.
# '''Cast-Iron Stomach''' -- No notes necessary
# '''Cat-like Balance''' -- No notes necessary
# '''Celestial Affinity''' -- Please specify the type of spirit to which you have affinity in a +note.
# '''Circumspect Avatar''' -- An Avatar that you don't interact with? Are you even playing Mage at this point?  This will not be allowed for PCs.  NOTE: Many if not most Avatars will attempt the more subtle acts of getting your attention described in this Merit first.  Ignore them long enough, well...
# '''Circumspect Avatar''' -- An Avatar that you don't interact with? Are you even playing Mage at this point?  This will not be allowed for PCs.  NOTE: Many if not most Avatars will attempt the more subtle acts of getting your attention described in this Merit first.  Ignore them long enough, well...
# '''Clear Sighted''' -- No notes necessary
# '''Cloak of the Seasons''' -- No notes necessary
# '''Common Sense''' -- No notes necessary
# '''Computer Aptitude''' -- No notes necessary
# '''Concentration''' -- This Merit is just... really, really good.  That's all.
# '''Concentration''' -- This Merit is just... really, really good.  That's all.
# '''Confidence''' -- No notes necessary
# '''Code of Honor''' -- Please list your code of ethics (in particular, what can violate it) in a +note.
# '''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
# '''Cyclic Magick''' -- This Merit (Flaw?) is not available to Mage PCs.  While it's thematic effects are appropriate, it's just too much of a headache to adjudicate properly.
# '''Danger Sense''' -- No notes necessary
# '''Daredevil''' -- No notes necessary, although this Merit will only affect rolls which threaten Lethal damage.
# '''Dark Triad''' -- This Merit is not suitable to PCs.
# '''Deathwalker''' -- This is a 2-point Merit, rather than a 4-point one.
# '''Dual Affiliation''' -- This Merit may only be used to traverse from one Tradition or Craft to another.
# '''Eidetic Memory''' -- Since Mage staff do not themselves possess the Eidetic Memory merit, we won't be able to precisely relate memories to you on your PC's behalf.  You are free, of course, to take your own notes (including quoting logs!) however.
# '''Enchanting Feature''' -- Please specify which Feature is Enchanting.  For an Enchanting Feature to qualify as a Personalized and/or Unique Instrument, it must be specified as such in your Instruments note.  If a character has something else specified as their Personalized Instrument, then their Enchanting Feature may still be used as a Unique Instrument, but not a Personalized one (with all of the modifier impact that entails).
# '''Expert Driver''' -- No notes necessary
# '''Faerie Affinity''' -- Nope! Go make friends on the grid or something.
# '''Faerie Affinity''' -- Nope! Go make friends on the grid or something.
# '''Favor''' -- Please describe the Favors you are owed in a +note.
# '''Favor''' -- Please describe the Favors you are owed in a +note.
# '''Fae Blood''' -- This Merit is not available to PCs.
# '''Fae Blood''' -- This Merit is not available to PCs.
# '''Family Support''' -- Please describe your family with the usual details expected in an NPC note.
# '''Ghoul''' -- This Merit is not available to PCs.  Additionally, finding yourself under this affliction IC will come with drastic IC consequences.
# '''Ghoul''' -- This Merit is not available to PCs.  Additionally, finding yourself under this affliction IC will come with drastic IC consequences.
# '''Green Thumb''' -- No notes necessary
# '''Guardian Angel''' -- No notes necessary
# '''Hands of Daedalus''' -- No notes necessary
# '''Hideaway / Safehouse''' -- The Hideaway merit requires a +note describing your space.  A pocket dimension is possible, but unless your character has the necessary traits to build one of these themself, some additional trait must be purchased to justify it (a cheap Wonder, a gift from a Mentor, etc).  Safehouse may justify a separate Build project, see Mage Staff for details.
# '''Huge Size''' -- No notes are necessary, but please note the physical dimensions here: and/or over 400 pounds in weight.  These aren't 'professional football players', these are JJ Watt's.  Please remember to roleplay appropriately.
# '''Hyperflexible''' -- No notes necessary
# '''Hyperfocus''' -- No notes necessary
# '''Hypersensitivity''' -- Being in a firefight will most certainly qualify for the 'overwhelmed' Willpower roll.
# '''Immortal''' -- This will not be available to PCs. If you want to roleplay through the pangs of an unending existence, Vampire is right over thataway.
# '''Immortal''' -- This will not be available to PCs. If you want to roleplay through the pangs of an unending existence, Vampire is right over thataway.
# '''Inner Knight''' -- This is not allowed for Traditions PCs.
# '''Inner Strength''' -- What qualifies as 'apparently overwhelming odds' is at ST discretion.
# '''Insensate to Pain''' -- This Merit will incur some scrutiny.
# '''Insensate to Pain''' -- This Merit will incur some scrutiny.
# '''Iron Will''' -- No notes necessary.  Please note that Iron Will works differently than players may be used to from other game lines.  Make sure to familiarize yourself with the text on BoS p45.
# '''Jack of all Trades''' -- No notes necessary
# '''Judge's Wisdom''' -- No notes necessary
# '''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.
# '''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.  
# '''Legendary Attributes''' -- Add a +note to specify which Attribute is Legendary.  This +note need not describe the heroic capability until the Mage attains the 6th dot in their specified Attribute.
# '''Light Sleeper''' -- No notes necessary
# '''Lightning Calculator''' -- No notes necessary
# '''Local Hero''' -- Please describe your locality (which must be smaller than 'the City of Houston') in a +note.  
# '''Loyalty''' -- Please describe the target of your loyalty in a +note.
# '''Loyalty''' -- Please describe the target of your loyalty in a +note.
# '''Lucky''' -- No notes necessary
# '''Manifest Avatar''' -- Please include the appearance and mannerisms of your Manifest Avatar in your Avatar +note.  If also taken as an Ally, specify two areas of expertise for your Avatar (so that Mage staff may properly estimate stats for them).
# '''Mark of Favor''' -- Mark of Favor is allowed, however, the chosen 'renowned god-form' may not be from the mythos of other supernatural creatures.
# '''Mark of Favor''' -- Mark of Favor is allowed, however, the chosen 'renowned god-form' may not be from the mythos of other supernatural creatures.
# '''Master of Red Tape''' -- No notes necessary, although at least one dot in Politics is required.
# '''Mechanical Aptitude''' -- No notes necessary
# '''Medium''' -- No notes necessary, although one is rarely a Medium 'on the side'.  This merit will have an outsized effect on a character's backstory.
# '''Natural Channel''' -- No notes necessary
# '''Natural Leader''' -- This Merit is a 1-pt merit rather than 2.
# '''Natural Leader''' -- This Merit is a 1-pt merit rather than 2.
# '''Natural Linguist''' -- No notes necessary
# '''Natural Shapeshifter''' -- This Merit may be more easily purchased after Chargen than most others (since the ability to Shapechange tends to be outsid the reach of new characters).
# '''Nephilim''' -- We do not use the optional rule to allow seven points of Advantages.
# '''Nephilim''' -- We do not use the optional rule to allow seven points of Advantages.
# '''Noble Blood''' -- Please specify which 'royal' family you are a member of, and how that shows itself in your appearance.
# '''Nightsight''' -- No notes necessary
# '''Nine Lives''' -- No notes necessary
# '''Noble Blood''' -- Please specify which 'royal' family you are a member of, and how that shows itself in your appearance.  These (in)famous families may also be established families within the Traditions ranks, although additional background information will be necessary.
# '''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.
# '''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.
# '''Officially Dead''' -- Remember, this Merit does not grant you a new Identity, it only ends your previous one.  We recommend also investing in Alternate Identity to establish a paper trail.
# '''Oracular Ability''' -- No notes necessary, however this Merit is primarily driven from Staff.  Take at your own risk.
# '''Parlor Trick''' -- Please specify your Parlor Trick in a +note.
# '''Physically Impressive''' -- This is a 1-point Merit.
# '''Perfect Liar''' -- This Merit requires at least 2 dots in Subterfuge.
# '''Pitiable''' -- This Merit very narrowly fits within the world of Mage, but really only for an early character.  Do not expect to keep this Merit long-term (although affordances will be made for the points spent).
# '''Poison Resistance''' -- No notes necessary.
# '''Poker Face''' -- No notes necessary.  Note that this is a stereotypical trait among Technocratic agents, and many Traditions Mages know that.
# '''Power Ally''' -- We don't allow Supernatural Companion, so this one makes even less sense.  Not allowed for Mage PCs.
# '''Power Ally''' -- We don't allow Supernatural Companion, so this one makes even less sense.  Not allowed for Mage PCs.
# '''Prestige''' -- Describe the source of your Prestige in a +note, including at least one group of rivals/enemies who will act adversely to this reputation.
# '''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.
# '''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.
# '''Property''' -- The Minimum Resources text from this Merit will be ignored.  Instead, this Merit will ''replace'' the usual requirements for property ownership.  For example, Resources 5, Retainers 2, and likely a few dots in requisite social Abilities could reflect a well-maintained family manor... or just take the Poperty Merit at 4 dots and ignore the rest.  Generally Mage Staff do not expect this Merit to be used, but may be used for appropriate concepts.
# '''Regal Bearing''' -- No notes necessary
# '''Research Grant''' -- This Merit is not available for Mage PCs (the Resources Background facilitates this without needing a bespoke Merit).
# '''Rising Star''' -- This is a 2-point merit rather than a 3-point one.  Please describe what past efforts have driven this mixture of reputation and expectation.
# '''Sanctity''' -- This Merit only applies in situations where 'benefit of the doubt' makes sense.  Evidence will counter this Merit's effects.
# '''Scientific Mystic / Techgnosi''' -- No notes necessary (although this should be reflected in your Paradigm and Instruments notes).
# '''Secret Code Language''' -- This Merit only costs 1 dot if the Mage also has 'Natural Linguist'.
# '''Secret Code Language''' -- This Merit only costs 1 dot if the Mage also has 'Natural Linguist'.
# '''Self-Confident''' -- This Merit is not allowed.
# '''Self-Confident''' -- This Merit is not allowed.
# '''Shapechanger Kin''' -- This Merit is not available to PCs.
# '''Shapechanger Kin''' -- This Merit is not available to PCs.
# '''Shattered Avatar''' -- While the specifics will remain the domain of Mage staff, players are encouraged to write in ideas for where the pieces of the Avatar have gone.
# '''Socially Networked''' -- The Internet is still in its infancy in 1995, so this Merit is not available to Mage PCs.  AOL does not count as a 'social network'.
# '''Spark of Life''' -- No notes necessary
# '''Sphere Natural''' -- The chosen Sphere, during character creation, must be at least one dot below your Arete.
# '''Sphere Natural''' -- The chosen Sphere, during character creation, must be at least one dot below your Arete.
# '''Spirit Magnet''' -- Far too many stories of spirit enslavement by Mages preclude werecreatures from favoring Mages with the Merit form of this Trait.
# '''Spirit Mentor''' -- Describe your mentor using a NPC note.
# '''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.
# '''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.
# '''Stormwarden''' -- What Avatar Storm?
# '''Stormwarden''' -- What Avatar Storm?
# '''Subculture Insider''' -- Please describe the subculture you are an Insider of in a +note.
# '''Subculture Insider''' -- Please describe the subculture you are an Insider of in a +note.
# '''Supernatural Companion''' -- This Merit is not allowed for PCs.  If you want a Changeling friend, go out on the grid and make one.
# '''Supernatural Companion''' -- This Merit is not allowed for PCs.  If you want a Vampire friend, go out on the grid and make one.
# '''Ties''' -- Please specify which group(s) you have Ties to in a +note.
# '''Ties''' -- Please specify which group(s) you have Ties to in a +note.
# '''Time Sense''' -- No notes necessary
# '''Too Tough to Die''' -- This Merit will incur strict scrutiny.
# '''Too Tough to Die''' -- This Merit will incur strict scrutiny.
# '''True Faith''' -- Believing in your Paradigm with all of your Will is part of being a Mage.  Providing system benefits for those who happen to believe in a separate being doesn't really make sense.  This is not available for Mage PCs.
# '''True Faith''' -- Believing in your Paradigm with all of your Will is part of being a Mage.  Providing system benefits for those who happen to believe in a separate being doesn't really make sense.  This is not available for Mage PCs.
# '''True Love''' -- This will not be allowed between two PCs.
# '''True Love''' -- This will not be allowed between two PCs.
# '''Twin Souls''' -- This will not be allowed between two PCs.
# '''Umbral Affinity''' -- No notes necessary
# '''Unobtrusive''' -- This Merit will be revoked upon attaing the 4th dot in a Sphere (see the [[Mage#Rules|Rules]] tab for details).
# '''Unbondable''' -- This Merit is available to Mage PCs, however, please advise the notes above for the 'Ghoul' Merit.
# '''Unaging''' -- Please specify the source of this gift in a +note.


=Flaws=
=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 Flaws. Any Flaw not on the list can be taken by players without restriction or additional information necessary.
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 full list of ALL Flaws for Mages. Any Flaws not on this list are not available to Mage PCs. (Note: Some Flaws on this list are also unavailable for Mage PCs.)


# '''Ability Deficit''' -- While this Flaw is not a problem in its own right, it is most often associated with problematic concepts.
# '''Absent-Minded''' -- This flaw is not available for Mage PCs.  (A 3-pt flaw with no direct mechanical effect and that is as likely to be a burden on other PCs as it is to your own PC is more disruptive than fodder for RP.)
# '''Addiction''' -- Please specify your Addiction in a +note.
# '''Aging''' -- We do not allow Child PCs, so any versions of this merit are for the olds.
# '''Aging''' -- We do not allow Child PCs, so any versions of this merit are for the olds.
# '''Addiction''' -- Please specify your Addiction in a +note.
# '''Amnesia''' -- No notes necessary.
# '''Anachronism''' -- No notes necessary, but please don't make me regret it.
# '''Apprentice''' -- See Adversarial Backgrounds, above
# '''Bard's Tongue''' -- No notes necessary.
# '''Beast Within''' -- This Flaw is not available to Mage PCs.
# '''Beast Within''' -- This Flaw is not available to Mage PCs.
# '''Bedeviled''' -- This is Dark Fate, but worth more Freebies. No.
# '''Bigot''' -- While NPCs may exhibit these behaviors from time to time, they are inappropriate for PCs.  This Flaw is not allowed.
# '''Bigot''' -- While NPCs may exhibit these behaviors from time to time, they are inappropriate for PCs.  This Flaw is not allowed.
# '''Bizarre Hunger''' -- Please note the subject of your hunger, but understand that this will come under scrutiny by staff.
# '''Blacklisted''' -- See Adversarial Backgrounds, above.
# '''Blood Magick''' -- No notes necessary.  Removal of this Flaw will require a Seeking-level plot in its own right.
# '''Blood-Hungry Soul''' -- This can be a roleplaying choice, but a mechanic makes it 'real' enough to be problematic on a MUX.
# '''Bound''' -- Please write the details of the bargain in a +note.
# '''Branded''' -- Describe the crime for which you were branded.
# '''Cast No Shadow''' -- .. Or Reflection. Please note which for the 1-point version.
# '''Catspaw''' -- An explanatory note will be required.  Staff will work with you during approval to lay out the expectations to eventually resolve this (likely a PRP!)
# '''Child''' -- Child PCs are not allowed.
# '''Child''' -- Child PCs are not allowed.
# '''Chronic Depression''' -- PCs who take this rarely add to a game, and often detract from it.  This Flaw will draw strict scrutiny from Staff.
# '''Chronic Depression''' -- PCs who take this rarely add to a game, and often detract from it.  This Flaw will draw strict scrutiny from Staff.
# '''Compulsion''' -- Please describe your compulsion in a +note.
# '''Compulsion''' -- Please describe your compulsion in a +note.
# '''Compulsive Speech''' -- No notes necessary.
# '''Conflicting Loyalties''' -- Write it down!  It is best when this flaw is tied to other Backgrounds (Allies, Spies, Contacts) or Merits (True Love).
# '''Conniver''' -- No notes necessary.  Something to remember: very high Subterfuge doesn't mix well with this Flaw, from a narrative standpoint.
# '''Cultural Other''' -- This Flaw will be met with strict scrutiny by staff, as it often is used to RP into racist/sexist/ableist stereotypes.
# '''Curiousity''' -- No notes necessary.
# '''Cursed''' -- Please describe your curse in a +note.
# '''Cursed''' -- Please describe your curse in a +note.
# '''Dark Fate''' -- Either 'free' Freebies because the Flaw never happens, or the end of a character.  This Flaw is just. bad. news.  It is not available to Mage PCs.
# '''Dark Fate''' -- Either 'free' Freebies because the Flaw never happens, or the end of a character.  This Flaw is just. bad. news.  It is not available to Mage PCs.
# '''Dark Secret''' -- This flaw not only represents a sordid past, it has one of its own.  More often than not, the secret never comes into play, and thus is a 'free' freebie point.  As such, this Flaw will fall under strict scrutiny.  Other Flaws often make for better RP of this sort.  Rather than a Dark Secret of running someone off the road, perhaps instead have a 2-pt Enemy who Knows What You Did Last Summer.
# '''Dark Secret''' -- This flaw not only represents a sordid past, it has one of its own.  More often than not, the secret never comes into play, and thus is a 'free' freebie point.  As such, this Flaw will fall under strict scrutiny.  Other Flaws often make for better RP of this sort.  Rather than a Dark Secret of running someone off the road, perhaps instead have a 2-pt Enemy who Knows What You Did Last Summer.
# '''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.
# '''Debts''' -- See Adversarial Backgrounds, above.
# '''Degeneration''' -- Only the 3-point version of this Flaw will be allowed (the rest is too much of an accounting nightmare).
# '''Demented Eidolon''' -- Technocracy PCs are not allowed.
# '''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.  Only the 3-point version will be allowed.
# '''Diabolical Mentor''' -- This will require a long conversation with staff.
# '''Discredited''' -- No notes necessary (this should be obvious from your backstory).
# '''Dogmatic''' -- This can be rather career-limiting among Traditions Mages.  Take with caution.
# '''Double Agent''' -- The current stories in Mage do not have room for this Flaw, but that may change in the future.
# '''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.
# '''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.
# '''Easily Intoxicated''' -- No notes necessary.
# '''Echo Chamber''' -- This Flaw will be met with strict scrutiny.
# '''Echoes''' -- Please describe your Echoes in a +note.
# '''Echoes''' -- Please describe your Echoes in a +note.
# '''Enemy''' -- Please describe your Enemy using the 'NPC Notes' section above.
# '''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).
# '''Esoteric Discourse / Technobabbler''' -- No notes necessary.
# '''Expendable''' -- This flaw does not fit in with the current Mage themes, but that may change in the future.
# '''Extreme Kink''' -- C'mon, really?  You can roleplay this, but you're not getting freebies for it.
# '''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.
# '''Failure''' -- No notes necessary (this should be obvious from your backstory).
# '''Faithless''' -- This is not available in Character Generation, and will only be assigned through play.
# '''Family Issues''' -- No notes necessary (this should be obvious from your backstory).
# '''Feral Mind''' -- This will not be allowed for Mage PCs. If you want this kind of RP, Shifter is right over thataway.
# '''Fifth Degree''' -- Technocracy PCs are not allowed.
# '''Flashbacks''' -- Please describe the types of flashbacks you suffer from and what is likely to trigger them in a +note.  This is a 3-pt flaw, so expect it to happen with regularity.
# '''Gremlin''' -- See Adversarial Backgrounds, above.
# '''Gullible''' -- No notes necessary, although this will have had a marked influence on your backstory.
# '''Hatred''' -- Please describe the subject of your Hatred in a +note.  Hatred is described in such a way that it is easy for characters to either not do this Flaw justice or become one-dimensional.  This Flaw will be met with strict scrutiny.
# '''Haunted''' -- Plase provide a 'NPC Note' as above.
# '''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.
# '''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.
# '''Horriffic''' -- This is to far afield for PCs to be able to get any meaningful roleplay in.  It is not allowed.
# '''Hit List''' -- The limits to Sect Enmity apply to this Flaw as well.
# '''Horrific''' -- This is too far afield for PCs to be able to get any meaningful roleplay in.  It is not allowed.
# '''Icy''' -- As mentioned in the Flaw description, this marks you as one who's soul is in peril.  You will be required to define a narrative wherein your character is capable of buying off this Flaw, and that narrative must be provided during approval.
# '''Immortal Enemy''' -- Fill out the details in an 'NPC Note' as above.
# '''Impatient''' -- This flaw is often more lethal than players realize.
# '''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.
# '''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.
# '''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.
# '''Infamy''' -- See Adversarial Backgrounds, above
# '''Infamous Mentor''' -- Includes 'Insane Mentor'. 
# '''Intemperate''' -- No notes necessary.
# '''Jinx / Infernal Contraption''' -- See Adversarial Backgrounds, above.
# '''Lifesaver''' -- Good Luck.
# '''Locked Vidare''' -- Note which Vidare you are locked to.
# '''Mayfly Curse''' -- MUX characters don't last long enough for the 5-pt version of this flaw to ever come into play.  Only the 10-pt version will be allowed.
# '''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.
# '''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.
# '''Naive''' -- The World of Darkness is just that... dark.  At some point, the Pollyanna outlook will either crack, or become delusional... both interesting outcomes in their own right.
# '''Mistaken Identity''' -- This person might be another Mage, but the downsides of your Mistaken Identity being more selective mean that it must be a rather negative connection.
# '''Monstrous''' -- No notes necessary.
# '''Mr. Red Tape''' -- No notes necessary.
# '''Naive''' -- The World of Darkness is just that... dark.  At some point, the Pollyanna outlook will either crack, or become delusional... both interesting outcomes in their own right.  Staff will expect anyone who takes this Flaw will have an idea in mind of how to roleplay their way out of it.
# '''Narc''' -- No notes necessary (this should be obvious from your backstory).
# '''New Kid''' -- Obviously, some stats (like Status) don't make sense with this Flaw.  At some point, you will be expected to buy this Flaw away.
# '''Nightmares''' -- The 1-pt version of this flaw is only allowed if paired with the Demesne Background.
# '''Notoriety''' -- No notes necessary
# '''Oathbreaker''' -- This will be a major part of your backstory.  A 4-point Flaw is not to be taken lightly.
# '''Obsession''' -- Please describe your Obsession in a +note.
# '''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.
# '''OCPD''' -- This Merit is not in use.  The condition of OCPD is instead expressed by the 'Deranged' Flaw.
# '''Offline''' -- This Flaw only exists in the 1-point version.
# '''Offline''' -- This Flaw only exists in the 1-point version.
# '''Old Flame''' -- Please create a note using the guidelines from 'NPC Notes' above.
# '''Overconfident''' -- While there are no direct mechanical penalties, it is too far in keeping with the themes of Mage to ignore. 
# '''Overextended''' -- This does not fit our current themes, but may be allowed in the future.
# '''Paranormal Prohibition or Imperative''' -- Please specify the type (Prohibition or Imperative), the action (tell a lie, wear blue, etc), and the punishment in a note.  Additionally, this is represented on your +sheet as the 'Geas (flaw)' Flaw rather than by its more lengthy name.
# '''Paranormal Prohibition or Imperative''' -- Please specify the type (Prohibition or Imperative), the action (tell a lie, wear blue, etc), and the punishment in a note.  Additionally, this is represented on your +sheet as the 'Geas (flaw)' Flaw rather than by its more lengthy name.
# '''Phobia''' -- Please describe your Phobia in a +note.
# '''Permanent Paradox Flaw''' -- Please note how this flaw manifests.
# '''Permanent Wound''' -- Please note that the book text requires a 'dramatic story-based cure'.  We take this seriously.
# '''Phobia''' -- Please describe your Phobia in a +note.  Phobia at 3 points is not allowed for Mage PCs.
# '''Phylactery''' -- Please document all of the particulars in a note.  This is a 7-point Flaw, so you can be sure it will find its way into play ''somehow''.
# '''Primal Marks''' -- As with 'Mark of Favor', trying to make yourself out to be a part of another splat's mythology will not be allowed.
# '''Probationary Member''' -- This Flaw will engender scrutiny from staff.
# '''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.
# '''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.
# '''Prone to Quiet''' -- No notes necessary.
# '''Psychic Vampire''' -- This will have a drastic effect on your backstory, but no notes are necessary.
# '''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.
# '''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.
# '''Repulsive Feature''' -- Please specify your Repulsive Feature in a +note.
# '''Rival House''' -- Neither Shrike's Nest nor Baker House have rivalries deep enough to warrant this flaw.
# '''Rival House''' -- Neither Shrike's Nest nor Baker House have rivalries deep enough to warrant this flaw.
# '''Rivalry''' -- This doesn't make sense on a MUX.
# '''Rogue''' -- This doesn't make sense on a MUX.
# '''Rose-colored Glasses''' -- No notes necessary.
# '''Rotten Liar''' -- No notes necessary.
# '''Sect Enmity''' -- Enmity between inter-Tradition groups will never see play, and enmity between Traditions and Technocracy is assumed.  Therefor, this Flaw can only exist from one Tradition to another.
# '''Short''' -- No notes necessary.
# '''Short Fuse''' -- No notes necessary.
# '''Shy''' -- The mechanical effects of this Flaw do not apply when in comfortable company. (In essence, it matches the 'Shy' Flaw of V20.)
# '''Shy''' -- The mechanical effects of this Flaw do not apply when in comfortable company. (In essence, it matches the 'Shy' Flaw of V20.)
# '''Sleeping with the Enemy''' -- All forms of this that are appropriate to the stories we're telling here are better served by the Old Flame Flaw.  See instead.
# '''Soft-hearted''' -- Please note that this merit is ''serious business''.  A Willpower roll at Difficulty 8 is no small feat, which means you will be failing this often.
# '''Special Responsibility''' -- As this particular Flaw fits in rather well with the storylines currently running, taking it may provide additional benefts at Staff discretion.
# '''Speech Impediment''' -- We communicate via a text medium.  It is not necessary to constantly type out your stutter and/or speech impediment, simply include it in the poses.
# '''Sphere Inept''' -- This Merit is not available to Mage PCs.
# '''Sphere Inept''' -- This Merit is not available to Mage PCs.
# '''Strangeness''' -- This will always be based on your Affinity Sphere. No notes necessary.
# '''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.
# '''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.
# '''Stress Atavism''' -- This Flaw is not allowed for Mage PCs.
# '''Sympathizer''' -- Please note the group you sympathize with.
# '''Taint of Corruption''' -- This effectively makes you a Nephandus, whether you want to be or not.  We don't allow such PCs in this game.
# '''Taint of Corruption''' -- This effectively makes you a Nephandus, whether you want to be or not.  We don't allow such PCs in this game.
# '''Throwback''' -- See Adversarial Backgrounds, above
# '''Troublemaker''' -- No notes necessary
# '''Twisted Apprenticeship''' -- Please note in a general sense what ways you were brought up wrong.
# '''Uncanny''' -- See Adversarial Backgrounds, above
# '''Vanilla''' -- We consider this a roleplaying choice, rather than a true detriment.  This Flaw is not allowed.
# '''Vanilla''' -- We consider this a roleplaying choice, rather than a true detriment.  This Flaw is not allowed.
# '''Vengeful''' -- Please describe in a +note who has wronged you and must pay (this Flaw does not describe a state of mind, but instead a very specific goal to drive toward).
# '''Ward''' -- Document in a 'NPC Note' (see above).
# '''Whimsy''' -- This flaw universally ends up a rather large barrier to roleplay.  Use caution before taking it.
# '''Whimsy''' -- This flaw universally ends up a rather large barrier to roleplay.  Use caution before taking it.
# '''Witch-Hunted''' -- No notes necessary.


= Focus =
= Focus =
Line 186: Line 352:
# 5-7 Instruments
# 5-7 Instruments
# One '''Personalized Instrument''' which is bound to your Affinity Sphere (M20 p587).  Remember, when using your Personalized Instrument with your Affinity Sphere, you get a -1 difficulty modifier on your magick!
# One '''Personalized Instrument''' which is bound to your Affinity Sphere (M20 p587).  Remember, when using your Personalized Instrument with your Affinity Sphere, you get a -1 difficulty modifier on your magick!
# Any Unique Instruments (M20 p588) must be identified, including which Sphere they are used with.  Please keep in mind, Unique Instruments are risky!  Losing access to them can be debilitating, and Mage Staff are not unwilling to do so.
# Any Unique Instruments (M20 p588) must be identified, including which Sphere they are used with.  Please keep in mind, Unique Instruments are risky!  Losing access to them can be debilitating, and Mage Staff are not unwilling to do so. Each Sphere may have no more than one Unique Instrument, although the same Unique Instrument can be used for multiple Spheres.
 
Separately, we also recommend picking a 'favorite' instrument for each Sphere you have and explain why that embodies your character's understanding of that instrument.  Fleshing out your Paradigm further through small tips like these is both fun and helpful.
Separately, we also recommend picking a 'favorite' instrument for each Sphere you have and explain why that embodies your character's understanding of that instrument.  Fleshing out your Paradigm further through small tips like these is both fun and helpful.



Latest revision as of 04:02, 23 November 2025

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
Rotes See Rotes below.
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.
Rote 1

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, Athletics, Awareness, Brawl, Empathy, Expression, Intimidation, Leadership, Streetwise, Subterfuge
Skills -- Crafts, Drive, Etiquette, Firearms, Martial Arts, Meditation, Melee, Performance, Research, Stealth, Survival, Technology
Knowledges -- Academics, Computer, Cosmology, Enigmas, Esoterica, Investigation, Law, Medicine, Occult, Politics, Science

(Note: The Art talent has been replaced with the Performance skill. See other game lines (V20 / W20) for full details.)

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.)

  1. Allies -- For each ally, please supply a NPC note with the name 'Ally - <Name>'. (Details on NPC notes can be found below.)
  2. Alternate Identity -- Where applicable, please specify the name, criminal record, and very basic background in a +note
  3. Arcane -- This Background is considered 'restricted', see Mage staff for details. No +notes are required.
  4. 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.
  5. Backup -- Please describe the type of Backup you have (based on the suggestions in M20 p306) in a +note.
  6. 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.
  7. Certification -- This Background is not in use. See the 'How To...' Merit in the Merits section.
  8. Chantry -- This Background is not available to characters during Character Generation. For a full workup of what this Background can do for you, look over at the Rules tab.
  9. Contacts -- For each contact, please supply a NPC note with the name 'Contact - <Name>'. (Details on NPC notes can be found below.)
  10. Cult -- Cult is not allowed for Mages. For an IC representation of a Cult, see 'Backup' above.
  11. Demesne -- Please describe your Demesne in a +note
  12. Destiny -- Staff will work with you to determine (in the vaguest terms) your character's Destiny and +note it.
  13. Dream -- No notes necessary
  14. 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.
  15. Fame -- Please describe what you are famous for, and who your target group is in a +note
  16. 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.
  17. 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.
  18. Legend -- This Background is not available to characters during Character Generation.
  19. 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.
  20. Mentor -- Please describe your Mentor using a NPC note. (Details on NPC notes can be found below.)
  21. Node -- This Background is not available to characters during Character Generation.
  22. Past Lives -- No Notes necessary
  23. Patron -- Please describe your Patron using a NPC note. (Details on NPC notes can be found below.)
  24. Rank -- This Background is not in use.
  25. Requisitions -- As per M20, this Background is only available to Technocracy PCs. Note: Technocracy PC Applications are currently CLOSED.
  26. 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.
  27. Retainers -- Please specify (in a single +note) each Retainer's name and what purpose they fulfill for your character.
  28. Sanctum -- As per M20, ththe costs for this Background are doubled. Please describe your Sanctum, including location, in a +note.
  29. Secret Weapons -- As per M20, this Background is only available to Technocracy PCs. Note: Technocracy PC Applications are currently CLOSED.
  30. Spies -- No notes necessary.
  31. 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.
  32. Totem -- Totem is not allowed for Mages.
  33. 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 full list of ALL Merits for Mages. Any Merit not on this list is not available to Mage PCs. (Note: Some Merits on this list are also unavailable for Mage PCs.)

  1. Acute Senses -- If you take the 1-pt version, please add a +note specifying which Sense is Acute.
  2. Alcohol/Drug Tolerance -- No notes necessary
  3. Ambidexterity -- No notes necessary
  4. Animal Magnetism -- There is more to this Merit than 'people like to do things for pretty people'. Mage staff will be applying the benefits of this Merit with due discretion.
  5. 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).
  6. Avatar Companion -- This Merit is not allowed for Mage PCs.
  7. Bardic Gift -- This Merit applies only to the Performance ability (as Art no longer exists).
  8. Berserker -- This Merit is not allowed for Mage PCs.
  9. Burning Aura -- Please note the ways in which your aura is altered with this Merit. This Merit is granted automatically upon achieving the 4th dot in a Sphere.
  10. Cast-Iron Stomach -- No notes necessary
  11. Cat-like Balance -- No notes necessary
  12. Celestial Affinity -- Please specify the type of spirit to which you have affinity in a +note.
  13. Circumspect Avatar -- An Avatar that you don't interact with? Are you even playing Mage at this point? This will not be allowed for PCs. NOTE: Many if not most Avatars will attempt the more subtle acts of getting your attention described in this Merit first. Ignore them long enough, well...
  14. Clear Sighted -- No notes necessary
  15. Cloak of the Seasons -- No notes necessary
  16. Common Sense -- No notes necessary
  17. Computer Aptitude -- No notes necessary
  18. Concentration -- This Merit is just... really, really good. That's all.
  19. Confidence -- No notes necessary
  20. Code of Honor -- Please list your code of ethics (in particular, what can violate it) in a +note.
  21. Cyclic Magick -- This Merit (Flaw?) is not available to Mage PCs. While it's thematic effects are appropriate, it's just too much of a headache to adjudicate properly.
  22. Danger Sense -- No notes necessary
  23. Daredevil -- No notes necessary, although this Merit will only affect rolls which threaten Lethal damage.
  24. Dark Triad -- This Merit is not suitable to PCs.
  25. Deathwalker -- This is a 2-point Merit, rather than a 4-point one.
  26. Dual Affiliation -- This Merit may only be used to traverse from one Tradition or Craft to another.
  27. Eidetic Memory -- Since Mage staff do not themselves possess the Eidetic Memory merit, we won't be able to precisely relate memories to you on your PC's behalf. You are free, of course, to take your own notes (including quoting logs!) however.
  28. Enchanting Feature -- Please specify which Feature is Enchanting. For an Enchanting Feature to qualify as a Personalized and/or Unique Instrument, it must be specified as such in your Instruments note. If a character has something else specified as their Personalized Instrument, then their Enchanting Feature may still be used as a Unique Instrument, but not a Personalized one (with all of the modifier impact that entails).
  29. Expert Driver -- No notes necessary
  30. Faerie Affinity -- Nope! Go make friends on the grid or something.
  31. Favor -- Please describe the Favors you are owed in a +note.
  32. Fae Blood -- This Merit is not available to PCs.
  33. Family Support -- Please describe your family with the usual details expected in an NPC note.
  34. Ghoul -- This Merit is not available to PCs. Additionally, finding yourself under this affliction IC will come with drastic IC consequences.
  35. Green Thumb -- No notes necessary
  36. Guardian Angel -- No notes necessary
  37. Hands of Daedalus -- No notes necessary
  38. Hideaway / Safehouse -- The Hideaway merit requires a +note describing your space. A pocket dimension is possible, but unless your character has the necessary traits to build one of these themself, some additional trait must be purchased to justify it (a cheap Wonder, a gift from a Mentor, etc). Safehouse may justify a separate Build project, see Mage Staff for details.
  39. Huge Size -- No notes are necessary, but please note the physical dimensions here: and/or over 400 pounds in weight. These aren't 'professional football players', these are JJ Watt's. Please remember to roleplay appropriately.
  40. Hyperflexible -- No notes necessary
  41. Hyperfocus -- No notes necessary
  42. Hypersensitivity -- Being in a firefight will most certainly qualify for the 'overwhelmed' Willpower roll.
  43. Immortal -- This will not be available to PCs. If you want to roleplay through the pangs of an unending existence, Vampire is right over thataway.
  44. Inner Knight -- This is not allowed for Traditions PCs.
  45. Inner Strength -- What qualifies as 'apparently overwhelming odds' is at ST discretion.
  46. Insensate to Pain -- This Merit will incur some scrutiny.
  47. Iron Will -- No notes necessary. Please note that Iron Will works differently than players may be used to from other game lines. Make sure to familiarize yourself with the text on BoS p45.
  48. Jack of all Trades -- No notes necessary
  49. Judge's Wisdom -- No notes necessary
  50. 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.
  51. Legendary Attributes -- Add a +note to specify which Attribute is Legendary. This +note need not describe the heroic capability until the Mage attains the 6th dot in their specified Attribute.
  52. Light Sleeper -- No notes necessary
  53. Lightning Calculator -- No notes necessary
  54. Local Hero -- Please describe your locality (which must be smaller than 'the City of Houston') in a +note.
  55. Loyalty -- Please describe the target of your loyalty in a +note.
  56. Lucky -- No notes necessary
  57. Manifest Avatar -- Please include the appearance and mannerisms of your Manifest Avatar in your Avatar +note. If also taken as an Ally, specify two areas of expertise for your Avatar (so that Mage staff may properly estimate stats for them).
  58. Mark of Favor -- Mark of Favor is allowed, however, the chosen 'renowned god-form' may not be from the mythos of other supernatural creatures.
  59. Master of Red Tape -- No notes necessary, although at least one dot in Politics is required.
  60. Mechanical Aptitude -- No notes necessary
  61. Medium -- No notes necessary, although one is rarely a Medium 'on the side'. This merit will have an outsized effect on a character's backstory.
  62. Natural Channel -- No notes necessary
  63. Natural Leader -- This Merit is a 1-pt merit rather than 2.
  64. Natural Linguist -- No notes necessary
  65. Natural Shapeshifter -- This Merit may be more easily purchased after Chargen than most others (since the ability to Shapechange tends to be outsid the reach of new characters).
  66. Nephilim -- We do not use the optional rule to allow seven points of Advantages.
  67. Nightsight -- No notes necessary
  68. Nine Lives -- No notes necessary
  69. Noble Blood -- Please specify which 'royal' family you are a member of, and how that shows itself in your appearance. These (in)famous families may also be established families within the Traditions ranks, although additional background information will be necessary.
  70. 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.
  71. Officially Dead -- Remember, this Merit does not grant you a new Identity, it only ends your previous one. We recommend also investing in Alternate Identity to establish a paper trail.
  72. Oracular Ability -- No notes necessary, however this Merit is primarily driven from Staff. Take at your own risk.
  73. Parlor Trick -- Please specify your Parlor Trick in a +note.
  74. Physically Impressive -- This is a 1-point Merit.
  75. Perfect Liar -- This Merit requires at least 2 dots in Subterfuge.
  76. Pitiable -- This Merit very narrowly fits within the world of Mage, but really only for an early character. Do not expect to keep this Merit long-term (although affordances will be made for the points spent).
  77. Poison Resistance -- No notes necessary.
  78. Poker Face -- No notes necessary. Note that this is a stereotypical trait among Technocratic agents, and many Traditions Mages know that.
  79. Power Ally -- We don't allow Supernatural Companion, so this one makes even less sense. Not allowed for Mage PCs.
  80. Prestige -- Describe the source of your Prestige in a +note, including at least one group of rivals/enemies who will act adversely to this reputation.
  81. 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.
  82. Property -- The Minimum Resources text from this Merit will be ignored. Instead, this Merit will replace the usual requirements for property ownership. For example, Resources 5, Retainers 2, and likely a few dots in requisite social Abilities could reflect a well-maintained family manor... or just take the Poperty Merit at 4 dots and ignore the rest. Generally Mage Staff do not expect this Merit to be used, but may be used for appropriate concepts.
  83. Regal Bearing -- No notes necessary
  84. Research Grant -- This Merit is not available for Mage PCs (the Resources Background facilitates this without needing a bespoke Merit).
  85. Rising Star -- This is a 2-point merit rather than a 3-point one. Please describe what past efforts have driven this mixture of reputation and expectation.
  86. Sanctity -- This Merit only applies in situations where 'benefit of the doubt' makes sense. Evidence will counter this Merit's effects.
  87. Scientific Mystic / Techgnosi -- No notes necessary (although this should be reflected in your Paradigm and Instruments notes).
  88. Secret Code Language -- This Merit only costs 1 dot if the Mage also has 'Natural Linguist'.
  89. Self-Confident -- This Merit is not allowed.
  90. Shapechanger Kin -- This Merit is not available to PCs.
  91. Shattered Avatar -- While the specifics will remain the domain of Mage staff, players are encouraged to write in ideas for where the pieces of the Avatar have gone.
  92. Socially Networked -- The Internet is still in its infancy in 1995, so this Merit is not available to Mage PCs. AOL does not count as a 'social network'.
  93. Spark of Life -- No notes necessary
  94. Sphere Natural -- The chosen Sphere, during character creation, must be at least one dot below your Arete.
  95. Spirit Magnet -- Far too many stories of spirit enslavement by Mages preclude werecreatures from favoring Mages with the Merit form of this Trait.
  96. Spirit Mentor -- Describe your mentor using a NPC note.
  97. 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.
  98. Stormwarden -- What Avatar Storm?
  99. Subculture Insider -- Please describe the subculture you are an Insider of in a +note.
  100. Supernatural Companion -- This Merit is not allowed for PCs. If you want a Vampire friend, go out on the grid and make one.
  101. Ties -- Please specify which group(s) you have Ties to in a +note.
  102. Time Sense -- No notes necessary
  103. Too Tough to Die -- This Merit will incur strict scrutiny.
  104. True Faith -- Believing in your Paradigm with all of your Will is part of being a Mage. Providing system benefits for those who happen to believe in a separate being doesn't really make sense. This is not available for Mage PCs.
  105. True Love -- This will not be allowed between two PCs.
  106. Twin Souls -- This will not be allowed between two PCs.
  107. Umbral Affinity -- No notes necessary
  108. Unobtrusive -- This Merit will be revoked upon attaing the 4th dot in a Sphere (see the Rules tab for details).
  109. Unbondable -- This Merit is available to Mage PCs, however, please advise the notes above for the 'Ghoul' Merit.
  110. Unaging -- Please specify the source of this gift in a +note.

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 full list of ALL Flaws for Mages. Any Flaws not on this list are not available to Mage PCs. (Note: Some Flaws on this list are also unavailable for Mage PCs.)

  1. Ability Deficit -- While this Flaw is not a problem in its own right, it is most often associated with problematic concepts.
  2. Absent-Minded -- This flaw is not available for Mage PCs. (A 3-pt flaw with no direct mechanical effect and that is as likely to be a burden on other PCs as it is to your own PC is more disruptive than fodder for RP.)
  3. Addiction -- Please specify your Addiction in a +note.
  4. Aging -- We do not allow Child PCs, so any versions of this merit are for the olds.
  5. Amnesia -- No notes necessary.
  6. Anachronism -- No notes necessary, but please don't make me regret it.
  7. Apprentice -- See Adversarial Backgrounds, above
  8. Bard's Tongue -- No notes necessary.
  9. Beast Within -- This Flaw is not available to Mage PCs.
  10. Bedeviled -- This is Dark Fate, but worth more Freebies. No.
  11. Bigot -- While NPCs may exhibit these behaviors from time to time, they are inappropriate for PCs. This Flaw is not allowed.
  12. Bizarre Hunger -- Please note the subject of your hunger, but understand that this will come under scrutiny by staff.
  13. Blacklisted -- See Adversarial Backgrounds, above.
  14. Blood Magick -- No notes necessary. Removal of this Flaw will require a Seeking-level plot in its own right.
  15. Blood-Hungry Soul -- This can be a roleplaying choice, but a mechanic makes it 'real' enough to be problematic on a MUX.
  16. Bound -- Please write the details of the bargain in a +note.
  17. Branded -- Describe the crime for which you were branded.
  18. Cast No Shadow -- .. Or Reflection. Please note which for the 1-point version.
  19. Catspaw -- An explanatory note will be required. Staff will work with you during approval to lay out the expectations to eventually resolve this (likely a PRP!)
  20. Child -- Child PCs are not allowed.
  21. Chronic Depression -- PCs who take this rarely add to a game, and often detract from it. This Flaw will draw strict scrutiny from Staff.
  22. Compulsion -- Please describe your compulsion in a +note.
  23. Compulsive Speech -- No notes necessary.
  24. Conflicting Loyalties -- Write it down! It is best when this flaw is tied to other Backgrounds (Allies, Spies, Contacts) or Merits (True Love).
  25. Conniver -- No notes necessary. Something to remember: very high Subterfuge doesn't mix well with this Flaw, from a narrative standpoint.
  26. Cultural Other -- This Flaw will be met with strict scrutiny by staff, as it often is used to RP into racist/sexist/ableist stereotypes.
  27. Curiousity -- No notes necessary.
  28. Cursed -- Please describe your curse in a +note.
  29. Dark Fate -- Either 'free' Freebies because the Flaw never happens, or the end of a character. This Flaw is just. bad. news. It is not available to Mage PCs.
  30. Dark Secret -- This flaw not only represents a sordid past, it has one of its own. More often than not, the secret never comes into play, and thus is a 'free' freebie point. As such, this Flaw will fall under strict scrutiny. Other Flaws often make for better RP of this sort. Rather than a Dark Secret of running someone off the road, perhaps instead have a 2-pt Enemy who Knows What You Did Last Summer.
  31. Debts -- See Adversarial Backgrounds, above.
  32. Degeneration -- Only the 3-point version of this Flaw will be allowed (the rest is too much of an accounting nightmare).
  33. Demented Eidolon -- Technocracy PCs are not allowed.
  34. 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. Only the 3-point version will be allowed.
  35. Diabolical Mentor -- This will require a long conversation with staff.
  36. Discredited -- No notes necessary (this should be obvious from your backstory).
  37. Dogmatic -- This can be rather career-limiting among Traditions Mages. Take with caution.
  38. Double Agent -- The current stories in Mage do not have room for this Flaw, but that may change in the future.
  39. 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.
  40. Easily Intoxicated -- No notes necessary.
  41. Echo Chamber -- This Flaw will be met with strict scrutiny.
  42. Echoes -- Please describe your Echoes in a +note.
  43. Enemy -- Please describe your Enemy using the 'NPC Notes' section above.
  44. Esoteric Discourse / Technobabbler -- No notes necessary.
  45. Expendable -- This flaw does not fit in with the current Mage themes, but that may change in the future.
  46. Extreme Kink -- C'mon, really? You can roleplay this, but you're not getting freebies for it.
  47. Failure -- No notes necessary (this should be obvious from your backstory).
  48. Faithless -- This is not available in Character Generation, and will only be assigned through play.
  49. Family Issues -- No notes necessary (this should be obvious from your backstory).
  50. Feral Mind -- This will not be allowed for Mage PCs. If you want this kind of RP, Shifter is right over thataway.
  51. Fifth Degree -- Technocracy PCs are not allowed.
  52. Flashbacks -- Please describe the types of flashbacks you suffer from and what is likely to trigger them in a +note. This is a 3-pt flaw, so expect it to happen with regularity.
  53. Gremlin -- See Adversarial Backgrounds, above.
  54. Gullible -- No notes necessary, although this will have had a marked influence on your backstory.
  55. Hatred -- Please describe the subject of your Hatred in a +note. Hatred is described in such a way that it is easy for characters to either not do this Flaw justice or become one-dimensional. This Flaw will be met with strict scrutiny.
  56. Haunted -- Plase provide a 'NPC Note' as above.
  57. 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.
  58. Hit List -- The limits to Sect Enmity apply to this Flaw as well.
  59. Horrific -- This is too far afield for PCs to be able to get any meaningful roleplay in. It is not allowed.
  60. Icy -- As mentioned in the Flaw description, this marks you as one who's soul is in peril. You will be required to define a narrative wherein your character is capable of buying off this Flaw, and that narrative must be provided during approval.
  61. Immortal Enemy -- Fill out the details in an 'NPC Note' as above.
  62. Impatient -- This flaw is often more lethal than players realize.
  63. 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.
  64. 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.
  65. Infamy -- See Adversarial Backgrounds, above
  66. Infamous Mentor -- Includes 'Insane Mentor'.
  67. Intemperate -- No notes necessary.
  68. Jinx / Infernal Contraption -- See Adversarial Backgrounds, above.
  69. Lifesaver -- Good Luck.
  70. Locked Vidare -- Note which Vidare you are locked to.
  71. Mayfly Curse -- MUX characters don't last long enough for the 5-pt version of this flaw to ever come into play. Only the 10-pt version will be allowed.
  72. 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.
  73. Mistaken Identity -- This person might be another Mage, but the downsides of your Mistaken Identity being more selective mean that it must be a rather negative connection.
  74. Monstrous -- No notes necessary.
  75. Mr. Red Tape -- No notes necessary.
  76. Naive -- The World of Darkness is just that... dark. At some point, the Pollyanna outlook will either crack, or become delusional... both interesting outcomes in their own right. Staff will expect anyone who takes this Flaw will have an idea in mind of how to roleplay their way out of it.
  77. Narc -- No notes necessary (this should be obvious from your backstory).
  78. New Kid -- Obviously, some stats (like Status) don't make sense with this Flaw. At some point, you will be expected to buy this Flaw away.
  79. Nightmares -- The 1-pt version of this flaw is only allowed if paired with the Demesne Background.
  80. Notoriety -- No notes necessary
  81. Oathbreaker -- This will be a major part of your backstory. A 4-point Flaw is not to be taken lightly.
  82. Obsession -- Please describe your Obsession in a +note.
  83. OCPD -- This Merit is not in use. The condition of OCPD is instead expressed by the 'Deranged' Flaw.
  84. Offline -- This Flaw only exists in the 1-point version.
  85. Old Flame -- Please create a note using the guidelines from 'NPC Notes' above.
  86. Overconfident -- While there are no direct mechanical penalties, it is too far in keeping with the themes of Mage to ignore.
  87. Overextended -- This does not fit our current themes, but may be allowed in the future.
  88. Paranormal Prohibition or Imperative -- Please specify the type (Prohibition or Imperative), the action (tell a lie, wear blue, etc), and the punishment in a note. Additionally, this is represented on your +sheet as the 'Geas (flaw)' Flaw rather than by its more lengthy name.
  89. Permanent Paradox Flaw -- Please note how this flaw manifests.
  90. Permanent Wound -- Please note that the book text requires a 'dramatic story-based cure'. We take this seriously.
  91. Phobia -- Please describe your Phobia in a +note. Phobia at 3 points is not allowed for Mage PCs.
  92. Phylactery -- Please document all of the particulars in a note. This is a 7-point Flaw, so you can be sure it will find its way into play somehow.
  93. Primal Marks -- As with 'Mark of Favor', trying to make yourself out to be a part of another splat's mythology will not be allowed.
  94. Probationary Member -- This Flaw will engender scrutiny from staff.
  95. 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.
  96. Prone to Quiet -- No notes necessary.
  97. Psychic Vampire -- This will have a drastic effect on your backstory, but no notes are necessary.
  98. 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.
  99. Repulsive Feature -- Please specify your Repulsive Feature in a +note.
  100. Rival House -- Neither Shrike's Nest nor Baker House have rivalries deep enough to warrant this flaw.
  101. Rivalry -- This doesn't make sense on a MUX.
  102. Rogue -- This doesn't make sense on a MUX.
  103. Rose-colored Glasses -- No notes necessary.
  104. Rotten Liar -- No notes necessary.
  105. Sect Enmity -- Enmity between inter-Tradition groups will never see play, and enmity between Traditions and Technocracy is assumed. Therefor, this Flaw can only exist from one Tradition to another.
  106. Short -- No notes necessary.
  107. Short Fuse -- No notes necessary.
  108. Shy -- The mechanical effects of this Flaw do not apply when in comfortable company. (In essence, it matches the 'Shy' Flaw of V20.)
  109. Sleeping with the Enemy -- All forms of this that are appropriate to the stories we're telling here are better served by the Old Flame Flaw. See instead.
  110. Soft-hearted -- Please note that this merit is serious business. A Willpower roll at Difficulty 8 is no small feat, which means you will be failing this often.
  111. Special Responsibility -- As this particular Flaw fits in rather well with the storylines currently running, taking it may provide additional benefts at Staff discretion.
  112. Speech Impediment -- We communicate via a text medium. It is not necessary to constantly type out your stutter and/or speech impediment, simply include it in the poses.
  113. Sphere Inept -- This Merit is not available to Mage PCs.
  114. Strangeness -- This will always be based on your Affinity Sphere. No notes necessary.
  115. 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.
  116. Stress Atavism -- This Flaw is not allowed for Mage PCs.
  117. Sympathizer -- Please note the group you sympathize with.
  118. Taint of Corruption -- This effectively makes you a Nephandus, whether you want to be or not. We don't allow such PCs in this game.
  119. Throwback -- See Adversarial Backgrounds, above
  120. Troublemaker -- No notes necessary
  121. Twisted Apprenticeship -- Please note in a general sense what ways you were brought up wrong.
  122. Uncanny -- See Adversarial Backgrounds, above
  123. Vanilla -- We consider this a roleplaying choice, rather than a true detriment. This Flaw is not allowed.
  124. Vengeful -- Please describe in a +note who has wronged you and must pay (this Flaw does not describe a state of mind, but instead a very specific goal to drive toward).
  125. Ward -- Document in a 'NPC Note' (see above).
  126. Whimsy -- This flaw universally ends up a rather large barrier to roleplay. Use caution before taking it.
  127. Witch-Hunted -- No notes necessary.

Focus

The culmination of how your Mage approaches their Magick is known in M20 as 'Focus' (M20, p565), and is broken down into 3 sections:

  1. Why your magick works, also known as Paradigm
  2. How your magick works, also known as Practice
  3. What your magick uses, also known as Instruments

Paradigm

The Paradigms presented in M20 and Book of Secrets (BoS) are given so that the player understands the paradigm. What I want to see is your character's understanding of their Paradigm. These cannot be the same, because if they were, your character would have already Ascended, and we could all go home. The Paradigms of PCs should involve blocks and limits in them so that said blocks and limits can be removed by future Seekings. Does this mean custom Paradigms aren't allowed? Yes and no. The Paradigms presented in the books are quite broad as far as belief systems go, and I've yet to see a good Paradigm which couldn't fit into one of them. Please include the title of one of the Paradigms in the books, and then explain your character's understanding of that Paradigm.

Practice

Your practices (please list 2-3) define how you do your magick. These are broad categories and often overlap. Much of Yoga can also be Medicine Work. Much of Witchcraft can also be Gutter Magick... and just as much of Witchcraft can be High Ritual. Pick the 2 or 3 that most commonly make sense for your character.

Instruments

The minimum requirements for Instruments are as follows:

  1. 5-7 Instruments
  2. One Personalized Instrument which is bound to your Affinity Sphere (M20 p587). Remember, when using your Personalized Instrument with your Affinity Sphere, you get a -1 difficulty modifier on your magick!
  3. Any Unique Instruments (M20 p588) must be identified, including which Sphere they are used with. Please keep in mind, Unique Instruments are risky! Losing access to them can be debilitating, and Mage Staff are not unwilling to do so. Each Sphere may have no more than one Unique Instrument, although the same Unique Instrument can be used for multiple Spheres.

Separately, we also recommend picking a 'favorite' instrument for each Sphere you have and explain why that embodies your character's understanding of that instrument. Fleshing out your Paradigm further through small tips like these is both fun and helpful.

Avatar

Please include a note describing your character's Avatar. We are looking for 3 key things:

  1. How your Avatar interacts with you.
  2. What your Avatar's goals are (what does Ascension look like for them?)
  3. Roleplaying Notes for the Avatar (Mage staff will be playing this NPC during Seekings/Epiphanies)

Within the metaphysics of Mage, your Avatar is the one doing the Ascending, the Mage is just the vehicle by which they achieve it. This existence is symbiotic: A Mage must broaden their understanding so that an Avatar can experience that understanding. A Mage must embody that Paradigm so that an Avatar can experience the embodiment of that Paradigm. But from a roleplaying game standpoint, your Avatar is as much a part of your character as the Mage is.

Rotes

Characters will be granted (Arete + Esoterica) in Rotes automatically. Additional Rotes can be purchased for 1 Freebie or (Highest Sphere in the rote) XP.

Backstory

While a Backstory technically is not required, the likelihood of being able to approve a character without one is intensely low. Please feel free to write one, and please feel free to be detailed! We will read every single word about your character that you are willing to write. That said, a collection of bullet points that touches on the highlights in one convenient place helps immensely when we need to reference events in the backstory. The commands in +help +bg are good for this.

Starting XP

Mage is a game that at its core is rather cerebral and requires a strong attention to detail from both the player and the Storyteller. Mage Staff will ask you (many) questions about your character during the approval process. Why? Because at the end of the day, we are your Avatar, and your Avatar knows everything there is to know about you! We need to know why you have that Enemy and what they are like, so we can bring them to life in the middle of a plot. This means that the approval process will take time, and our goal is to make it as collaborative as possible. The more effort you put into your character, the more we have of your character to weave into our stories.

With the above in mind, the Starting XP that we offer for Mages is quite flexible. There are 3 main pillars that we base this decision on:

  1. Concept Draw - What does the Mage splat gain from adding this concept? Will this character make the (currently Traditions) Mages a stronger/better group, and enhance the experiences of existing players? Is a reclusive Virtual Adept what we need right now, or would a gruff but protective Verbena fit better?
  2. Game Knowledge - How well does this player appear to understand the themes, lore, and mechanics of Mage? Does this character feel like they have lived in the world of Mage? Can staff easily run a Seeking for this character, based on the Focus and Avatar notes? Did you remember to specify your Personalized Instrument?
  3. Character Experiences - What kind of live experience and adversity has this character gone through? The skills of an ex-Marine who has served as a Courier for House Janissary is quite different than a semi-pro gamer who recently hooked up with Klubwerkz.

While Starting XP is part of the approval conversation, it occurs afterward. Build your character sheet with the standard Character Generation points and required notes above. Upon approval, any Starting XP will be granted, which can then be spent according to standard +xpspend and +xpreq commands (without any enforced wait times).