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All Myths Are True: played with. Because of the somewhat malleable nature of supernatural reality, everything a lot of people believe in exists in some form. Another question is, though, can it interact with you?
Always Chaotic Evil: played with. Vampires in Age of Aquarius are infected by a demonic virus that slowly turns them evil. A vampire older than a human could be is almost guaranteed to be evil; a young one can try and give The Virus a fight.
The (now defunct) Era-Aquarius forum also contained the developers' references to "the Black Net" and the "New World Order", who are supposed to be the Fallen Primordials' mortal agents and be capable of collapsing the intricate balance of The Masquerade.
Laser-Guided Amnesia: vampires have it as a natural ability, the Institute has to make "forget serums" from vampire saliva.
Magic A Is Magic A: exophysics (and the game's mechanics) makes a sharp distinction between magic per se, religious phenomena, psychic powers and workings of spirits. Each of these is quite unique and has a set of game rules, often complex and precise.
The Magic Comes Back: again, the basic premise. Whether it is a good thing or not, depends on the MIB's efforts.
No Export for You: it was made by a team of enthusiasts who had troubles fiding a publisher. Of course it isn't hitting American bookshelves.
Occult Law Firm: averted. The Institute utilizes an extraordinary tribunal of law that provides the supernatural criminals a free (but terrible) defence attorney and most likely will convict them. It's the investigation that tells innocent from guilty. All this is actually an exaggerated form of Soviet justice system.
Post Modern Magic: called "neo-magic". It allows you mix different magical traditions and will never conflict with modern lifestyles, but will always be underpowered compared to "pure" Ancient Traditions.
Power Levels: spirits have these in form of the "Power Index". They range from 1 (an invisible, powerless spirit - typical for a freshly dead soul of a common civilian) through 2-4 (ghosts who can manifest, knock or sometimes even materialize, most nature spirits also go here) through 5-6 (powerful angels and demons who can work miracles) to 7 (small-g gods in full power).
Sanity Meter: the Confidence stat doubles as one. If you lose it, you can end up with psychological disadvantages or even lose your sanity completely. A very real occupational hazard for both mages and psychics.
The current development team is called POPEREK, which is Russian for ACROSS.
The Six Stats: a slightly altered version. The three physical stats are ISO standard; the mental stats are Education (loosely equivalent to D&D Intelligence) , Cognition (loosely equivalent to D&D Wisdom) and Confidence (loosely equivalent to D&D Charisma). There is also the seventh stat, Luck. They all range from 0 (a challenged person) to 5 (world-famous for it). A stat of 6 is too uber to be normal and typically belongs to some powerful supernatural creature. 7 and 8 are reserved for god-like NPCs than may even be honest-to-goodness gods or demigods.
Time Abyss: Semyon Nikolaev, a.k.a. Hermes Trismegistus, Enoch and Count de Saint-Germaine. Word of God states him to be 15000 years old.. Still younger than many spirits and gods, but you already expect Archangel Michael, Odin or Cthulhu to be older than the mountains, so they do not fit the trope. And you definitely do not expect the kindly old telephone prankster to be that ancient.