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** Biblomancers gain power from reading books, the rarer the better. All those books can get mighty expensive, especially if you're looking to do the more powerful spells.

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** Biblomancers Bibliomancers gain power from reading books, the rarer the better. All those books can get mighty expensive, especially if you're looking to do the more powerful spells.
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** Mechamancers sacrifice memories to gain power, and there's only so many memories you can lose before you start having to sacrifice the ''important'' ones. And if you want to accomplish something that really changes the world, the price ''starts'' at the important memories.

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** Mechamancers Mechanomancers sacrifice memories to gain power, and there's only so many memories you can lose before you start having to sacrifice the ''important'' ones. And if you want to accomplish something that really changes the world, the price ''starts'' at the important memories.
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** Kleptomancers gain power from stealing. They can't stop. ''Ever.''

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** Kleptomancers gain power from stealing. They can't stop. ''Ever.'' Not even after they've been told they'll be dropped off a cliff if they nick the MacGuffin again.



** Mechamancers sacrifice memories to gain power, and there's only so many memories you can lose before you start having to sacrifice the ''important'' ones. Want to do something that changes the world? The price ''starts'' at the important memories.

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** Mechamancers sacrifice memories to gain power, and there's only so many memories you can lose before you start having to sacrifice the ''important'' ones. Want And if you want to do accomplish something that really changes the world? The world, the price ''starts'' at the important memories.



** Pornomancy gains power from performing porn. Note, ''not'' sex, ''porn'', which can get fairly awkward and uncomfortable to do. It also means that if you want to keep your powers, you can't have sex in any other way.

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** Pornomancy gains power from performing porn. Note, ''not'' sex, ''porn'', which can get fairly awkward and uncomfortable to do.do because it's meant for looking cool, not feeling good. It also means that if you want to keep your powers, you can't have sex in any other way. Want to consummate a relationship with a significant other, have SexForSolace, or something similar? Tough luck.
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** Epideromancers draw their power from SelfHarm. That's bad enough, but their Taboo is that they're not allowed to let anyone else change their bodies in ''any'' way. Need surgery? Tough break.

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** Epideromancers draw their power from SelfHarm. That's bad enough, but their Taboo is that they're not allowed to let anyone else change their bodies in ''any'' way. Need surgery? Tough break.break, unless you're able and willing to [[SelfSurgery do it yourself]].
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Stretching the definition too much. Don't need to prepare a specific spell ahead of time -> not Vancian.


* VancianMagic: Adepts kinda work like this. They're directly compared to Energizer batteries.
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* InfectiousInsanity: Haltolmish, aka the Alter Tongue, is a contagious language that makes people who hear it spoken gradually start using it themselves and will eventually alter their modes of thinking as well.

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** Agrimancers, being the mages of agriculture, can't let nature get the better of them, or cross large bodies of wild water. So if you want to keep your powers, any flights have to avoid lakes and seas, and travel between continents is forbidden to you. Oh, and if the weather is very bad, you won't be able to go outside until it passes.



** Kryptomancers gain power from finding secrets and leaking harmful ones, but they can't auditorily tell anybody truths that the persons hearing didn't know or can reasonably assume to be true. So you'll have to either pretend to be mute and speak via signs and writing (text-to-speech being out of question), or be a pathological liar even when it comes to trivial things, along with avoiding direct answers, especially since others might be listening without your knowledge.



** Urbanomancers gain power from the city they live in. ''Only'' that city - if they leave, they're powerless.

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** Urbanomancers gain power from the city they live in. ''Only'' that city - if they leave, they're powerless. Oh, and if you see yourself as an observer of the city from the outside, then you can't use it's protection against elements, so you'll have to sleep on the streets or in a vehicle.


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** Viaturges gain power from long drives and sleeping everywhere they can, but they lose power if they're a passenger in a motor vehicle. Suffered a serious injury and can't drive yourself to a doctor? Too bad, your companions have to carry you to the hospital or use a horse. Want to get onto another continent? You have to pilot your own plane, or buy a boat and go onto a long voyage.


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* CannotCrossRunningWater: Agrimancers have a variant of this as part of their taboo - they can't cross large bodies of wild water, even by flying. Artificial ones are fine, and only the largest rivers of the continent count towards taboo, but lakes, seas, and oceans are large enough to count.
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* Kleptomancers gain power from stealing. They can't stop. ''Ever.''

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* ** Kleptomancers gain power from stealing. They can't stop. ''Ever.''

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** Annihilomancers draw power from destroying their ties (or the ties of others) to the world. If you want to keep getting power, you have to steadily cut yourself off from everything you care about. Do you want to fix something? Your magick says no.



** Epideromancers draw their power from SelfHarm. That's bad enough, but their Taboo is that they're not allowed to let anyone else change their bodies in ''any'' way. Need surgery? Tough break.



** Mechamancers sacrifice memories to gain power, and there's only so many memories you can lose before you start having to sacrifice the ''important'' ones.

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** Irascimancers gain power from causing anger in others. ''They'', on the other hand, are never allowed to get personally angry at anyone. (Notably, this is one of the few schools of magick that prevents you from using a ''game mechanic'' - if you invoke your Rage Passion, you break your Taboo.)
* Kleptomancers gain power from stealing. They can't stop. ''Ever.''
** Mechamancers sacrifice memories to gain power, and there's only so many memories you can lose before you start having to sacrifice the ''important'' ones. Want to do something that changes the world? The price ''starts'' at the important memories.


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** Urbanomancers gain power from the city they live in. ''Only'' that city - if they leave, they're powerless.
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** Biblomancers gain power from reading books, the rarer the better. All those books can get mighty expensive, especially if you're looking to do the more powerful spells.


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** Personamancers can impersonate other people, but must sacrifice their own identity to do so.
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* BlessedWithSuck: Being an Adept means you have to follow some sort of Taboo in order to gain power. Pity they tend not to gel well with trying to live an ordinary life, and do ''not'' let you off with the 'following the Taboo would be a spectacularly bad idea' excuse.
** Cinemancy allows you to make real life like a movie... and to do that, you have to behave as if you were ''in'' [[ContractualGenreBlindness a movie at all times]].
** Dipsomancers gain power from drunkenness. Such powers do ''not'' include a magically strengthened liver, or the ability to retain a sound mind while drunk off your ass.
** Entropomancers gain power from their life being in danger. Eventually, their luck is gonna run out.
** Mechamancers sacrifice memories to gain power, and there's only so many memories you can lose before you start having to sacrifice the ''important'' ones.
** Motumancers can't participate in ''anything'' constructive. This includes obeying the kind of laws that exist to stop people from hurting or killing themselves.
** Plutomancers gain power by making money. Problem is, this means not ''spending'' it.
** Pornomancy gains power from performing porn. Note, ''not'' sex, ''porn'', which can get fairly awkward and uncomfortable to do. It also means that if you want to keep your powers, you can't have sex in any other way.
** Ustrinaturgy is the magic of smoking. Like Dipsomancy, the side effects of your habit are ''not'' covered by magic. Enjoy your lung cancer.
** Thanatomancy requires HumanSacrifice. While this doesn't involve hurting yourself, it is an ''excellent'' way to put the authorities on your tail.

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%%* ChunkySalsaRule

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%%* ChunkySalsaRule** Motumancers also suffer from this trope. In their case, their taboo prevents them from being able to participate in anything that involves building lasting structure or social order, even obeying a police officer, regardless of how good that would be for everybody.



* CursedWithAwesome: Plutomancers have as their Taboo that they can't spend more than a certain amount in a single transaction. The game makes a massive deal out of how the school of magik obsessed with money has to live like paupers. The problem? That limit is ''$1,000''. ''Per transaction.'' You can't live like a rockstar with that limit, but it's not exactly poor-house material either.

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* CursedWithAwesome: Plutomancers have as their Taboo that they can't spend more than a certain amount in a single transaction. The game makes a massive deal out of how the school of magik obsessed with money has to live like paupers. The problem? That limit is ''$1,000''.''$1,000'' (or ''$2,000'' in the third edition). ''Per transaction.'' You can't live like a rockstar with that limit, but it's not exactly poor-house material either.



** Avatars of the Survivor also get a power like this, and they're not allowed to give up on survival or their overal goal.



* AFatherToHisMen: The Captain archetype demands this of it's avatars - while they can't bear challenges to authority from their crew, they must carefully consider (or make a show of it - it's the actions and words that matter, not the thinking) the fates of their crew, make sure that their conditions are decent, avoid bad treatment, and have a good reason for any grave decisions.



* NoManGetsLeftBehind: Part of the taboo for avatars of the Captain, with respect to their crew.



* SanityMeter: Five of them (Violence, Unnatural, Self, Helplessness, Isolation), each with two aspects (Hardened, Failed).

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* SanityMeter: Five of them (Violence, Unnatural, Self, Helplessness, Isolation), each with two aspects (Hardened, Failed). And while succeeding on rolls to avoid freaking out does make you hardened to further stresses, the hardening will cause it's own issues (generally causing you to exhibit psychopathic traits and be incapable of relating to normal people, or caring about what they or even you think), up to the point that you burn out and lose access to avatar powers and using your passions to affect rolls.
** Third edition, in particular, ties your abilities to hardened notches in the various meters. Thus, someone who can ignore any kind of social ostracism will also be very bad at applying his social status and making threats of social exclusion, but he'll at least be good at chases
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* BottomlessMagazines: Cinemancy has a spell to invoke this, though it only lasts so long as you don't take even the slightest breaks from shooting.


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* GunNut: Learning fulminaturgy is likely to make you this, as you have to be obsessed about the magic power of guns, and are encouraged to always carry one, with some adepts breaking taboo by exiting their home or vehicle unarmed. Ironically, those who view guns as a way to enforce civilization will be unable to shoot a human with a gun without breaking taboo


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* MageMarksman: While any adept can use guns, fulminaturges embrace the Magic Gunman variation the best, as their school revolves around guns and their social role, with some spells also enhancing their shooting.

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* SecondFaceSmoke: Ustrinaturges (magick of smoking) can do this as an attack, causing real injury up to killing the victim.



** SmokingIsNotCool: On the other hand, any use of the spells basically has a 1% chance of letting the GM screw you by supernaturally giving you cancer, leading to a quick death for any practicing adept.

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** SmokingIsNotCool: On the other hand, any use of the spells basically has a 1% chance of letting the GM screw you by supernaturally giving you cancer, leading to a quick death for any practicing adept. Fortunely, being diagnosed with cancer will give you a major charge, allowing you to cast a potentially world-altering spell.

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** The third edition's Book 4 has [[Franchise/{{TheSlenderManMythos}} the Slender Man]], though referred to as the Gentleman. In this interpretation, however, it's powers only come from it's danger to sanity (made worse by the fact it reappears when the victim talks about the creature), as well as people spreading around knowledge of it and thinking of it as more dangerous than it actually is. Otherwise, it's surprisingly easy to kill it, causing it to stop appearing for a few years.



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%%* {{Sourcebook}}* SmokingIsCool: The magick school of Ustrinaturgy, being based on smoking and the paradox of people liking it despite/because of it being self-destructive, is naturally this. It even requires you to smoke in order to cast spells, and one of them is designed to invoke the trope, thus making you more persuasive. Even cooler, it gives you power over smoke, as well as letting you kill people by smoking at them, or give them cancer if they don't obey an order.
** SmokingIsNotCool: On the other hand, any use of the spells basically has a 1% chance of letting the GM screw you by supernaturally giving you cancer, leading to a quick death for any practicing adept.
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Adult Fear is now a disambig


* AdultFear: Possibly more common than unnatural fear. Sure, you might have your body torn to bits by an [[EldritchAbomination Unspeakable Servant]], but there's a much higher probability that you'll just lose your mind, become a recluse whose divorce from society is directly tied to a divorce from reality, and watch everything you loved or cared about slip away from you, until all you've got left is [[LonelyAtTheTop your power]]. And that's if you're ''successful''. This trope runs rampant in the Weep scenario "Garden Full of Weeds". The city district of Garden View is an example of extreme urban decay made worse by supernatural phenomena. This means that there's a serial killer who traps peoples' souls in his sunglasses, but it also means that just about everyone is below the poverty line, every family is abusive, and extreme racism is coupled with rampant gang violence. Oh, and a Loogaroo running around murdering children under six months old.

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* BecomingTheMask: A constant worry if you're a Personamancer. The entire basis of Personamancy is pretending to be someone else - it's how they charge up their magic. One of the easiest ways to do so is to imitate someone else in front of a mirror. Over years of continually being someone else, the original "you" has a tendency to shrivel up and fade away. Truly experienced Personamancers embody the Peter Sellers quote: "There is no 'me'. 'I' do not exist."

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* BecomingTheMask: A constant worry if you're a Personamancer. The entire basis of Personamancy is pretending to be someone else - it's how they charge up their magic. One of the easiest ways to do so is to imitate someone else in front of a mirror. Over years of continually being someone else, the original "you" has a tendency to shrivel up and fade away. It gets "better": the Personamancy taboo is ''becoming famous as yourself''. In order to keep their powers, Personamancers ''have'' to suppress who they really are. Truly experienced Personamancers embody the Peter Sellers quote: "There is no 'me'. 'I' do not exist."



* CriticalHit: A matched success (that is, a success where the digits are both the same - 11, 22, and the like) ensures very good things happen. A 01 is ''always'' a success - and in combat, it's a OneHitKill.



* FisherKing: Known as "The True King" in this game, and one of several sample Avatar types.
* TheFool: Another Avatar type. Known specifically for doing foolish things and somehow surviving.

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* FisherKing: Known as "The True King" in this game, and one of several sample Avatar types.
types. The True King must choose an area to be the King of ("the King of 5th Street", "the King of the Homeless", and "the King of the Road" are all possible choices, just to name three), and is bound to answer any request for aid by those they count as subjects. In return, they gain power over that which they have declared their domain.
* TheFool: Another Avatar type. Known specifically for doing foolish things and somehow surviving. Notably, it's a taboo for them to raise their Mind stat too high - a Fool must actually be ''foolish''.
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Society Marches On has been renamed; cleaning out misuse and moving examples


* SocietyMarchesOn: Quite a few changes to Adept schools in 3rd edition stem from changing attitudes. For instance, while Pornomancy has traditionally been associated with the Cult of the Naked Goddess, recreating Her work severely constrains the avenues for queer Adepts. So, the school has split into two parallel streams for charges: one for recreating the Naked Goddess’s work, and one for being your own god or goddess by taking full advantage of Pornhub. The former gains power from trading love for ritual, the latter from making an act of love primarily transactional.

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* BittersweetEnding: Mak Attax is in the aftermath of one in 3rd Edition: [[spoiler:They pulled off the Ritual of Light, resulting in a global DeconReconSwitch for the entire Occult Underground and making it so optimism is the driving force of most political agendas... but they couldn't stop the September 11th attacks, and the Underground is no less dangerous-nobody said "optimism" couldn't be "hopes of TakeOverTheWorld"...]]

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* BittersweetEnding: Mak Attax is in the aftermath ''aftermath'' of one of these in 3rd Edition: [[spoiler:They pulled off the Ritual of Light, resulting in a global DeconReconSwitch for the entire Occult Underground and making it so optimism is the driving force of most political agendas... but they couldn't stop the September 11th attacks, and the Underground is no less dangerous-nobody dangerous — nobody said "optimism" couldn't be mean "hopes of to TakeOverTheWorld"...]]



** The Freak from the novelization ''Godwalker'' demonstrates this power via shapeshifting, gendershifting as well as {{healing|Hands}} of self and others.

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** The Freak from in the novelization ''Godwalker'' demonstrates this power via shapeshifting, shapeshifting and gendershifting as well as {{healing|Hands}} of self themself and others.



* TheConspiracy: Unknown Armies' theme that the supernatural world was, in many ways, a lot less amazing than it might first sound extended to its conspiracies. Whereas settings like ''Franchise/TheWorldOfDarkness'' were filled to the brim with occult organizations so ancient and powerful [[BeethovenWasAnAlienSpy it's a wonder history happened without them]], the conspiracies that dominate the Occult Underground tended to be rather down-to-Earth. The very biggest one consisted of about 400 people, total, and considered comparatively powerless due to the impracticality of trying to keep track of so many "agents" (it didn't help they were mostly clueless amateurs in it for the lulz). Most couldn't even scratch 100. The "ancient" conspiracy [[spoiler: was less than a century old and just thrumming up its own reputation as mystical badasses]], and even the ones with millions of dollars to throw around were simply too ''practical'' to bother with Hollywood bullshit like sending attack helicopters and squads of mercenaries after people where a hired thug with a silenced pistol tends to be enough to do the trick. It goes without saying that there's not a single organization in the entire setting that wouldn't be ''squashed like a bug'' if they ever pissed off the mundane authorities. There's a reason the Occult Underground remains that way.

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* TheConspiracy: Unknown Armies' theme that the supernatural world was, in many ways, a lot less amazing than it might first sound extended to its conspiracies. Whereas settings like ''Franchise/TheWorldOfDarkness'' were filled to the brim with occult organizations so ancient and powerful [[BeethovenWasAnAlienSpy it's a wonder history happened without them]], the conspiracies that dominate the Occult Underground tended to be rather down-to-Earth. The very biggest one consisted of about 400 people, total, and considered comparatively powerless due to the impracticality of trying to keep track of so many "agents" (it didn't help they were mostly clueless amateurs in it for the lulz). Most couldn't even scratch 100. The "ancient" conspiracy [[spoiler: was [[spoiler:was less than a century old and just thrumming up its own reputation as mystical badasses]], and even the ones with millions of dollars to throw around were simply too ''practical'' to bother with Hollywood bullshit like sending attack helicopters and squads of mercenaries after people where a hired thug with a silenced pistol tends to be enough to do the trick. It goes without saying that there's not a single organization in the entire setting that wouldn't be ''squashed like a bug'' if they ever pissed off the mundane authorities. There's a reason the Occult Underground remains that way.



* ContractualGenreBlindness: The former is the taboo of the Cinemancy school-they see a potential for a cliche, they must finish it. Nothing says they can't ''avoid'' situations where a cliche would likely present itself, however, and all of their spells are based around invoking tropes in real life to their ultimate benefit (for example, using He's RightBehindMe to teleport another individual to their location, or TemptingFate to summon rain despite a drought).

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* ContractualGenreBlindness: The former is basis of the taboo of the Cinemancy school-they school — they see a potential for a cliche, cliché, they must finish complete it. Nothing says they can't ''avoid'' situations where a cliche cliché would likely present itself, however, and all of their spells are based around invoking tropes in real life to their ultimate benefit (for — for example, using He's RightBehindMe to teleport another individual to their location, or TemptingFate to summon rain despite a drought).drought.



* FaceHeelTurn[=/=]HeelFaceTurn: [[spoiler:One of the biggest events in 3rd edition was the Freak and the Comte Saint-Germain switching places and inverting morality. The Freak is now an idealistic androgine that calls hirself the Human Eternal and is in charge of being the new First and Last Man (the only constant between universes), and the Comte is a [[GrumpyOldMan bitter, cranky old lady]] called Old Mother [[MeaningfulName Apocalypse]] who wants to make the current universe eternal and stop new ones from being created, by killing all of humanity if necessary.]]
* FisherKing: Known as "The True King" in this game, and one of several sample Avatar classes.

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* FaceHeelTurn[=/=]HeelFaceTurn: [[spoiler:One of the biggest events in 3rd edition was is the Freak and the Comte de Saint-Germain switching places and inverting morality. The Freak is now an idealistic androgine that calls hirself the Human Eternal and is in charge of being the new First and Last Man (the only constant between universes), and the Comte is a [[GrumpyOldMan bitter, cranky old lady]] called Old Mother [[MeaningfulName Apocalypse]] who wants to make the current universe eternal and stop new ones from being created, by killing all of humanity if necessary.]]
* FisherKing: Known as "The True King" in this game, and one of several sample Avatar classes.types.



* GadgeteerGenius: Mechanomancers are ClockPunk adept versions of these.
** Third Edition adds avatars of the Hacker, whose taboos include literally not being able to use things they haven't tinkered with. As they get more channels, they start going into full SufficientlyAnalyzedMagic territory.

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* GadgeteerGenius: Mechanomancers are ClockPunk adept versions of these.
**
these. Third Edition adds avatars of the Hacker, whose taboos include literally not being able to use things they haven't tinkered with. As they get more channels, they start going into full SufficientlyAnalyzedMagic territory.
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Hardly a spoiler.


* {{Archetype}}s: Avatars gain supernatural power by consciously emulating Archetypes that exist in the collective unconscious and function in reality. (So you can be an Avatar of TheCaptain, thoughtful and respected, or TheExecutioner, unrelenting and grim, but not of the GreatDetective, because Great Detectives only exist in fiction.) An impressive route to power [[spoiler:and later ascent into the “Statosphere”]] is to find an unclaimed but widespread archetype and then embody it to the full, but that’s difficult these days, when most slots are taken; a riskier route is to become an Avatar so perfect that you replace the existing Archetype [[spoiler:in the Statosphere]] — but [[spoiler:the existing Archetype will see that you’re trying this, and Archetypes have godlike powers]]…

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* {{Archetype}}s: Avatars gain supernatural power by consciously emulating Archetypes that exist in the collective unconscious and function in reality. (So you can be an Avatar of TheCaptain, thoughtful and respected, or TheExecutioner, unrelenting and grim, but not of the GreatDetective, because Great Detectives only exist in fiction.) An impressive route to power [[spoiler:and and later ascent into the “Statosphere”]] “Statosphere” is to find an unclaimed but widespread archetype and then embody it to the full, but that’s difficult these days, when most slots are taken; a riskier route is to become an Avatar so perfect that you replace the existing Archetype [[spoiler:in in the Statosphere]] Statosphere — but [[spoiler:the the existing Archetype will see that you’re trying this, and Archetypes have godlike powers]]…powers…
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* {{Archetype}}s: Avatars gain supernatural power by consciously emulating Archetypes that exist in the collective unconscious and function in reality. (So you can be an Avatar of TheCaptain, thoughtful and respected, or TheExecutioner, unrelenting and grim, but not of the GreatDetective, because Great Detectives only exist in fiction.) An impressive route to power [[spoiler:and later ascent into the “Statosphere”]] is to find an unclaimed but widespread archetype and then embody it to the full, but that’s difficult these days, when most slots are taken; a riskier route is to become an Avatar so perfect that you replace the existing Archetype in the Statosphere — but the existing Archetype will see that you’re trying this, and Archetypes have godlike powers…

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* {{Archetype}}s: Avatars gain supernatural power by consciously emulating Archetypes that exist in the collective unconscious and function in reality. (So you can be an Avatar of TheCaptain, thoughtful and respected, or TheExecutioner, unrelenting and grim, but not of the GreatDetective, because Great Detectives only exist in fiction.) An impressive route to power [[spoiler:and later ascent into the “Statosphere”]] is to find an unclaimed but widespread archetype and then embody it to the full, but that’s difficult these days, when most slots are taken; a riskier route is to become an Avatar so perfect that you replace the existing Archetype in [[spoiler:in the Statosphere Statosphere]] — but the [[spoiler:the existing Archetype will see that you’re trying this, and Archetypes have godlike powers…powers]]…
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* {{Archetype}}s: To consciously be an Avatar [[spoiler: and later ascend into the Stratosphere]], one has to find an unclaimed & widespread archetype that exists in the collective unconscious and then embody it.

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* {{Archetype}}s: To Avatars gain supernatural power by consciously be an Avatar [[spoiler: and later ascend into the Stratosphere]], one has to find an unclaimed & widespread archetype emulating Archetypes that exists exist in the collective unconscious and function in reality. (So you can be an Avatar of TheCaptain, thoughtful and respected, or TheExecutioner, unrelenting and grim, but not of the GreatDetective, because Great Detectives only exist in fiction.) An impressive route to power [[spoiler:and later ascent into the “Statosphere”]] is to find an unclaimed but widespread archetype and then embody it.it to the full, but that’s difficult these days, when most slots are taken; a riskier route is to become an Avatar so perfect that you replace the existing Archetype in the Statosphere — but the existing Archetype will see that you’re trying this, and Archetypes have godlike powers…



* AscendToAHigherPlaneOfExistence: A very popular goal in the game is to ascend as an Archetype, a fundamental principle of the universe. [[spoiler:This is the ultimate goal of many cabals, since they can then shape the next ''universe'' under their own principles.]]

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* AscendToAHigherPlaneOfExistence: A very popular goal in the game is to ascend to the “Statosphere” as an Archetype, a fundamental principle of the universe. human existence. [[spoiler:This is the ultimate goal of many cabals, since they can would then be able to shape the next ''universe'' under their own principles.]]



* BadassNormal: Most non-Adept and non-Avatar [[PlayerCharacter PCs]] in a Cosmic game. Hell, being one is a prerequisite for being one of the true leaders of The New Inquisition. Their leader realizes that putting [[CloudCuckooLander actual mages]] in charge of his group is a very, very bad idea.

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* BadassNormal: Most non-Adept and non-Avatar [[PlayerCharacter PCs]] in a Cosmic game. Hell, being one is a prerequisite for being one of the true leaders of The New Inquisition. Their leader realizes that putting [[CloudCuckooLander actual mages]] CloudCuckooLander mages in charge of his group is would be a very, very bad idea.



* BitchInSheepsClothing: [[spoiler: Uder Krazmersky]] from the One Shots scenario "Jailbreak" appears to be just a gentle, kindly old craftsman who merely wants to be left in peace with his [[UglyGuyHotWife improbably beautiful young wife]] and fix watches in his home, struggling against a bunch of escaped prisoners who have barged in and holed up. [[spoiler: He's an old, powerful Mechanomancer, and is every bit as insane and callous as one would imagine a person whose obsession is with a clockwork universe and whose magic is fueled by sacrificing memories. That wife of his? He killed her in a rage one day. What did he do? Why, he took her corpse and stuffed it full of gears, bringing it back to life as a clockwork automaton who will love him unconditionally [[TomatoInTheMirror without even knowing that]]. The memory he sacrificed to accomplish that feat? Why, that of murdering his own wife, of course! Living with the guilt would've been awful! And pray to God that you don't accidentally open the bedroom closet [[ShmuckBait emitting scary banging sounds]], or you might find yourself facing the clockwork abomination that is Bors Slavandrov, the last person to [[BerserkButton threaten Uder's wife.]]]]

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* BitchInSheepsClothing: [[spoiler: Uder Krazmersky]] from the One Shots scenario "Jailbreak" appears to be just a gentle, kindly old craftsman who merely wants to be left in peace with his [[UglyGuyHotWife improbably beautiful young wife]] and fix watches in his home, struggling against a bunch of escaped prisoners who have barged in and holed up. [[spoiler: He's [[spoiler:He's an old, powerful Mechanomancer, and is every bit as insane and callous as one would imagine a person whose obsession is with a clockwork universe and whose magic is fueled by sacrificing memories. That wife of his? He killed her in a rage one day. What did he do? Why, he took her corpse and stuffed it full of gears, bringing it back to life as a clockwork automaton who will love him unconditionally [[TomatoInTheMirror without even knowing that]]. The memory he sacrificed to accomplish that feat? Why, that of murdering his own wife, of course! Living with the guilt would've been awful! And pray to God that you don't accidentally open the bedroom closet [[ShmuckBait emitting scary banging sounds]], or you might find yourself facing the clockwork abomination that is Bors Slavandrov, the last person to [[BerserkButton threaten Uder's wife.]]]]
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* MutallyExclusiveMagic: You get one school of magic, either adept or avatar. Trying to learn more than one, or trying to be both an adept ''and'' an avatar, invariably drives you completely nuts (to the tune of an utterly blown-out Unnatural stress gauge). The mind just can't handle it. (The one exception is that avatars of the Mystic Hermaphrodite, whose entire basis for being is ambiguity, ''can'' also be adepts, so long as their magick isn't built around anything logical. The Freak, for example, is both an avatar and an Epideromancer.)

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* MutallyExclusiveMagic: MutuallyExclusiveMagic: You get one school of magic, either adept or avatar. Trying to learn more than one, or trying to be both an adept ''and'' an avatar, invariably drives you completely nuts (to the tune of an utterly blown-out Unnatural stress gauge). The mind just can't handle it. (The one exception is that avatars of the Mystic Hermaphrodite, whose entire basis for being is ambiguity, ''can'' also be adepts, so long as their magick isn't built around anything logical. The Freak, for example, is both an avatar and an Epideromancer.)

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* IntrinsicVow: Supplement ''Statosphere''. The Invisible Clergy cannot make a mortal (such as a human) to do something against their will or prevent them from doing something they really want to do.

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* IntrinsicVow: Supplement ''Statosphere''. The Invisible Clergy cannot make a mortal (such as a human) to do something against their will or prevent them from doing something they really want to do. The example given is that if a woman attempted to shoot a man, and wanted to do so with all her heart, the Clergy could ''not'' make her change her mind. [[TakeAThirdOption They could, however, jam the gun.]]



* MutallyExclusiveMagic: You get one school of magic, either adept or avatar. Trying to learn more than one, or trying to be both an adept ''and'' an avatar, invariably drives you completely nuts (to the tune of an utterly blown-out Unnatural stress gauge). The mind just can't handle it. (The one exception is that avatars of the Mystic Hermaphrodite, whose entire basis for being is ambiguity, ''can'' also be adepts, so long as their magick isn't built around anything logical. The Freak, for example, is both an avatar and an Epideromancer.)



%%* UnreliableNarrator

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%%* UnreliableNarrator* UnreliableNarrator: Because much of the background information is given from in-character perspectives, you can safely assume that about a third of what you read in any given sourcebook is straight-out bullshit.
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* RevolversAreJustBetter: Averted. Revolvers have all the flaws they do in real life (low ammunition capacity, bulk, and ect.), making pistols and, for that matter, automatic weapons far more usefull. Entropomancers love revolvers though. To their minds, what good is owning a gun if you can't play Russian Roulette with it?

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* RevolversAreJustBetter: Averted. Revolvers have all the flaws they do in real life (low ammunition capacity, bulk, and ect.etc.), making pistols and, for that matter, automatic weapons far more usefull. Entropomancers love revolvers though. To their minds, what good is owning a gun if you can't play Russian Roulette with it?

Changed: 98

Removed: 96

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Hit the space bar instead of the apostrophe.


* CursedWithAwesome: Plutomancers have as their Taboo that they can't spend more than a certain amount in a single transaction. The game makes a massive deal out of how the school of magik obsessed with money has to live like paupers. The problem? That limit is ''$1,000''. ''Per transaction.'
You can't live like a rockstar with that limit, but it's not exactly poor-house material either.

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* CursedWithAwesome: Plutomancers have as their Taboo that they can't spend more than a certain amount in a single transaction. The game makes a massive deal out of how the school of magik obsessed with money has to live like paupers. The problem? That limit is ''$1,000''. ''Per transaction.'
'' You can't live like a rockstar with that limit, but it's not exactly poor-house material either.
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Added DiffLines:

* CursedWithAwesome: Plutomancers have as their Taboo that they can't spend more than a certain amount in a single transaction. The game makes a massive deal out of how the school of magik obsessed with money has to live like paupers. The problem? That limit is ''$1,000''. ''Per transaction.'
You can't live like a rockstar with that limit, but it's not exactly poor-house material either.
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* SocietyMarchesOn: Quite a few changes to Adept schools in 3rd edition stem from changing attitudes. For instance, while Pornomancy has traditionally been associated with the Cult of the Naked Goddess, recreating Her work severely constrains the avenues for queer Adepts. So, the school has split into two parallel streams for charges: one for recreating the Naked Goddess’s work, and one for being your own god or goddess by taking full advantage of Pornhub.

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* SocietyMarchesOn: Quite a few changes to Adept schools in 3rd edition stem from changing attitudes. For instance, while Pornomancy has traditionally been associated with the Cult of the Naked Goddess, recreating Her work severely constrains the avenues for queer Adepts. So, the school has split into two parallel streams for charges: one for recreating the Naked Goddess’s work, and one for being your own god or goddess by taking full advantage of Pornhub. The former gains power from trading love for ritual, the latter from making an act of love primarily transactional.
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Added DiffLines:

* SocietyMarchesOn: Quite a few changes to Adept schools in 3rd edition stem from changing attitudes. For instance, while Pornomancy has traditionally been associated with the Cult of the Naked Goddess, recreating Her work severely constrains the avenues for queer Adepts. So, the school has split into two parallel streams for charges: one for recreating the Naked Goddess’s work, and one for being your own god or goddess by taking full advantage of Pornhub.
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%%* BecomingTheMask: A constant worry if you're a Personamancer.%%Is?

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%%* * BecomingTheMask: A constant worry if you're a Personamancer.%%Is?Personamancer. The entire basis of Personamancy is pretending to be someone else - it's how they charge up their magic. One of the easiest ways to do so is to imitate someone else in front of a mirror. Over years of continually being someone else, the original "you" has a tendency to shrivel up and fade away. Truly experienced Personamancers embody the Peter Sellers quote: "There is no 'me'. 'I' do not exist."

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