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So, TV Tropes doesn't have a trope for the Banality of Evil. Fixing that.


* TheBanalityOfEvil: This is what ultimately makes them a villainous faction, even after the whitewashing they received in updated revisions. They embody the sheer soul-crushing indifference of corporate culture, stamping on free will, hope, expression and wonder not out of deliberate malice but out of simple blind obedience to their bureaucratic culture. This is perhaps what really makes them so horrifying; they still think they're the good guys, but they're so wrapped up in the status quo that they blindly commit horrific crimes.


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* PunchClockVillain: Of the "Played straight for horror" variety. This is what ultimately makes them a villainous faction, even after the whitewashing they received in updated revisions. They embody the sheer soul-crushing indifference of corporate culture, stamping on free will, hope, expression and wonder not out of deliberate malice but out of simple blind obedience to their bureaucratic culture. They're so caught up in their "Great Schedule" that they fail to see how fare they've fallen into being monsters via the refrain of [[UtopiaJustifiesTheMeans "for the greater good"]].

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* TheBanalityOfEvil: This is what ultimately makes them a villainous faction, even after the whitewashing they received in updated revisions. They embody the sheer soul-crushing indifference of corporate culture, stamping on free will, hope, expression and wonder not out of deliberate malice but out of simple blind obedience to their bureaucratic culture. This is perhaps what really makes them so horrifying; they still think they're the good guys, but they're so wrapped up in the status quo that they blindly commit horrific crimes.



The heiresses of the Amazons, the Hippolytoi hold freedom above all: death is preferred over slavery. They revere life and have been healers and liberators all throughout history and prefer nonaggression over violence, but do not consider self-defens as violence. Their practices are a mix of ritual, martial arts, shamanism and witchcraft, with rituals held in ancient Greek as befits their origin.

to:

The heiresses of the Amazons, the Hippolytoi hold freedom above all: death is preferred over slavery. They revere life and have been healers and liberators all throughout history and prefer nonaggression over violence, but do not consider self-defens self-defense as violence. Their practices are a mix of ritual, martial arts, shamanism and witchcraft, with rituals held in ancient Greek as befits their origin.




Mages whose Awakenings went disastrously wrong, Marauders are literally incapable of distinguishing their Paradigm from Reality itself. Truly convinced on a soul-deep level that their vision of reality is Truth and that reality is Lie, their presence literally twists reality itself into confirming with their insane vision of the world. Although ultimately doomed to self-destruct, they can cause immense damage to those around them before it happens.



* PowerBornOfMadness

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* PowerBornOfMadnessPowerBornOfMadness: All of their special powers are born out of their stark, incurable, all-consuming insanity.



* RealityWarpingIsNotAToy

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* RealityWarpingIsNotAToyRealityWarpingIsNotAToy: They serve as a stark reminder of why this is so; ultimately, they can only push reality aside so much before it violently snaps back.


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* UnPerson: The ultimate fate of a Marauder who grows too powerful; eventually, reality violently snaps back, literally erasing them from existence.


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Mages who have deliberately chosen to invert their Avatar and align themselves with the forces of destruction and corruption that lurk beyond reality, all for the sake of obliterating everything that is.
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* UnEqualRites

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* UnEqualRitesUnEqualRites: They don't get along very well.
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* TranshumanAliens

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* TranshumanAliensTranshumanAliens: Sort of.
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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.

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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.
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* MagicalSociety

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* MagicalSocietyMagicalSociety: All of them.
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Adding a trope example in the Progenitors folder.

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* MixAndMatchCritters: One of the specialties of the FACADE Engineers.

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Expanded greatly with stuff from the Disparate Alliance, but it still needs more work.


! Nephandi, Marauders, Crafts & Orphans

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! Nephandi, Marauders, Crafts & Orphans
The Disparate Alliance






[[folder:Bata'a]]
Practitioners of voudou, they are the servants of the spirits they call ''Les Mysteres''. Their magick is a mix of African, Native American and European beliefs combined with the hearts of the people.
[[/folder]]

[[folder:Children of Knowledge]]
Formed from the Solificati and came to the foreground again back in the 1950's after vanishing centuries ago due to infighting. They are alchemists pur sang and frequently dabble in the use of drugs to enhance their senses and inspire them.
[[/folder]]




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.

* 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.
* GothGirlsKnowMagic: While their history is linked to subcultures reaching back to the flappers and Bright Young Things, and their magic style is basically chaos magic, they're tightly linked in with Goths in the present day.
* RomanticismVersusEnlightenment: You can guess which side the Hollowers come down on.

to:

\nLooking to reveal the truth that others would ignore, the Hollow Ones are a group looking out for those on the fringe of society: the freaks, misfits and left-behinds. They consider art and bringing out emotions through it as sacred and are almost always part of some subculture that revolts against the status quo, with the Goth look being a group classic. 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.

* 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.
* GothGirlsKnowMagic: While their history is linked to subcultures reaching back to the flappers and Bright Young Things, and their magic style is basically chaos magic, they're tightly linked in with Goths
were in the present day.
* RomanticismVersusEnlightenment: You can guess which side
running to become the Hollowers come down on.10th group in the Council of Nine, but the political play involved here caused much of the group to ditch their Council aspirations and go their own way.



[[folder:Marauders]]

* 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.
* RealityWarpingIsNotAToy
* 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 immediately when they Awaken, and worst of all, it is completely irreversible.
** 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, 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.

to:

[[folder:Marauders]]

* InsaneEqualsViolent: A Marauder's mere existence is violence
[[folder:Kopa Loei]]
Exclusively made up from members of various Polynesian groups, the kanakakahuna call
upon reality.
* TheMadHatter: the saner ones.
* PowerBornOfMadness
* RealityWarper: Even more so than most normal mages, considering
their near-immunity Arts to Paradox.
* RealityWarpingIsNotAToy
* TragicVillain: One does not choose to become a Marauder, nor are all people who join
protect the land and their ranks evil individuals themselves. It can happen to anybody almost immediately when they Awaken, and worst of all, it is completely irreversible.
** 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
people, preserve the harshness culture of reality. Marauders are chaos incarnate, rather than actively evil, slotting into the Dynamic role to various peoples, maintain the Technocracy's Static balance between the natural world and the Nephandi's Entropic roles. In fact, people living in it and protect it against invaders. They don't follow the traditions regarding Awakening and other mainstream conventions regarding Magick: they follow their own ancient ways of the Arts, though one of the few things that can be predicted about Marauder behavior these ways is that they will always attack Nephandi on sight.of ali'i, who specialize in Prime.



[[folder:Nephandi]]
* 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.
* AsLongAsThereIsEvil: Sure, you can destroy their members in the thousands, but their next incarnations will always feel the pull to join the ranks once again once they awaken, ensuring that they will never completely disappear.
* BlackMagic: All their magic is dangerous to reality.
* 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.
* EldritchAbomination: Just one of the potential flavors of masters they serve.
* EnemyMine: If a Nephandus is in the area, Tradition and Technocratic operatives will put aside their conflicts to kill it.
** So will '''[[UpToEleven Marauders]]'''.
* EnemyToAllLivingThings: Sort of. According to the first Book of Madness, Paradox tends to hit Nephandi especially hard. Reality knows who its enemies are.
* EnfantTerrible: Widderslainte, the reincarnated Nephandi, often start out as these.
* EvilSorcerer
* EvilerThanThou: They serve as this to every other evil faction in the [=oWoD=].
* FaceMonsterTurn: Normal mages can be forcibly turned into a Nephandus by being forced into a Caul...but the Nephandi generally don't like to do this in most versions of the game, given how [[DyingAsYourself inefficient]] it is (the initial stages of the process involve embracing the worst aspects of the thing you hate the most, and that provokes many mages not bent on going Nephandi anyway to fight back or run, which provokes the Caul into killing them).
* FateWorseThanDeath: Whatever happens after a mage accepts the Caul's offer is explicitly said to be far, far worse than anything the Nephandi can come up with.
* ForTheEvulz: A fairly common hobby among them.
* HellSeeker
* 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 Nephandus 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.
* OmnicidalManiac
* ReligionOfEvil: Whether they worship demons, [[TabletopGame/WerewolfTheApocalypse The Wyrm]], or simply oblivion itself, they all fit this trope.
* TheSociopath: Becoming Nephandus means inverting everything good about yourself.
* StupidEvil: They have no goal that they ultimately benefit from. They're alright with destroying themselves along with the 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.
* ZeroPercentApprovalRating: The most evil and heartless faction in the entire 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.

to:

[[folder:Nephandi]]
* AlwaysChaoticEvil: All Nephandi are depraved and evil psychopaths bent on destroying reality, sometimes
[[folder:Ngoma]]
The Ngoma stem
from birth. No exceptions, except for Classical African ways practiced in Egypt and Nubia. Forced more and more to the very rare cases heartlands of [[SpecialSnowflakeSyndrome Special Snowflake Syndrome]] Africa they were held as something akin to the divine. They were of such renown that they were offered to become part of the council, but the Ngoma left in disgust when they were inaccurately lumped together with the Dreamspeakers and two cases other spirit talkers. Over the course of centuries though much of their knowledge was lost to war, conquest, plague, famine and death. But they endured in canon.
* AsLongAsThereIsEvil: Sure, you can destroy
small numbers that are now growing, and many of their members in are scientists of some kind who seek to recover or replace the thousands, but their next incarnations will always feel the pull to join the ranks once again once they awaken, ensuring knowledge that they will never completely disappear.
* BlackMagic: All their magic is dangerous to reality.
* 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.
* EldritchAbomination: Just one of the potential flavors of masters they serve.
* EnemyMine: If a Nephandus is in the area, Tradition and Technocratic operatives will put aside their conflicts to kill it.
** So will '''[[UpToEleven Marauders]]'''.
* EnemyToAllLivingThings: Sort of. According to the first Book of Madness, Paradox tends to hit Nephandi especially hard. Reality knows who its enemies are.
* EnfantTerrible: Widderslainte, the reincarnated Nephandi, often start out as these.
* EvilSorcerer
* EvilerThanThou: They serve as this to every other evil faction in the [=oWoD=].
* FaceMonsterTurn: Normal mages can be forcibly turned into a Nephandus by being forced into a Caul...but the Nephandi generally don't like to do this in most versions of the game, given how [[DyingAsYourself inefficient]] it is (the initial stages of the process involve embracing the worst aspects of the thing you hate the most, and that provokes many mages not bent on going Nephandi anyway to fight back or run, which provokes the Caul into killing them).
* FateWorseThanDeath: Whatever happens after a mage accepts the Caul's offer is explicitly said to be far, far worse than anything the Nephandi can come up with.
* ForTheEvulz: A fairly common hobby among them.
* HellSeeker
* 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 Nephandus 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.
* OmnicidalManiac
* ReligionOfEvil: Whether they worship demons, [[TabletopGame/WerewolfTheApocalypse The Wyrm]], or simply oblivion itself, they all fit this trope.
* TheSociopath: Becoming Nephandus means inverting everything good about yourself.
* StupidEvil: They
have no goal that they ultimately benefit from. They're alright with destroying themselves along with the 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.
* ZeroPercentApprovalRating: The most evil and heartless faction in the entire 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.
lost.



[[folder:Solificati]]
* AlchemyIsMagic: The major practitioners.
* FoodPills
* ForgivenButNotForgotten: The Solificati are eventually allowed back into the Traditions post-Avatar Storm, albeit in reduced capacity as House Solificati in the Order of Hermes (allowing the Etherites to retain the Seat of Matter). Everyone watches them very carefully.
* HealingPotion
* LovePotion
* 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.
* PhilosophersStone
* PhlebotinumPills

to:

[[folder:Solificati]]
* AlchemyIsMagic:
[[folder:Sisters of Hippolyta]]
The major practitioners.
* FoodPills
* ForgivenButNotForgotten: The Solificati are eventually allowed back into
heiresses of the Traditions post-Avatar Storm, albeit in reduced capacity as House Solificati in Amazons, the Order of Hermes (allowing the Etherites to retain the Seat of Matter). Everyone watches them very carefully.
* HealingPotion
* LovePotion
* TheMissingFaction:
Hippolytoi hold freedom above all: death is preferred over slavery. They revere life and have been healers and liberators all throughout history and prefer nonaggression over violence, but do not consider self-defens as violence. Their practices are a mix of ritual, martial arts, shamanism and witchcraft, with rituals held the Seat of Matter on the Council at its founding, until one of in ancient Greek as befits 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.
* PhilosophersStone
* PhlebotinumPills
origin.



[[folder:Templar Knights]]
Yes, the real deal. The Templar Knights believe in the word of Christ and believe in Him, carrying out many acts of charity to help those in need. But they are still soldiers of Christ and will fight to defend those who cannot defend themselves. Originally part of the Order of Reason, when they started to question the corruption amongst the Order they were betrayed and had many of their order killed. They are organized into lodges who mainly communicate with eachother through the Internet, in code riddled with scripture and references that only the Templar Knights will understand. Some of these lodges are dedicated to Peace (acts of charity), while others are dedicated to War (armed conflict). These cover a notable part, but not the entire, of the Order, with the former lodges being all-female, while the latter are all-male.
[[/folder]]

[[folder:Wu Lung]]
The ancient mystics of Imperial China, they served the nation from the Yellow Emperor all the way up to the Opium Wars. From there on it went downhill for the Wu Lung fast, with the Cultural Revolution killing many of the ancient masters. Humbled by this all they have been silently rebuilding themselves, finding new initiates and hoarding vast amounts of gold (both for its wealth and use in Magick). Still performing the ancient rites of the original Wu Ling, the Dragons are almost exclusively Chinese men, though in the necessity of recent years they have grown to accept women and tolerate those of non-pure Chinese blood. Having foregone the strict social structure of old, they still pay homage to the ''T'ien Kung te Huang Ti Wu Lung'' (Heavenly Emperor of the Dragon Wizards) and the ''Feng Huan Hou Wu'' (Phoenix Empress Wizard) as their supreme leaders. To aid in their goal of regaining their wealth and power initiates with an affinity for finance and/or business are preferred, but all those of Chinese blood who pass the tests are welcomed into the fold.
[[/folder]]

! Nephandi, Marauders, Crafts & Orphans

[[folder:Hollow Ones]]
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.

* 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.
* GothGirlsKnowMagic: While their history is linked to subcultures reaching back to the flappers and Bright Young Things, and their magic style is basically chaos magic, they're tightly linked in with Goths in the present day.
* RomanticismVersusEnlightenment: You can guess which side the Hollowers come down on.
[[/folder]]

[[folder:Marauders]]
* 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.
* RealityWarpingIsNotAToy
* 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 immediately when they Awaken, and worst of all, it is completely irreversible.
** 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, 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.
[[/folder]]

[[folder:Nephandi]]
* 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.
* AsLongAsThereIsEvil: Sure, you can destroy their members in the thousands, but their next incarnations will always feel the pull to join the ranks once again once they awaken, ensuring that they will never completely disappear.
* BlackMagic: All their magic is dangerous to reality.
* 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.
* EldritchAbomination: Just one of the potential flavors of masters they serve.
* EnemyMine: If a Nephandus is in the area, Tradition and Technocratic operatives will put aside their conflicts to kill it.
** So will '''[[UpToEleven Marauders]]'''.
* EnemyToAllLivingThings: Sort of. According to the first Book of Madness, Paradox tends to hit Nephandi especially hard. Reality knows who its enemies are.
* EnfantTerrible: Widderslainte, the reincarnated Nephandi, often start out as these.
* EvilSorcerer
* EvilerThanThou: They serve as this to every other evil faction in the [=oWoD=].
* FaceMonsterTurn: Normal mages can be forcibly turned into a Nephandus by being forced into a Caul...but the Nephandi generally don't like to do this in most versions of the game, given how [[DyingAsYourself inefficient]] it is (the initial stages of the process involve embracing the worst aspects of the thing you hate the most, and that provokes many mages not bent on going Nephandi anyway to fight back or run, which provokes the Caul into killing them).
* FateWorseThanDeath: Whatever happens after a mage accepts the Caul's offer is explicitly said to be far, far worse than anything the Nephandi can come up with.
* ForTheEvulz: A fairly common hobby among them.
* HellSeeker
* 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 Nephandus 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.
* OmnicidalManiac
* ReligionOfEvil: Whether they worship demons, [[TabletopGame/WerewolfTheApocalypse The Wyrm]], or simply oblivion itself, they all fit this trope.
* TheSociopath: Becoming Nephandus means inverting everything good about yourself.
* StupidEvil: They have no goal that they ultimately benefit from. They're alright with destroying themselves along with the 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.
* ZeroPercentApprovalRating: The most evil and heartless faction in the entire 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]]

[[folder:Solificati]]
* AlchemyIsMagic: The major practitioners.
* FoodPills
* ForgivenButNotForgotten: The Solificati are eventually allowed back into the Traditions post-Avatar Storm, albeit in reduced capacity as House Solificati in the Order of Hermes (allowing the Etherites to retain the Seat of Matter). Everyone watches them very carefully.
* HealingPotion
* LovePotion
* 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.
* PhilosophersStone
* PhlebotinumPills
[[/folder]]



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* GothGirlsKnowMagic: While their history is linked to subcultures reaching back to the flappers and Bright Young Things, and their magic style is basically chaos magic, they're tightly linked in with Goths in the present day.
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* AndThenJohnWasAZombie: They ended up becoming the inhuman monsters that they once fought.


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* {{Flanderization}}: In-universe. Threat Null have essentially become caricatures of the Technocracy, with none of the redeeming qualities, none of the nuance, none of the ''humanity''.
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* EnemyToAllLivingThings: Sort of. According to the first Book of Madness, Paradox tends to hit Nephandi especially hard. Reality knows who its enemies are.

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Changed: 389

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

to:

* FaceMonsterTurn: Normal mages can be forcibly turned into a Nephandus by being forced into a caul. Depending on Caul...but the version, sometimes having Nephandi generally don't like to do this in most versions of the fortitude to resist means game, given how [[DyingAsYourself merely dying]] rather inefficient]] it is (the initial stages of the process involve embracing the worst aspects of the thing you hate the most, and that provokes many mages not bent on going Nephandi anyway to fight back or run, which provokes the Caul into killing them).
* FateWorseThanDeath: Whatever happens after a mage accepts the Caul's offer is explicitly said to be far, far worse
than [[FateWorseThanDeath being turned]].anything the Nephandi can come up with.
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* ForgivenButNotForgotten: The Solifacti are eventually allowed back into the Traditions post-Avatar Storm, albeit in reduced capacity as House Solifacti in the Order of Hermes (allowing the Etherites to retain the Seat of Matter). Everyone watches them very carefully.

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* ForgivenButNotForgotten: The Solifacti Solificati are eventually allowed back into the Traditions post-Avatar Storm, albeit in reduced capacity as House Solifacti Solificati in the Order of Hermes (allowing the Etherites to retain the Seat of Matter). Everyone watches them very carefully.
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* InternalReformist: A common concept for Technocrat player characters, explicitly encouraged by the books.
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* EnemyMine: The Akashic Brotherhood has a long-standing rivalry with the Euthanatos tradition, due to the branches of the respective traditions from the Indian subcontinent clashing over how to handle plague victims millennia ago. Plenty of current members were reincarnated from the times when the two were at outright war, and they make for uneasy allies in the modern era. Not to mention a couple old masters are still around from those days.


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* EnemyMine: The Euthanatos have a long-standing rivalry with the Akashic Brotherhood tradition, due to the branches of the respective traditions from the Indian subcontinent clashing over how to handle plague victims millennia ago. Plenty of current members were reincarnated from the times when the two were at outright war, and they make for uneasy allies in the modern era. Not to mention a couple old masters are still around from those days.
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* EnemyMine: Though built on largely-conflicting philosophies, Technocrats and Mages are, at heart, not terribly different from one another, and they will cooperate to deal with problems like [[EvilSorcerer Nephandi]], [[MadOracle Marauders]], or just plain ol' human evil like child pornographers and slavers.

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* EnemyMine: Though built on largely-conflicting philosophies, Technocrats and Mages are, at heart, not terribly different from one another, and they will cooperate to deal with problems like [[EvilSorcerer Nephandi]], [[MadOracle [[PowerBornOfMadness Marauders]], or just plain ol' human evil like child pornographers and slavers.
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* PostModernMagik: The Ghost Wheel Society faction is a group of technoshamans looking to adapt the spirit ways to the Internet and other pinnacles of modern tech.

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* {{Mediator}}: Post-Avatar Storm, the Progenitors see themselves overall as this - they feel that they've won, more or less, the Ascension War, and now they have to treat the problems (the in-fighting, the wounds of the Storm) of the Technocracy itself.



* {{Mediator}}: Post-Avatar Storm, the Progenitors see themselves overall as this - they feel that they've won, more or less, the Ascension War, and now they have to treat the problems (the in-fighting, the wounds of the Storm) of the Technocracy itself.

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* CyberneticsEatYourSoul: Averted, actually. It is not the cybernetics that destroy Iteration X'ers who go off the deep end, but their anti-humanist beliefs.

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* CyberneticsEatYourSoul: Averted, actually. It is not the cybernetics that destroy Iteration X'ers who go off the deep end, but their anti-humanist beliefs. That said, earlier models of cybernetic enhancement were noted to cause problems along these lines, though they've mostly been upgraded past this point.


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* DarkSecret: Theirs is so explosive (revealed in the revised Convention book, one of the last that was published before the Time of Judgment) that it's been kept even from the membership of Iteration X as well. [[spoiler: The Master Computer? It's not an artificial intelligence built solely by the efforts of the Convention. It's actually an Incarnum (or something of similar spiritual power and stature) that surreptitiously inhabited a powerful Iteration X device and demonstrated its sapience on the ''x''th iteration. It actively prevents future attempts at building such a device to prevent Iteration X from discovering the truth.]] There are subtle hints in the revised Void Engineers book that this has gone further: [[spoiler: it's heavily suggested that it's controlling the Autopolitans of Threat Null, and it's possibly even the heart of Threat Null's existence.]]
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* GoKartingWithBowser: Organizationally, the Traditions and the Technocracy don't get along, but individual Technocrats (particularly Void Adepts, though others do it do) can and do get along with local Mages of good character... assuming that a [[ThePurge Pogrom]] isn't at hand.

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* GoKartingWithBowser: Organizationally, the Traditions and the Technocracy don't get along, but individual Technocrats (particularly Void Adepts, Engineers, though others do it do) too) can and do get along with local Mages of good character... assuming that a [[ThePurge Pogrom]] isn't at hand.

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* CreativeSterility: An unfortunate side effect of their reality policing and debunking. It's done a good job of making people not believe in magic, but, unfortunately, the Technocracy hasn't been so great at making people excited about science in its place.


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* MeasuringTheMarigolds: A big part of their initial characterization that was later mostly removed. However, it's still an unfortunate side effect of their reality policing and debunking. The Union has done a very good job of making people not believe in magic, but, unfortunately, has also found it much harder to make people excited about science in its place.

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* AncientConspiracy: Not as old as most traditions, but older than most governments.

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* AncientConspiracy: Not as old as most traditions, Traditions, but older than most governments.



* FallenHero: The faction as a whole. They were once the heroic Order of Reason, and they fought on behalf of God and the common people against the cruel {{Sorcerous Overlord}}s to build a brighter future. Nowadays, while they haven't quite turned into complete villains yet, those past glories serve as a sad reminder of what could have been.. or, for the optimistic, what might one day be again.
* HeroAntagonist: While the Technocracy certainly has their fair share of genuine villains out to crush imagination, a lot of them are just trying to protect humanity from things that are even worse, or to bring "supernatural" solutions to the {{Muggles}}.

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* ButForMeItWasTuesday: Between the [[TheWorldIsAlwaysDoomed constant attempts to preserve the world from harm]] and the many [[TheEndOfTheWorldAsWeKnowIt potentially disastrous events]] approaching from every angle, it's not uncommon for a Technocrat being confronted by a mage to be more confused than anything else.
* CreativeSterility: An unfortunate side effect of their reality policing and debunking. It's done a good job of making people not believe in magic, but, unfortunately, the Technocracy hasn't been so great at making people excited about science in its place.
* EnemyMine: Though built on largely-conflicting philosophies, Technocrats and Mages are, at heart, not terribly different from one another, and they will cooperate to deal with problems like [[EvilSorcerer Nephandi]], [[MadOracle Marauders]], or just plain ol' human evil like child pornographers and slavers.
* FallenHero: The faction as a whole. They were once the heroic Order of Reason, and they fought on behalf of God and the common people against the cruel {{Sorcerous Overlord}}s of the Dark Ages to build a brighter future.future, where the "magic" their foes hoarded was available to all. Nowadays, while they haven't quite turned into complete villains yet, those past glories serve as a sad reminder of what could have been.. or, for the optimistic, what might one day be again.
* GoKartingWithBowser: Organizationally, the Traditions and the Technocracy don't get along, but individual Technocrats (particularly Void Adepts, though others do it do) can and do get along with local Mages of good character... assuming that a [[ThePurge Pogrom]] isn't at hand.
* HeroAntagonist: While the Technocracy certainly has their fair share of genuine villains out to crush imagination, dissent, a lot of them are just trying to protect humanity from things that are even worse, or to bring "supernatural" solutions to the {{Muggles}}.



* NGOSuperpower: The Technocracy is not subject to any one nation, but its resources are immense enough to, in one ''Ascension'' scenario, conquer Australia.



* ThePurge: The fate of the Craftmasons, who founded the Order of Reason.

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* ThePurge: The fate of the Craftmasons, who founded were some of the founders of the Order of Reason.Reason. Inflicting this on local Mages is referred to as a Pogrom, though it isn't as standard policy as many think.



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

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



* TheEngineer: Their speciality.
* GadgeteerGenius: for the Technocracy.

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* TheEngineer: Their speciality.specialty, both among the newer cult-like members and the older master craftsmen.
* GadgeteerGenius: for For the Technocracy.



* MachineWorship: The old-tyme master craftsmen, not so much, but many of the newer members all-but worship the Great Computer they have built with their own hands.

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* MachineWorship: The old-tyme master craftsmen, not so much, but many of the newer members all-but worship the Great Computer they have built with their own hands. Its loss was quite a blow, though it did accomplish some much-needed internal reforms.



* 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.
* GovernmentConspiracy: They influence governments.

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* CantArgueWithElves: Many of the stereotypes surrounding them focus on their intolerable smugness.
* FaceHeelTurn[=/=]HeelFaceTurn: They specifically have a Procedure to rapidly turn a mage into a loyal Technocrat. They'll Lest they be judged too harshly, they'll also try less forceful methods when first whenever 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.
* GovernmentConspiracy: Averted. They influence governments.governments, but weren't formed by any of them and are beholden to none of them.



* 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.
* SmugSnake: More than a few.
* TheSocialExpert: Their field of expertise.

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* 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").Deviants") in favor of "soft" warfare and social reform. They do it to all their own allies, too - every Technocrat goes through "Processing" when they join.
* SmugSnake: More than a few.
* TheSocialExpert: Their field of expertise.expertise, for good or ill.



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

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* ArtisticLicenseMedicine: What their Procedures let them do, though they think it's just hyper-advanced medicine. They're not... [[ClapYourHandsIfYouBelieve completely wrong]].



* BerserkButton: Why they are the most gung-ho about wiping out the Traditions: Homeopathy and other pseudomedicine ''really'' cheeses them off.
* CreatingLifeIsAwesome: Lots and lots of technocrats are actually grown in labs, nowadays. But most of them are decent, well-adjusted, ordinary people. Notably, being a clone or vat-grown agent is only a problem if you explicitly take the disadvantage that you have a complex about it.
* DeadlyDoctor: Most of them honestly want to help you stay healthy, and just as many know exactly where the pain centers are.

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* BerserkButton: Why they are the most gung-ho about wiping out the Traditions: Homeopathy and other pseudomedicine ''really'' cheeses them off.
off. Their argument boils down to, "Even if you can ''make'' it work with your magical powers, you're duping countless innocent people into entrusting their lives and bodies to hucksters and frauds who ''can't''."
* CreatingLifeIsAwesome: Lots and lots of technocrats are actually grown in labs, nowadays. But most of them are decent, well-adjusted, ordinary people. Notably, being a clone or vat-grown agent is only affects your character in anything but a problem role-playing sense if you explicitly take the disadvantage that gives you have a complex the CloningBlues about it.
* DeadlyDoctor: Most of them honestly want to help you stay healthy, and just as many know exactly where the pain centers are. In their updated convention book, they put a lot of focus on "healing a broken world," and part of it involves defending ordinary people from extraordinary threats.



* HerrDoktor: One of the darker legacies of the convention as a whole is that they were perhaps the most gung-ho supporters of Nazi Germany, as there were plenty of avenues for medical experimentation. Naturally, this resulted in several Progenitors that fell into this stereotype.

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* HerrDoktor: One of the darker legacies of the convention as a whole is that they were perhaps the most gung-ho supporters of Nazi Germany, as there were plenty of avenues for medical experimentation. Naturally, this resulted in several Progenitors that fell into this stereotype. Modern Progenitors generally don't.



* KnightTemplar: The true tragedy of the Syndicate is that they honestly don't understand how flawed their philosophy really is.

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* KnightTemplar: The true tragedy of the Syndicate is that they honestly don't either can't or won't understand how flawed their philosophy really is.is, or see how many people are hurt because of it.



* RightHandVersusLeftHand: As noted under FailedASpotCheck, the Syndicate is much more prone to intra-Convention infighting and conflict than most others, as a side effect of their philosophy.



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

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* UnclePennybags: They view themselves as this, and indeed their primary goal is based around ''creating'' worth, not exploiting it. Unfortunately, it doesn't always work out that way.



* TokenGoodTeammate: They retain most of their curiosity and are much more respectful of their counterparts in the Traditions.

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* TokenGoodTeammate: They retain most of their curiosity and are much more respectful of their counterparts in the Traditions.Traditions on an organizational basis.
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* BlackSheep: Materials sciences (chemistry, metallurgy, and the like) are still represented in the convention, but they're generally treated as the pitiful throwbacks of the Convention (and, to some extent, the Technocacy as a whole).

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* BlackSheep: Materials sciences (chemistry, metallurgy, and the like) are still represented in the convention, Convention, but they're generally treated as the its pitiful throwbacks of the Convention (and, to some extent, as throwbacks of the Technocacy Technocracy as a whole).



* AccidentalTruth: The splatbook dedicated to the Syndicate notes that there was one hidden upside to the Avatar Storm cutting off the various Horizon Realms - some of the top-level Technocratic operatives in these realms had spent so much time removed from humanity that they were developing lines of thought that would be detrimental to the Technocratic Union as well as humanity in general. [[spoiler: In short, they were able to extrapolate Threat Null's existence and its ''raison d'etre'', and they probably could predict their ''modus operandi'' and possibly even effective methods to combat them if they only realized the weight of their observations.]] Ties into FailedASpotCheck below.

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* AccidentalTruth: The revised Syndicate splatbook dedicated to the Syndicate notes that there was one hidden upside to the Avatar Storm cutting off the various Horizon Realms - some of the top-level Technocratic operatives in these realms had spent so much time removed from humanity that they were developing lines of thought that would be detrimental to the Technocratic Union as well as humanity in general. [[spoiler: In short, they were able to extrapolate Threat Null's existence and its ''raison d'etre'', and they probably could predict their ''modus operandi'' and possibly even effective methods to combat them if they only realized the weight of their observations.]] Ties into FailedASpotCheck below.
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** So will '''[[UpToEleven Marauders]]'''.

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* BlackSheep: Materials sciences (chemistry, metallurgy, and the like) are still represented in the convention, but they're generally treated as the pitiful throwbacks of the Convention (and, to some extent, the Technocacy as a whole).



* TheAtoner: The overall stance that the modern Progenitors take towards their World War II doings.



* EvilutionaryBiologist: Quite a few have... fun with their research.

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* EvilutionaryBiologist: Quite a few have... fun with their research. At its nadir during World War II, as the group who engaged the Axis Powers the most heavily (up until the massive Nephandi involvement with the Third Reich was revealed).


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* HerrDoktor: One of the darker legacies of the convention as a whole is that they were perhaps the most gung-ho supporters of Nazi Germany, as there were plenty of avenues for medical experimentation. Naturally, this resulted in several Progenitors that fell into this stereotype.


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* {{Mediator}}: Post-Avatar Storm, the Progenitors see themselves overall as this - they feel that they've won, more or less, the Ascension War, and now they have to treat the problems (the in-fighting, the wounds of the Storm) of the Technocracy itself.


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* AccidentalTruth: The splatbook dedicated to the Syndicate notes that there was one hidden upside to the Avatar Storm cutting off the various Horizon Realms - some of the top-level Technocratic operatives in these realms had spent so much time removed from humanity that they were developing lines of thought that would be detrimental to the Technocratic Union as well as humanity in general. [[spoiler: In short, they were able to extrapolate Threat Null's existence and its ''raison d'etre'', and they probably could predict their ''modus operandi'' and possibly even effective methods to combat them if they only realized the weight of their observations.]] Ties into FailedASpotCheck below.
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* 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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* 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 and informed enough about what the choice entails turns them down.

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[[folder:Sons of Ether]]

Mad scientists who embrace the [[WeirdScience weirder and more fantastic]] side of Science. The original Etherites were members of the Technocracy who defected to the Traditions, feeling constrained by the limits of the Technocracy's regimented form of science. To an Etherite, discovery and imagination are the main scientific goals, and anything is possible.

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[[folder:Sons of Ether / Society of Ether]]

Mad scientists who embrace the [[WeirdScience weirder and more fantastic]] side of Science. The original Etherites were members of the Technocracy who defected to the Traditions, feeling constrained by the limits of the Technocracy's regimented form of science. To an Etherite, discovery and imagination are the main scientific goals, and anything is possible.
possible.

They go from the Sons of Ether to the Society of Ether in the 20th anniversary edition.



* FallenHero: The faction as a whole. They were once the heroic Order of Reason, and they fought on behalf of God and the common people against the cruel SorcerousOverlords to build a brighter future. Nowadays, while they haven't quite turned into complete villains yet, those past glories serve as a sad reminder of what could have been.. or, for the optimistic, what might one day be again.

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* FallenHero: The faction as a whole. They were once the heroic Order of Reason, and they fought on behalf of God and the common people against the cruel SorcerousOverlords {{Sorcerous Overlord}}s to build a brighter future. Nowadays, while they haven't quite turned into complete villains yet, those past glories serve as a sad reminder of what could have been.. or, for the optimistic, what might one day be again.



* ThePurge: The fate of the Craftmasons, who founded the Order of Reason.



* TheSocialExpert: Their field of expertise.



* TheSocialExpert: Their field of expertise.



* 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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* HeWhoFightsMonsters: As of the updated ''Convention: Progenitors'' splatbook, ''Convention Book: Progenitors'', 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.



* 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.)
* FailedASpotCheck: Their Convention splatbook strongly hints of this being a Convention-wide problem. They're deliberately comparatively hands-off with their own personnel as long as they keep raking in profits. This can backfire in numerous ways, such as two Syndicate members doing a proxy war over the same materials (although said proxy wars aren't considered a problem until it starts cutting into profits as a whole). One notable example would be the Special Projects Division, which was descended from a company that they created out of a merger - [[TabletopGame/WerewolfTheApocalypse Pentex]]. Given how quickly Pentex became Wyrm-infested (or Nephandus-infested, in you prefer to think in ''Mage'' terms), the fact that it took over a century for the Syndicate as a whole to catch up to the problem speaks volumes as to how widespread the problem is amongst the Convention.

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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 [[spoiler:(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.)
)]]
* FailedASpotCheck: Their revised Convention splatbook strongly hints of this being a Convention-wide problem. They're deliberately comparatively hands-off with their own personnel as long as they keep raking in profits. This can backfire in numerous ways, such as two Syndicate members doing a proxy war over the same materials (although said proxy wars aren't considered a problem until it starts cutting into profits as a whole). One notable example would be the Special Projects Division, which was descended from a company that they created out of a merger - [[TabletopGame/WerewolfTheApocalypse Pentex]]. Given how quickly Pentex became Wyrm-infested (or Nephandus-infested, in if you prefer to think in ''Mage'' terms), the fact that it took over a century for the Syndicate as a whole to catch up to the problem speaks volumes as to how widespread the problem is amongst the Convention.



* TheManBehindTheMan: In general, the Syndicate prefers to operate as "consultants" rather than being a CEO of major companies. They also see themselves as this to the Technocracy as a whole (though everyone else sees through it).

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* TheManBehindTheMan: In general, the Syndicate prefers to operate as "consultants" rather than being a CEO [=CEOs=] of major companies. They also see themselves as this to the Technocracy as a whole (though everyone else sees through it).



* 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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* ThereAreNoTherapists: Explicitly averted, as they have an entire arm of the convention Convention devoted to providing therapy to others in the convention.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.



* DealWithTheDevil: The Residents' (Null Syndicate) ''modus operandai.''

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* DealWithTheDevil: The Residents' (Null Syndicate) ''modus operandai.operandi.''

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

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* DefectorFromDecadence: left Left the Technocracy due to their refusal to compromise on their goal of personal science.science. They were also responsible for helping the Virtual Adepts perform the same move, sponsoring the Adepts among the Traditions.



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

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



* TheHomewardJourney: A big motivation for the Convention as a whole after the Avatar Storm - it cut them off from The Computer, and everyone knows they're desperate to return (in particular, they try to get whatever resources they can get from the Syndicate and their own works to cajole the Void Engineers to mount an expedition to find it). [[spoiler: Unfortunately for them, it turns out the Void Engineers already have written it off as being completely in the hands of Threat Null's Autopolitans.]]



* TheManBehindTheMan: They prefer to influence rulers rather than become them - lobbyists, paper-writing academics, and political advisers are their preferred public roles. They would prefer to be this within the Technocracy as well, but [[TheChainsOfCommanding feel compelled to be leaders within the Union]].



* ThereAreNoTherapists: Averted; they ''are'' the therapists for the Technocracy as a whole (except the Void Engineers, who maintain their own therapy corps).



* FantasticDrug: They can produce these - sometimes just modifications of existing drugs, but sometimes out of whole cloth.



* DarkSecret: Everything about the Special Projects Division - what it was connected with, [[MayContainEvil what it produced]], and most certainly [[spoiler: that it no longer exists, although it still somehow sends profits to the Syndicate]].



* FailedASpotCheck: Their Convention splatbook strongly hints of this being a Convention-wide problem. They're deliberately comparatively hands-off with their own personnel as long as they keep raking in profits. This can backfire in numerous ways, such as two Syndicate members doing a proxy war over the same materials (although said proxy wars aren't considered a problem until it starts cutting into profits as a whole). One notable example would be the Special Projects Division, which was descended from a company that they created out of a merger - [[TabletopGame/WerewolfTheApocalypse Pentex]]. Given how quickly Pentex became Wyrm-infested (or Nephandus-infested, in you prefer to think in ''Mage'' terms), the fact that it took over a century for the Syndicate as a whole to catch up to the problem speaks volumes as to how widespread the problem is amongst the Convention.



* TheManBehindTheMan: In general, the Syndicate prefers to operate as "consultants" rather than being a CEO of major companies. They also see themselves as this to the Technocracy as a whole (though everyone else sees through it).



* OmnidisciplinaryScientist: It's often overlooked by the other Conventions, but the Syndicate has to be good at all of the other branches of Enlightened Science by default - they couldn't know what to fund if they didn't know what actually works. They may not be as good (outside of hypereconomics and public relations) as the respective specialists, but they couldn't do their jobs if they were ignorant fools.
* OnlySaneMan: They certainly feel that way - one of their more common reasons for refusing funding is that it'd be rejected by the Consensus, and the resulting Paradox would be more harm than the potential good the proposed product would have provided. In some cases, it's actually true.
* TheResenter: Played in both directions. Each other Convention tends to resent the Syndicate overall, as they're the ones who determine just who gets what resources (and invariably, it's not as much as others want). On the flip side, the Syndicate resents just how little respect they get for managing the Technocracy as a whole and preventing it from crashing in a puff of Paradox.



* SourSupporter: In all, they're typically much more cynical than any other Technocrat - they believed worldwide Ascension was impossible even before the Avatar Storm, and they further cultivate the overall image of being the tightwad money managers. However, they believe in making folks happy and content even if Enlightenment is beyond them, and they feel their fellow Technocrats are on the right track, albeit too focused on what could be.



* TokenGoodTeammate: they retain most of their curiosity and are much more respectful of their counterparts in the Traditions.

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* TokenGoodTeammate: they They retain most of their curiosity and are much more respectful of their counterparts in the Traditions.


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* ForgivenButNotForgotten: The Solifacti are eventually allowed back into the Traditions post-Avatar Storm, albeit in reduced capacity as House Solifacti in the Order of Hermes (allowing the Etherites to retain the Seat of Matter). Everyone watches them very carefully.

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* HermeticMagic



* HermeticMagic



* SpaceMaster: Masters of the Sphere of Correspondence, which covers the spatial dimensions.



* TheMenInBlack: The basic grunts; the ones that run the Convention are the Men in White. The traditional outfits are enhanced by "enlightened science" to tap into he part of the [[{{Muggles}} Masses']] brains that leads them to overlook things, making them subtly difficult to spot.

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* TheMenInBlack: The basic grunts; the ones that run the Convention are the Men in White. The traditional outfits are enhanced by "enlightened science" to tap into he the part of the [[{{Muggles}} Masses']] brains that leads them to overlook things, making them subtly difficult to spot.


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* SpaceMaster: How they got to be the original holders of the Seat of Correspondence.

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* AncientConspiracy

to:

* AncientConspiracyAncientConspiracy: Not as old as most traditions, but older than most governments.



* HeroAntagonist: While the Technocracy certainly has their fair share of genuine villains out to crush imagination, a lot of them are just trying to protect humanity from things that are even worse.

to:

* FallenHero: The faction as a whole. They were once the heroic Order of Reason, and they fought on behalf of God and the common people against the cruel SorcerousOverlords to build a brighter future. Nowadays, while they haven't quite turned into complete villains yet, those past glories serve as a sad reminder of what could have been.. or, for the optimistic, what might one day be again.
* HeroAntagonist: While the Technocracy certainly has their fair share of genuine villains out to crush imagination, a lot of them are just trying to protect humanity from things that are even worse.worse, or to bring "supernatural" solutions to the {{Muggles}}.



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

to:

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



* CyberneticsEatYourSoul

to:

* CyberneticsEatYourSoulCyberneticsEatYourSoul: Averted, actually. It is not the cybernetics that destroy Iteration X'ers who go off the deep end, but their anti-humanist beliefs.



* MachineWorship: The old-tyme master craftsmen, not so much, but many of the newer members all-but worship the Great Computer they have built with their own hands.



* TheMenInBlack: The basic grunts; the ones that run the Convention are the Men in White.

to:

* TheMenInBlack: The basic grunts; the ones that run the Convention are the Men in White. The traditional outfits are enhanced by "enlightened science" to tap into he part of the [[{{Muggles}} Masses']] brains that leads them to overlook things, making them subtly difficult to spot.



* SmugSnake: more than a few.

to:

* SmugSnake: more More than a few.



* CreatingLifeIsAwesome: Lots and lots of technocrats are actually grown in labs, nowadays. But most of them are decent, well-adjusted, ordinary people. Notably, being a clone or vat-grown agent is only a problem if you explicitly take the disadvantage that you have a complex about it.



* GeneticEngineeringIsTheNewNuke

to:

* GeneticEngineeringIsTheNewNukeGeneticEngineeringIsTheNewNuke: Usually averted. Their gene-mods are fairly safe and user-friendly. However, it is ''not'' a good idea to combine them with Iteration X cybernetics. The results are... well, in a word, messy.



* PlayingWithSyringes: ''Usually'' averted: they ''are'' doctors, after all. But you get some crazies in every batch.



* ObliviouslyEvil: They honestly believe they are the Sleepers' partners, not their rulers.

to:

* ObliviouslyEvil: They honestly believe they are the Sleepers' Masses' partners, not their rulers.

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