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* AsskickingEqualsAuthority: It's not the only source of his authority, but a large part of the reason that Vitalinus can be the easily-approachable ReasonableAuthorityFigure he is to the Rosicrucians is because he's so powerful he doesn't need to worry much about his personal safety.
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** For all their power and malevolence, demons are unable to harm humans directly. But they can [[TheCorruptor encourage humans to give in to all our worst impulses]] - and they can sell us all the drugs, weapons, and slaves we'll willing to buy to make it even worse. Oh, and if a pack of Gifted avengers draws first blood on the ''demon'', then all bets are off!

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** For all their power and malevolence, demons are unable to harm humans directly. But they can [[TheCorruptor encourage humans to give in to all our worst impulses]] - and they can sell us all the drugs, weapons, and slaves we'll we're willing to buy to make it even worse. Oh, and if a pack of Gifted avengers draws first blood on the ''demon'', then all bets are off!
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* MyDeathIsJustTheBeginning: The reason the Rosicrucians' executions for extreme evil include [[DeaderThanDead unravelling]] is because of the time they didn't and the subject pulled one of these.
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* DidYouJustPunchOutCthulhu: Part of the point of the game is that humans are the heirs of the Creator and can grow in power until they can punch out all sorts of greater powers of the multiverse, but special notice must be paid to the otherwise unremarkable Hittite artisan who killed a god. Turns out that attacking a lucid dreamer in the dreamscape is a bad idea, no matter how powerful you are.
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* ReasonableAuthorityFigure: Vitalinus, [[ReallySevenHundredYearsOld one of the surviving founders of the Rosicrucians]] and unofficial leader of their council of Grand Masters, is mentioned as being the most approachable of the Grand Masters by a fair bit - relaxed, friendly, and almost impossible to surprise or annoy. He makes a habit of visiting local Rosicrucian chapters and meeting all members, making sure no problems are neglected for too long and helping to solve any problems that they can't solve on their own. His goal? He founded the Rosicrucians, and he wants the Covenant to flourish. And since the Covenant is only the sum of its parts, he wants to assist the various parts. When reporting suspected corruption in the Inquisition (see below), it's customary to go to Vitalinus, since "If he's corrupt, we're all stuffed anyway."
** The Rosicrucian Inquisition. Its name makes other Covenants nervous, but it exists to root out collaboration with demons or Mad Gods and other forms of extreme evil. Since the crimes it investigates (and the [[DeaderThanDead associated punishment]]) are so serious, it exercises ''extreme'' thoroughness and care, convicting only one wrongdoer per decade, despite taking on twenty cases or so per year (the rest are either lesser crimes or simple misunderstandings from someone with incomplete facts, as will happen in a secret society). This thoroughness and care makes the Inquisition respected instead of feared within the Covenant.
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* NephariousPharaoh: The funerary rites of ancient Egypt endowed a number of Pharaohs with great power in the afterlife and they rule over a section Geburah called Khem. While not evil, many of them are just as power hungry as when they were alive and seek to expand their kingdoms.

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* DividedWeFall: The one kindness Leviathan has done for the world is convincing the angels, demons, and primal gods to set aside their differences for the good of Reality.



** The Skysha introduced in Armageddon. Creatures of neither Taint or Essence, unless they are inhabiting a human host, no one can even properly see them. When asked about them even the Angels refuse to give a straight answer, only saying they come from "Eslewhere".

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** The Skysha introduced in Armageddon. Creatures of neither Taint or Essence, unless they are inhabiting a human host, no one can even properly see them. When asked about them even the Angels refuse to give a straight answer, only saying they come from "Eslewhere"."Elsewhere".



* NeutralNoLonger: Before the Reckoning, a lot of the ''Witchcraft''-era Covenants, the True Immortals, most of the Pantheons, and many other supernaturals wanted nothing more than to be left the hell alone. But with the existential threat posed by Leviathan, neutrality is no longer an option. Angel, demon, god, Gifted, or mortal - almost everyone knows that they can either fight the Church of Revelations together or [[DividedWeFall watch Leviathan devour the whole world]].



* TokenEvilTeammate: The Legion of Hell as a whole is this for the forces resisting the Church of Revelations. The Heavenly Host (and for that matter everyone else) would prefer to see the demons wiped from existence, but Leviathan is an even worse threat, and right now the resistance needs all the help they can get.

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* TokenEvilTeammate: The Legion of Hell as a whole is this for the forces resisting the Church of Revelations. The Heavenly Host (and for that matter everyone else) would prefer to see the demons wiped from existence, but Leviathan is an even worse threat, and right now the resistance Alliance needs all the help they can get.
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* IncorruptiblePurePureness: Oddly enough, the Rosicrucians are the one Covenant that is ''not'' corrupt. They're not necessarily good guys, but their Inquisition ''works''. Hell and the Mad Gods have no power over any major groups in them, and very few members at any level have sold their souls.

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* IncorruptiblePurePureness: Oddly enough, the Rosicrucians are the one Covenant that is ''not'' corrupt.does not contain corruption to any meaningful degree. They're not necessarily good guys, but their Inquisition ''works''. Hell and the Mad Gods have no power over any major groups in them, and very few members at any level have sold their souls.
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* IncorruptiblePurePureness: Oddly enough, the Rosicrucians are the one Covenant that is ''not'' corrupt. They're not necessarily good guys, but their Inquisition ''works''. Hell and the Mad Gods have no power over any major groups in them, and very few members at any level have sold their souls.
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** The Dark Covenants as a whole are this to the regular Covenants, being Gifted who abuse their powers. Indeed, most (though not all) of the Dark Covenants have their origin as [[RenegadeSplinterFaction Renegade Splinter Factions]] of an existing Covenant, using the same kind of Gifted powers as their heroic peers but having selfish or psychopathic goals.

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** The Dark Covenants as a whole are this to the regular Covenants, being Gifted who abuse their powers. Indeed, most (though not all) of the Dark Covenants have their origin as [[RenegadeSplinterFaction Renegade Splinter Factions]] of an existing Covenant, using the same kind of Gifted powers as their heroic peers but having selfish or psychopathic goals.



** Angels in this setting may be prone to GoodIsNotNice or even LightIsNotGood, but demons are still absolutely the more evil of the two sides.

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** Angels in this setting may be prone to GoodIsNotNice or even LightIsNotGood, but demons are still absolutely the more evil "evil" branch of the two sides.Celestial family.



* HarmonyVsDiscipline: The conflict between Wicce and Rosicrucian in a nutshell. The Wicce strive to live in harmony with nature and maintain her balance, while the Rosicrucians believe that nature and the world should be shaped by the will of humans. While the core is written from a largely pro-Wicce viewpoint, the Rosicrucians aren't seen as bad; like the Wicce, they understand that actions have consequences, and they believe that WithGreatPowerComesGreatResponsibility.

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* HarmonyVsDiscipline: The conflict between Wicce and Rosicrucian in a nutshell. The Wicce strive to live in harmony with nature and maintain her balance, while the Rosicrucians believe that nature and the world should be shaped by the will of humans. While the core rulebook is written from a largely pro-Wicce viewpoint, the Rosicrucians aren't seen are not portrayed as bad; villains; like the Wicce, they understand that actions have consequences, and they believe that WithGreatPowerComesGreatResponsibility.
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* EvilCounterpart:
** The Dark Covenants as a whole are this to the regular Covenants, being Gifted who abuse their powers. Indeed, most (though not all) of the Dark Covenants have their origin as [[RenegadeSplinterFaction Renegade Splinter Factions]] of an existing Covenant, using the same kind of Gifted powers as their heroic peers but having selfish or psychopathic goals.
** Reversed for the Knights Templar, who operate like a ''good'' counterpart of the much stronger Combine.
** Angels in this setting may be prone to GoodIsNotNice or even LightIsNotGood, but demons are still absolutely the more evil of the two sides.
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** On the rare occasions when they are destroyed, True Immortals are also subject to reincarnation. Unlike regular humans, however, it takes many thousands of years for them to be reborn, to the point that most True Immortals have PastLifeMemories of only one previous life - their first incarnation in Atlantis. As such, True Immortal characters (somewhat ironically) cannot have the Old Soul quality.
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* {{Precursors}}: Atlantis and the other True Immortal kingdoms are technically this, being great civilizations who wielded technologies unimaginable to the Mundane world today, yet mysteriously vanished before recorded history. The trope is ultimately inverted, though - while stereotypical precursors are extinct but leave behind artifacts of their dead uber-civilization, the only remaining artifacts of the True Immortal civilizations are the True Immortals themselves!

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* {{Precursors}}: Atlantis and the other True Immortal kingdoms Elder Kingdoms are technically this, being great civilizations who wielded technologies unimaginable to the Mundane world today, yet mysteriously vanished before recorded history. The trope is ultimately inverted, though - while stereotypical precursors are extinct but leave behind artifacts of their dead uber-civilization, the only remaining artifacts of the True Immortal Immortals' civilizations are the True Immortals themselves!
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* {{Precursors}}: Atlantis and the other True Immortal kingdoms are technically this, being great civilizations who wielded technologies unimaginable to the Mundane world today, yet mysteriously vanished before recorded history. The trope is ultimately inverted, though - while stereotypical precursors are extinct but leave behind artifacts of their dead uber-civilization, the only remaining artifacts of the True Immortal civilizations are the True Immortals themselves!
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* KungFuWizard: While most Gifted powers offer at least one way to augment your mundane martial arts attacks, this trope is most faithfully expressed by the Society of Assassins, whose operatives train in both [[FunctionalMagic magical Invocations]] and the [[SupernaturalMartialArts Tao-Chi fighting style]].
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** While lacking any form of supernatural traits, Mundane players get so many points for other stats that they can start with excellent attributes and near-superhuman levels in combat (or any other) skills. A sidebar in the main rulebook also warns that the Gifted have their limits, using the example that a trained gunman can fire several shots before most wizards can finish a sentence (let alone a powerful invocation).

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** While lacking any form of supernatural traits, Mundane players [=PCs=] get so many points for other stats that they can start with excellent attributes and near-superhuman levels in combat (or any other) skills. A sidebar in the main rulebook also warns that the Gifted have their limits, using the example that a trained gunman can fire several shots before most wizards can finish a sentence (let alone a powerful invocation).



* NoCampaignForTheWicked: There are no rules for playing Combine-affiliated [=PCs=] or members of Dark Covenants.

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* NoCampaignForTheWicked: There are no rules for playing Combine-affiliated [=PCs=] or members of Dark Covenants. Of course, there's nothing (other than the Chronicler's common sense) to stop a player from statting up a Gifted with appropriate traits and ''saying'' they serve the Cult of Pain or the Nahualli or whatever, but the rules don't provide Association bonuses for Dark Covenants (unlike with the heroic Covenants), so wicked [=PCs=] would actually start off slightly gimped.
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* NoCampaignForTheWicked: There are no rules for playing Combine-affiliated [=PCs=] or members of Dark Covenants.
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* TeamSwitzerland: The [[UsefulNotes/{{Buddhism}} Bodhisattvas]] are strictly neutral in the fight between Heaven and Hell. One group have been forced to take a stand against the Combine, but only in defense of Tibet and Shambala.
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** Divinely Inspired healing has no such drawback, but like all Inspired powers, the Touch of Healing can never be used frivolously or selfishly. Depending on the Chronicler's point of view, even using it to heal a ''non-lethal'' wound may smack too much of hubris to pass muster.

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** Divinely Inspired healing has no such drawback, but like all Inspired powers, the Touch of Healing can never be used frivolously or selfishly. Depending on the Chronicler's point of view, even using it to heal a ''non-lethal'' wound wound, or an injury or disease not caused by supernatural adversaries, may smack too much of hubris to pass muster.
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* EvenEvilHasStandards: Demons are thoroughly evil, but they want nothing to do with the Mad Gods, even as a tool to hurt humanity.

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* EvenEvilHasStandards: Demons are thoroughly evil, but they want nothing to do with the Mad Gods, even as a tool to hurt humanity. The various Dark Covenants are no different - as psychopathic as ''they'' are, none of them want power so blindly that they'll accept the soul-eating corruption of a Mad God, much less the prospect of living in a world where their power is meaningless [[EvilVersusOblivion because the Mad Gods have destroyed everything]].

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* BlackMagic:
** The Sadicas Invocations practiced by the Cult of Pain, the Nahualli, and possibly other evil magicians. The Essence used to power them can only be recharged by torturing innocents.
** In general, Black Magic is magic that doesn't require care and consideration when used. It can freely be used for evil without rebounding on the caster, but someone will always suffer when it's used - and if it's used selflessly, the caster's the one who'll be stuck with the bill.

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* BlackMagic:
** The Sadicas Invocations practiced by the Cult of Pain, the Nahualli, and possibly other evil magicians. The Essence used to power them can only be recharged by torturing innocents.
**
BlackMagic: In general, Black Magic is magic that doesn't require care and consideration when used. It can freely be used for evil without rebounding on the caster, but someone will always suffer when it's used - and if it's used selflessly, the caster's the one who'll be stuck with the bill."bill".



* BloodMagic: The Sadicas Invocations practiced by the Cult of Pain, the Nahualli, and possibly other evil magicians. The Essence used to power them can only be recharged by torturing innocents.



* OurWerebeastsAreDifferent: Werewolves are the most common type of Ferals (at least in the western world), but every mammalian predator has a Feral equivalent. Ferals can either be born that way, or acquire the Feral curse by [[ViralTransformation being sufficiently injured by a Feral or even killing a Feral]].

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* OurWerebeastsAreDifferent: OurWerebeastsAreDifferent:
**
Werewolves are the most common type of Ferals (at least in the western world), but every mammalian predator has a Feral equivalent. Ferals can either be born that way, or acquire the Feral curse by [[ViralTransformation being sufficiently injured by a Feral or even killing a Feral]].Feral]].
** While Ferals (of all types) are the most common "werebeasts", there are also Skin-Changers, the term for magicians who have mastered the right type of magic to assume Feral forms.
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** The Skysha introduced in Armageddon. Creatures of neither Taint or Essence, unless they are inhabiting a human host, no one can even properly see them. When asked about them even the Angels refuse to give a straight answer, only saying they come from "Eslewhere".
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* BeCarefulWhatYouWishFor: When phony psychic hotlines and mediums became more popular in the western world, the Twilight Order took advantage of this with [[CovertGroupWithMundaneFront their own front businesses]], using their (real) Necromancy powers to [[MundaneUtility put clients in contact with the actual souls of dead relatives]]. But to the grief of both the clients and the Twilight Order itself, the dead souls did not always have kind feelings towards their living relatives. Ironically, then, it was the ''phony'' psychic businesses (who were more careful about upsetting their "clients") which proved more profitable during this time.


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* TheCallKnowsWhereYouLive: By default, merely having the Gift makes you something of a WeirdnessMagnet, and you are more likely than random Mundanes to get caught up in events involving (other) supernatural beings. The rulebook blatantly states that whether they like it or not, the Gifted will ''not'' be able to sit on sidelines for the approaching Reckoning.
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** Under Rosicrucian law, this is a defense. If you commit an atrocity under the orders of a higher Rosicrucian, the one who gave the order gets the heat for it, not you. As for why a "good" faction would have this as a law, and just how much "heat" is involved for someone who abuses it, two case examples are given of senior Rosicrucians ordering their subordinates to commit massacres. In one instance, no one was punished because the victims were a cult who were allowing the viral EldritchAbomination they worshiped to inhabit their bodies, and the only way to banish it was to [[IDidWhatIHadToDo kill them all]]. In the other instance, there was no such reason. The subordinates were not punished, but the senior Rosicrucian was not only executed but [[DeaderThanDead had his soul "unraveled"]].

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** Under Rosicrucian law, this is a defense. If you commit an atrocity under the orders of a higher Rosicrucian, the one who gave the order gets the heat for it, not you. As for why a "good" faction would have this as a law, and just how much "heat" is involved for someone who abuses it, two case examples are given of senior the argument is made that the threats facing the Rosicrucians ordering (particularly the Mad Gods) are sometimes so dire that there is no time to gather everyone and debate a course of action, not if disaster is to be averted. As for those who abuse this trust to order pointless killings, their subordinates to commit massacres. In one instance, no one was punished because the victims were might get a cult who were allowing the viral EldritchAbomination they worshiped to inhabit their bodies, and the only way to banish it was to [[IDidWhatIHadToDo kill them all]]. In the other instance, there was no such reason. The subordinates were not punished, pass, but the senior Rosicrucian was who gave the order will not only executed be executed, but [[DeaderThanDead had his have their soul "unraveled"]].
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The players take the part of the Gifted, humans who secretly wield the power of magic, psychic abilities, divine miracles, or other supernatural talents. Set against the Gifted are a wide array of [[MonsterOfTheWeek inhuman threats]], [[EvilCounterPart Dark Covenants]] (Gifted who abuse their powers), the [[TheIlluminati shadowy Combine]] (an ancient conspiracy that manipulates world events to oppress humanity), and the [[ApocalypseCult cults of the Mad Gods]] (who seek nothing less than the dissolution of Reality itself). For all of recorded history, the Gifted have kept their existence hidden, but now an approaching [[TheEndOfTheWorldAsWeKnowIt Reckoning]] threatens the world, and new Gifted are being born in record numbers. The time for hiding in the shadows is coming to an end.

While similar in many ways to the ''TabletopGame/WorldOfDarkness'' games, ''Witchcraft'' differs in having [[LighterAndSofter less emphasis on personal horror]], a [[MonsterMash more integrated setting between the various supernatural factions]], more of a [[CosmicHorrorStory Lovecraftian flavor]] (albeit with [[LovecraftLite heroes who can often fight back]] against the sanity-blasting horrors), and more focus on [[HumansAreSpecial human protagonists rather than monstrous ones]].

A SpinOff, ''Armageddon'', takes place in 2017, where the Reckoning is in full swing, and the [[ReligionOfEvil Church of Revelations]] is spearheading the takeover of the Earth on behalf of a near-omnipotent [[EldritchAbomination Mad God]]: Leviathan.

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The players take the part of the Gifted, humans who secretly wield the power of magic, psychic abilities, divine miracles, or other supernatural talents. Set against the Gifted are a wide array of [[MonsterOfTheWeek inhuman threats]], [[EvilCounterPart Dark Covenants]] (Gifted (evil Gifted who abuse their powers), the [[TheIlluminati shadowy Combine]] (an ancient conspiracy that manipulates world events to oppress humanity), and the [[ApocalypseCult cults of the Mad Gods]] (who seek nothing less than the dissolution of Reality itself). For all of recorded history, the Gifted have kept their existence hidden, but now an approaching [[TheEndOfTheWorldAsWeKnowIt Reckoning]] threatens the world, and new Gifted are being born in record numbers. The time for hiding in the shadows is coming to an end.

While similar in many ways to the ''TabletopGame/WorldOfDarkness'' games, ''Witchcraft'' differs in having [[LighterAndSofter less emphasis on personal horror]], a [[MonsterMash more integrated setting between the various supernatural factions]], more of a [[CosmicHorrorStory Lovecraftian flavor]] (albeit with [[LovecraftLite heroes who can often fight back]] against the sanity-blasting horrors), and more focus on [[HumansAreSpecial human protagonists rather than monstrous ones]].

ones]].

A SpinOff, ''Armageddon'', takes place in 2017, where the Reckoning is in full swing, and the [[ReligionOfEvil Church of Revelations]] is spearheading the takeover of the Earth on behalf of a near-omnipotent [[EldritchAbomination Mad God]]: Leviathan.
Leviathan. This time, player characters include not only the Gifted, but [[CrossoverCosmology angels, the forces of pagan gods, and even demons]].



* AndIMustScream: True Immortals have no fear of being destroyed by any force the Mundane world can bring against them... but that doesn't mean Mundanes can't get rid of them. There is one example of a True Immortal who got on the wrong side of TheMafia, and the gangsters ended up burying the immortal in the concrete foundation of a new building, where he will never again move, never be found, and never die.

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* AndIMustScream: True Immortals have no fear of being destroyed by any force the Mundane world can bring against them... but that doesn't mean Mundanes can't get rid of them. There is one One example is given of a True Immortal who got on the wrong side of TheMafia, and the gangsters ended up burying the immortal in the concrete foundation of a new building, where he will never again move, never be found, and never die.



** The Mad Gods aren't so discriminating. They'll grant power to any human who is twisted and wretched enough to reach out to them -- and accept [[TheCorruption their soul-eating corruption]].

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** The Mad Gods aren't so discriminating. They'll grant power to any human who is twisted and wretched enough to reach out to them -- - and accept [[TheCorruption their soul-eating corruption]].



* MuggleWithADegreeInMagic: {{Exploited|Trope}} and {{Downplayed|Trope}} by the Wicce, who train their [=unGifted=] members in RitualMagic so that they can fill in when their coven needs a little more Essence, or when they need to cast a spell with a certain number of people.

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* MuggleWithADegreeInMagic: {{Exploited|Trope}} and {{Downplayed|Trope}} by the Wicce, who train their [=unGifted=] Mundane members in RitualMagic so that they can fill in when their coven needs a little more Essence, or when they need to cast a spell with a certain number of people.



** In the earlier ''Witchcraft'' sourcebooks, most Covenants focused primarily on one Gifted art, with other arts being a small minority (if tolerated at all). Later sourcebooks switched this up, with new Covenants whose rank-and-file members typically wield ''two'' different Gifted arts. Examples include the Covenant of Legban (Invocations/Necromancy), the Ghost Dancers (Invocations/Second Sight), and the Society of Assassins (Invocations/Tao-Chi). The Wicce are another exception, as they have members who use Necromacy or Second Sight, but also teach them a couple of Invocations and the skills for RitualMagic.

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** In the earlier ''Witchcraft'' sourcebooks, most Covenants focused primarily on one Gifted art, with other arts being a small minority (if tolerated at all). Later sourcebooks switched this up, with new Covenants whose rank-and-file members typically wield ''two'' different Gifted arts. Examples include the Covenant of Legban (Invocations/Necromancy), the Ghost Dancers (Invocations/Second Sight), and the Society of Assassins (Invocations/Tao-Chi). The Wicce are another exception, as they specialize in Invocations, but some covens have members who use Necromacy are Necromancers or Second Sight, but also teach them Seers, and these types often pick up a couple of Invocations and and/or the skills for RitualMagic.



** This trope is more overt than it is in ''Witchcraft''. As individually feeble as humans may be compared to Celestials or the Old Gods, it's acknowledged that collectively, humanity will be the deciding factor in the war -- and Leviathan knows it.

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** This trope is more overt than it is in ''Witchcraft''. As individually feeble as humans may be compared to Celestials or the Old Gods, it's acknowledged that collectively, humanity will be the deciding factor in the war -- - and Leviathan knows it.



* ImplacableMan: None of the Celestial or Primal character types are easy to kill, but the Nephilim -- with their sheer toughness and general immunity to supernatural powers -- really take the cake.

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* ImplacableMan: None of the Celestial or Primal character types are easy to kill, but the Nephilim -- - with their sheer toughness and general immunity to supernatural powers -- - really take the cake.
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* TruceZone:
** The Garden of Earthly Delights in Hod. Violence is muted there by the place's nature, and the Assassin sects who use it refuse to pollute the Garden with bloodshed.
** In the Twilight World, Gatherers (innkeepers, bartenders and others who have the power to create spirit food and drink) are sacrosanct, as are their establishments. All the spirit gangs and other predators of the Twilight World enforce this.
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For Shambalans, it's usually an "or" rather than an "and."


** In the earlier ''Witchcraft'' sourcebooks, most Covenants focused primarily on one Gifted art, with other arts being a small minority (if tolerated at all). Later sourcebooks switched this up, with new Covenants whose rank-and-file members typically wield ''two'' different Gifted arts. Examples include the Covenant of Legban (Invocations/Necromancy), the Ghost Dancers (Invocations/Second Sight), the Society of Assassins (Invocations/Tao-Chi), and the Order of Shambala (Tao-Chi/Second Sight).

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** In the earlier ''Witchcraft'' sourcebooks, most Covenants focused primarily on one Gifted art, with other arts being a small minority (if tolerated at all). Later sourcebooks switched this up, with new Covenants whose rank-and-file members typically wield ''two'' different Gifted arts. Examples include the Covenant of Legban (Invocations/Necromancy), the Ghost Dancers (Invocations/Second Sight), and the Society of Assassins (Invocations/Tao-Chi), (Invocations/Tao-Chi). The Wicce are another exception, as they have members who use Necromacy or Second Sight, but also teach them a couple of Invocations and the Order of Shambala (Tao-Chi/Second Sight).skills for RitualMagic.
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* GentlemanWizard: The stereotypical Rosicrucian is this, an upper-class white man who excels in magical and intellectual pursuits. The Rosicrucians will tell you that their recruitment methods are meritocratic, which is why they recruit primarily from Ivy League universities (and their equivalents in other countries) and from [[{{Nepotism}} the Gifted children of existing members]].

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* MurderInc: The Society of Assassins are the Covenant for this trope. Every single rank-and-file member of the Society is either an Assassin, someone who infiltrates target groups to set up hits for the Assassins, or both. And yes, you ''can'' hire the Assassins to do some dirty work of your own (although the "good" sect - the Raya'ha - will only accept hits that are in accordance with their One True Imam's Will).

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* MuggleWithADegreeInMagic: {{Exploited|Trope}} and {{Downplayed|Trope}} by the Wicce, who train their [=unGifted=] members in RitualMagic so that they can fill in when their coven needs a little more Essence, or when they need to cast a spell with a certain number of people.
* MurderInc: The Society of Assassins are the Covenant for this trope. Every single rank-and-file member of the Society is either an Assassin, someone who infiltrates target groups to set up hits for the Assassins, or both. And yes, you ''can'' hire the Assassins to do some dirty work of your own (although the "good" sect - the Raya'ha Ruya'ha - will only accept hits that are in accordance with their One True Imam's Will).



* RitualMagic: The slow, tedious way of using magic. If you don't have Essence Channeling (a category which includes all True Immortals), it's also the ''only'' way.

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* RitualMagic: The slow, tedious way of using magic. If you don't have Essence Channeling (a category which includes all True Immortals), it's also the ''only'' way. Even {{muggles}} can do it.



** Usually, the Divinely Inspired and magicians don't get along. Not only are the powers incompatible (no character can have both), but most monotheistic religions that believe in magic take a dim view of it, to the point that the Sentinels (the main Covenant for the Inspired) are almost an AntimagicalFaction.
** The Knights Templar are an exception to the above, as they are one of the few organizations where magicians and the Divinely Inspired work side-by-side.

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** Usually, the Divinely Inspired and magicians don't get along. Not only are the powers incompatible (no character can have both), but most monotheistic religions that believe in magic take a dim view of it, to the point that the Sentinels (the main Covenant for the Inspired) are almost an AntimagicalFaction. \n** The Knights Templar are an exception to the above, as they are one of the few organizations where magicians and the Divinely Inspired work side-by-side.
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* WarriorHeaven: One of the named Realms in Geburah is the Plane of Battles, where many souls of those killed in warfare end up. Armies from across history fight each other and those killed usually resurrect after a few days. There is also the actual Valhalla, ruled over by the Norse pantheon.

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