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** ''TabletopGame/{{Eberron}}'': One of the Cataclysm Mage prestige class' features is a self-related prophecy. Said prophecy has a 1/4 chance of being fatal. It is possible to survive all but one of those prophecies (the exception being one that requires you to die). You get a special benefit for fulfilling these prophecies. At the DM's discretion, the prophecies have to be fulfilled in order for you to advance in the prestige class.

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** ''TabletopGame/{{Eberron}}'': One of the Cataclysm Mage prestige class' features is a are self-related prophecy. Said prophecy has a 1/4 chance of being fatal. It is possible to survive all but one of those prophecies (the exception being that are received on the 1st, 4th, and every 5th level after that, and must be completed to advance further in the class. The list of suggested prophecies vary from inconvenient-but-doable (walk in the Mournland for four days and four nights, drink water from the mouth of a serpent) to extremely dangerous (hold a dragon in your hand, swim across a lake of fire, sleep in a demon's bed), and one that just outright requires you to die). You ''die''. Oh, and the final class ability will get a special benefit every dragon in Eberron out for fulfilling these prophecies. At the DM's discretion, the prophecies have to be fulfilled in order for you to advance in the prestige class.your head.
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** Humans mages can command the Winds of Magic to do their bidding, but are feared and hated by the people and distrusted by most religions, and are at constant risk of leaving themselves open to DemonicPossession.

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** Humans Human mages can command the Winds of Magic to do their bidding, bidding in powerful ways, but are feared and hated by the vast majority of people in the human nations and distrusted by most religions, and are at constant risk of leaving themselves open to DemonicPossession.DemonicPossession.



** Psykers, especially amongst humans. The fate of the overwhelming majority of psykers in [[TheEmpire the Imperium]] is to die at their hands of their fellow humans, who hate and despise them. If they're ''lucky'', said death will just be a bullet through the brainpan or being burned at the stake. If they ''aren't'' caught and killed (or controlled by the Imperium, not a nice fate either), they usually go [[WithGreatPowerComesGreatInsanity insane]]. [[FateWorseThanDeath Or worse]]. Given the fact that Psykers gain their powers because they have a gate to the realms of soul devouring demons and endless, sanity shredding horrors in their brains, they're practically the living embodiment of this trope.

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** Psykers, especially amongst humans. The fate of the overwhelming majority of psykers in [[TheEmpire the Imperium]] is to die at their hands of their fellow humans, who hate and despise them. If they're ''lucky'', said death will just be a bullet through the brainpan or being burned at the stake. If they ''aren't'' caught and killed (or controlled by the Imperium, not a nice fate either), they usually go [[WithGreatPowerComesGreatInsanity insane]]. [[FateWorseThanDeath Or worse]]. Given the fact that Psykers gain their powers because they have a gate to the realms of soul devouring soul-devouring demons and endless, sanity shredding horrors in ''in their brains, brains'', they're practically the living embodiment of this trope.trope. Just to round it all off, they are also extremely susceptible to DemonicPossession.



** And if you think the fate of a psyker is bad, try being a blank. Blanks are people who have no warp presence whatsoever, meaning that Warp-energy cannot affect them, rendering them immune to psyker powers and daemonic possession. It also means that they are effectively soulless. This in turn means that ordinary humans are repulsed to the point of instinctive hostility by them, as all humans have some slight degree of psychic presence. Meaning they can't hold a job, can't have sex, unless they are willing and pay someone to dope themselves out of their skull and do it, can't have a family because no-one can stand to be around them, and if they walk into the same room as a psyker, the psyker will immediately double over in pain... Oh, and if one is caught by the Necrons, they immediately rebuild the blank in question into a biomechanical super-soldier. Being burned at the stake by your family suddenly doesn't seem so bad. Oh, and if the Imperium finds out about you, they'll put you in the Inquisition, and you can spend the rest of your (probably brief) life escorting Inquisitors on the most dangerous missions, where you can almost certainly count on encountering demons, witches, and other nightmarish monstrosities. [[Literature/CiaphasCain Unless your name is Jurgen]], in which case you get to be the assistant to one of the most legendary heroes of the Imperium, with all the potential perks that would involve.
** The Eldar were the most psychically gifted species in the galaxy, which helped bring about the downfall of their civilization when their decadence and perversion so disturbed the [[HyperspaceIsAScaryPlace Immaterium]] as to give rise to a Chaos god of, well, decadence and perversion. Then they got it again when Slaanesh, in addition to destroying their civilization, driving them to the brink of extinction, and also killed most of their gods, including the king of the Eldar pantheon, Asuryan. Asuryan, in his last act, distributed his power among the surviving Eldar, vastly increasing their already long lifespans and their already prodigious psychic powers, but also suppressing their fertility. As a result, they have been unable to come back from the brink of extinction, even after ten thousand years.

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** And if you think the fate of a psyker is bad, try being a blank. Blanks are people who have no warp presence whatsoever, meaning that Warp-energy cannot affect them, rendering them immune to psyker powers and daemonic possession. It also means that they are effectively soulless. This in turn means that ordinary humans are repulsed to the point of instinctive hostility by them, as all humans have some slight degree of psychic presence. Meaning they can't hold a job, can't have sex, unless they are willing and pay someone to dope themselves out of their skull and do it, can't have a family because no-one can stand to be around them, and if they walk into the same room as a psyker, the psyker will immediately double over in pain... Oh, and if one is caught by the Necrons, they immediately rebuild the blank in question into a biomechanical super-soldier. Being burned at the stake by your family suddenly doesn't seem so bad. Oh, and if the Imperium finds out about you, they'll put you in the Inquisition, and you can spend the rest of your (probably brief) life escorting Inquisitors on the most dangerous missions, where you can almost certainly count on encountering demons, daemons, witches, and other nightmarish monstrosities. [[Literature/CiaphasCain Unless your name is Jurgen]], in which case you get to be the assistant to one of the most legendary heroes of the Imperium, with all the potential perks that would involve.
** The Eldar were the most psychically gifted species in the galaxy, which helped bring about the downfall of their civilization when their decadence and perversion so disturbed the [[HyperspaceIsAScaryPlace Immaterium]] as to give rise to a Chaos god of, well, decadence and perversion. Then they got it again when Slaanesh, in addition to destroying their civilization, driving them to the brink of extinction, and also killed most of their gods, including the king of the Eldar pantheon, Asuryan. Asuryan, in his last act, distributed his power among the surviving Eldar, vastly increasing their already long lifespans and their already prodigious psychic powers, but also suppressing their fertility. This issue is worsened by their goddess Isha being an unwilling "guest" of the Chaos God Nurgle, since "fertility" is in her divine portfolio. As a result, they have been unable to come back from the brink of extinction, even after ten thousand years.



** The Tau have almost no warp presence, much like Blanks, but also do not creep people the hell out. It also means they do not fall prey to Chaos (at least not as easily as other races) because they flat out can't hear the whispers of the gods. The downside is that they have absolutely no concept of the Warp at all and are unable to utilize warp-based technologies, such as Warp Jump on starships. They can get close and "skim" on the rim of the Warp, but this means that they're basically playing hopscotch across the galaxy while everyone else are in racecars.
** The Astronomican allows for plotting of the Warp, which allows for safer routes for Imperial forces that minimizes daemon attacks and can adhere to some semblance of a schedule. It's why the Imperium can still function despite the galaxy-wide empire. However, it's also ''really'' bright in the warp, which is implied to be the reason the Tyranids (a highly psychic-sensitive race) are invading the galaxy.

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** The Tau have almost no warp presence, much like Blanks, but also do not creep people the hell out. It also means they do not fall prey to Chaos (at least not as easily as other races) because they flat out can't hear the whispers of the gods.Dark Gods. The downside is that they have absolutely no concept of the Warp at all and are unable to utilize warp-based technologies, such as Warp Jump on starships. They can get close and "skim" on the rim of the Warp, but this means that they're basically playing hopscotch across the galaxy galaxy's streets while everyone else are in racecars.
** The Astronomican allows for plotting of the Warp, which allows for safer routes for Imperial forces that minimizes daemon attacks and can adhere to some semblance of a schedule. It's why the Imperium can still function despite the galaxy-wide empire. However, it's also ''really'' bright in the warp, Warp, which is implied to be the reason the Tyranids (a highly psychic-sensitive race) are invading the galaxy. It also needs to consume a thousand psykers a day to keep functioning.
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* ''TabletopGame/{{Deadlands}}'': The Harrowed. Not many people get a second shot at life, even if it is in the "crawling your way out of the grave" sort of way. Being harder to kill (again) and manifesting some of the game's strongest powers sounds great... until your [[JekyllAndHyde personal demon]] takes over, often resulting in deaths among your [[TrueCompanions posse]]. The only player character type that has ''more'' power has ''even more'' [[IncrediblyLamePun suck]]: [[OurVampiresAreDifferent vampires]].

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* ''TabletopGame/{{Deadlands}}'': The Harrowed. Not many people get a second shot at life, even if it is in the "crawling your way out of the grave" sort of way. Being harder to kill (again) and manifesting some of the game's strongest powers sounds great... until your [[JekyllAndHyde personal demon]] takes over, often resulting in deaths among your [[TrueCompanions posse]]. The only player character type that has ''more'' power has ''even more'' [[IncrediblyLamePun [[{{Pun}} suck]]: [[OurVampiresAreDifferent vampires]].

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*** ''TabletopGame/VampireTheMasquerade'': The various vampire clans often have nice perks but serious drawbacks. Malkavians have the ability to prophetize and mind-whammy others, but they're all insane -- every last one. Nosferatu are masters of stealth, but are ugly as sin and can never go among humans without various tricks. Ventrue often have good connections, charismatic, etc. But have to drink only a specific type of blood so they can't feed on animals in an emergency, and depending on what they feed on they will have to do quite a bit of planning to keep up their supplies. Toreador are charismatic, utterly charming artists who can blend into society but suffer CreativeSterility, their artwork while technically great comes off as soulless -- they also get sidetracked by pretty things (and "pretty things" can include the rising sun...and pain isn't enough to end the trance, so they'll just stand there going "ooh, shiny!" as they burn to death). Tzimisce are terrifying flesh-crafters and lords of the damned, but if they can't sleep with at least two handfuls of their native soil, depending on the edition they either lose half their dice pool until they have only a single die for every action, or lose massive amounts of Willpower--and once a character hits 0 Willpower, they take an automatic -2 penalty to every mental and social roll. Ravnos are masters of subtlety and deception (along with a few powers of the UsefulNotes/{{Romani}}), but they are keyed to a specific vice, which they must pursue whenever possible. Either that, or, in V5, they must constantly be on the move, lest the psychic echoes of their progenitor's firey destruction catch up to them and burn them to death from the inside. (Mechanically, this is up to ''ten dice'' of aggravated damage, the worst and hardest to heal type of damage you can take, if a Ravnos sleeps in the same place more than once in seven days.)

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*** ''TabletopGame/VampireTheMasquerade'': Being a vampire gets you immortality and cool supernatural powers, but also means you're constantly struggling for control of yourself against your new vampire instincts, you can't go out into the sun, you can't experience any human pleasures, and to top it all off, you're inducted into a society of ''vicious'' politicking where backstabbing, indentured servitude, and even MindRape are considered par for the course.
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The various vampire clans often have nice perks but serious drawbacks. Malkavians have the ability to prophetize and mind-whammy others, but they're all insane -- every last one. Nosferatu are masters of stealth, but are ugly as sin and can never go among humans without various tricks. Ventrue often have good connections, charismatic, etc. But have to drink only a specific type of blood so they can't feed on animals in an emergency, and depending on what they feed on they will have to do quite a bit of planning to keep up their supplies. Toreador are charismatic, utterly charming artists who can blend into society but suffer CreativeSterility, their artwork while technically great comes off as soulless -- they also get sidetracked by pretty things (and "pretty things" can include the rising sun...and pain isn't enough to end the trance, so they'll just stand there going "ooh, shiny!" as they burn to death). Tzimisce are terrifying flesh-crafters and lords of the damned, but if they can't sleep with at least two handfuls of their native soil, depending on the edition they either lose half their dice pool until they have only a single die for every action, or lose massive amounts of Willpower--and once a character hits 0 Willpower, they take an automatic -2 penalty to every mental and social roll. Ravnos are masters of subtlety and deception (along with a few powers of the UsefulNotes/{{Romani}}), but they are keyed to a specific vice, which they must pursue whenever possible. Either that, or, in V5, they must constantly be on the move, lest the psychic echoes of their progenitor's firey destruction catch up to them and burn them to death from the inside. (Mechanically, this is up to ''ten dice'' of aggravated damage, the worst and hardest to heal type of damage you can take, if a Ravnos sleeps in the same place more than once in seven days.)
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*** ''TabletopGame/PrincessTheHopeful'': Princesses are gifted with holy magic literally running on ThePowerOfLove, which they must use to smite evil and [[HopeBringer bring light and hope back to the world]]. Problem is, they must do so in the ''[[CrapsackWorld World of Darkness]]'', where evil has pretty much already won. Their main opponent is [[TheCorruption the All-Consuming Darkness, a mindless cosmic force made of everything evil festering in all the places it has tainted to corrupt people, gradually warping them in mindless monsters]]; its minions include a multitude of vicious, dangerous opponents with {{Lovecraftian Superpower}}s who will gladly attack your loved ones if that can help them win. Princesses themselves have to lead an exhausting double-life that leaves no room for a normal life, and they are empathic to such a level that [[AllergicToEvil evil and corruption literally causes them pain and suffering]]. Oh, and if they cross the DespairEventHorizon, they lose their powers and will eventually turn into [[FallenHero Dethroned]], a warped, monstrous parody of their former selves which [[HorrifyingTheHorror even the forces of Darkness run away from]].

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*** ''TabletopGame/PrincessTheHopeful'': Princesses are gifted with holy magic literally running on ThePowerOfLove, which they must use to smite evil and [[HopeBringer bring light and hope back to the world]]. Problem is, they must do so in the ''[[CrapsackWorld World of Darkness]]'', where evil has pretty much already won. Their main opponent is [[TheCorruption the All-Consuming Darkness, a mindless cosmic force made of everything evil festering in all the places it has tainted to corrupt people, gradually warping them in mindless monsters]]; its minions include a multitude of vicious, dangerous opponents with {{Lovecraftian Superpower}}s who will gladly attack your loved ones if that can help them win. Princesses themselves have to lead an exhausting double-life that leaves no room for a normal life, and they are empathic to such a level that [[AllergicToEvil evil and corruption literally causes them pain and suffering]]. suffering]] which they can [[ItNeverGetsAnyEasier never become inured to.]]. Oh, and if they cross the DespairEventHorizon, they lose their powers and will at best eventually die of despair, and at worst turn into [[FallenHero Dethroned]], a warped, monstrous parody of their former selves which [[HorrifyingTheHorror even the forces of Darkness run away from]].
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* ''TabletopGame/{{Chaotic}}'': The Mipedian Warbeasts, while whey have massive energy pools and disciplines, all but two of the Warbeasts also have massive Recklessness values, causing them to take large amounts of damage whenever they attack. Additionally, of the ones that don't have Recklessness, one reduces the energy of all other creatures you control, and the other forces you to sacrifice another creature after winning combat, or it gets destroyed.
** This can be averted with the exception of The Warbeasts that lack Recklessness with use of Conjurers, most of which reduce Recklessness damage to Warbeasts, if not negating the damage entirely. However, you'll then need a way to stop the enemy from simply [[ShootTheMageFirst sniping your]] [[SquishyWizard Conjurers]] [[ShootTheMageFirst first]].
** This can also be partially averted with use of the Stone Mail Battlegear, which negates all effects on a creature, however this has its own drawbacks in that it prevents movement and increases all damage dealt to the creature by 5.
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* ''TabletopGame/MouseTrap'': Rolling small numbers and advancing slowly is advantageous, as it keeps that player away from the dreaded Cheese space. The players that roll big numbers and arrive at the end loop thereafter run a 1-in-6 chance of landing on the Cheese space, where they can only pray no other mouse lands on the Turn Crank space once the trap is completed.

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* ''TabletopGame/MouseTrap'': ''TabletopGame/MouseTrap1963'': Rolling small numbers and advancing slowly is advantageous, as it keeps that player away from the dreaded Cheese space. The players that roll big numbers and arrive at the end loop thereafter run a 1-in-6 chance of landing on the Cheese space, where they can only pray no other mouse lands on the Turn Crank space once the trap is completed.
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*** ''TabletopGame/VampireTheMasquerade'': The various vampire clans often have nice perks but serious drawbacks. Malkavians have the ability to prophetize and mind-whammy others, but they're all insane -- every last one. Nosferatu are masters of stealth, but are ugly as sin and can never go among humans without various tricks. Ventrue often have good connections, charismatic, etc. But have to drink only a specific type of blood so they can't feed on animals in an emergency, and depending on what they feed on they will have to do quite a bit of planning to keep up their supplies. Toreador are charismatic, utterly charming artists who can blend into society but suffer CreativeSterility, their artwork while technically great comes off as soulless -- they also get sidetracked by pretty things (and "pretty things" can include the rising sun). Tzimisce are terrifying flesh-crafters and lords of the damned, but if they can't sleep with at least two handfuls of their native soil, depending on the edition they either lose half their dice pool until they have only a single die for every action, or lose massive amounts of Willpower--and once a character hits 0 Willpower, they take an automatic -2 penalty to every mental and social roll. Ravnos are masters of subtlety and deception (along with a few powers of the UsefulNotes/{{Romani}}), but they are keyed to a specific vice, which they must pursue whenever possible. Either that, or, in V5, they must constantly be on the move, lest the psychic echoes of their progenitor's firey destruction catch up to them and burn them to death from the inside. (Mechanically, this is up to ''ten dice'' of aggravated damage, the worst and hardest to heal type of damage you can take, if a Ravnos sleeps in the same place more than once in seven days.)

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*** ''TabletopGame/VampireTheMasquerade'': The various vampire clans often have nice perks but serious drawbacks. Malkavians have the ability to prophetize and mind-whammy others, but they're all insane -- every last one. Nosferatu are masters of stealth, but are ugly as sin and can never go among humans without various tricks. Ventrue often have good connections, charismatic, etc. But have to drink only a specific type of blood so they can't feed on animals in an emergency, and depending on what they feed on they will have to do quite a bit of planning to keep up their supplies. Toreador are charismatic, utterly charming artists who can blend into society but suffer CreativeSterility, their artwork while technically great comes off as soulless -- they also get sidetracked by pretty things (and "pretty things" can include the rising sun).sun...and pain isn't enough to end the trance, so they'll just stand there going "ooh, shiny!" as they burn to death). Tzimisce are terrifying flesh-crafters and lords of the damned, but if they can't sleep with at least two handfuls of their native soil, depending on the edition they either lose half their dice pool until they have only a single die for every action, or lose massive amounts of Willpower--and once a character hits 0 Willpower, they take an automatic -2 penalty to every mental and social roll. Ravnos are masters of subtlety and deception (along with a few powers of the UsefulNotes/{{Romani}}), but they are keyed to a specific vice, which they must pursue whenever possible. Either that, or, in V5, they must constantly be on the move, lest the psychic echoes of their progenitor's firey destruction catch up to them and burn them to death from the inside. (Mechanically, this is up to ''ten dice'' of aggravated damage, the worst and hardest to heal type of damage you can take, if a Ravnos sleeps in the same place more than once in seven days.)
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* ''TabletopGame/UnknownArmies'': Becoming almost any kind of magician requires developing obsessions and taboos that make it near-impossible to have anything resembling a normal life. How serious this gets depends on what specific path you follow. For example, Plutomancers gain magic by acquiring cold, hard cash -- then have to live like paupers because spending it nukes their powers. Personamancers master identity and masks by destroying their own sense of self. Dipsomancers find power in booze and cirrhosis -- and have no power unless they're drunk. Pornomancers enslave their sexuality to a porn star who seemed to ascend to a higher plane; they can only ever have sex by reenacting her sacred film scenes or to make a profit, with sex for love or casual gratification draining their magical stores. These are some of the saner Adepts.

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* ''TabletopGame/UnknownArmies'': Becoming almost any kind of magician requires developing obsessions and taboos that make it near-impossible to have anything resembling a normal life. How serious this gets depends on what specific path you follow. For example, Plutomancers gain magic by acquiring cold, hard cash -- then have to live like paupers because spending it nukes their powers. Personamancers master identity and masks by destroying their own sense of self. Dipsomancers find power in booze and cirrhosis -- and have no power unless they're drunk. Pornomancers enslave their sexuality to a porn star who seemed to ascend to a higher plane; they can only ever have sex by reenacting her sacred film scenes (which generally aren't as fun to perform as they are to view) or to make a profit, with sex for love or casual gratification draining their magical stores. These are some of the saner Adepts.
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** Paladins are sometimes depicted as being such [[SlaveToPR Slaves To PR]] as to have little free will. Thus, they must do the most obvious "LawfulGood" action to any situation, even if the end result will obviously be bad, or else lose their powers or [[ThePunishment worse.]] Many have called this interpretation "[[LawfulStupidChaoticStupid Lawful Stupid]]". An important bit of GameplayAndStorySegregation; often it's not the paladin BlessedWithSuck but the ''player'', as it's the player who might want to cheat the system, and it's the player who might have to deal with a KillerGameMaster who will take any opportunity to force the Paladin to Fall, including forcing moral dilemmas and stripping powers at the slightest hint of an alignment infraction.

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** Paladins are sometimes depicted as being such [[SlaveToPR Slaves To PR]] as to have little free will. Thus, they must do the most obvious "LawfulGood" action to any situation, even if the end result will obviously be bad, or else lose their powers or [[ThePunishment worse.]] Many have called this interpretation "[[LawfulStupidChaoticStupid Lawful Stupid]]". An important bit of GameplayAndStorySegregation; often it's not the paladin BlessedWithSuck but the ''player'', as it's the player who might want to cheat the system, system (Paladins generally take their oaths because they ''want'' to uphold Law and Good), and it's the player who might have to deal with a KillerGameMaster who will take any opportunity to force the Paladin to Fall, including forcing moral dilemmas and stripping powers at the slightest hint of an alignment infraction.infraction, forcing the Paladin to play strictly based on alignment or else not be able to play the class they like.
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** Death Giants have incredible power both by the mere fact of being giants and because of a bargain their ancestors struck with dark forces that gives them the power to pull out the souls of their enemies to empower themselves. The cost of the bargain? Death Giants don't have an afterlife; when they die, their souls go to the Negative Energy Plane and are completely destroyed.
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** Words, which both Archangels and Archdevils have, and which give power to their bearers at the cost of needing them to act in accordance with them. Angels' Words tend to be limited by BeingGoodSucks, while demons are sometimes given Words meant specifically to screw them over, like Taking Credit for Others' Work, or Stale Bong Water.
** Undead are physically powerful, supernaturally powerful, and undying. However, most become saddled with powerful Needs and cannot stand beneath the sun. Even those without these drawbacks simply buy the immorality of their bodies at the cost of that of their souls; the spirits of the undead cannot survive their bodies' destruction, and simply stop existing where living humans would pass on to the afterlife.

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** Words, which both Archangels and Archdevils have, and which give power to their bearers at the cost of needing them to act in accordance with them. Angels' Words tend to be limited by BeingGoodSucks, while demons are sometimes given Words meant specifically to humiliate them or screw them over, like Taking Credit for Others' Work, or Stale Bong Water.
** Undead are physically powerful, supernaturally powerful, and undying. However, most become saddled with powerful Needs and cannot stand beneath the sun. Even those without these drawbacks simply buy the immorality immortality of their bodies at the cost of that of their souls; the spirits of the undead cannot survive their bodies' destruction, and simply stop existing where living humans would pass on to the afterlife.
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*** ''TabletopGame/GeniusTheTransgression'': Geniuses can make [[WeirdScience wonders of impossible science]] to do almost anything... but as soon as a [[{{Muggle}} mortal]] gets their hands on it, it'll [[GoneHorriblyWrong break, explode or worse]]. Aside from that though they don't have it ''too'' bad, at least until they [[WithGreatPowerComesGreatInsanity become more powerful]] and have to control the burning light of [[TouchedByVorlons Inspiration]]. Because if they don't [[ComesGreatResponsibility show restraint]], [[HeroicRROD things]] [[JumpingOffTheSlipperySlope can]] [[MoralEventHorizon get messy]].

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*** ''TabletopGame/GeniusTheTransgression'': Geniuses can make [[WeirdScience wonders of impossible science]] to do almost anything... but as soon as a [[{{Muggle}} mortal]] gets their hands on it, it'll [[GoneHorriblyWrong break, explode or worse]]. Aside from that though they don't have it ''too'' bad, at least until they [[WithGreatPowerComesGreatInsanity become more powerful]] and have to control the burning light of [[TouchedByVorlons Inspiration]]. Because if they don't [[ComesGreatResponsibility show restraint]], [[HeroicRROD things]] [[JumpingOffTheSlipperySlope can]] [[MoralEventHorizon get messy]]. Inspiration also tends to mess with your personal life; your Wonders are a massive money sink, and your [[TechnoBabble Jabir]] makes it difficult to use your intelligence for anything practical. Scientists have it the worst, as becoming Inspired kneecaps their ability to keep doing what they love and makes them look like complete nutcases to their former peers. That they're ''still'' one of the less-sucky splats is says more about just how much it sucks to be some of the ''other'' kinds of supernatural.



*** ''TabletopGame/MageTheAwakening'': Being a Mage isn't, in and of itself, a bad thing. The world the Awakening opens up, however, is a different matter. The world you knew was a Lie, created by dark gods. Its rulers want the world's magic all to themselves. There's a gaping hole in the universe that's inimical to all existence. And then there are the Banishers, mages who blame magic for everything that's wrong with the world, and seek to eliminate it whenever they can...

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*** ''TabletopGame/MageTheAwakening'': Being a Mage isn't, in and of itself, a bad thing. Sure, you can do stupid things with magic and blow yourself up, but you could do that with mundane explosives, and you can accomplish amazing feats. The world the Awakening opens up, however, is a different matter. The world you knew was a Lie, created by dark gods. Its rulers You've basically just been Red-pilled and escaped ''Film/TheMatrix'', and the magical equivalent to the Machines (the Exarchs) want the world's magic all to themselves. control every possible source of magic, like you. There's a gaping hole in the universe that's inimical to all existence. existence, and is especially attracted to magic- which usually ends really badly for the mages (like you). And then there are the Banishers, mages who blame magic for hate other mages ([[RuleOfThree like you]]]), and seek to kill them all to end what they see as the source of everything that's wrong with the world, and seek to eliminate it whenever they can...world (and given the Exarchs, they're not always wrong).

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* ''TabletopGame/InNomine'' has Words, which both Archangels and Archdevils have, and which give power at the cost of needing to act in accordance with it. Angels' Words tend to be limited by BeingGoodSucks, while demons are sometimes given Words meant specifically to screw them over, like Taking Credit for Others' Work, and Stale Bong Water.
* ''TabletopGame/InNomineSatanisMagnaVeritas'': Most scenarios take the form of discreet, undercover investigations amongst {{Muggles}}, and the {{Masquerade}} is sacrosanct (heh). So when one of your possible "powers" is "Incarnation in the body of a famous CEO/TV anchor/Rock star/Politician", well... Have fun trying to explain this paparazzi shot of you shooting holy lightning out of your eyeballs is really stage effects ''sans'' stage, or something. Or infiltrating the BigBad's lair with groupies in tow.

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* ''TabletopGame/InNomine'' has ''TabletopGame/InNomine'':
**
Words, which both Archangels and Archdevils have, and which give power to their bearers at the cost of needing them to act in accordance with it. them. Angels' Words tend to be limited by BeingGoodSucks, while demons are sometimes given Words meant specifically to screw them over, like Taking Credit for Others' Work, and or Stale Bong Water.
** Undead are physically powerful, supernaturally powerful, and undying. However, most become saddled with powerful Needs and cannot stand beneath the sun. Even those without these drawbacks simply buy the immorality of their bodies at the cost of that of their souls; the spirits of the undead cannot survive their bodies' destruction, and simply stop existing where living humans would pass on to the afterlife.
* ''TabletopGame/InNomineSatanisMagnaVeritas'': Most scenarios take the form of discreet, undercover investigations amongst {{Muggles}}, and the {{Masquerade}} is sacrosanct (heh). So when one of your possible "powers" is "Incarnation in the body of a famous CEO/TV anchor/Rock star/Politician", anchor/rock star/politician", well... Have fun trying to explain this paparazzi shot of you shooting holy lightning out of your eyeballs is really stage effects ''sans'' stage, or something. Or infiltrating the BigBad's lair with groupies in tow.
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* ''Tabletop/{{Rifts}}'' has Cosmo Knights, mortals who were TouchedByVorlons and turned into cosmic crusaders powerful enough to go toe to toe with starships. The drawback? They have to adhere to a very rigid code of ethics, which is overseen by a nigh omniscient entity who will not hesitate to strip the Cosmo Knight of their powers [[CantGetAwayWithNothing on the first offense]].

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* ''Tabletop/{{Rifts}}'' ''TabletopGame/{{Rifts}}'' has Cosmo Knights, mortals who were TouchedByVorlons and turned into cosmic crusaders powerful enough to go toe to toe with starships. The drawback? They have to adhere to a very rigid code of ethics, which is overseen by a nigh omniscient entity who will not hesitate to strip the Cosmo Knight of their powers [[CantGetAwayWithNothing on the first offense]].
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*** ''TabletopGame/VampireTheMasquerade'': The various vampire clans often have nice perks but serious drawbacks. Malkavians have the ability to prophetize and mind-whammy others, but they're all insane -- every last one. Nosferatu are masters of stealth, but are ugly as sin and can never go among humans without various tricks. Ventrue often have good connections, charismatic, etc. But have to drink only a specific type of blood so they can't feed on animals in an emergency, and depending on what they feed on they will have to do quite a bit of planning to keep up their supplies. Toreador are charismatic, utterly charming artists who can blend into society but suffer CreativeSterility, their artwork while technically great comes off as soulless -- they also get sidetracked by pretty things. Ravnos are masters of subtlety and deception (along with a few powers of the UsefulNotes/{{Romani}}), but they are keyed to a specific vice, which they must pursue whenever possible.

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*** ''TabletopGame/VampireTheMasquerade'': The various vampire clans often have nice perks but serious drawbacks. Malkavians have the ability to prophetize and mind-whammy others, but they're all insane -- every last one. Nosferatu are masters of stealth, but are ugly as sin and can never go among humans without various tricks. Ventrue often have good connections, charismatic, etc. But have to drink only a specific type of blood so they can't feed on animals in an emergency, and depending on what they feed on they will have to do quite a bit of planning to keep up their supplies. Toreador are charismatic, utterly charming artists who can blend into society but suffer CreativeSterility, their artwork while technically great comes off as soulless -- they also get sidetracked by pretty things.things (and "pretty things" can include the rising sun). Tzimisce are terrifying flesh-crafters and lords of the damned, but if they can't sleep with at least two handfuls of their native soil, depending on the edition they either lose half their dice pool until they have only a single die for every action, or lose massive amounts of Willpower--and once a character hits 0 Willpower, they take an automatic -2 penalty to every mental and social roll. Ravnos are masters of subtlety and deception (along with a few powers of the UsefulNotes/{{Romani}}), but they are keyed to a specific vice, which they must pursue whenever possible. Either that, or, in V5, they must constantly be on the move, lest the psychic echoes of their progenitor's firey destruction catch up to them and burn them to death from the inside. (Mechanically, this is up to ''ten dice'' of aggravated damage, the worst and hardest to heal type of damage you can take, if a Ravnos sleeps in the same place more than once in seven days.)
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**** Anyone in the setting with True Faith. True Faith is defined as a deep, life-defining belief in something, whether it be Jesus, Allah, Tom Brady or the Invisible Hand of the Free Market. Individuals with True Faith can repel and injure vampires, calm werewolves, exorcise wraiths, disrupt mage's spells and even drive off fallen angels, and do all this simply by existing. However, someone with the depth of devotion necessary to turn faith into True Faith is by definition a raving fanatic of a type that makes other raving fanatics nervous. People with True Faith will have extreme difficulties interacting with people with who do not share their beliefs, or even those who hold to more moderate versions of the same, and their conduct, even when on the Path of Humanity, will quickly veer off into BlueAndOrangeMorality. Having True Faith will lead to you being either put on a piedestal and fast-tracked for sainthood, or ostracized and burned at the stake, with no middle ground.
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*** ''TabletopGame/ChangelingTheDreaming'': Changelings awaken to a world of magic and wonder that is invisible to most of the world. Note the "invisible" bit. A dragon can attack you in the middle of the street, and you have the options of fighting against it and coming off as a deranged individual swatting at the air... or choosing to ignore it, which invites disbelief into your soul, slowly killing your fairy half. That very background tide of disbelief and lack of dreams defines the World of Darkness, which is why fae society is very, very aware that it is slowly dying. While the more unforgiving versions of the game treat doing your taxes and working a 9-to-5 job as sprinkling your food with cyanide, the truth is, if there is something that keeps you from pursuing your dream, your fae soul will die, shutting you off from the world of magic... and if you delve into the magic too much, completely ignoring the mundane world, you will go insane and vanish into the Dreaming.
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* ''TabletopGame/UnknownArmies'': Becoming almost any kind of magician requires developing obsessions and taboos that make it near-impossible to have anything resembling a normal life. How serious this gets depends on what specific path you follow. For example, Plutomancers gain magic by acquiring cold, hard cash -- then have to live like paupers because spending it nukes their powers. Personamancers master identity and masks by destroying their own sense of self. Dipsomancers find power in booze and cirrhosis -- and have no power unless they're drunk. Pornomancers enslave their sexuality to a porn star who seemed to ascend to a higher plane. These are some of the saner Adepts.

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* ''TabletopGame/UnknownArmies'': Becoming almost any kind of magician requires developing obsessions and taboos that make it near-impossible to have anything resembling a normal life. How serious this gets depends on what specific path you follow. For example, Plutomancers gain magic by acquiring cold, hard cash -- then have to live like paupers because spending it nukes their powers. Personamancers master identity and masks by destroying their own sense of self. Dipsomancers find power in booze and cirrhosis -- and have no power unless they're drunk. Pornomancers enslave their sexuality to a porn star who seemed to ascend to a higher plane.plane; they can only ever have sex by reenacting her sacred film scenes or to make a profit, with sex for love or casual gratification draining their magical stores. These are some of the saner Adepts.
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** ''TabletopGame/ForgottenRealms'': The mad god Cyric's Seraph of Lies has been "blessed" by Cyric so that his own physical limitations cannot prevent him carrying out his god's will. This doesn't prevent him being injured or experiencing pain or hunger, it just means he can work through it.

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** ''TabletopGame/ForgottenRealms'': The mad god Cyric's Seraph of Lies has been "blessed" by Cyric so that his own physical limitations cannot prevent him carrying out his god's will. This doesn't prevent him being injured or experiencing pain pain, tiredness, or hunger, it just means he can work through it.it. And, of course, is expected to.
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** ''TabletopGame/ForgottenRealms'': The mad god Cyric's Seraph of Lies has been "blessed" by Cyric so that his own physical limitations cannot prevent him carrying out his god's will. This doesn't prevent him being injured or experiencing pain or hunger, it just means he can work through it.
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* ''TabletopGame/RuneQuest'': Vampires are immortal and possess some frightening abilities, but are also severely handicapped by the various elemental curses placed on them by the gods due to their treachery (being fervently hated both by Humakt as undead and by Urox as Chaos isn't a good place to be either). Sunlight doesn't destroy them, but does take away their powers; to sleep, they require the desecrated soil of their own graves, as regular earth has rejected them. Their mist form is scattered by winds, but their greatest weakness is probably running water (a fact eagerly exploited by duck undead-fighters, of course...) A drop from the river Styx would destroy a vampire in an instant. In some versions, they're also extra vulnerable to swords as they're the image of the Death rune that they seek to escape from.
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* 'TabletopGame/{{Paranoia}}'':

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* 'TabletopGame/{{Paranoia}}'':''TabletopGame/{{Paranoia}}'':
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Crosswicking from TabletopGame.Mouse Trap.

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* ''TabletopGame/MouseTrap'': Rolling small numbers and advancing slowly is advantageous, as it keeps that player away from the dreaded Cheese space. The players that roll big numbers and arrive at the end loop thereafter run a 1-in-6 chance of landing on the Cheese space, where they can only pray no other mouse lands on the Turn Crank space once the trap is completed.
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* ''TabletopGame/WarhammerAgeOfSigmar'': If you die a hero's death, Sigmar may choose you to be Reforged as a Stormcast Eternal. Congratulations, you're now a magically-enhanced SuperSoldier who is reborn after dying. Unfortunately, every time you do die, not only do you go through the agonizingly painful and spiritually traumatic Reforging process again, you lose part of your soul because Nagash, the God of Death, is a jealous asshole who despises anyone he views as tampering in his domain. Between the trauma of Reforging and losing part of your soul, you also lose some of your memories (not to mention that some of the background information states that Sigmar locks away a significant chunk of a Stormcast's memories of their mortal life during their initial Reforging to make them more focused on fighting the threats the Stormcast Eternals were made to kill to begin with).
** And since Nagash's failed attempt to kill literally everything in the Mortal Realms screwed up magic everywhere, Reforging has become a lot riskier, with complications ranging from changing you from right- to left-handed or vice-versa, gaining glowing eyes or hair, zapping anyone who touches you, or causing weird cravings or allergies, all the way up to dying a final death and ending up in Nagash's clutches.

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*''TabletopGame/InNomine'' has Words, which both Archangels and Archdevils have, and which give power at the cost of needing to act in accordance with it. Angels' Words tend to be limited by BeingGoodSucks, while demons are sometimes given Words meant specifically to screw them over, like Taking Credit for Others' Work, and Stale Bong Water.



* The remake of the above, ''TabletopGame/InNomine'', has Words, which both Archangels and Archdevils have, and which give power at the cost of needing to act in accordance with it. Angels' Words tend to be limited by BeingGoodSucks, while demons are sometimes given Words meant specifically to screw them over, like Taking Credit for Others' Work, and Stale Bong Water.

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* The remake of ''TabletopGame/MiddleEarthRolePlaying'': Monsters, in general, are harmed more than benefited by the above, ''TabletopGame/InNomine'', has Words, which both Archangels and Archdevils have, and which give power at the cost of needing to act in accordance with it. Angels' Words tend to be limited by BeingGoodSucks, while demons are sometimes "gifts" given Words meant specifically to screw them over, like Taking Credit by Morgoth and Sauron. They are strong, powerful, feared and ferocious, and often long-lived to the point of being immortal; however, most are also unable to breed on their own, they lack the capacity for Others' Work, truly independent thought, and Stale Bong Water.often exist in a state of constant pain or anger.
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* The remake of the above, ''TabletopGame/InNomine'', has Words, which both Archangels and Archdevils have, and which give power at the cost of needing to act in accordance with it. Angels' Words tend to be limited by BeingGoodSucks, while demons are sometimes given Words meant specifically to screw them over, like Taking Credit for Others' Work, and Stale Bong Water.
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** Paladins are sometimes depicted as being such [[SlaveToPR Slaves To PR]] as to have little free will. Thus, they must do the most obvious "LawfulGood" action to any situation, even if the end result will obviously be bad, or else lose their powers or [[ThePunishment worse.]] Many have called this interpretation "[[LawfulStupidChaoticStupid Lawful Stupid]]". An important bit of GameplayAndStorySegregation; often it's not the paladin BlessedWithSuck but the player. The player wants the paladin's powers but not the responsibilities. A paladin, in universe, would usually consider it their privilege and duty to uphold a paladin's code, and someone who wanted to break the code usually wouldn't have been chosen by the gods to become a paladin in the first place. (Read as: they're not LawfulStupid, they're StupidGood.)

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** Paladins are sometimes depicted as being such [[SlaveToPR Slaves To PR]] as to have little free will. Thus, they must do the most obvious "LawfulGood" action to any situation, even if the end result will obviously be bad, or else lose their powers or [[ThePunishment worse.]] Many have called this interpretation "[[LawfulStupidChaoticStupid Lawful Stupid]]". An important bit of GameplayAndStorySegregation; often it's not the paladin BlessedWithSuck but the player. The ''player'', as it's the player wants who might want to cheat the paladin's system, and it's the player who might have to deal with a KillerGameMaster who will take any opportunity to force the Paladin to Fall, including forcing moral dilemmas and stripping powers but not at the responsibilities. A paladin, in universe, would usually consider it their privilege and duty to uphold a paladin's code, and someone who wanted to break the code usually wouldn't have been chosen by the gods to become a paladin in the first place. (Read as: they're not LawfulStupid, they're StupidGood.)slightest hint of an alignment infraction.
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** Firstly, due to problems in the cloning vats everyone in Alpha Complex is a mutant, with powers ranging from super-strength and the like, to the truly sucky like having a perpetually runny nose. However, because the crazed computer that runs the complex refuses to accept that its methods cause mutations, being a mutant means you're assumed to be a spy and are subject to immediate termination from the computer or (more likely) your teammates (who, as mentioned are also mutants), if ever someone notices that you are using your power. And anytime you try to ''use'' your mutation, something always happens. Whether that something is what you were hoping to happen is another question entirely. You ''can'' register your mutation (Friend Computer is merciful to those whose genetic templates were damaged by Commie Mutant Traitor sabotage), preventing you from getting shot if your power is noticed, but then you're subject to every "treatment" R&D thinks might apply, with the side effects thereof. Machine Empathy is a particularly suck to be blessed with, as the computer immediately notices it, and execution - along with ''permanent erasure of your genetic template'' - is immediate.

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** Firstly, due to problems in the cloning vats everyone in Alpha Complex is a mutant, with powers ranging from super-strength and the like, to the truly sucky like having a perpetually runny nose. However, because the crazed computer that runs the complex refuses to accept that its methods cause mutations, being a mutant means you're assumed to be a spy and are subject to immediate termination from the computer or (more likely) your teammates (who, as mentioned are also mutants), if ever someone notices that you are using your power. And anytime you try to ''use'' your mutation, something always happens. Whether that something is what you were hoping to happen is another question entirely. You ''can'' register your mutation (Friend Computer is merciful to those whose genetic templates were damaged by Commie Mutant Traitor sabotage), preventing you from getting shot if your power is noticed, but then you're subject to every "treatment" R&D thinks might apply, with the side effects thereof. Machine Empathy is a particularly suck to be blessed with, as the computer immediately notices it, and execution - -- along with ''permanent erasure of your genetic template'' - -- is immediate.



* ''Tome of Artifacts'' features a lot of really cool artifacts with potentially nasty downsides (being a ClingyMacGuffin, having a mind of its own, or being so completely evil that only a CardCarryingVillain would bother). One of the more interesting is the Lucky Coin, which has, among other powers, the ability that betting it in a game of chance will always result in you winning, and usually in the most impressive way possible. This sounds useful - but that's the thing; you ''always'' win in a ridiculous manner if you bet that coin. After your third royal flush that game, the person gambling with you will almost definitely figure out that you're cheating somehow.

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* ''Tome of Artifacts'' features a lot of really cool artifacts with potentially nasty downsides (being a ClingyMacGuffin, having a mind of its own, or being so completely evil that only a CardCarryingVillain would bother). One of the more interesting is the Lucky Coin, which has, among other powers, the ability that betting it in a game of chance will always result in you winning, and usually in the most impressive way possible. This sounds useful - -- but that's the thing; you ''always'' win in a ridiculous manner if you bet that coin. After your third royal flush that game, the person gambling with you will almost definitely figure out that you're cheating somehow.



* ''TabletopGame/UnknownArmies'': Becoming almost any kind of magician requires developing obsessions and taboos that make it near-impossible to have anything resembling a normal life. How serious this gets depends on what specific path you follow. For example, Plutomancers gain magic by acquiring cold, hard cash - then have to live like paupers because spending it nukes their powers. Personamancers master identity and masks by destroying their own sense of self. Dipsomancers find power in booze and cirrhosis - and have no power unless they're drunk. Pornomancers enslave their sexuality to a porn star who seemed to ascend to a higher plane. These are some of the saner Adepts.

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* ''TabletopGame/UnknownArmies'': Becoming almost any kind of magician requires developing obsessions and taboos that make it near-impossible to have anything resembling a normal life. How serious this gets depends on what specific path you follow. For example, Plutomancers gain magic by acquiring cold, hard cash - -- then have to live like paupers because spending it nukes their powers. Personamancers master identity and masks by destroying their own sense of self. Dipsomancers find power in booze and cirrhosis - -- and have no power unless they're drunk. Pornomancers enslave their sexuality to a porn star who seemed to ascend to a higher plane. These are some of the saner Adepts.



* ''Literature/WearingTheCape'': In ''[[https://www.wearingthecape.com/rpg RPG]]'s [[https://www.drivethrurpg.com/product/254472/Wearing-the-Cape-Barlows-Guide-to-Superhumans Barlow's Guide to Superhumans Sourcebook]], Iri Pegason, an ultra class telekinetic with a hallucinogenic drug induced breakthrough guided by childhood fantasy, is forever frozen at the age of sixteen, the age that he was when he experienced his breakthrough, and has been a homeless perpetual teenage stoner for ten years or so. Iri is ageless and biologically immortal (will not die from any natural cause) but is not fully immortal - he is not nigh invulnerable and can die from violent or un-natural causes. That's the blessing along with being a powerful and skilled telekinetic (including telekinetic flight). The suck is that he constantly in a state of the post-hyperspace ideation phase of a DMT trip. He can cloud it and gain some mental function by smoking marijuana, but that is only a partially mitigation. This means that while being an amazingly powerful telekinetic with eternal youth, his mind is constantly addled by the effects of marijuana or hallucinogenic drugs (DMT). Also, while sexually functional and 'adult enough' to function as an adult with effort, is noticeably shy of being a full grown adult and will never fully grow up (partial case of '{{Not Growing Up Sucks}}' - fuzzy zone age-wise, character doesn't think it sucks, readers might in same situation)

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* ''Literature/WearingTheCape'': In ''[[https://www.wearingthecape.com/rpg RPG]]'s [[https://www.drivethrurpg.com/product/254472/Wearing-the-Cape-Barlows-Guide-to-Superhumans Barlow's Guide to Superhumans Sourcebook]], Iri Pegason, an ultra class telekinetic with a hallucinogenic drug induced breakthrough guided by childhood fantasy, is forever frozen at the age of sixteen, the age that he was when he experienced his breakthrough, and has been a homeless perpetual teenage stoner for ten years or so. Iri is ageless and biologically immortal (will not die from any natural cause) but is not fully immortal - -- he is not nigh invulnerable and can die from violent or un-natural causes. That's the blessing along with being a powerful and skilled telekinetic (including telekinetic flight). The suck is that he constantly in a state of the post-hyperspace ideation phase of a DMT trip. He can cloud it and gain some mental function by smoking marijuana, but that is only a partially mitigation. This means that while being an amazingly powerful telekinetic with eternal youth, his mind is constantly addled by the effects of marijuana or hallucinogenic drugs (DMT). Also, while sexually functional and 'adult enough' to function as an adult with effort, is noticeably shy of being a full grown adult and will never fully grow up (partial case of '{{Not Growing Up Sucks}}' - -- fuzzy zone age-wise, character doesn't think it sucks, readers might in same situation)

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