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* GutturalGrowler: The Freak, as a result of drinking acid. [[spoiler:Not so much as the Human Eternal, though.]]
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** Mechanomancers exchange EasyAmnesia for magickal mojo. The more memories you give up, and the more personal and important they are, the more mojo you get.

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** Mechanomancers exchange EasyAmnesia for magickal mojo. The more memories you give up, and the more personal and important they are, the more mojo you get. However, you can avert the trope and not lose memories at all if you can incorporate a historically important device into your design - one of the first Colt Peacemakers might get a significant charge, while ''the'' original Gutenberg Press would be a major charge.
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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, unless you're able and willing to [[SelfSurgery do it yourself]]. The er good news is that this only applies to ''willingly'' allowing another to alter their bodies; getting injured in a fight doesn't break Taboo.

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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, unless you're able and willing to [[SelfSurgery do it yourself]]. The er only good news is that this only applies to ''willingly'' allowing another to alter their bodies; getting injured in a fight doesn't break Taboo.
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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, unless you're able and willing to [[SelfSurgery do it yourself]].

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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, unless you're able and willing to [[SelfSurgery do it yourself]]. The er good news is that this only applies to ''willingly'' allowing another to alter their bodies; getting injured in a fight doesn't break Taboo.
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 * ArmorPiercingQuestion: GNOMON is always willing to offer charges in return for filling out one of its personality questionnaires... which always end in such pointed and personalized inquiries it forces a Stress check.

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 * * ArmorPiercingQuestion: GNOMON is always willing to offer charges in return for filling out one of its personality questionnaires... which always end in such pointed and personalized inquiries it forces a Stress check.



%%* AttackDrone: A common Mechanomancer toy.

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%%* * AttackDrone: A common Mechanomancer toy.
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* BizarreGamblingWinnings: A supernatural poker game also occurs in the ''To Go'' module. One match is "jailhouse eightball", where the players bet things they want to get ''rid'' of. One player bets the cancer her son is suffering from, another bets one of his enemies.
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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 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…
* ArmorPiercingQuestion: GNOMON is always willing to offer charges in return for filling out one of its personality questionnaires... which always end in such pointed and personalized inquiries it forces a Stress check.

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* {{Archetype}}s: Avatars gain supernatural The source of power by for Avatars. If you, consciously emulating Archetypes or not (it's noted that exist in the collective multiple famous people probably became unconscious and function in reality. (So Avatars simply by living their lives as they did, but you can't raise your skill much without doing it consciously) act out a specific idea of what a human can be that is recognized by the Statosphere, then you can channel that power into magickal feats in line with what the archetype is and does; as [[IntrepidMerchant The Merchant]], you can barter so well you can trade intangible things, for example. Growing your Avatar skill gets you more channels. The current highest Avatar of a specific archetype is called the Godwalker, and there can only be one person at this rank for each Archetype; if you want to be the new Godwalker, you have to kill the old one in a symbolic manner (i.e. rendering the Executioner helpless and then executing him), though this doesn't always mean actual murder (and in some cases killing is off the table; you can't become the new Peacemaker by killing a guy because that means breaking your Taboo) and can mean some spectacular demonstration of your superiority as an Avatar of TheCaptain, thoughtful over them (i.e. ripping off the Merchant Godwalker in a deal). While Avatar powers are often less spectacular than their Adept and respected, or TheExecutioner, unrelenting and grim, but not of the GreatDetective, because Great Detectives only exist in fiction.) An impressive route to power 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 Ritual counterparts (if with less annoying requirements), they do have one major advantage: if you become an Avatar so ''absolutely'' perfect that Avatar, you replace can ascend to the Statosphere as its AnthropomorphicPersonification. This is somewhat risky, as trying to unseat an existing Archetype in the Statosphere — but the existing means that they ''know'' what you're trying to do and will want to stop you, while becoming a new Archetype will see means finding a slot that you’re trying this, isn't filled (harder than it looks) and Archetypes have godlike powers…
*
dumping xp into an absolutely useless skill until it's maxed out.
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ArmorPiercingQuestion: GNOMON is always willing to offer charges in return for filling out one of its personality questionnaires... which always end in such pointed and personalized inquiries it forces a Stress check.
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* CommonKnowledge: Invoked and exploited for their magick by cliomancers. The symbolic tension powering their magick school is that while they gain power from history, humanity can never be fully sure how much of what is remembered is ''true''- and yet, the misconceptions still give cliomancers power because people "know" them. For instance, the Mayflower probably didn't land at Plymouth Rock, given that giant boulders aren't the best place to land ships and the first person to claim they did was Thomas Faunce in 1741 (121 years after the Plymouth colonists disembarked), so for all intents and purposes it's just a regular old large rock that happened to be in the vicinity of Plymouth. It still counts as a historic site that can be drained for charges because people ''believe'' the Pilgrims landed there, and the weight of memory is what counts.
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* WhatMeasureIsANonHuman: The school of Fulminaturgy that views guns as enforcers of civilization has a taboo of never shooting a human being with a gun. Emphasis on ''human''.
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* AddictionPowered: All Adept magic counts in a sense, since it requires extreme adherence to a self-destructive pattern of behavior, with your 'reward' being magic charges instead of a high. Dipsomancers, Narco-Alchemists, and Ustrinaturges are the most blatant about it, since their magic actually requires them to consume addictive substances.

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* AddictionPowered: All Adept magic counts in a sense, since it requires extreme adherence to a self-destructive pattern of behavior, with your 'reward' being magic charges instead of a high. Dipsomancers, Narco-Alchemists, Dipsomancers (alcoholism), Narco-Alchemists (hard drugs), and Ustrinaturges (smoking) are the most blatant about it, since their magic actually requires them to consume addictive substances.



** 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. And if you want to do something beyond minor works, you'll have to go find something historically significant to drink your booze from, and you don't start with one of these items.

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** 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. No, they can't just wait until they sober up to ''use'' the powers - the instant they stop being at least buzzed, the charges go away. And if you want to do something beyond minor works, you'll have to go find something historically significant to drink your booze from, and you don't start with one of these items.



* ShouldntYouStopStealing: Kleptomancers literally ''can't'. The Kleptomancy taboo is that going a week or longer without stealing somehow voids their charges. Most of them started as actual kleptomaniacs.

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* ShouldntYouStopStealing: Kleptomancers literally ''can't'.''can't''. The Kleptomancy taboo is that going a week or longer without stealing somehow voids their charges. Most of them started as actual kleptomaniacs.
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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 its protection against elements, so you'll have to sleep on the streets or in a vehicle.

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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're the version that sees yourself as a part of your city then you can't touch the earth the city was built on (dirt outside the city limits is a-okay, but you can't use your magick and it's not a fun experience), and if you see yourself as an observer of the city from the outside, outside then you can't use its protection against the elements, so you'll have need to camp outside or sleep on the streets or in a vehicle. car.
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* InUniverseFactoidFailure: In the second edition corebook, one cabal is a group of radical feminists trying to replace the Naked Goddess with their own creation, the Womyn. They know just enough about the Statosphere to be completely wrong. [[spoiler:First of all, to join the Invisible Clergy, you have to represent a concept the world recognizes as universal, like the Mother or the Hunter. There aren't ''nearly'' enough radical feminists for the Womyn to qualify. Even if there were, to ''replace'' a member of the Clergy, you have to represent a different facet of their concept, like the "bounty Hunter" replacing the "survival Hunter". If the Womyn ascended, she would do so ''alongside'' the Naked Goddess, not ''in place of'' her.]] [[ArsonMurderAndJaywalking Also, "pornos" was not the Greek word for "female slave", and isn't what "porn" is short for anyway]].

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* InUniverseFactoidFailure: In the second edition corebook, one cabal is a group of radical feminists trying to replace the Naked Goddess with their own creation, the Womyn. They know just enough about the Statosphere to be completely wrong. [[spoiler:First of all, to join the Invisible Clergy, you have to represent a concept the world recognizes as universal, like the Mother or the Hunter. There aren't ''nearly'' enough radical feminists for the Womyn to qualify. Even if there were, to ''replace'' a member of the Clergy, you have to represent a different facet of their concept, like the "bounty Hunter" replacing the "survival Hunter". If the Womyn ascended, she would do so ''alongside'' the Naked Goddess, not ''in place of'' her.]] [[ArsonMurderAndJaywalking Also, Also]], "pornos" was not the Greek word for "female slave", and isn't what "porn" is short for anyway]].refers to a ''male'' prostitute; female prostitutes were 'porne'.
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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.)

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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.)) There's also the minor problem that the people the Irascimancer provoked might get violent against them.
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** Fulminaturges gain power by carrying guns everywhere. Good luck not breaking Taboo unless you live in certain areas of the States and/or are willing to break gun laws and are good at concealing your weapon. And if you see firearms as enforcers of civilization, then you can't even use your gun to shoot a human being without breaking Taboo.

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** Fulminaturges gain power by carrying guns everywhere. Good luck not breaking Taboo unless you live in certain areas of the States (and even then you'll need a permit for open carry) and/or are willing to break gun laws and are good at concealing your weapon. And if you see firearms as enforcers of civilization, then you can't even use your gun to shoot a human being without breaking Taboo.

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** Fulminaturges gain power by carrying guns everywhere. Good luck not breaking Taboo unless you live in the States.

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** Fulminaturges gain power by carrying guns everywhere. Good luck not breaking Taboo unless you live in certain areas of the States.States and/or are willing to break gun laws and are good at concealing your weapon. And if you see firearms as enforcers of civilization, then you can't even use your gun to shoot a human being without breaking Taboo.



* MartialPacifist: The Fulminaturgy school that views guns as, at their core, benign enforces of civilization, have a taboo of never actually shooting a human. Monsters are fair game though, as is using the actual magic to attack.

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* MartialPacifist: The Fulminaturgy school that views guns as, at their core, benign enforces enforcers of civilization, have a taboo of never actually shooting a human. Monsters are fair game though, as is using the actual magic to attack.



* UnequalRites: There are three types of magic: Ritual, Adept, and Avatar, which each come with their own benefits and drawbacks. None are mutually exclusive; the Freak is an Adept/Avatar (Epideromancer and Mystic Hermaphrodite) and could probably cast ritual magic if they wanted to for some reason, but doing so generally leads to severely maladjusted human beings- with the Freak being a great example about what double-pathing can do to your life.

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* UnequalRites: There are three four types of magic: Ritual, Tilting/Gutter, Adept, and Avatar, which each come with their own benefits and drawbacks. None are mutually exclusive; the Freak is an Adept/Avatar (Epideromancer and Mystic Hermaphrodite) and could probably cast ritual magic if they wanted to for some reason, but doing so generally leads to severely maladjusted human beings- with the Freak being a great example about what double-pathing can do to your life.


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** Tilting/Gutter Magick are a subset of rituals that involves making up connections between things in order to manipulate probabilities. The benefits are that they allow for a great degree of improvisation, anybody with even a slight experience in the supernatural can perform them, and there's less risk compared to other types of magick. The downside, however, is that you can only use a component once, and the effects are so small and coincidental (with the exception of [[CantLiveWithoutYou proxies]]) that it's often impossible to tell if you failed to perform the ritual.
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* ThePornomancer: There is a whole school of magic called Pornomancy, based on the rites of the Naked Goddess, a porn star who [[AscendToAHigherPlaneOfExistence ascended to the Invisible Clergy]] by fulfilling an Archetype (generally thought to be The Girl Everyone Can Have But You). Pornomancers accumulate charges for their magic through ritual sex, recreating the roles the Naked Goddess played in her films, and can use these charges to do pretty much anything you can find on this trope's page. Ironically, it inverts the ''spirit'' of the trope as the Pornomancer Taboo is that they can't actually have normal sex; pornomancy is based on the ''performance'' of pornography, which bears the same relation to real sex as a production of ''Hamlet'' has to https://en.wikipedia.org/wiki/Margrethe_II_of_Denmark Queen Margrethe II of Denmark]]. Naked Goddess sex rituals are specifically called out as not being all that fun to the participants (though they must be consensual). This could be averted for a pornomancy Major Charge if you could find someone that the Naked Goddess had sex with for pleasure, but that would be it.

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* ThePornomancer: There is a whole school of magic called Pornomancy, based on the rites of the Naked Goddess, a porn star who [[AscendToAHigherPlaneOfExistence ascended to the Invisible Clergy]] by fulfilling an Archetype (generally thought to be The Girl Everyone Can Have But You). Pornomancers accumulate charges for their magic through ritual sex, recreating the roles the Naked Goddess played in her films, and can use these charges to do pretty much anything you can find on this trope's page. Ironically, it inverts the ''spirit'' of the trope as the Pornomancer Taboo is that they can't actually have normal sex; pornomancy is based on the ''performance'' of pornography, which bears the same relation to real sex as a production of ''Hamlet'' has to https://en.[[https://en.wikipedia.org/wiki/Margrethe_II_of_Denmark Queen Margrethe II of Denmark]]. Naked Goddess sex rituals are specifically called out as not being all that fun to the participants (though they must be consensual). This could be averted for a pornomancy Major Charge if you could find someone that the Naked Goddess had sex with for pleasure, but that would be it.

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* ItOnlyWorksOnce:: Some Major Charge Rituals Adepts do will only work once before they have to find another source.

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* ItOnlyWorksOnce:: Some Major Charge Rituals Adepts do will ItOnlyWorksOnce:
** Elements of Tilt rituals
only work once before they have to find another source.for that specific Tilt. Invoke your name for a sympathetic element? Your name is now useless for performing any more tilts.
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%%* MisappliedPhlebotinum

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%%* MisappliedPhlebotinum* MisappliedPhlebotinum: A good rule of thumb is that the more powerful the Adept, the less likely they are to use said powerful Magick for anything useful. The Adepts who get the most done are either doing it at the behest of someone saner or are minor enough to show that (relative) SanityHasAdvantages and use their minor charges to better effect.



* 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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* MutuallyExclusiveMagic: You get one school of magic, either adept or avatar. It's theoretically possible to be an Adept and an Avatar, and anyone can learn Rituals. Practically, a ''really'' bad idea. 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 Adept and Avatar magic tends to blow out your Unnatural stress gauge). The mind just can't bar in short order, and the only Archetype that can really handle it. (The one exception it is that avatars of the Mystic Hermaphrodite, whose for whom paradox and ambiguity are the entire basis for being is ambiguity, ''can'' also be adepts, so long as their magick isn't built around anything logical. point. Even then, you're going to really screw up your life trying. The Freak, for example, is both an avatar a powerful Mystic Hermaphrodite/Epideromancer, but doing so required them to sacrifice everything about their identity aside from their Adept school and an Epideromancer.)Avatar archetype. The Freak has no friends, hates themself, and has no benefit from their Godwalker status as they haven't yet chosen a channel, but they stick to it because it's the only shred of identity they've got left. Note that the Freak is ''really well-adjusted'' by Adept/Avatar standards.

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* AlwaysChaoticEvil: Demons. While they're not all ranting supervillain types, the book notes that 'evil' is the best way to describe beings who are, to a one, selfish bastards whose sole goal is to bodysnatch the living. The process of becoming a demon strips a soul of everything but a singular obsession and desire to fulfil it, so a peaceful protestor in life would commit any atrocity to get back to wreaking havoc onto whatever they were protesting. If a ghost isn't like this, it cannot be called back for whatever reason.



* AmusingInjuries: The Laff Riot videomancer spell protects everyone in the area from gunshots, reduces other types of attacks to five damage, and can turn a fall from a skyscraper from street pizza into an embarrassing pantsing. Watching the Detectives can retroactively turn any major injury short of death into a single point of damage. {{Game Master}}s who enjoy the RuleOfFunny can have quite an lot of fun here.

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* AmusingInjuries: The Laff Riot videomancer spell protects everyone in the area from gunshots, reduces other types of attacks to five damage, and can turn a fall from a skyscraper from street pizza into an embarrassing pantsing. Watching the Detectives can retroactively turn any major injury short of death into a single point of damage. {{Game Master}}s who enjoy the RuleOfFunny can have quite an a lot of fun here.



* AntiMagic: The sample NPC, Eustace Crane, is a walking fifty yard bubble of this that ironically wants to believe in magic. Other sources exist.

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* AntiMagic: The sample NPC, Eustace Crane, is a walking fifty yard fifty-yard bubble of this that ironically wants to believe in magic. Other sources exist.
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** Fulminaturges gain power by carrying guns everywhere. Good luck not breaking Taboo unless you live in the States.
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* PowerBornOfMadness: Magic works by taking something that isn't ''supposed'' to work and ''making'' it work.

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* PowerBornOfMadness: Magic works by taking This is how adepts work- You take who's scarily obsessed with something to the point it starts psychologically self-devouring itself, and then lean into that isn't ''supposed'' mental breakdown to work shatter reality. This means all adepts are at least a little bit insane, and ''making'' it work. the more powerful they are, the more insane they are. [[DeconstructedTrope This naturally means]] the most powerful adepts waste their magic on self-destructive nonsense, while the major players in the occult underground are the relatively weak adepts [[SanityHasAdvantages who are still sane enough to actually accomplish things.]]
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* MechanicallyUnusualClass: Narco-Alchemists differ from other Adept schools in that there's essentially two 'levels'; minor and significant (no one has yet discovered how to do Major Narco-Alchemy). Minor Narco-Alchemists work like Dipsomancers in that they gain charges by taking drug hits and lose charges when the drugs wear off. Significant Narco-Alchemists instead make magickal drugs that function as enhanced versions of mundane drugs (Magick Cocaine is just as addictive as regular cocaine and has the same withdrawal symptoms, but it also produces a real boost in stats along with boosted confidence), which take time but ''not'' magickal charges to make and are incompatible with the playstyle of a minor Narco-Alchemist (they can be ''used'' to grant minor charges, but this is widely regarded as [[MisappliedPhlebotinium a waste of time and magick]] and so rarely done unless the adept is really desperate) because significant Narco-Alchemists can ''only'' take their own drugs, and taking the same mundane drugs that minor Narco-Alchemists use is a Taboo.

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* MechanicallyUnusualClass: Narco-Alchemists differ from other Adept schools in that there's essentially two 'levels'; minor and significant (no one has yet discovered how to do Major Narco-Alchemy). Minor Narco-Alchemists work like Dipsomancers in that they gain charges by taking drug hits and lose charges when the drugs wear off. Significant Narco-Alchemists instead make magickal drugs that function as enhanced versions of mundane drugs (Magick Cocaine is just as addictive as regular cocaine and has the same withdrawal symptoms, but it also produces a real boost in stats along with boosted confidence), which take time but ''not'' magickal charges to make and are incompatible with the playstyle of a minor Narco-Alchemist (they can be ''used'' to grant minor charges, but this is widely regarded as [[MisappliedPhlebotinium [[MisappliedPhlebotinum a waste of time and magick]] and so rarely done unless the adept is really desperate) because significant Narco-Alchemists can ''only'' take their own drugs, and taking the same mundane drugs that minor Narco-Alchemists use is a Taboo.



* MugglesDoItBetter: Because technology is more reliable and cconsistent. But adepts do it in ways that [[ConfusionFu defy logic]]. Nobody gets to have it both ways.%%Also averted with some high-level Avatars.

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* MugglesDoItBetter: Because technology is more reliable and cconsistent.consistent. But adepts do it in ways that [[ConfusionFu defy logic]]. Nobody gets to have it both ways.%%Also averted with some high-level Avatars.
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* UnequalRites: There are three types of magic: Ritual, Adept, and Avatar, which each come with their own benefits and drawbacks. None are mutually exclusive; the Freak is an Adept/Avatar (Epideromancer and Mystic Hermaphrodite) and could probably cast ritual magic if they wanted to for some reason, but doing so generally leads to severely maladjusted human beings- with the Freak being a great example about what double-pathing can do to your life.
** Ritual Magick involves finding rituals, which are step-by-step instructions for taking advantage of certain weird occult laws to create consistent effects. The bad news is that rituals are rare (and a good chunk of the ones out there are really traps that let demons possess you), often highly situational, and have really inconvenient requirements to cast, but the good news is that there's no Taboo involved; anyone who knows one can cast one.
** Adept Magick involves 'swimming against the current' and temporarily rejecting reality to substitute your own. The upside is that this is the most powerful and flexible magickal school, but the downside is that the kind of obsession required to ''overwrite reality'' does not mix with healthy mindsets or lifestyles. Adepts must follow some kind of ritual behavior in line with their obsession to gain power and a Taboo to avoid losing it (i.e. an Entropomancer gains power from taking risks and loses power when they let others take risks for them) and are responsible for most 'cosmic bum fights' in the setting.
** Avatar Magick involves 'going with the flow' by emulating an Archetype from the Statosphere, gaining powers called 'channels' that are based on what that Archetype is supposed to do (an Avatar of the Merchant can trade intangible things, for example), and a Taboo that causes them to lose power (though not all at once like Adept Taboos) for 'breaking character' (said Merchant Avatar has to be the ''best'' at dealmaking, so they break Taboo by getting ripped off) and going out-of-synch with their Archetype. This is the most limited forms of magic in terms of effects (it's weaker than Adept magic, and channels can't be as varied as Rituals), but it doesn't have the hassle of getting all ritual components together and doesn't require the same life-destroying commitment (you're ''playing'' your Archetype, not literally ''being'' one) as Adept power does.


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* UnreliableExpositor: Most of what the UA world knows about the afterlife comes from Demons. Demons are AlwaysChaoticEvil, lie a lot, and are generally averse to talking about the subject, so the only things that the Occult Underground are pretty sure are true about the afterlife are that it exists and that entities other than demons inhabit it.

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* KilledToUpholdTheMasquerade: The Sleepers' duty is to enforce the Masquerade by any means necessary. Sometimes, that means grabbing new and dumb adepts and teaching them to keep their heads down, sometimes it means making everyone too scared of them to try anything, but all to0 often it means finding someone who's causing obvious problems and killing them.

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* ItOnlyWorksOnce:: Some Major Charge Rituals Adepts do will only work once before they have to find another source.
** Cliomancer Major Charges come from finding various major historic sites. However, each such site has only ''one'' major charge to give, and after that, it's just Significant and Minor charges. So the first Cliomancer to climb Mt. Everest would get a major charge, but anyone else just gets a Significant Charge and a great view. There may be major charges left at certain difficult-to-reach sites; especially deep famous shipwrecks like ''Titanic'' (if you can find a submersible) might still have one, Chernobyl Reactor #4 probably still has one (with a side of acute radiation syndrome), and the book states that the Moon has one for the first Cliomancer in space. Good luck convincing a space agency you're sane enough to hire as an astronaut, though.
** Pornomancer Major Charges come from being the first one to re-enact some scene from the Naked Goddess's life. So you could find her date to high school prom and dance with him in the same building to the same music and get a major charge, but never again and it won't work for anyone else either.
* KilledToUpholdTheMasquerade: The Sleepers' duty is to enforce the Masquerade by any means necessary. Sometimes, that means grabbing new and dumb adepts and teaching them to keep their heads down, sometimes it means making everyone too scared of them to try anything, but all to0 too often it means finding someone who's causing obvious problems and killing them.



* ThePornomancer: There is a whole school of magic called Pornomancy, based on the rites of the Naked Goddess, a porn star who [[AscendToAHigherPlaneOfExistence ascended to the Invisible Clergy]] by fulfilling the archetype of the Woman Everyone Can Have But You. Pornomancers accumulate charges for their magic through ritual sex, recreating the roles the Naked Goddess played in her films, and can use these charges to do pretty much anything you can find on this trope's page. Beware though, this is Unknown Armies and every school of magic restricts its practitioners; if a Pornomancer has sex for love, enjoyment, or any purpose other than ritual, all of their magic is negated.

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* ThePornomancer: There is a whole school of magic called Pornomancy, based on the rites of the Naked Goddess, a porn star who [[AscendToAHigherPlaneOfExistence ascended to the Invisible Clergy]] by fulfilling the archetype of the Woman an Archetype (generally thought to be The Girl Everyone Can Have But You.You). Pornomancers accumulate charges for their magic through ritual sex, recreating the roles the Naked Goddess played in her films, and can use these charges to do pretty much anything you can find on this trope's page. Beware though, this is Unknown Armies and every school Ironically, it inverts the ''spirit'' of magic restricts its practitioners; if a the trope as the Pornomancer Taboo is that they can't actually have normal sex; pornomancy is based on the ''performance'' of pornography, which bears the same relation to real sex as a production of ''Hamlet'' has to https://en.wikipedia.org/wiki/Margrethe_II_of_Denmark Queen Margrethe II of Denmark]]. Naked Goddess sex rituals are specifically called out as not being all that fun to the participants (though they must be consensual). This could be averted for love, enjoyment, or any purpose other than ritual, all of their magic is negated.a pornomancy Major Charge if you could find someone that the Naked Goddess had sex with for pleasure, but that would be it.
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* YourMindMakesItReal: Oneiromancer blasts will cause the victim to suffer nightmares, which will cause the victim to wake up (or die in their sleep) with real injury and mental trauma corresponding to the nightmare suffered. However, if the Oneiromancer falls asleep first, the blast fizzles. Granted, Oneiromancers are ''very good'' at staying awake, but nobody can go ''forever'' without sleeping.

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* YourMindMakesItReal: Oneiromancer blasts will cause the victim to suffer nightmares, which will cause the victim to wake up (or die in their sleep) with real injury and mental trauma corresponding to the nightmare suffered. However, if the Oneiromancer falls asleep first, the blast fizzles. Granted, Oneiromancers are ''very good'' at staying awake, but nobody can go ''forever'' without sleeping.sleeping, and the Oneiromancer is ''already'' suffering sleep deprivation...
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* DrugsAreBad/DrugsAreGood: This dichotomy is the paradox that powers Narco-Alchemy; at the same time that they're giving themselves wondrous power through drugs, they're also giving themselves debilitating weaknesses in the forms of their addictions, becoming greater mages but lesser humans.

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* DrugsAreBad/DrugsAreGood: DrugsAreBad[=/=]DrugsAreGood: This dichotomy is the paradox that powers Narco-Alchemy; at the same time that they're giving themselves wondrous power through drugs, they're also giving themselves debilitating weaknesses in the forms of their addictions, becoming greater mages but lesser humans.

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* DrugsAreBad/DrugsAreGood: This dichotomy is the paradox that powers Narco-Alchemy; at the same time that they're giving themselves wondrous power through drugs, they're also giving themselves debilitating weaknesses in the forms of their addictions, becoming greater mages but lesser humans.



* HealingFactor: Epideromancers can gain this, although it excludes self-inflicted wounds.

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* HealingFactor: Epideromancers can gain this, although it excludes self-inflicted wounds.wounds to avoid the problem of using your magic to escape the consequences of your magic.



%%* KilledToUpholdTheMasquerade: The Sleepers' MO.

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%%* * KilledToUpholdTheMasquerade: The Sleepers' MO.duty is to enforce the Masquerade by any means necessary. Sometimes, that means grabbing new and dumb adepts and teaching them to keep their heads down, sometimes it means making everyone too scared of them to try anything, but all to0 often it means finding someone who's causing obvious problems and killing them.



* LinearWarriorsQuadraticWizards: Averted. Adepts require not only a decent skill level to cast any sort of spell successfully, but also must charge up by doing particular ritual acts. Attacking via magic is less efficient than just using a gun. Avatar magic is flat-out linear, providing particular effects at a particular level of skill. Ritual magic progresses randomly, depending on the whims of the GM. Psychics are generally even more limited.

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* LinearWarriorsQuadraticWizards: Averted. Adepts require not only a decent skill level to cast any sort of spell successfully, but also must charge up by doing particular ritual acts. Attacking via magic is less efficient than just using a gun.gun (but you can't be ''disarmed'' of your magic). Avatar magic is flat-out linear, providing particular effects at a particular level of skill. Ritual magic progresses randomly, depending on the whims of the GM. Psychics are generally even more limited.



* LogicalWeakness: Magick relies on highly ritualized patterns of behavior that come with strict Taboos that must be followed in order to keep power. Attacking a magick user through their Taboo will at least put them in a MortonsFork where they respond to you or lose their power (i.e. attacking a Videomancer when their show is on) or in some cases force a Taboo break (forcing a Narco-Alchemist to take a mundane drug), leaving them powerless crazy people.



* MechanicallyUnusualClass: Narco-Alchemists differ from other Adept schools in that there's essentially two 'levels'; minor and significant (no one has yet discovered how to do Major Narco-Alchemy). Minor Narco-Alchemists work like Dipsomancers in that they gain charges by taking drug hits and lose charges when the drugs wear off. Significant Narco-Alchemists instead make magickal drugs that function as enhanced versions of mundane drugs (Magick Cocaine is just as addictive as regular cocaine and has the same withdrawal symptoms, but it also produces a real boost in stats along with boosted confidence), which take time but ''not'' magickal charges to make and are incompatible with the playstyle of a minor Narco-Alchemist (they can be ''used'' to grant minor charges, but this is widely regarded as [[MisappliedPhlebotinium a waste of time and magick]] and so rarely done unless the adept is really desperate) because significant Narco-Alchemists can ''only'' take their own drugs, and taking the same mundane drugs that minor Narco-Alchemists use is a Taboo.



* MindRape: Entropics, demonic possession, and dozens of adept spells like the one that instantly spread a rumor to every one on Earth.

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* MindRape: Entropics, demonic possession, and dozens of adept spells like the one that instantly spread a rumor to every one everyone on Earth.

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** 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.

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** 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. And if you want to do something beyond minor works, you'll have to go find something historically significant to drink your booze from, and you don't start with one of these items.


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** Avatars don't have to devote their entire being to magic like Adepts (an Avatar is an actor ''playing'' a role, not the role itself) and don't have to resort to self-destructive actions to gain charges, but they ''do'' still have Taboos to follow. The Demagogue can never admit that he was wrong, even when he ''is'', because the Archetype relies on certainty. A Warrior can never retreat or compromise on whatever battle they choose to fight, even if it's too minor to be worthwhile (a Warrior against crime vs. a jaywalker) or hopelessly one-sided. TheFool ''has'' to be dumb. The Flying Woman can't ask anyone to do something she could do herself, even if they'd be much better at it than her, and so on.
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** Iconomancers gain power from their devotion to celebrities... and by 'devotion', they mean that your magical charges will probably come with ''criminal'' charges for [[StalkerWithouACrush stalking]].

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** Iconomancers gain power from their devotion to celebrities... and by 'devotion', they mean that your magical charges will probably come with ''criminal'' charges for [[StalkerWithouACrush [[StalkerWithoutACrush stalking]].



** Narco-Alchemists can gain supernatural effects from mundane drugs, and create supernatural versions of them, but they're not protected from addiction or other negative effects. In addition, these drugs are highly illegal, and will get them arrested if caught. Oh, and if you ever take (or get forced to take) a mundane psychoactive drug, all the effects of your works, including permanent ones, will dissipate, so have fun satisfying your addictions.

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** Narco-Alchemists can gain supernatural effects from mundane drugs, and create supernatural versions of them, but they're not protected from addiction or other negative effects. In addition, these drugs are highly illegal, and will get them arrested if caught. Oh, and if you ever take (or get forced to take) a mundane psychoactive drug, all the effects of your works, including permanent ones, will dissipate, so have fun satisfying your addictions. And just to add insult to injury, there's no known way for a Narco-Alchemist to get a major charge.

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