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* TzadikimNistarim: The Mogen ha Chav, a small faction of Sorceror-level mystics guiding spec-ops style bodyguard missions on behalf of the thirty-six people who justify humanity to God. The tsaddikim themselves are to be unaware of their secret protectors.
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** ''TabletopGame/ProjectTwilight''
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*** The exception being the Blood Bound that comes from drinking a vampire's blood, which works via supernatural chemistry rather than psychic commands and explicitly bypasses the Demon's usual protections by affecting they body their wearing. So best not to suck ''on'' a Ventrue...

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*** The exception being the Blood Bound that comes from drinking a vampire's blood, which works via supernatural chemistry rather than psychic commands and explicitly bypasses the Demon's usual protections by affecting they the body their they're wearing. So best not to suck ''on'' a Ventrue...
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*** The exception being the campire Blood Bound that comes from drinking a vampire's blood, which works via supernatural chemistry rather than psychic commands and explicitly bypasses the Demon's usual protections by affecting they body their wearing. So best not to suck ''on'' a Ventrue...

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*** The exception being the campire Blood Bound that comes from drinking a vampire's blood, which works via supernatural chemistry rather than psychic commands and explicitly bypasses the Demon's usual protections by affecting they body their wearing. So best not to suck ''on'' a Ventrue...
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**** The exception being the campire Blood Bound that comes from drinking a vampire's blood, which works via supernatural chemistry rather than psychic commands and explicitly bypasses the Demon's usual protections by affecting they body their wearing. So best not to suck ''on'' a Ventrue...
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** ''Demon: the Fallen'' has the Nephilim, offspring of Angels and humans, considered an aberration by both.

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** ''Demon: the Fallen'' has the Nephilim, offspring of Angels and humans, considered an aberration by both.both and (probably) all dead back at the dawn of history, though some Demons speculate that some or all of the other supernaturals might be their descendants.
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** Owing to their status as TheFairFolk, Fae courts are also havens of deadly intrigue and twisted pleasures.

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** Owing to their status as TheFairFolk, Fae courts are also havens of deadly intrigue and twisted pleasures. Given that the Fae live on creativity and emotion keeping things interesting like this is a survival strategy.
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** The [[TabletopGame/WerewolfTheApocalypse Hengeyokai]] (and possibly also the [[TabletopGame/KindredOfTheEast Kuei-Jin)]] believe that the crappiness of the world is cyclical and that, so long as the coming 6th age (the ultimate in crappiness) is finite and temporary, the universe will eventually become a better place to live (although there is some concern that ''this'' 6th age is going to be so bad it may break the Wheel of Ages.

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** The [[TabletopGame/WerewolfTheApocalypse Hengeyokai]] (and possibly also the [[TabletopGame/KindredOfTheEast Kuei-Jin)]] believe that the crappiness of the world is cyclical and that, so long as the coming 6th age (the ultimate in crappiness) is finite and temporary, the universe will eventually become a better place to live (although there is some concern that ''this'' 6th age is going to be so bad it may break the Wheel of Ages.Ages).
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** The [[TabletopGame/WerewolfTheApocalypse Hengeyokai]] (and possibly also the [[TabletopGame/KindredOfTheEast Kuei-Jin)]] believe that the crappiness of the world is cyclical and that, so long as the coming 6th age (the ultimate in crappiness) is finite and temporary, the universe will eventually become a better place to live.

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** The [[TabletopGame/WerewolfTheApocalypse Hengeyokai]] (and possibly also the [[TabletopGame/KindredOfTheEast Kuei-Jin)]] believe that the crappiness of the world is cyclical and that, so long as the coming 6th age (the ultimate in crappiness) is finite and temporary, the universe will eventually become a better place to live.live (although there is some concern that ''this'' 6th age is going to be so bad it may break the Wheel of Ages.



* WainscotSociety: Multiple, intermittently interacting hidden factions — of vampires, werewolves, wizards, faeries, etc. — each have substantial, organized social systems of their own. Vampires have their {{Masquerade}}; other beings have less formal systems of secrecy.

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* WainscotSociety: Multiple, intermittently interacting hidden factions — of vampires, werewolves, wizards, faeries, etc. each have substantial, organized social systems of their own. Vampires have their {{Masquerade}}; other beings have less formal systems of secrecy.

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* AuthorityEqualsAsskicking: Movers and shakers of the setting tend to be on a completely different level of power than normal starting characters, as supernatural abilities tend to increase in power on an exponential scale and many of the higher-level ones take decades (or in the case of vampires, centuries) to master.


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* RankScalesWithAsskicking: Movers and shakers of the setting tend to be on a completely different level of power than normal starting characters, as supernatural abilities tend to increase in power on an exponential scale and many of the higher-level ones take decades (or in the case of vampires, centuries) to master.
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* SinisterNudity:
** In the ''Bygone Bestiary'' sourcebook, a few of the more humanoid entities in the book are depicted nude in order to make them seem more upsetting. The [[OurGhoulsAreCreepier Ghul]], for example, is portrayed naked in its ShapeshifterDefaultForm, both so that the reader can clearly see its [[RedRightHand telltale hooves]] and to emphasize the fact that the Ghul can also be a [[ILoveTheDead sexual horror]] to its victims once it's finished killing and eating them. Thankfully, the depicted specimen's groin is hidden both by a CensorShadow and its own immensely thick lower body hair.
** The ''Midnight Circus'' adventure "The Wasteland" features a charming image of two [[NothingButSkinAndBones horribly emaciated-looking women]], completely naked and [[ToplessnessFromTheBack with their backs to the reader]]: one of them is eating a live spider, and the other is clutching a plank with a few nails driven to it. The text soon reveals that these are the Rampall Sisters, two [[TheWormThatWalks Hollow Men]] formori working for the Malfean Nephandi Rod Lightner in his dealings with the Circus. For added horror, they're described as looking attractive from a distance, up until you notice the withered builds, the decomposing skin, the bite marks from {{autocannibalism}}, and the spiders crawling out of their bodies...
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* AwesomeButImpractical:
** The classic, pre-fifth edition World of Darkness is often considered this. The classic World of Darkness puts players in incredibly lore-rich and creatively unique worlds, with each gameline featuring its own complex societies and histories and wish fulfillment appeal that makes them intriguing to imagine oneself in[[labelnote:note]]You've been initiated into an AncientConspiracy to control humanity and a supernatural curse going back directly to Biblical times! You're a SuperSoldier genetically destined to fight TheEndOfTheWorldAsWeKnowIt in the name of MotherNature! The laws of reality are subjective and you're one of the chosen few with the ability to reshape them to how you believe they should be![[/labelnote]], often based on specific real-world mythologies, and epic and apocalyptic conflicts and events of a world-spanning nature omnipresent, even where they can only be experienced tangentially or from the ground level. At the same time, however, the gamelines were often so highly developed they were prone to becoming their own thing entirely, diverging quite considerably from what a new player might hope for and expect from the concept of playing, say, a werewolf, making it difficult to be individually flexible, and most gamelines had at least one element which could easily become an [[invoked]] AudienceAlienatingPremise[[labelnote:note]]''Werewolf'' has players serving an authoritarian, theocratic governemnt which aims to control them down to their reproductive function, ''Mage'' requires players familiarizing themselves with and learning to apply with consistency real-world metaphysical systems, ''Wraith'' has players already dead and in an incredibly depressing totalitarian underworld where their best hope is moving on to the next life...[[/labelnote]]. The powerful globally-established factions meant you were always ''someone'''s bitch and made it hard to players to sandbox or carve out a niche for themselves in the world, and their deep lore could lead to accusations you were playing your character "wrong", especially in the case of the highly organized groups which could just easily ''force'' you to act as they expected you to. The epic scope also made it difficult to have more low-stakes, personal adventures, and the cultural-based mythologies could come across as preferential treatment. Also, the mechanics could be quite janky and the factions not particularly balanced against each other, with crossovers nominally allowed but made difficult by a lack of unified game rules or balance, not to mention outright contradictory cosmologies.
** In contrast to this stands ''TabletopGame/ChroniclesOfDarkness'' with its BoringButPractical approach, significantly tightening up and unifying the rules, standardizing and balancing crossover mechanics, bringing the splats closer to what one might colloquially expect by their names even at the cost of much lore and uniqueness (except for, perhaps, ''TabletopGame/DemonTheDescent''), foregoing much of the big conspiracies, factions and world-spanning conflicts in favor of more localized adventures, with an agnostic mythology, and generally treating the entire system as more of a toolkit for the Storyteller to do with as they please rather than an introduction to a specific setting.
** Downplayed with the fifth edition line of World of Darkness games, which aim for a "best of both worlds" approach between the two, keeping much of the lore of ''Classic'' and much of the gameplay improvements and freedom of ''Chronicles''.
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* CrapsackWorldEscapistSanctuary: On top of all the mortal atrocities in this setting, it's infested with vampires, werewolves, mages, changelings, ghosts, demons, mummies, fanatical monster hunters, and even stranger entities - all of them playing elaborate games for the fate of the world, all of them committing atrocities and having atrocities inflicted on them in turn. Also, every single supernatural group seems to have some kind of apocalypse scheduled [[JustBeforeTheEnd in the very near future]]. In the face of this bleakness, ''TabletopGame/MageTheAscension'' is one of the few games in the setting that offers escapism to the inhabitants of this dismal realm, with the mages opting to alter or even escape the grim reality rather than try to work within it. Most notably, the [[PlayfulHacker Virtual Adepts]] regularly drop into [[{{Cyberspace}} the Digital Web]] in pursuit of adventure and missions to recode reality in their favor. For good measure, the Technocracy - [[EvilCounterpart Iteration X]] in particular - like to dismiss the Virtual Adepts as fantasist kids who want to abandon their bodies for meaningless thrills in VR.
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*** And it cannot be stressed enough that the Technocrats are '''NOT''' a hivemind! Whatever you think about the overarching goals and actions of the order, it's extremely silly to think each and every agent is "outright evil" ([[WordOfGod White Wolf themselves]] even coined the term "Soulless Technocratitis" for that kind of one-dimensional portrayal and mocked it repeatedly). The Technocracy is home to countless different ethoses[[note]]Wiki/TheOtherWiki's friend the Wiktionary says that plural is non-standard and prefers ethe or ethea. Uh, no. We're not that Greek-reverent here.[[/note]] and philosophies, and features people from every CharacterAlignment. The book gives many examples of good Technocrats and the like ...

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*** And it cannot be stressed enough that the Technocrats are '''NOT''' a hivemind! Whatever you think about the overarching goals and actions of the order, it's extremely silly to think each and every agent is "outright evil" ([[WordOfGod White Wolf themselves]] even coined the term "Soulless Technocratitis" for that kind of one-dimensional portrayal and mocked it repeatedly). The Technocracy is home to countless different ethoses[[note]]Wiki/TheOtherWiki's ethoses[[note]]Website/TheOtherWiki's friend the Wiktionary says that plural is non-standard and prefers ethe or ethea. Uh, no. We're not that Greek-reverent here.[[/note]] and philosophies, and features people from every CharacterAlignment. The book gives many examples of good Technocrats and the like ...
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trope reworked; see Flawless Token


* PositiveDiscrimination: White Wolf went ''far'' out of its way to avoid talking about ethnic minorities in the Mage sourcebook ''Destiny's Price'', which deals with street culture. As a result, it came across as a generic reprint of the {{Splat}}books for the [[TabletopGame/VampireTheMasquerade Brujah]] or [[TabletopGame/WerewolfTheApocalypse Bone Gnawers]]. It'd be interesting to know if this came before or after the much-maligned ''Gypsies'', which would explain their fear of stereotyping, though it could have been avoided if done right.
** Destiny's Price was 1995; Gypsies was 1997, so not the reason.
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Up To Eleven is a defunct trope


* FromBadToWorse: The entire point of the ''Time of Judgement'' line. [[UptoEleven Plus you can mix and match]].

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* FromBadToWorse: The entire point of the ''Time of Judgement'' line. [[UptoEleven Plus you can mix and match]].match.
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* FighterMageThief: The "big three" gamelines fit this pattern nicely when taken together, both in terms of abilities and game-feel. Werewolves are the most combat-capable of the three, and also have the most martial and militant game-feel, making them the Fighter. Meanwhile, Mages are often [[SquishyWizard squishy]], but have the most flexible supernatural power system in the entire setting, and much of their existence is all about around philosophy, abstraction, esotericism and furthering their understanding. Finally, Vampires are the Thief, with both abilities and a society that revolves around secrecy, clandestine action, and long-term plotting, not to mention social play.

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* FighterMageThief: The "big three" gamelines fit this pattern nicely when taken together, both in terms of abilities and game-feel. Werewolves are the most combat-capable of the three, and also have the most martial and militant game-feel, role, that of essentially a SuperSoldier in a world-wide war, making them the Fighter. Meanwhile, Mages are often [[SquishyWizard squishy]], but have the most flexible supernatural power system in the entire setting, and much of their existence is all about around philosophy, abstraction, esotericism and furthering their understanding. Finally, Vampires are the Thief, with both abilities and a society that revolves around secrecy, clandestine action, and deception, betrayal, crime, long-term plotting, not to mention and social play.
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* FighterMageThief: The "big three" gamelines fit this pattern nicely when taken together, both in terms of abilities and game-feel. Werewolves are the most combat-capable of the three, and also have the most martial and militant game-feel, making them the Fighter. Meanwhile, Mages are often [[SquishyWizard squishy]], but have the most flexible supernatural power system in the entire setting, and much of their existence revolves around philosophy, abstraction, esotericism and furthering their understanding. Finally, Vampires are the Thief, with both abilities and a society that revolves around secrecy, clandestine action, and long-term plotting, not to mention social play.

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* FighterMageThief: The "big three" gamelines fit this pattern nicely when taken together, both in terms of abilities and game-feel. Werewolves are the most combat-capable of the three, and also have the most martial and militant game-feel, making them the Fighter. Meanwhile, Mages are often [[SquishyWizard squishy]], but have the most flexible supernatural power system in the entire setting, and much of their existence revolves is all about around philosophy, abstraction, esotericism and furthering their understanding. Finally, Vampires are the Thief, with both abilities and a society that revolves around secrecy, clandestine action, and long-term plotting, not to mention social play.
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* FighterMageThief: The "big three" gamelines fit this pattern nicely when taken together, both in terms of abilities and game-feel. Werewolves are the most combat-capable of the three, and also have the most martial and militant game-feel, making them the Fighter. Meanwhile, Mages are often [[SquishyWizard squishy]], but have the most flexible supernatural power system in the entire setting, and much of their existence revolves around philosophy, abstraction, esotericism and furthering their understanding. Finally, Vampires are the Thief, with both abilities and a society that revolves around secrecy, clandestine action, and long-term plotting, not to mention social play.
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** Absolutely and unequivocally [[DeniedTrope denied]] in the case of the Holocaust, according to ''Charnel Houses of Europe''. The writers flat-out state it would have been in astoundingly poor taste to say that the RealLife genocide of millions was the plot of some fictional vampire cabal.
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The gameline is currently in an unusual position edition-wise. While Paradox Interactive produced the 5th Edition, Onyx Path Publishing (creators of the 20th Anniversary Edition) never actually lost their license and have continued to produce new products, mostly available online as PDFs and print-on-demand. This has effectively created two separate continuities.


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The gameline is currently in an unusual position edition-wise. While Paradox Interactive produced the 5th Edition, Onyx Path Publishing (creators of the 20th Anniversary Edition) never actually lost their license and have continued to produce new products, mostly available online as PDFs [=PDFs=] and print-on-demand. This has effectively created two separate continuities.

continuities.
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The gameline is currently in an unusual position edition-wise. While Modiphius Entertainment produced the 5th Edition, Onyx Path Publishing (creators of the 20th Anniversary Edition) never actually lost their license and have continued to produce new products, mostly available online as PDFs and print-on-demand. This has effectively created two separate continuities.


to:

The gameline is currently in an unusual position edition-wise. While Modiphius Entertainment Paradox Interactive produced the 5th Edition, Onyx Path Publishing (creators of the 20th Anniversary Edition) never actually lost their license and have continued to produce new products, mostly available online as PDFs and print-on-demand. This has effectively created two separate continuities.




* WainscotSociety: Multiple, intermittently interacting hidden factions — of vampires, werewolves, wizards, faeries, etc. — each have substantial, organized social systems of their own. Vampires have their {{Masquerade}}; other beings have less formal systems of secrecy.

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* WainscotSociety: Multiple, intermittently interacting hidden factions — of vampires, werewolves, wizards, faeries, etc. each have substantial, organized social systems of their own. Vampires have their {{Masquerade}}; other beings have less formal systems of secrecy.
Is there an issue? Send a MessageReason:
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to:

The gameline is currently in an unusual position edition-wise. While Modiphius Entertainment produced the 5th Edition, Onyx Path Publishing (creators of the 20th Anniversary Edition) never actually lost their license and have continued to produce new products, mostly available online as PDFs and print-on-demand. This has effectively created two separate continuities.

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* MundaneUtility

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* %%* MundaneUtility - ZCE; needs expansion
* MysticalJade:
** Jade, specifically that found in China, can be used to store Yin- and Yang-aligned chi. Black Jade is aligned with Yin, and can only store that; Red Jade, aligned with the element of Fire, stores Yang; Green Jade, aligned with the element of Wood, and White Jade, aligned with Air, can store either kind, but not as much of either as the specialized variants; Grey or Yellow Jade can store large quantities of either type. Jade can also cause grievous wounds to the Hsien, the little gods of China.
** The area of the Underworld connected to China is referred to as Dark Kingdom of Jade.
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* EarnYourHappyEnding: Despite the darkness and horror of the World of Darkness, almost every gameline had some ending scenarios in which the apocalypse was stopped and the world became a nicer place.
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Irrelevant


* FinalDeath: Possibly the TropeNamer.
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* OnesieArmor: Downplayed, while some armors are called things like "armor t-shirt" or "flak jacket", the armor with the highest rating is simply called "full suit". While this makes some sense, it raises the obvious question of why you can't just attack someone wearing a flak jacket in the legs to ignore their armor, other than just [[BecauseISaidSo because the game rules say so.]]

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