The Hermetic Wild West
Ch 04 Virtues and Flaws
Aging: Characters may not take the flaws: Difficult Longevity Ritual or Age Quickly. The scope of this campaign is such that these flaws won’t really come into play.
Mysteries: The Mystery Cult Houses (Bjornaer, Criamon, Merenita, Verditius) are alive and well in the American West. Other mystery-cults, however, have more or less died out. This game emphasizes the baseline Order of Hermes and de-emphasizes the many various secretive mystery cults published in other sourcebooks. They are not explicitly disallowed, but are discouraged without excellent reason.
Personal Vis Source: This virtue yields 1 pawn of vis per 4 seasons granted for advancement.
Social Status: Magi have integrated more closely into society. All characters have the Hermetic Magus Social Status virtue for free, but may also take other Social Status virtues or flaws if approved by the Storyguide.
Wealthy: Magi may take this virtue. Replace the text with this:
Minor, General You are a rich member of society. Whether you’re southern aristocracy, or from a family of rich northern industrialists, you’ve had every advantage in life. You receive one additional Confidence point each session, and are assumed to have enough funds and credit to cover most any reasonable expense.