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* EveryoneHasStandards: For all that the Syndicate is amoral and corrupt, they are still loyal Technocrats, and despise the Nephandi. When Syndicate investigators discovered the Convention's defunct Special Projects Division had been in bed with the Nephandi, they found it monstrous. (What ''happened'' to SPD, no-one knows - only that they stopped taking the Syndicate's calls after the Avatar Storm, that attempts to investigate their offices got the investigators disappeared, and that its dividends keep being sent to the Syndicate.)
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* IneffectualLoner: They tend to be very tight-lipped about their operations, because they don't think the other Technocrats can handle it. This is a very stupid idea.

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* IneffectualLoner: They tend to be very tight-lipped about their operations, because they don't think the other Technocrats can handle it. This is is, with one exception, a very stupid idea.idea (and that one exception is also something of an exception to this trope, since while the Void Engineers don't speak with the other ''Technocrats'' about [[spoiler:Threat Null]], they do co-operate with Traditions on the matter).

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* FrankensteinsMonster: Some combination of Matter, Life, Forces, and Prime working together, and you too can start creating these. Some even Awaken and become Etherites in their own right; the splatbook even offers one as a sample character.

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* FrankensteinsMonster: Some combination of Matter, Life, Forces, and Prime working together, and you too can start creating these. Some even Awaken and become Etherites in their own right; the original splatbook even offers one as a sample character.



* CyberneticsEatYourSoul



* CyberneticsEatYourSoul



* ManipulativeBastard: Psychology and social combat is their specialization, and they are very good at finding your weak points.



* ManipulativeBastard: Psychology and social combat is their specialization, and they are very good at finding your weak points.



* GeneticEngineeringIsTheNewNuke



* GeneticEngineeringIsTheNewNuke



* AncientOrderOfProtectors: [[WerewolfTheApocalypse Nuwisha]] (werecoyotes) who serve Coyote's Ptah aspect claim to be obscuring parts of the Umbra from the Void Engineers. These Nuwisha prevent Void Engineers from finding places of power and beauty, taking great pains to divert the Void Engineers to Umbral areas that belong to the Wyrm (the cosmic force of entropy).

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* AncientOrderOfProtectors: [[WerewolfTheApocalypse [[TabletopGame/WerewolfTheApocalypse Nuwisha]] (werecoyotes) who serve Coyote's Ptah aspect claim to be obscuring parts of the Umbra from the Void Engineers. These Nuwisha prevent Void Engineers from finding places of power and beauty, taking great pains to divert the Void Engineers to Umbral areas that belong to the Wyrm (the cosmic force of entropy).

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* {{Necromancer}}: They tend to be associated with the Underworld; indeed, a requirement for joining is that one have first-hand experience of the Underworld the traditional way (ie, a temporary death).

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* {{Necromancer}}: They tend to be associated with the Underworld; indeed, a requirement for joining is that one have first-hand experience of the Underworld the traditional way (ie, (i.e., a temporary death).death).
* ScrewTheRulesIHaveMoney: As money and commerce are ruled by entropy, the Euthanatoi are the most likely of the Traditions of being able to pull this off - usually via gambling.



* {{Pride}}: This, along with the defection of House Tremere- now [[TabletopGame/VampireTheMasquerade Clan Tremere]]- was one of the main reasons that the early Technocracy was able to sway the masses to their viewpoint. As an example, the Traditions nearly fell apart before they could even formally be created because the Order of Hermes tried to get the others to organize as houses in the Order; it was a huge blow to them that the Order had to accept a seat as an equal to the other eight.



* {{Pride}}: This, along with the defection of House Tremere- now [[TabletopGame/VampireTheMasquerade Clan Tremere]]- was one of the main reasons that the early Technocracy was able to sway the masses to their viewpoint.


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* FrankensteinsMonster: Some combination of Matter, Life, Forces, and Prime working together, and you too can start creating these. Some even Awaken and become Etherites in their own right; the splatbook even offers one as a sample character.


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* ImmigrantPatriotism: In some ways, they clash more with the other Traditions (outside of fellow former Technocrats, the Virtual Adepts) than they ever did with the Technocratic Union. But since they were welcomed with (relatively) open arms, they produce some of the most fiercely loyal Traditionalists.


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* MistreatmentInducedBetrayal: While the Electrodyne Engineers certainly clashed with the rest of the Technocracy, they were still loyal. But when their pet theory about luminiferous ether was removed from the Consensus (ironically, to try and push them into being less rebellious), they defected and renamed themselves in honor of the ether that was no longer part of the scientific consensus.
* RageAgainstTheMentor: Described to be a common occurrence, particularly when the student's personal view of science evolves counter to his mentor's outlook. They try to keep such issues to sniping at each other in academic papers. Note the word "try."


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* DeusSexMachina: Blood is not the only vital fluid that they work with, although they generally take a different tack with such rituals than the Cult of Ecstasy.


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* MistreatmentInducedBetrayal: When the NWO killed one of the Adepts' most prominent members, it drove the entire group to join the Traditions.


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* HeWhoFightsMonsters: As of the updated ''Convention: Progenitors'' splatbook, they have the faction most dedicated towards neutralizing Reality Deviants besides Tradition mages that threaten humanity (e.g. [[TabletopGame/VampireTheMasquerade vampires]] and [[TabletopGame/WerewolfTheApocalypse werewolves]]). These Progenitors are notably at risk of becoming... rather extreme in their methods.


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* AcronymAndAbbreviationOverload: Present with all of the Conventions, but most obvious with the Void Engineers. It's {{Lampshaded}} multiple times in their splatbook.


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* IDidWhatIHadToDo: It was the Seekers of the Void (as they were then known) who ultimately pushed to have luminiferous ether removed from The Consensus. This was the action that ultimately led the Electrodyne Engineers to leave the Technocratic Union, rename themselves the Sons of Ether, and join the Traditions. The Void Engineers do regret the departure of the Etherites (see above, under FriendlyEnemy), but felt that it was in the best interests of humanity to make the move. Also their general stance towards their increasing militarism as well as their refusal to inform anyone else about Threat Null.

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A group of Middle Eastern mystics who believe in the unity of all things with the Divine, seeking to dissolve the barriers between the self and the One through understanding and enlightenment.



* TheMissingFaction: Used to be in the Traditions, holding the Seat of Correspondence, but quit in the early 20th century when the Technocracy invaded their Middle Eastern homelands.

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* TheMissingFaction: Used to be in the Traditions, holding the Seat of Correspondence, but quit in the early 20th century when the Technocracy invaded their Middle Eastern homelands.


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* ReligionIsMagic: The Batini are strongly associated with Islam - though practitioners of other faiths also join - and often use its practices in their magic. Some Batini claim they created Islam; most, however, believe that it was indeed a Divine revelation to the Prophet Muhammad, and as such shares many ideas in common with their own beliefs.

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* BodyHorror: In the Revised convention book, after the Avatar Storm, Iteration X turned over the [[{{Cyborg}} HIT-MARK]] program to the New World Order, who based the Atlas program on it. The difference being that the NWO uses brains harvested from captured Tradition mages to power the Atlas units.
* FaceHeelTurn[=/=]HeelFaceTurn: They specifically have a Procedure to rapidly turn a mage into a loyal Technocrat. They'll also try less forceful methods when possible - in fact, the current leader of the convention is a former Cultist of Ecstasy who switched sides after repeatedly teaming up with the NWO against Nephandi during World War II. Of course, whether they're the face or the heel in the tropes in question depend on what side of the Ascension War you're on.



* MindManipulation: Their preferred method of dealing with most opposition is just about every type of mental coercion listed on the index. They were also the driving force for ending the Pogrom (the Technocratic push to kill all "Reality Deviants"). They do it to all their own allies, too - every Technocrat goes through "Processing" when they join.



* {{Deprogram}}: One of their less-explosive secrets - they actively remove the [[{{Brainwashed}} low-level programming]] that the New World Order does to all Technocrats.



* FriendlyEnemy: To the Sons of Ether of the Traditions.

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* FriendlyEnemy: To the Sons of Ether and the Euthanatos of the Traditions.Traditions - the former due to similar paradigms, the latter for access to the best launch window for space exploration as well as being the ones most ready to share info about the Avatar Storm.


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* ThereAreNoTherapists: Explicitly averted, as they have an entire arm of the convention devoted to providing therapy to others in the convention. They retain this in no small part because they highly distrust the New World Order, who are generally the therapist option for the Technocracy.
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* ConspicuousConsumption: the Taftani believe you must first have luxury before you can offer hospitality, so they tend to this in order to prove they can afford to be hospitable.


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* SacredHospitality: coming from a desert culture, they are big believers in this.
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* AncientOrderOfProtectors: [[WerewolfTheApocalypse Nuwisha]] (werecoyotes) who serve Coyote's Ptah aspect claim to be obscuring parts of the Umbra from the Void Engineers. These Nuwisha prevent Void Engineers from finding places of power and beauty, taking great pains to divert the Void Engineers to Umbral areas that belong to the Wyrm (the cosmic force of entropy).
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** A choice is made, even if subconscious. Marauders are chaos incarnate, rather than actively evil. In fact, one of the few things that can be predicted about Marauder behavior is that they will always attack Nephandi on sight.

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** A choice is made, even if subconscious. The potential Marauder is given a choice by its own Avatar to surrender their sanity, usually in order to escape the harshness of reality. Marauders are chaos incarnate, rather than actively evil.evil, slotting into the Dynamic role to the Technocracy's Static and the Nephandi's Entropic roles. In fact, one of the few things that can be predicted about Marauder behavior is that they will always attack Nephandi on sight.
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** A choice is made, even if subconscious. Marauders are chaos incarnate, rather than actively evil. In fact, one of the few things that can be predicted about Marauder behavior is that they will always attack Nephandi on sight.

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* TheMissingFaction: They held the seat of Matter on the Council at its founding, until one of their exemplars betrayed [[{{Hermaphrodite}} their]] cabal to the Order of Reason, triggering an internal rift over whether the betrayal had been justified, and the Solificati collapsed, surviving as the Children of Knowledge craft.

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* TheMissingFaction: They held the seat Seat of Matter on the Council at its founding, until one of their exemplars betrayed [[{{Hermaphrodite}} their]] cabal to the Order of Reason, triggering an internal rift over whether the betrayal had been justified, and the Solificati collapsed, surviving as the Children of Knowledge craft.



* GenieInABottle



* GenieInABottle



* BlueAndOrangeMorality: The Unions ideals can be ''pretty weird'' when devoid of any human influence.

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* BlueAndOrangeMorality: The Unions Union's ideals can be ''pretty weird'' when devoid of any human influence.
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* ThMissingFaction: The Null version of the Void Engineers is suspiciously absent. Given what the Engineers are, it's likely their extreme version just wandered off to explore the universe.

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* ThMissingFaction: TheMissingFaction: The Null version of the Void Engineers is suspiciously absent. Given what the Engineers are, it's likely their extreme version just wandered off to explore the universe.
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[[folder:'''*SPOILER AHEAD-DO NOT READ IF YOU WISH SPOIL THE CONVENTION BOOK: VOID ENGINEERS*'''[[spoiler:Threat Null]]]]

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\n[[folder:'''*SPOILER AHEAD-DO NOT READ IF YOU WISH SPOIL THE [[/folder]]

[[folder:Threat Null *SPOILERS FOR
CONVENTION BOOK: VOID ENGINEERS*'''[[spoiler:Threat Null]]]]
ENGINEERS REVISED AHEAD*]]



* MissingFaction: The Null version of the Void Engineers is suspiciously absent. Given what the Engineers are, it's likely their extreme version just wandered off to explore the universe.

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* MissingFaction: ThMissingFaction: The Null version of the Void Engineers is suspiciously absent. Given what the Engineers are, it's likely their extreme version just wandered off to explore the universe.
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[[folder:'''*SPOILER AHEAD-DO NOT READ IF YOU WISH SPOIL THE CONVENTION BOOK: VOID ENGINEERS*'''[[spoiler:Threat Null]]]]

The high-ranking Technocrats and their retainers caught on the other side of the Gauntlet during the Avatar Storm, [[FisherKingdom causing them to metamorphose]] into embodiments of the Conventions' ideology...devoid of any restraint or humanity, completely alien to their human counterparts. And they want to come home.

* AlienInvasion: The results of them coming home, and why the Void Engineers want to prevent them.
* BlueAndOrangeMorality: The Unions ideals can be ''pretty weird'' when devoid of any human influence.
* DealWithTheDevil: The Residents' (Null Syndicate) ''modus operandai.''
* HiveMind: All of them, but ''especially'' the Autopolitans (Null Iteration X), and Transhumanity (Null Progenitors).
* MissingFaction: The Null version of the Void Engineers is suspiciously absent. Given what the Engineers are, it's likely their extreme version just wandered off to explore the universe.
* TranshumanAliens
* TheVirus: Transhumanity's traditional offer is to make you "perfect", ie another Transhuman. Given how this results in a complete loss of individuality and free will, everyone sane turns them down.

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* PiecesOfGod: Their theory on Avatars.



* ReligionisRight: From their perspective it certainly is.

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* ReligionisRight: ReligionIsRight: From their perspective it certainly is.



* PiecesOfGod: Their theory on Avatars.



* BlueandOrangeMorality: Their devotion to the Wheel of Ages can be this.

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* BlueandOrangeMorality: BlueAndOrangeMorality: Their devotion to the Wheel of Ages can be this.



* DysonSphere

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* DysonSphereDysonSphere: Their original base, the Copernicus Research Center (aka "the Cop").



The Hollow Ones stand somewhere between Craft and Tradition, devoting themselves to the cause of Romanticism as they see it - individualism, self-expression, and the championing of romance - with a decidedly eclectic approach to magic.

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The Hollow Ones stand somewhere on the border between Orphan, Craft and Tradition, devoting themselves to the cause of Romanticism as they see it - individualism, self-expression, and the championing of romance - with a decidedly eclectic approach to magic.
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* DarkSecret / [[spoiler:NecessarilyEvil: The Avatar Storm would have ended long ago were it not for them...and they're feeding it to protect the world from Threat Null, the Technocrats who were trapped in the Umbra and become [[WasOnceAMan a sick and twisted parody of the Conventions they used to belong to]].]]

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* SpaceMarine: Their role in the Technocratic hierarchy.

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* IneffectualLoner: They tend to be very tight-lipped about their operations, because they don't think the other Technocrats can handle it. This is a very stupid idea.
* KnightInSourArmor: Are gradually becoming this as just how dangerous and bleak the universe is impresses itself upon them.
* SpaceMarine: Their role in the Technocratic hierarchy. And it's beginning to override all other aspects of them.

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A loose organization of mages, the Traditions are a collection of mages who embrace the mystical and magical side of the world and seek to open up the masses to a more fluid and dynamic view of the world. Each Tradition is represented within the organization through a seat of magic that represents a sphere of magic that their Tradition specializes in.

* FunctionalMagic: Each tradition has their own different views on magic and trademark styles associated with them.

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A loose organization of mages, the Traditions are a collection of mages who embrace the mystical and magical side of the world and seek to open up the masses to a more fluid and dynamic view of the world. Each Tradition is represented within the organization through a seat of magic that represents a sphere Sphere of magic that their Tradition specializes in.

* FunctionalMagic: Each tradition Tradition has their own different views on magic and trademark styles associated with them.



* {{Masquerade}}: Not a personally enforced one, but more of a law of the universe itself through the cosensus and paradox. Tradition mages are usually the most affected by paradox effects and as such they typically don't use vulgar magic unless they absolutely need to.
* RomanticismVersusEnlightenment: Heavily romanticist in contrast to the Technocracy's enlightened viewpoint, though the Sons of Ether and Virtual Adepts help balance it out with some enlighenment as well.

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* {{Masquerade}}: Not a personally enforced one, but more of a law of the universe itself through the cosensus Consensus and paradox. Paradox. Tradition mages are usually the most affected by paradox Paradox effects and as such they typically don't use vulgar magic unless they absolutely need to.
* RomanticismVersusEnlightenment: Heavily romanticist in contrast to the Technocracy's enlightened viewpoint, though the Sons of Ether and Virtual Adepts help balance it out with some enlighenment enlightenment as well.



* EnlightenmentSuperpowers: How they view their powers

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* EnlightenmentSuperpowers: How they view their powerspowers.



* FarEast: Official works tend to link them to all of the historical East Asian mystical traditions
* FullContactMagic: They can cast spells through martial arts

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* FarEast: Official works tend to link them to all of While originating there, they've not been the historical East Asian mystical traditions
defining paradigm - that falls to the Wu Lung craft.
* FullContactMagic: They can cast spells through martial artsarts.



* MeditationPowerup: The other common way to cast
* SupernaturalMartialArts: Their Martial Arts and Katas are capable of impressive magical powers

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* MeditationPowerup: The other common way to cast
cast.
* SupernaturalMartialArts: Their Martial Arts and Katas are capable of impressive magical powers
powers.



Miracle workers and priests who transcend any single religious faith. They believe that all faiths are merely fragments of "The One", and that all humans can achieve transcendence through prayer and faith.

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Miracle workers and priests who transcend any single religious faith.faith - as a group, anyway. They believe that all faiths are merely fragments of "The One", and that all humans can achieve transcendence through prayer and faith.



* ChurchMilitant: The more combat ready groups tend to resemble this
* InterfaithSmoothie: As Omnitheists, they blend all religions together

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* ChurchMilitant: The more combat ready groups tend to resemble this
this.
* InterfaithSmoothie: As Omnitheists, they blend all religions togethertogether. That said, individual Choristers tend to see things through the lens of their original faith.



* SoulsavingCrusader: At their worst
* PiecesOfGod: Their theory on Avatars

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* SoulsavingCrusader: At their worst
worst.
* PiecesOfGod: Their theory on AvatarsAvatars.



* HigherUnderstandingThroughDrugs: The theme in a nutshell, but it's really more about the means to create an altered consciousness.



* HigherUnderstandingThroughDrugs: The theme in a nutshell, but its really more about means to create an altered consciousness.



* TimeMaster: Master of the Sphere of Time
* UnsuspectinglySoused: A topic that is brought up as a debate inside the tradition, as it both can help awaken the sleeper, but at the same time places them in an obviously risky position.

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* TimeMaster: Master Masters of the Sphere of Time
Time.
* UnsuspectinglySoused: A topic that is brought up as a debate inside the tradition, Tradition, as it both can help awaken the sleeper, Awaken a Sleeper, but at the same time places them in an obviously risky position.



* MagicalNativeAmerican: Not just native Americans, but also native Africans, Australian Aborigines, and Pacific Islanders. The other mages lumped them all together due to their common usage of spirits and shamanistic techniques
* SoulPower: Masters of the Spirit Sphere

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* MagicalNativeAmerican: Not just native Americans, but also native Africans, Australian Aborigines, and Pacific Islanders. The other mages lumped them all together due to their common usage of spirits and shamanistic techniques
techniques. Understandably, some left in disgust.
* SoulPower: Masters of the Spirit SphereSphere.



* DarkIsNotEvil: despite their tendency towards killing and use of necromanic energies they are still fighting to help the sleepers.
* EntropyAndChaosMagic: As master of the Entropy sphere, naturally
* GeniusBruiser: To counter the effect their assassin training has on their psyche, many of them dedicate what's left of their "normal" life to various forms of science and academics - from medicine, to philosophy, to computer science.
* HeWhoFightsMonsters: The Euthanatos Tradition spends much of its time trying to clean the world of evil people that no longer serve their purpose in The Wheel, but in doing so expose themselves to a corruption known as Jhor. Jhor is gained by using magic to kill, killing unnecessarily, not maintaining a mundane identity with a job and friends so as to remain grounded, and so forth. People who succumb to Jhor become pale and sallow, like they are ill and far more extreme in measures, methods, and goals. They often hold on to their original ideals and goals even as they continue to rationalize more drastic measures.
* Necromancer: They tend to be associated with the underworld

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* DarkIsNotEvil: despite their tendency towards killing and use of necromanic energies they are still fighting to help the sleepers.
Sleepers.
* EntropyAndChaosMagic: As master masters of the Entropy sphere, naturally
naturally.
* GeniusBruiser: To counter the effect their assassin training has on their psyche, many of them dedicate what's left of their "normal" life to various forms of science and academics - from medicine, medicine to philosophy, philosophy to computer science.
* HeWhoFightsMonsters: The Euthanatos Tradition spends much of its time trying to clean the world of evil people that no longer serve their purpose in The Wheel, but in doing so expose themselves to a corruption known as Jhor. Jhor is gained by using magic to kill, killing unnecessarily, not maintaining a mundane identity with a job and friends so as to remain grounded, and so forth. People who succumb to Jhor become pale and sallow, like they are ill ill, and become far more extreme in measures, methods, and goals. They often hold on to their original ideals and goals even as they continue to rationalize more drastic measures. \n* Necromancer: They tend to be associated with the underworld



* {{Necromancer}}: They tend to be associated with the Underworld; indeed, a requirement for joining is that one have first-hand experience of the Underworld the traditional way (ie, a temporary death).



* TrainingFromHell:the Golden Chalice, a sub-faction of the Euthanatos that is effectively a fate-bending special operations group. Their training is said to be 24 hours a day for two weeks straight, with only the bare essentials of magic to keep contenders from dying.
* TokenEvilTeammate: They are the most willing of the traditions to engage in murder and accepting of harm, but it isn't universal

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* TrainingFromHell:the TokenEvilTeammate: They are the most willing of the Traditions to engage in murder and accepting of harm, but it isn't universal.
* TrainingFromHell: the
Golden Chalice, a sub-faction of the Euthanatos that is effectively a fate-bending special operations group. Their training is said to be 24 hours a day for two weeks straight, with only the bare essentials of magic to keep contenders from dying. \n* TokenEvilTeammate: They are the most willing of the traditions to engage in murder and accepting of harm, but it isn't universal



Perhaps the oldest tradition of them all, or at least the first one to properly define themselves as such, the Order of Hermes was one of the most vital forces behind the creation of the Council in the past. Of the Traditions, they are the closest to the classic fantasy "wizard", their style being based on the practice of HermeticMagic. Amongst the traditions they stand out for having the most organized structure of all of them, and their membership is grouped across several houses, each practicing a different type of magic that falls within the paradigm of the tradition as a whole.

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Perhaps the oldest tradition Tradition of them all, or at least the first one to properly define themselves as such, the Order of Hermes was one of the most vital forces behind the creation of the Council in the past. Of the Traditions, they are the closest to the classic fantasy "wizard", their style being based on the practice of HermeticMagic. Amongst the traditions Traditions they stand out for having the most organized structure of all of them, and their membership is grouped across several houses, each practicing a different type of magic that falls within the paradigm of the tradition Tradition as a whole.



* DyingMomentOfAwesome: the entire Order of Hermes go out in a massive magical battle against the forces of evil. The Order is wiped out and Earth is engulfed by Hell, but if the [=PCs=] did it right, the Order's sacrifice leads to a glimmer of hope.

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* DyingMomentOfAwesome: In "Ascension", the entire Order of Hermes go out in a massive magical battle against the forces of evil. The Order is wiped out and Earth is engulfed by Hell, but if the [=PCs=] did it right, the Order's sacrifice leads to a glimmer of hope.



* KillItWithFire: this trope sums up House Flambeau's magical philosophy

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* KillItWithFire: this trope sums up House Flambeau's magical philosophy philosophy.



* {{Pride}}: This, along with the defection of House Tremere- now [[TabletopGame/VampireTheMasquerade Clan Tremere]]- was one of the main reasons that the early Technocracy was able to take convince the masses to their viewpoint and control the masses.

to:

* {{Pride}}: This, along with the defection of House Tremere- now [[TabletopGame/VampireTheMasquerade Clan Tremere]]- was one of the main reasons that the early Technocracy was able to take convince sway the masses to their viewpoint and control the masses.viewpoint.



* SorcerousOverlord: What many of their members were during the dark ages, and some still are today.

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* SorcerousOverlord: What many of their members were during the dark ages, Dark Ages, and some still are today.



* DefectorFromDecadence: left the technocracy due to their refusal to compromise on their goal of personal science

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* DefectorFromDecadence: left the technocracy Technocracy due to their refusal to compromise on their goal of personal sciencescience.



* FriendlyEnemy: To the Void Engineers of the Technocracy



* MadScientist: Almost to a member
* SteamPunk: A very common theme for them since they split off from the Technocracy in Victorian Times.

to:

* FriendlyEnemy: To the Void Engineers of the Technocracy.
* MadScientist: Almost to Well, from an outside perspective; however, there's a member
faction even the Sons call "Mad Scientists", because of their disregard for ethics.
* SteamPunk: A very common theme for them them, since they split off from the Technocracy in Victorian Times.times.



* BloodMagic: they tend to use primal sources of life and sacrifice, thus blood is a common source

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* BloodMagic: they tend to use primal sources of life and sacrifice, thus blood is a common sourcesource.



* GreenThumb: They are the nature mages, also the name of a merit of theirs

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* GreenThumb: They are the nature mages, and it's also the name of a merit of theirs theirs.



* TheMedic: They wield the Sphere of Life, which means that they have the easiest access to healing magic

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* TheMedic: They wield the Sphere of Life, which means that they have the easiest access to healing magicmagic.



* ReligionIsMagic: Highly associated with Pagan traditions, particularly european ones.

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* ReligionIsMagic: Highly associated with Pagan traditions, particularly european European ones.



A relatively young tradition, the Virtual Adepts are the newest addition to the council, and therefore the least trusted one. Originally one of the conventions of the Technocracy, the Virtual Adepts were initially known as the Difference Engineers, but as the years went by they became increasingly more discontent with the Technocracy's actions, and eventually defected to the traditions after the death of reknowned adept [[BeethovenWasAnAlienSpy Alan Turing]] by the hands of Technocracy agents. Now a tradition, the Virtual Adepts are masters of information, the digital web and computer wizardry.

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A relatively young tradition, Tradition, the Virtual Adepts are the newest addition to the council, Council, and therefore the least trusted one. trusted. Originally one of the conventions Conventions of the Technocracy, the Virtual Adepts were initially known as the Difference Engineers, but as the years went by they became increasingly more discontent with the Technocracy's actions, and eventually defected to the traditions Traditions after the death of reknowned adept renowned Adept [[BeethovenWasAnAlienSpy Alan Turing]] by the hands of Technocracy agents. Now a tradition, Tradition, the Virtual Adepts are masters of information, the digital web Digital Web and computer wizardry.



* BerserkButton: They ''hate'' the Technocracy with a passion even greater than the other traditions.

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* BerserkButton: They ''hate'' the Technocracy with a passion even greater than the other traditions.Traditions.



* Cyberspace: The Digital Web
* DefectorFromDecadence: Left the technocracy in protest of their excessive control.

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* Cyberspace: {{Cyberspace}}: The Digital Web
Web.
* DefectorFromDecadence: Left the technocracy Technocracy in protest of their excessive control.



* LonersAreFreaks: A lot of their members tend to be loners by nature and the tradition in itself is rather unorganized.

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* LonersAreFreaks: A lot of their members tend to be loners by nature and the tradition Tradition in itself is rather unorganized.



* TheWebAlwaysExisted: The internet was not made but discovered by mages. [[spoiler: it was once the Web of Faith]]

to:

* TheWebAlwaysExisted: The internet was not made made, but discovered by mages. [[spoiler: it It was once - seen from another perspective - the Web of Faith]]Ahl-i-Batin's fabled Mount Qaf.]]



[[folder:Orphans]]

Orphans are a catch-all term for an independent mage who does not follow a formal Tradition, and has instead created his own unique paradigm. They have no particular strengths in any sphere of magick, but make up for it in flexibility. Many of them tend to be a nihilistic lot and are dubbed "Hollow Ones". Efforts to unify them as a single group are repeated but short-lived.

--> Specialty Sphere: None

* Goth: the sourcebooks tend to paint a large number of Orphans and particularly the Hollow Ones as a member of this subculture, which unfortunately has dated them.
* StrawNihilist: The Hollow Ones, the largest of the Orphan crafts sees the world as virtually doomed.
* UrbanFantasy: the best representation of classical urban mages.
[[/folder]]



Drawing their origins back to the medieval ages, the Technocracy, then known as the Order of Reason, dedicated themselves to protect humanity from the various supernaturals that stalked mortals in the world, and embraced logic and science as a means to achieve their goals, crushing any and all traces of the supernatural and other mages, specificially the Order of Hermes. In modern nights, they control the masses with near absolute power, and work hard to preserve the status quo of humanity that has been achieved since their founding, for better or for worse, and are willing to eliminate anyone they see as a threat to their ideal world.

to:

Drawing Tracing their origins back to the medieval ages, the Technocracy, then known as the Order of Reason, dedicated themselves to protect humanity from the various supernaturals that stalked mortals in the world, and embraced logic and science as a means to achieve their goals, crushing any and all traces of the supernatural and other mages, specificially the Order of Hermes. In modern nights, they control the masses with near absolute power, and work hard to preserve the status quo of humanity that has been achieved since their founding, for better or for worse, and are willing to eliminate anyone they see as a threat to their ideal world.



* TheMan: The Technocratic Union is the establishment and effectively the ultimate authority on all things in reality

to:

* TheMan: The Technocratic Union is the establishment and effectively their paradigm is currently the ultimate authority on all things defining one... but they're not completely in realitycontrol. Ultimately, it's humanity that decides where to go.



* ScienceHero: Depending on your views

to:

* ScienceHero: Depending on your viewsviews.



* UtopiaJustifiesTheMeans: They created a world that's safe for [[{{Muggles}} normal humans]] by crushing out the imagination and creativity of the masses in favor of a more rational and scientific worldview.

to:

* UtopiaJustifiesTheMeans: They created a world that's safe for [[{{Muggles}} normal humans]] by denying freedom and crushing out the imagination and creativity of the masses dissent in favor of a more rational and scientific worldview.



* CounterEarth: The former headquarters of their MasterComputer.
* {{Cyborg}}: A large number of their Agents are cybernetically enhanced.



* CounterEarth: The former headquarters of their MasterComputer
* {{Cyborg}}: A large number of their Agents are cybernetically enhanced.
* TheEngineer:
* GadgeteerGenius: for the Technocracy

to:

* CounterEarth: The former headquarters of their MasterComputer
* {{Cyborg}}: A large number of their Agents are cybernetically enhanced.
* TheEngineer:
TheEngineer: Their speciality.
* GadgeteerGenius: for the TechnocracyTechnocracy.



* GovernmentConspiracy: They run governments
* TheMenInBlack: The basic grunts, the ones that run the convention are the Men in White
* ManipulativeBastard: Psychology and social combat is their specialization, and they are very good at finding your weak points
* TheSocialExpert: Their field of expertise

to:

* GovernmentConspiracy: They run governments
influence governments.
* TheMenInBlack: The basic grunts, grunts; the ones that run the convention Convention are the Men in White
White.
* ManipulativeBastard: Psychology and social combat is their specialization, and they are very good at finding your weak points
* TheSocialExpert: Their field of expertise
points.



* VisionaryVillain: They are the architects of most of the largest and greatest of technocratic programs, and have plans to establish world peace.

to:

* TheSocialExpert: Their field of expertise.
* VisionaryVillain: They are the architects of most of the largest and greatest of technocratic Technocratic programs, and have plans to establish world peace.



* GeneticEngineeringIsTheNewNuke

to:

* GeneticEngineeringIsTheNewNukeArtisticLicenseMedicine: What their Procedures let them do, though they think it's just hyper-advanced medicine.



* ArtisticLicenseMedicine: What their Procedures let them do, though they think it's just hyper-advanced medicine.
* TheMedic: They are the doctors of the technocracy after all.

to:

* ArtisticLicenseMedicine: What their Procedures let them do, though they think it's just hyper-advanced medicine.
GeneticEngineeringIsTheNewNuke
* TheMedic: They are the doctors of the technocracy Technocracy after all.



* CorruptCorporateExecutive: As the most amoral of the Conventions and the businessmen, what did you expect?

to:

* CorruptCorporateExecutive: As the most amoral of the Conventions and as well as the businessmen, what did you expect?






* BoldExplorer: Their schtick.



* SpaceMarine: Their role in the technocratic hierarchy.
* TokenGoodTeammate: they retain most of their curiosity and are much more respectful of their counterparts in the traditions.

to:

* SpaceMarine: Their role in the technocratic Technocratic hierarchy.
* TokenGoodTeammate: they retain most of their curiosity and are much more respectful of their counterparts in the traditions.Traditions.



! Nephandi, Marauders and Crafts

[[folder:Ahl-I-Batin]]
* TheNondescript
* TheMissingFaction: Used to be in the Traditions but quit in protest.

to:

! Nephandi, Marauders and Crafts

[[folder:Ahl-I-Batin]]
Marauders, Crafts & Orphans

[[folder:Ahl-i-Batin]]
* TheNondescript
TheHeart: What they tried to be in their time with the Traditions, in accordance with their belief in Unity; eventually, however, seeing their efforts to get the Traditions working together perpetually frustrated finally pushed them to breaking point.
* TheMissingFaction: Used to be in the Traditions Traditions, holding the Seat of Correspondence, but quit in protest. the early 20th century when the Technocracy invaded their Middle Eastern homelands.
* TheNondescript: There's a reason they're known as the Subtle Ones - and that other mages have trouble finding them nowadays.



[[folder:Hollow Ones]]

The Hollow Ones stand somewhere between Craft and Tradition, devoting themselves to the cause of Romanticism as they see it - individualism, self-expression, and the championing of romance - with a decidedly eclectic approach to magic.

* TheAntiNihilist: They may think life is meaningless, but they're still mages, still driven to make their mark on the world.
* {{Goth}}: Associated with the subculture, which has dated them a bit, but it's not all they are. They do tend to have a taste for the macabre, though.
* RomanticismVersusEnlightenment: You can guess which side the Hollowers come down on.
[[/folder]]



* InsaneEqualsViolent: A Marauder's mere existence is violence upon reality.
* TheMadHatter: the saner ones.
* PowerBornOfMadness
* RealityWarper: Even more so than most normal mages, considering their near-immunity to Paradox.



* InsaneEqualsViolent: A marauder's mere existence is violence upon reality.
* PowerBornOfMadness
* TheMadHatter: the saner ones.
* RealityWarper: Even more so than most normal mages, considering their near-immunity to paradox.
* TragicVillain: One does not choose to become a marauder, nor are all people who join their ranks evil individuals themselves. It can happen to anybody almost immidiately when they awaken, and worst of all, it is completely irreversible.

to:

* InsaneEqualsViolent: A marauder's mere existence is violence upon reality.
* PowerBornOfMadness
* TheMadHatter: the saner ones.
* RealityWarper: Even more so than most normal mages, considering their near-immunity to paradox.
* TragicVillain: One does not choose to become a marauder, Marauder, nor are all people who join their ranks evil individuals themselves. It can happen to anybody almost immidiately immediately when they awaken, Awaken, and worst of all, it is completely irreversible.



* AlwaysChaoticEvil: All nephandi are depraved and evil psychopaths bent on destroying reality, sometimes from birth. No exceptions, except for the very rare cases of [[SpecialSnowflakeSyndrome Special Snowflake Syndrome]] and two cases in canon.

to:

* AlwaysChaoticEvil: All nephandi Nephandi are depraved and evil psychopaths bent on destroying reality, sometimes from birth. No exceptions, except for the very rare cases of [[SpecialSnowflakeSyndrome Special Snowflake Syndrome]] and two cases in canon.



* CardCarryingVillain: Nephandi are not misguided, uninformed, or misunderstood. Becoming a nephandus requires a deliberate choice to invert one's Avatar and serve their monstrous overlords by causing death and destruction.
* DeaderThanDead: The recommended way to deal with them because inverted Avatars reincarnate just like regular ones.

to:

* CardCarryingVillain: Nephandi are not misguided, uninformed, or misunderstood. Becoming a nephandus Nephandus requires a deliberate choice to invert one's Avatar and serve their monstrous overlords by causing death and destruction.
* DeaderThanDead: The recommended way to deal with them them, because inverted Avatars reincarnate just like regular ones.



* EnfantTerrible: Widderslainte, the reincarnated nephandi often start out as these.

to:

* EnfantTerrible: Widderslainte, the reincarnated nephandi Nephandi, often start out as these.



* EvilerThanThou: They serve as this to every other evil faction in the oWoD.

to:

* EvilerThanThou: They serve as this to every other evil faction in the oWoD.[=oWoD=].



* HumanoidAbomination: Once they are nephandi, mages are almost completely different creatures, bent on pure evil.
* MindRape: The caul (a shrine of unspeakable evil) does this to the recipient. It's flat out stated that nothing a nephandus can do to another person can equal the horror of the caul.
* MoralEventHorizon: In universe, once more. Passing through the caul irredeemably turns a nephadus pure evil, even unto their later incarnations. Nothing, in any lifetime can ever redeem the nephandus, which is the point of the ritual. The earliest nephandi intentionally sought out pockets of pure evil in the universe in order to make sure they were dedicated to the cause.

to:

* HumanoidAbomination: Once they are nephandi, Nephandi, mages are almost completely different creatures, bent on pure evil.
* MindRape: The caul (a shrine of unspeakable evil) does this to the recipient. It's flat out stated that nothing a nephandus Nephandus can do to another person can equal the horror of the caul.
* MoralEventHorizon: In universe, once more. Passing through the caul irredeemably turns a nephadus Nephandus pure evil, even unto their later incarnations. Nothing, in any lifetime lifetime, can ever redeem the nephandus, Nephandus, which is the point of the ritual. The earliest nephandi Nephandi intentionally sought out pockets of pure evil in the universe in order to make sure they were dedicated to the cause.



* ReligionOfEvil: Whether they worship demons, [[WerewolfTheApocalypse The Wyrm]], or simply oblivion itself, they all fit this trope.
* TheSociopath: Becoming nephandus means inverting everything good about yourself.

to:

* ReligionOfEvil: Whether they worship demons, [[WerewolfTheApocalypse [[TabletopGame/WerewolfTheApocalypse The Wyrm]], or simply oblivion itself, they all fit this trope.
* TheSociopath: Becoming nephandus Nephandus means inverting everything good about yourself.



* TragicVillain: Widderslainte, reincarnated nephandi who are born evil, with no choice in their fates. It doesn't make them any less horrific and evil, but the fact it's their previous incarnation's fault makes them slightly pitiable.
* ZeroPercentApprovalRating: The most evil and heartless faction in the entire OldWorldOfDarkness, even defined as such in the sourcebooks. In a world as crapsack as this, that really says something about how repulsive these guys are.[[/folder]]

to:

* TragicVillain: Widderslainte, reincarnated nephandi Nephandi who are born evil, with no choice in their fates. It doesn't make them any less horrific and evil, but the fact it's their previous incarnation's fault makes them slightly pitiable.
* ZeroPercentApprovalRating: The most evil and heartless faction in the entire OldWorldOfDarkness, TabletopGame/OldWorldOfDarkness, even defined as such in the sourcebooks. In a world as crapsack as this, that really says something about how repulsive these guys are.[[/folder]]

[[folder:Orphans]]
Orphans are a catch-all term for an independent mage who does not follow a formal Tradition, and has instead created his own unique paradigm. They have no particular strengths in any sphere of magick, but make up for it in flexibility. Efforts to unify them as a single group are repeated but short-lived.

* UrbanFantasy: the best representation of classical urban mages.
[[/folder]]



* TheMissingFaction: They held the seat of Matter on the Council at its founding, until one of their exemplars betrayed [[{{Hermaphrodite}} their]] cabal to the Order of Reason, triggering an internal rift over whether the betrayal had been justified, and the Solificati collapsed, surviving as the Children of Knowledge craft.



* TheMissingFaction: They used to have the seat of Matter on the Council before they were replaced by the Sons of the Ether.



A craft of mages hailing from the Middle East, uses the ancient Arabian legends of genies, magic carpets, magic lamps and myriad other fantastic things pulled straight out of the Arabian Nights as the basis for their magic. They see Paradox as a badge of honor for imposing their will on the universe and practice magic as blatantly as possible to change the Consensus. And they live lives of opulence and luxury, lavishing feasts and gifts on honored guests while regaling them with tales of bottling djinn or retrieving their assorted Wonders. At least until Paradox blows them up.

to:

A craft of mages hailing from the Middle East, which uses the ancient Arabian legends of genies, magic carpets, magic lamps and myriad other fantastic things pulled straight out of the Arabian Nights as the basis for their magic. They see Paradox as a badge of honor for imposing their will on the universe and practice magic as blatantly as possible to change the Consensus. And they live lives of opulence and luxury, lavishing feasts and gifts on honored guests while regaling them with tales of bottling djinn or retrieving their assorted Wonders. At least until Paradox blows them up.



* IKnowYourTrueName: How they control djinn.
* {{Masquerade}}: the Taftani believe the Masquerade to be a lie and therefore immoral. They are not immune to the Paradox that comes with performing vulgar magic in front of Sleepers, but they shun coincidental magic as cowardice, and practice magic that is both spectacular and aggressive (and often suicidal), hopefully with as many witnesses as possible.



* WordsCanBreakMyBones: A common foci is poetry.
* IKnowYourTrueName: How they control djinn.
* Masquerade: the Taftani believe the Masquerade to be a lie and therefore immoral. They are not immune to Paradox that punish mages for breaking the Masquerade, but they shun coincidental magic as cowardice, and practice magic that is both spectacular and aggressive (and often suicidal), hopefully with as many witnesses as possible.

to:

* WordsCanBreakMyBones: A common foci focus is poetry.
* IKnowYourTrueName: How they control djinn.
* Masquerade: the Taftani believe the Masquerade to be a lie and therefore immoral. They are not immune to Paradox that punish mages for breaking the Masquerade, but they shun coincidental magic as cowardice, and practice magic that is both spectacular and aggressive (and often suicidal), hopefully with as many witnesses as possible.
poetry.
Is there an issue? Send a MessageReason:
None


* DyingMomentOfAwesome: the entire Order of Hermes go out in a massive magical battle against the forces of evil. The Order is wiped out and Earth is engulfed by Hell, but if the PCs did it right, the Order's sacrifice leads to a glimmer of hope.

to:

* DyingMomentOfAwesome: the entire Order of Hermes go out in a massive magical battle against the forces of evil. The Order is wiped out and Earth is engulfed by Hell, but if the PCs [=PCs=] did it right, the Order's sacrifice leads to a glimmer of hope.
Is there an issue? Send a MessageReason:
None


* ArtisticLicenseReligion: Not exactly a good representation of any faith, particularly in how they work off the claim that all faiths are effectively the same. Unitarian Universalism is closest, but the Chorus has its own unique flavor of monotheistic universalism.

to:

* ArtisticLicenseReligion: Not exactly a good representation of any faith, particularly in how they work off the claim that all faiths are effectively the same. Unitarian Universalism is probably the closest, but the Chorus has its own unique flavor of monotheistic universalism.
Is there an issue? Send a MessageReason:
None


* ArtisticLicenseReligion: Not exactly a good representation of any faith, particularly in how they work off the claim that all faiths are effectively the same.

to:

* ArtisticLicenseReligion: Not exactly a good representation of any faith, particularly in how they work off the claim that all faiths are effectively the same. Unitarian Universalism is closest, but the Chorus has its own unique flavor of monotheistic universalism.
Is there an issue? Send a MessageReason:
None


* EnemyMine: If a nephandus is in the area, Tradition and Technocratic operatives will put aside their conflicts to kill it.

to:

* EnemyMine: If a nephandus Nephandus is in the area, Tradition and Technocratic operatives will put aside their conflicts to kill it.



* FaceMonsterTurn: Normal mages can be forcibly turned into nephandus by being forced into a caul.

to:

* FaceMonsterTurn: Normal mages can be forcibly turned into nephandus a Nephandus by being forced into a caul.caul. Depending on the version, sometimes having the fortitude to resist means [[DyingAsYourself merely dying]] rather than [[FateWorseThanDeath being turned]].



* ZeroPercentApprovalRating: The most evil and heartless faction in the entire OldWorldOfDarkness, even defined as such in the sourcebooks. In a world as crapsack as this, that really says something about how repulsive these guys are.
[[/folder]]

to:

* ZeroPercentApprovalRating: The most evil and heartless faction in the entire OldWorldOfDarkness, even defined as such in the sourcebooks. In a world as crapsack as this, that really says something about how repulsive these guys are.
are.[[/folder]]

Changed: 128

Removed: 178

Is there an issue? Send a MessageReason:
None


* DyingMomentOfAwesome: the entire Order of Hermes go out in a massive magical battle against the forces of evil. The Order is wiped out and Earth is literally engulfed by Hell, but if the PCs did it right, the Order's sacrifice leads to a glimmer of hope.

to:

* DyingMomentOfAwesome: the entire Order of Hermes go out in a massive magical battle against the forces of evil. The Order is wiped out and Earth is literally engulfed by Hell, but if the PCs did it right, the Order's sacrifice leads to a glimmer of hope.



* EverythingIsOnline: literally, they can hack your room's wallpaper given time.

to:

* EverythingIsOnline: literally, they can hack your room's wallpaper given time.



* AlwaysChaoticEvil: All nephandi are totally depraved and evil psychopaths bent on destroying reality, sometimes from birth. No exceptions, except for the very rare cases of [[SpecialSnowflakeSyndrome Special Snowflake Syndrome]] and two cases in canon.

to:

* AlwaysChaoticEvil: All nephandi are totally depraved and evil psychopaths bent on destroying reality, sometimes from birth. No exceptions, except for the very rare cases of [[SpecialSnowflakeSyndrome Special Snowflake Syndrome]] and two cases in canon.



* CompleteMonster: In universe. Everything good about them has been stripped away by the caul, and even their supposed sincere regret is just a ploy to draw their enemies closer.



* EvilerThanThou: They serve as this to literally every other evil faction in the oWoD.

to:

* EvilerThanThou: They serve as this to literally every other evil faction in the oWoD.



* MindRape: The caul (a shrine of unspeakable evil) basically does this to the recipient. It's flat out stated that nothing a nephandus can do to another person can equal the horror of the caul.
* MoralEventHorizon: In universe, once more. Passing through the caul irredeemably turns a nephadus into a [[CompleteMonster Complete Monster]], even unto their later incarnations. Nothing, in any lifetime can ever redeem the nephandus, which is the point of the ritual. The earliest nephandi intentionally sought out pockets of pure evil in the universe in order to make sure they were dedicated to the cause.

to:

* MindRape: The caul (a shrine of unspeakable evil) basically does this to the recipient. It's flat out stated that nothing a nephandus can do to another person can equal the horror of the caul.
* MoralEventHorizon: In universe, once more. Passing through the caul irredeemably turns a nephadus into a [[CompleteMonster Complete Monster]], pure evil, even unto their later incarnations. Nothing, in any lifetime can ever redeem the nephandus, which is the point of the ritual. The earliest nephandi intentionally sought out pockets of pure evil in the universe in order to make sure they were dedicated to the cause.



* TheSociopath: Becoming nephandus basically means inverting everything good about yourself.
* StupidEvil: They have no goal that they ultimately benefit from. They're totally alright with destroying themselves along with the entire world.

to:

* TheSociopath: Becoming nephandus basically means inverting everything good about yourself.
* StupidEvil: They have no goal that they ultimately benefit from. They're totally alright with destroying themselves along with the entire world.



* ZeroPercentApprovalRating: Literally the most evil and heartless faction in the entire OldWorldOfDarkness, even defined as such in the sourcebooks. In a world as crapsack as this, that really says something about how repulsive these guys are.

to:

* ZeroPercentApprovalRating: Literally the The most evil and heartless faction in the entire OldWorldOfDarkness, even defined as such in the sourcebooks. In a world as crapsack as this, that really says something about how repulsive these guys are.
Is there an issue? Send a MessageReason:
None


* NonMaliciousMonster: The true tragedy of the Syndicate is that they honestly don't understand how flawed their philosophy really is-they honestly don't comprehend just how much harm their actions do.
* ObliviouslyEvil: They honestly believe they are the Sleeper's partners, not their rulers.

to:

* NonMaliciousMonster: KnightTemplar: The true tragedy of the Syndicate is that they honestly don't understand how flawed their philosophy really is-they honestly don't comprehend just how much harm their actions do.
is.
* ObliviouslyEvil: They honestly believe they are the Sleeper's Sleepers' partners, not their rulers.




to:

* UnclePennybags: They view themselves as this, and indeed their primary goal is based around ''creating'' worth, not exploiting it.

Added: 143

Changed: 305

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* CorruptCorporateExecutive: as the most immoral of the conventions and the businessmen, what did you expect?
* ScrewtheRulesIHaveMoney: How they use their magic.

to:

* CorruptCorporateExecutive: as As the most immoral amoral of the conventions Conventions and the businessmen, what did you expect?
** HonestCorporateExecutive: What they think they are, and in a few cases actually are.
* ScrewtheRulesIHaveMoney: NonMaliciousMonster: The true tragedy of the Syndicate is that they honestly don't understand how flawed their philosophy really is-they honestly don't comprehend just how much harm their actions do.
* ObliviouslyEvil: They honestly believe they are the Sleeper's partners, not their rulers.
* ScrewTheRulesIHaveMoney:
How they use their magic.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AlwaysChaoticEvil: All nephandi are totally depraved and evil psychopaths bent on destroying reality, sometimes from birth. No exceptions, except for the very rare cases of [[SpecialSnowflakeSyndrome Special Snowflake Syndrome]] and two cases in canon.
Is there an issue? Send a MessageReason:
None


* TragicVIllain: Widderslainte, reincarnated nephandi who are born evil, with no choice in their fates. It doesn't make them any less horrific and evil, but the fact it's their previous incarnation's fault makes them slightly pitiable.

to:

* TragicVIllain: TragicVillain: Widderslainte, reincarnated nephandi who are born evil, with no choice in their fates. It doesn't make them any less horrific and evil, but the fact it's their previous incarnation's fault makes them slightly pitiable.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CompleteMonster: In universe. Everything good about them has been stripped away by the caul, and even their supposed sincere regret is just a ploy to draw their enemies closer.


Added DiffLines:

* EnfantTerrible: Widderslainte, the reincarnated nephandi often start out as these.
* EvilSorcerer
* EvilerThanThou: They serve as this to literally every other evil faction in the oWoD.
* FaceMonsterTurn: Normal mages can be forcibly turned into nephandus by being forced into a caul.
* ForTheEvulz: A fairly common hobby among them.


Added DiffLines:

* HumanoidAbomination: Once they are nephandi, mages are almost completely different creatures, bent on pure evil.
* MindRape: The caul (a shrine of unspeakable evil) basically does this to the recipient. It's flat out stated that nothing a nephandus can do to another person can equal the horror of the caul.
* MoralEventHorizon: In universe, once more. Passing through the caul irredeemably turns a nephadus into a [[CompleteMonster Complete Monster]], even unto their later incarnations. Nothing, in any lifetime can ever redeem the nephandus, which is the point of the ritual. The earliest nephandi intentionally sought out pockets of pure evil in the universe in order to make sure they were dedicated to the cause.


Added DiffLines:

* ReligionOfEvil: Whether they worship demons, [[WerewolfTheApocalypse The Wyrm]], or simply oblivion itself, they all fit this trope.
* TheSociopath: Becoming nephandus basically means inverting everything good about yourself.
* StupidEvil: They have no goal that they ultimately benefit from. They're totally alright with destroying themselves along with the entire world.
* TragicVIllain: Widderslainte, reincarnated nephandi who are born evil, with no choice in their fates. It doesn't make them any less horrific and evil, but the fact it's their previous incarnation's fault makes them slightly pitiable.

Added: 86

Changed: 7

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* FoodPills



* Alchemy: The major practitioners.

to:

* Alchemy: AlchemyIsMagic: The major practitioners.practitioners.
* FoodPills
* HealingPotion
* LovePotion
* PhilosophersStone
* PhlebotinumPills

Top