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** Werewolves find themselves targeted by a CorruptCorperation and fighting a losing battle with cosmic forces, but it might be worth it to gain VoluntaryShapeshifting into a giant man-wolf hybrid with supernaturally damaging claws and the ability to regenerate from most injuries.

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** Werewolves find themselves targeted by a CorruptCorperation CorruptCorporation and fighting a losing battle with cosmic forces, but it might be worth it to gain VoluntaryShapeshifting into a giant man-wolf hybrid with supernaturally damaging claws and the ability to regenerate from most injuries.
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** In ''Vampire'', the player characters have been transformed into inhuman creatures who must constantly fight against their darker impulses or loose their minds. The various factions are constantly at war with each other and older vampires lord their power over younger ones (and humans), using them as pawns in their games and often treating them as disposable. And the end of the world is coming, but only the most violent, inhuman of the sects seems to acknowledge or care about this fact.

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** In ''Vampire'', the player characters have been transformed into inhuman creatures who must constantly fight against their darker impulses or loose lose their minds. The various factions are constantly at war with each other and older vampires lord their power over younger ones (and humans), using them as pawns in their games and often treating them as disposable. And the end of the world is coming, but only the most violent, inhuman of the sects seems to acknowledge or care about this fact.
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** Werewolf places a great deal of importance on the Umbra, a spirit realm that exists alongside our own and cab be reached by "stepping sideways"

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** Werewolf places a great deal of importance on the Umbra, a spirit realm that exists alongside our own and cab can be reached by "stepping sideways"

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Removed a fan reaction and expanded on an example or two


* DarkerAndEdgier: Being this, by comparison with [[TabletopGame/DungeonsAndDragons DnD]] and its clones, became one of the main marketing points for World of Darkness games, when they first came out in the beginning of 1990s.
** This essentially caused it to be the Tabletop version of RatedMForMoney, where people insisted the game was good on ''basis'' of being DarkerAndEdgier, and were many fan made campaigns included blood, gore, sex, and "mature" themes for the hell of it.
* TheDarkSide: Vampires were like this, but PlayedForDrama as the degeneration carries nothing but severe penalties. Other beings had their own ways of falling to TheDarkSide: wraiths turn into spectres by giving in to their shadows (sentient embodiments of their negative emotions), mages can turn themselves into Nephandi by inverting their Avatars, werewolves can be turned against their will by forcing them into the Black Spiral Labyrinth, changelings who get particularly bent by Banality can become Dauntain, etc. And of course, there is good old getting drunk on power.
* DarkWorld: ''Several'' in both settings.

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* DarkerAndEdgier: DarkerAndEdgier:
**
Being this, by comparison with [[TabletopGame/DungeonsAndDragons DnD]] and its clones, became one of the main marketing points for World of Darkness games, games when they first came out in the beginning of 1990s.
** This essentially caused it to be the Tabletop version of RatedMForMoney, where people insisted the game was good on ''basis'' of being DarkerAndEdgier,
1990s, featuring heavier sexual themes, graphic violence, and were many fan made campaigns included blood, gore, sex, and "mature" themes for the hell of it.more mature themes.
** On a more meta level, the World of Darkness is a Darker and Edgier version of the real world- things are mostly the same, but the shadows are a bit longer, the bad a bit worse and the good not quite as good.
* TheDarkSide: Vampires were like this, but PlayedForDrama as A major mechanical and thematic aspect of the degeneration carries nothing but setting is that committing evil acts makes it easier to do more (and more extreme) ones in the future.
** Losing [[KarmaMeter Humanity]] in Vampire means that it will take a more
severe penalties. Other beings had their own ways act of falling evil to TheDarkSide: wraiths turn into spectres by giving force a humanity roll next time, essentially meaning that the more evil you do, the less you care about it.
** Similarly,
in to their shadows (sentient embodiments of their negative emotions), mages can turn themselves into Nephandi by inverting their Avatars, werewolves can be turned against their will by forcing Werewolf, the Wyrm taints its victims and actively encourages them into to commit atrocities, thereby opening them up to greater control.
* DarkWorld:
** The Shadowlands in Wraith, a decayed, deathlike version of
the Black Spiral Labyrinth, changelings who get particularly bent land of the living, inhabited only by Banality can become Dauntain, etc. And ghosts.
** The World
of course, there Darkness is good old getting drunk on power.
* DarkWorld: ''Several'' in both settings.
a darker, more worn down version of our world, where supernatural creatures stalk the night.

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expanded on some low-content examples, removed some ymmv and speculative troping, as well as a "square peg round trope" situation


* CreativeSterility: Vampires and assorted others.
* CrossMeltingAura: Powerful Baali vampires can do this.
* CrossoverCosmology: Each game line in the Old ''[=WoD=]'' had a long, intricate BackStory, which was notoriously full of (intentional, in all likelihood) internal inconsistencies and an independent cosmology. Needless to say, they did not play well together. This was a reason for several {{Ret Con}}s and probably a contributing factor for [[TheEndOfTheWorldAsWeKnowIt ending the world with a bang]] -- although, in some people's opinion, it was more of a whimper.
* CrouchingMoronHiddenBadass: Compared to the rest of the playable creatures in this setting, Mages are this. They aren't immortal manipulators or unstoppable killing machines... but they ''are'' each a walking, talking RealityWarper and they know it. If the Mage is prepared, there is absolutely nothing any of the other creature types can do should he wish to twist them all like pretzels. One page of the Mage core rulebook literally describes how easy it is for a Mage to turn a two thousand year old powerhouse vampire into a piece of lawn furniture, permanently.
* CursedWithAwesome: At least frankly that's how most groups play it. Creators of the new ''[=WoD=]'' attempted to tune this down by downgrading powers and installing {{Karma Meter}}s in every game line.
** The [[KarmaMeter Morality systems]] hilariously backfired in this regard: they were supposed to punish the character for committing certain evils, but what actually ended up happening was players having a mechanical point at which their characters stop caring about committing mass murder.

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* CreativeSterility: Vampires and assorted others.
When a new Vampire is Embraced, it puts them in a mental stasis, as well as physical, making it very difficult for them to do anything truly innovative or creative.
* CrossMeltingAura: Powerful Baali vampires can do this.
are vulnerable to symbols of faith, but a merit allows them to destroy such symbols that enter their proximity.
* CrossoverCosmology: Each game line in the Old ''[=WoD=]'' had a long, intricate BackStory, which was notoriously full of (intentional, in all likelihood) probably intentional internal inconsistencies and an independent cosmology. Needless to say, they did not play well together. This was a reason for several {{Ret Con}}s and probably a contributing factor for [[TheEndOfTheWorldAsWeKnowIt ending Con}}s.
* CursedWithAwesome:
** Vampires are doomed to live forever without
the world with a bang]] -- although, in some people's opinion, it was more of a whimper.
* CrouchingMoronHiddenBadass: Compared to
sun, at the rest mercy of the playable creatures in this setting, Mages are this. They aren't immortal manipulators or unstoppable killing machines... Beast and dependent on human blood... but they ''are'' each a walking, talking RealityWarper they're also very difficult to kill without fire or sunlight and they know it. If the Mage is prepared, there is absolutely nothing any have a wide range of the other creature types can do should he wish superhuman powers.
** Werewolves find themselves targeted by a CorruptCorperation and fighting a losing battle with cosmic forces, but it might be worth it
to twist them all like pretzels. One page of the Mage core rulebook literally describes how easy it is for a Mage to turn a two thousand year old powerhouse vampire gain VoluntaryShapeshifting into a piece of lawn furniture, permanently.
* CursedWithAwesome: At least frankly that's how
giant man-wolf hybrid with supernaturally damaging claws and the ability to regenerate from most groups play it. Creators of the new ''[=WoD=]'' attempted to tune this down by downgrading powers and installing {{Karma Meter}}s injuries.
** Humanity
in every game line.
** The [[KarmaMeter Morality systems]] hilariously backfired in this regard: they were
Vampire, which was supposed to punish the character characters for committing certain evils, but what evils by making them lose touch with their mortal life. What actually ended up happening was players having a mechanical point at which their characters stop caring about committing mass murder.

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Removed complaining, removed an audience reaction, generally rewrote the entry so it actually said how the world was crapsack instead of focusing on the places where it wasn't


* CrapsackWorld: The oppressive helplessness of the setting is what appeals to many. However, the old World of Darkness features some exceptions. There is ''Changeling: The Dreaming'', where the object is to prevent the world from ''becoming'' a Crapsack World. There is ''Mage: The Ascension'', where the characters strive to remake the world so that it ''stops'' being a Crapsack World. And while in ''Werewolf: The Apocalypse'' the Apocalypse is inevitable, you ''can'' win the Last Battle.

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* CrapsackWorld: The oppressive helplessness of the setting is what appeals to many. However,
** In ''Vampire'',
the old World of Darkness features some exceptions. There is ''Changeling: player characters have been transformed into inhuman creatures who must constantly fight against their darker impulses or loose their minds. The Dreaming'', various factions are constantly at war with each other and older vampires lord their power over younger ones (and humans), using them as pawns in their games and often treating them as disposable. And the end of the world is coming, but only the most violent, inhuman of the sects seems to acknowledge or care about this fact.
** Changeling is an exception,
where the object is to prevent the world from ''becoming'' a Crapsack World. There is ''Mage: The Ascension'', where World by retaining the characters strive to remake the world so that it ''stops'' being a Crapsack World. And while in ''Werewolf: The Apocalypse'' the Apocalypse is inevitable, you ''can'' win the Last Battle.power of imagination and possibility.



*** Unfortunately, ''Mummy'' wasn't especially well written. Since mummy powers are fairly weak (except for their ability to come BackFromTheDead, of course - but while that one certainly ensures that you will always live to fight another day, it doesn't really help you to ''win'') and mummy organisations are described in only the most sketchy way, it's very unclear just how mummies are supposed to go about saving the world. And since they have barely any identified antagonists, only references to some general "spawn of Apophis," it's also a bit unclear just what they're supposed to save the world ''from''...
** And when the second edition of ''Mage: the Ascension'' specifically mentioned in the Storyteller notes that Crapsack World needn't be the default, some players actually rebelled against it, claiming it was pandering to a more mainstream audience. And it probably wasn't merely one group, seeing that the third edition scrapped all the hopeful bits.
** The Hengeyokai (and possibly also the Kuei-Jin) believe that the crappiness of the world is cyclical and that, so long as the coming 6th age (the ultimate in crappiness) is finite and temporary, the universe will eventually become a better place to live.
** ''Wraith'', on the other hand, played Crapsack World straighter and harder than any of the other games. The world [[IncrediblyLamePun may bite]], but it's still a paradise compared to the despair and horrors of [[TheUnderworld the Shadowlands]].

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*** Unfortunately, ''Mummy'' wasn't especially well written. Since mummy powers are fairly weak (except for their ability to come BackFromTheDead, of course - but while that one certainly ensures that you will always live to fight another day, it doesn't really help you to ''win'') and mummy organisations are described in only the most sketchy way, it's very unclear just how mummies are supposed to go about saving the world. And since they have barely any identified antagonists, only references to some general "spawn of Apophis," it's also a bit unclear just what they're supposed to save the world ''from''...
** And when the second edition of ''Mage: the Ascension'' specifically mentioned in the Storyteller notes that Crapsack World needn't be the default, some players actually rebelled against it, claiming it was pandering to a more mainstream audience. And it probably wasn't merely one group, seeing that the third edition scrapped all the hopeful bits.
** The Hengeyokai [[TabletopGame/WerewolfTheApocalypse Hengeyokai]] (and possibly also the Kuei-Jin) [[TabletopGame/KindredOfTheEast Kuei-Jin)]] believe that the crappiness of the world is cyclical and that, so long as the coming 6th age (the ultimate in crappiness) is finite and temporary, the universe will eventually become a better place to live.
** ''Wraith'', on Werewolves have to contend with the fact that the three entities that shape reality are hopelessly out of balance, resulting in everything from destruction of the wilderness to [[TheCorruption twisted horrors that used to be normal creatures]]. The mistakes of their ancestors have left them hopelessly bound up in conflict between their tribes and the other hand, shifters, all the while fighting the slow decline of their population. And if they can't manage to find a way to get everything back into balance, the world will end.
** ''Wraith''
played Crapsack World straighter and harder than any of the other games. The world [[IncrediblyLamePun may bite]], but it's still a paradise compared to the despair and horrors of [[TheUnderworld the Shadowlands]].

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removed some natter, alphabitized a bit, expanded on an example, removed something dependant on player choice


** In ''Mage: the Ascension'', Paradox, the backlash created by the subconscious disbelief of non-mage humans, can be the strongest force against mages.
*** Except for [[GameBreaker Marauders.]] Normally, Paradox is a risky blur of ClapYourHandsIfYouBelieve and CastFromHitPoints. Marauders, who are by nature insane, afflict other people with Paradox instead of taking it on themselves. In other words, Marauders cast from YOUR hitpoints.
** In ''Vampire: the Masquerade'', vampires are only affected by crosses/stars of David/credit cards of the truly faithful, who are rare.
** This is actually a matter of life or death for changelings in ''Changeling: the Dreaming'', as the central premise rests on the fae being driven into human forms by the growing unwillingness to believe in the fantastic amongst humanity. This tendency, referred to as "Banality," can drive a changeling to an early grave, and must be overcome if they wish to work magic on a target.
** And, of course, in ''Hunter: The Reckoning'', their powers worked on their willingness to stand against monsters and belief in themselves.

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** In ''Mage: the Ascension'', Paradox, the backlash created by the subconscious disbelief of non-mage humans, can be the strongest force against mages.
*** Except for [[GameBreaker Marauders.]] Normally, Paradox is a risky blur of ClapYourHandsIfYouBelieve and CastFromHitPoints. Marauders, who are by nature insane, afflict other people with Paradox instead of taking it on themselves. In other words, Marauders cast from YOUR hitpoints.
** In ''Vampire: the Masquerade'', vampires are only affected by crosses/stars of David/credit cards of the truly faithful, who are rare.
** This is actually a
A matter of life or death for changelings in ''Changeling: the Dreaming'', as the central premise rests on the fae being driven into human forms by the growing unwillingness to believe in the fantastic amongst among humanity. This tendency, referred to as "Banality," can drive a changeling to an early grave, and must be overcome if they wish to work magic on a target.
** And, In ''Mage: the Ascension'', Paradox, the backlash created by the subconscious disbelief of course, in non-mage humans, can be the strongest force against mages, making magic a risky blur of this trope and CastFromHitPoints.
** In ''Vampire: the Masquerade'', vampires are only affected by symbols of faith- be they crosses, stars of David, or credit cards- if the wielder has true faith to put behind them.
** In
''Hunter: The Reckoning'', their Hunter's powers worked and second sight depend on their Conviction, a measure of their willingness to stand against monsters and belief believe in themselves.themselves and their mission.



** Vampire has the Antediluvians, millennia-old, immensely powerful, utterly inhuman vampires who lie dormant somewhere. Their awakening means massive destruction and great loss of life for both humans and vampires, but only the Sabbat seem to treat this as a realistic possibility.



* TheCracker: Computer-savvy Nosferatu can become this. Virtual Adepts do this to ''reality itself''.

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* TheCracker: Computer-savvy Nosferatu can become this. Virtual Adepts do Adept Mages have this to attitude towards ''reality itself''.

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expanded on an example


** Changelings are blessed with incredible talents via their Birthrights and can use Glamour to shape reality, but must constantly balance themselves- too much Glamour will drive them mad, while too much Banality will lead them to forget about their supernatural heritage entirely.
** Hunters have their eyes opened to the supernatural forces at work in their world and are given powers to fight them with, but find themselves in constant danger from creatures more powerful than they are and alienated from friends and family who can't perceive what they can.



** Hunters have their eyes opened to the supernatural forces at work in their world and are given powers to fight them with, but find themselves in constant danger from creatures more powerful than they are and alienated from friends and family who can't perceive what they can.
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fixing a wick I broke


** Changelings of the Pooka Kith each have an affinity with a specific animal and take on features of that animal, with most falling somewhere between this trope and ALittleBitBeastly

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** Changelings of the Pooka Kith each have an affinity with a specific animal and take on features of that animal, with most falling somewhere between this trope and ALittleBitBeastlyLittleBitBeastly

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expanding ZC Es, deleating a trope that's actually from the new world of darkneess, and removing indentation problems


* BlessedWithSuck: It is ''not'' fun to be a supernatural being in many gamelines of the old ''[=WoD=]'' (in particular, in Wraith and often in Vampire, in other lines becoming a supernatural is more of a mixed blessing). In theory. Again, unless you're a Mummy.

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* BlessedWithSuck: It is ''not'' fun to be a supernatural being in many gamelines of the old ''[=WoD=]'' (in particular, in Wraith and often in Vampire, in other lines becoming a supernatural is more of a mixed blessing). In theory. Again, unless you're a Mummy.
** Vampires are difficult to kill with anything except sunlight, fire, or True Faith and have powers ranging from SuperStrength to [[EmotionBomb Emotion Bombs]] to BloodMagic, but at the cost of their humanity, leaving them driven by their inner Beast, forced to prey on humans to survive, and unable to experience sunlight or eat normal food.
** Hunters have their eyes opened to the supernatural forces at work in their world and are given powers to fight them with, but find themselves in constant danger from creatures more powerful than they are and alienated from friends and family who can't perceive what they can.



* BornAgainImmortality: The Reborn are effectively human in every way that matters - but every time they die, they're [[{{Reincarnation}} reincarnated]] as babies, and have to grow up all over again. As they mature, each new incarnation recalls the memories of all their previous incarnations.



* ChurchMilitant: The Inquisition.

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* ChurchMilitant: The Inquisition.ChurchMilitant:
**The Inquisition, an order of the Catholic Church (with later help from various governmental secret services) dedicated to finding and destroying evil caused by supernatural forces
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corrected a grammer mistake from my previous edit


** Black Tooth, a [[TabletopGame/WerewolfTheApocalypse Simba]] king who oversaw the attempted genocide of the Ajaba (were-hyenas) and used their skulls to decorate his palace and forcing benevolent spirits into slumber in case their presence touched off the apocalypse.

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** Black Tooth, a [[TabletopGame/WerewolfTheApocalypse Simba]] king who oversaw the attempted genocide of the Ajaba (were-hyenas) and used their skulls to decorate his palace and before forcing a benevolent spirits Wyld spirit into slumber in case their its presence touched off the apocalypse.
Is there an issue? Send a MessageReason:
clarifying, expanding on, and cleaning up examples


* BeneathTheEarth: Where you'll find Nosferatu warrens and Black Spiral Dancer hives.
* BewareTheSuperman: A common theme in several games. Several factions, such as Mages and Garou, are dealing with the far-reaching effects of their ancestors lording over humans.

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* BeneathTheEarth: Where you'll find [[AbsurdlySpaciousSewer Nosferatu warrens warrens]] and the underground tunnels of Black Spiral Dancer hives.
* BewareTheSuperman: A common theme in several games. Several factions, such as Mages and Garou, are dealing with the far-reaching effects of their ancestors lording over humans.



* BlueAndOrangeMorality: The various alternate morality systems in Masquerade.

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* BlueAndOrangeMorality: The various alternate morality systems in Masquerade.Masquerade, referred to as Paths of Enlightenment in the modern day and Roads in the Dark Ages games. Depending on the Path followed, the greatest "sin" a vampire can commit could be anything from admitting another's superiority to helping demons to not feeding when hungry.



** Body horror is a common experience among Wyrm servants in ''Werewolf the Apocalypse'' as well. Fomori (living beings possessed by banes) take on grotesque physical characteristics. Black Spiral Dancers frequently exhibit mutations due to Wyrm taint, inbreeding, and generations of exposure to balefire.

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** Body horror is a common experience among Wyrm servants in ''Werewolf the Apocalypse'' Werewolf as well. Fomori (living beings possessed by banes) bane spirits) take on grotesque physical characteristics. Black Spiral Dancers frequently exhibit mutations due to Wyrm taint, inbreeding, and generations of exposure to balefire.



** Plenty of princes fulfill this role. Also the actual Caligula was apparently a Setite plot, as revenge for the whole "Subjugation of Egypt" thing.
** Black Tooth, a Simba king, was regarded as a genocidal monster by some Garou and Fera, especially the Ajaba.

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** Plenty of princes fulfill this role. Also the The actual Caligula was apparently a Setite [[TabletopGame/VampireTheMasquerade Setite]] plot, as revenge for the whole "Subjugation of Egypt" thing.
** Black Tooth, a Simba king, was regarded as a genocidal monster by some Garou [[TabletopGame/WerewolfTheApocalypse Simba]] king who oversaw the attempted genocide of the Ajaba (were-hyenas) and Fera, especially used their skulls to decorate his palace and forcing benevolent spirits into slumber in case their presence touched off the Ajaba.apocalypse.

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Fixed a broken link from my last edit, fixing more zero-content examples


* TheArtifact: The references to [[TabletopGame/Exalted Exalted]] are ignored now that the game is no longer a prequel to the World of Darkeness.

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* TheArtifact: The references to [[TabletopGame/Exalted [[TabletopGame/{{Exalted}} Exalted]] are ignored now that the game is no longer a prequel to the World of Darkeness.



* BeastMan: There are a lot of these, but generally this is the stereotype held against the vampire clan of Gangrel, the Pooka Kith of Changelings, and basically every Werewolf.

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* BeastMan: There are a lot BeastMan:
** Changelings
of these, but generally this is the stereotype held against the vampire clan of Gangrel, the Pooka Kith of Changelings, each have an affinity with a specific animal and basically take on features of that animal, with most falling somewhere between this trope and ALittleBitBeastly
** All the werewolf (and other changing breed) forms except for homid and lupus are beastmen, with different forms at different places on the SlidingScaleofAnthropomorphism
** The clan curse of Gangrel vampires causes them to take on animal traits
every Werewolf.time they frenzy, leading to older Gangrel becoming beastmen



* BeingGoodSucks: Unless you're a Mummy.

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* BeingGoodSucks: Unless you're a Mummy.Mummy, most supernatural creatures in the World of Darkness spend their lives fighting against dark parts of themselves- The Beast for vampires, Rage for werewolves, Torment for demons, etc. While resisting these is possible, the things player characters have to do regularly, such as fighting or using their powers tend to make that fight more difficult. A common source of conflict in the game is the tension between the power offered by doing wrong and the moral benefits of remaining on the straight and narrow.

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cleaned up some examples- removed natter, added context


* TheArtifact: Too many to count in the old World of Darkness. The Revised Edition books attempted to counter this, but it was too little, too late.
* AscendedDemon: Golconda for vampires, zero torment for demons.
* AstralProjection
* AuthorityEqualsAsskicking: Well, the vast majority of roleplaying games use this trope at least sometimes, to reign in possible sociopathic behavior of {{Player Character}}s, but in the World of Darkness it is particularly prominent. Movers and shakers of the setting tend to be on a completely different level of power than normal starting characters and the main reason this is less noticeable in the new ''[=WoD=]'' is general downgrading of supernatural abilities, which makes the scale of abilities less steep.
* BadassNormal: Non-Imbued hunters in the old ''[=WoD=]''. At least those few of them who weren't using some form of magic or the True Faith.

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* TheArtifact: Too many The references to count in [[TabletopGame/Exalted Exalted]] are ignored now that the old game is no longer a prequel to the World of Darkness. The Revised Edition books attempted to counter this, but it was too little, too late.
Darkeness.
* AscendedDemon: AscendedDemon:
**
Golconda for vampires, vampires. Particularly in the early editions, it was a state that removed many of the more monstrous aspects of being a vampire, such as the danger of frenzy and the need for frequent consumption of blood, possibly even offering a chance to become human. Later editions downplayed this.
** [[TabletopGame/DemonTheFallen Demon]] has the possibility of reaching
zero torment for demons.
Torment, indicating that the character in question has overcome the hate they feel over being sent to hell and have regained their former selves.
* AstralProjection
AstralProjection: A common power among the supernatural creatures that populate the world
** Vampires with the Auspex discipline can learn to astral project at high levels. Additionally, one path of Giovanni necromancy allows uses to project themselves (and occasionally other people) into the Shadowlands
** Skimmers in Orpheus use astral projection to reach the world of the dead. Similar to the Auspex example, they are connected to their bodies by a thin silver cord.
** Werewolf places a great deal of importance on the Umbra, a spirit realm that exists alongside our own and cab be reached by "stepping sideways"
* AuthorityEqualsAsskicking: Well, the vast majority of roleplaying games use this trope at least sometimes, to reign in possible sociopathic behavior of {{Player Character}}s, but in the World of Darkness it is particularly prominent. Movers and shakers of the setting tend to be on a completely different level of power than normal starting characters and the main reason this is less noticeable in the new ''[=WoD=]'' is general downgrading of characters, as supernatural abilities, which makes the scale of abilities less steep.
tend to increase in power on an exponential scale and many of the higher-level ones take decades (or in the case of vampires, centuries) to master.
* BadassNormal: Non-Imbued hunters in the old ''[=WoD=]''. At hunters, at least those few of them who weren't using some form of magic or the True Faith.

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expanding ZC Es and removing indentation problems


* AlwaysChaoticEvil: Most of the games had some always evil faction (Baali for Vampire, Nephandi for Mage, Black Spiral Dancers for Werewolf, etc.) that was unavailable for player characters.
** A least initially, then White Wolf came out with the "Black Dog" brand to publish what they considered ''evil'' groups. {{Splat}}books included Baali, Fomori, Giovanni, and Spectres.

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* AlwaysChaoticEvil: Most of the games had some always evil faction (Baali for Vampire, Nephandi for Mage, Black Spiral Dancers for Werewolf, etc.) that was at least initially unavailable for player characters.
** A least initially, then
characters. Later, White Wolf came out with the "Black Dog" brand to publish what they considered ''evil'' groups. {{Splat}}books included Baali, Fomori, Giovanni, and Spectres.for these groups.



** Clan Tzimisce is particularly notorious for this, thanks to their body-sculpting powers that allow them to reshape victims into house furniture, while keeping them alive and aware of their condition.

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** Clan Tzimisce is vampires are particularly notorious for this, thanks to their body-sculpting powers that allow them to reshape victims into house furniture, while keeping them alive and aware of their condition.



* {{Animorphism}}: Werewolves, vampire Clan Gangrel (and others), Changelings of the Pooka Kith, and ''Orpheus'' ghosts with the Marrow Shade.
* ApocalypseHow: The Time of Judgement.

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* {{Animorphism}}: Werewolves, Fera (including Werewolves), vampire Clan Gangrel (and others), Gangrel, Changelings of the Pooka Kith, and ''Orpheus'' ghosts with the Marrow Shade.
Shade can all turn themselves into animals with varying levels of ease and flexibility of form.
* ApocalypseHow: The Time of Judgement.Judgement, a series of sourcebooks and a trilogy of novels that presented various end-of-the-world scenarios for the different gamelines, ranging from ancient vampires awakening to entire Werewolf tribes falling to [[TheCorruption the Wyrm]]

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improving the description- mainly cutting information that belongs on the creator page for White Wolf instead (I checked to make sure it was all present on that page before cutting it here)


The ''World of Darkness'' is a TabletopRPG published by Creator/WhiteWolf. The universe is a [[CrapsackWorld dark reflection]] of our own, where humanity is not the master of the world ''or'' its fate. Throughout all of human history, [[BeethovenWasAnAlienSpy supernatural forces have manipulated mankind from the shadows.]]

The original or "classic" ''World of Darkness'' and the Storyteller System began in 1991 with ''TabletopGame/VampireTheMasquerade''. Over the next 13 years, it expanded to nine different "gamelines" (with assorted setting- and era-based spinoffs) and hundreds of books, until it officially ended in 2004. Starting the same year, the new ''World of Darkness'', was created as a [[ContinuityReboot reboot]] with a new system and is ongoing under the name ''TabletopGame/ChroniclesOfDarkness''.

to:

The ''World of Darkness'' is a GothicPunk TabletopRPG published by Creator/WhiteWolf. The universe is a [[CrapsackWorld dark reflection]] of our own, where humanity is not the master of the world ''or'' its fate. Throughout all of human history, [[BeethovenWasAnAlienSpy supernatural forces have manipulated mankind from the shadows.]]

The original or "classic" ''World of Darkness'' and the Storyteller System began in 1991 with ''TabletopGame/VampireTheMasquerade''. Over the next 13 years, it expanded to nine different "gamelines" (with with assorted setting- and era-based spinoffs) spinoffs and hundreds of books, until it officially ended in 2004. Starting the same year, the new ''World of Darkness'', Darkness'' was created as a [[ContinuityReboot reboot]] with a new system and is ongoing under the name ''TabletopGame/ChroniclesOfDarkness''.
''TabletopGame/ChroniclesOfDarkness''. The Old World of Darkness [[{{Uncancelled}} returned to active publishing]] in 2011 with the release of [[MilestoneCelebration 20th anniversary editions]] of several of its gamelines, along with new supplements.



In 2006, [[Creator/WhiteWolf White Wolf Publishing]] was acquired by CCP Games (the folks behind ''VideoGame/EveOnline''), who continued to release TabletopGame/ChroniclesOfDarkness products until 2010, when their focus shifted to releasing books as [=PDFs=] and Print-on-Demand volumes. The next year, White Wolf began adding copies of previously out-of-print Old World of Darkness books and, four months later, [[{{Uncancelled}} released new]] [[MilestoneCelebration "20th anniversary editions"]] of the ''[=oWoD=]'' gamebooks, rebranding them ''Classic World of Darkness'', with ''TabletopGame/VampireTheMasquerade, TabletopGame/WerewolfTheApocalypse, TabletopGame/MageTheAscension, TabletopGame/WraithTheOblivion'', and ''TabletopGame/ChangelingTheDreaming'' all getting new corebooks and additional supplements.

CCP Games announced in 2013 that a MMORPG, tentatively called "World of Darkness Online", which would be based on the old ''World of Darkness''. It was [[http://www.ccpgames.com/en/public-relations/press-releases/article/77171/ccp-games-halts-development-of-world-of-darkness-mmo/ cancelled in April 2014]], with the company license eventually being sold to Creator/ParadoxInteractive in October 2015. White Wolf was renamed to White Wolf Publishing and Creator/ObsidianEntertainment expressed interest in making their own MMO.


to:

In 2006, [[Creator/WhiteWolf White Wolf Publishing]] was acquired by CCP Games (the folks behind ''VideoGame/EveOnline''), who continued to release TabletopGame/ChroniclesOfDarkness products until 2010, when their focus shifted to releasing books as [=PDFs=] and Print-on-Demand volumes. The next year, White Wolf began adding copies of previously out-of-print Old World of Darkness books and, four months later, [[{{Uncancelled}} released new]] [[MilestoneCelebration "20th anniversary editions"]] of the ''[=oWoD=]'' gamebooks, rebranding them ''Classic World of Darkness'', with ''TabletopGame/VampireTheMasquerade, TabletopGame/WerewolfTheApocalypse, TabletopGame/MageTheAscension, TabletopGame/WraithTheOblivion'', and ''TabletopGame/ChangelingTheDreaming'' all getting new corebooks and additional supplements.

CCP Games announced in 2013 that a MMORPG, tentatively called "World of Darkness Online", which would be based on the old ''World of Darkness''. It was [[http://www.ccpgames.com/en/public-relations/press-releases/article/77171/ccp-games-halts-development-of-world-of-darkness-mmo/ cancelled in April 2014]], with the company license eventually being sold to Creator/ParadoxInteractive in October 2015. White Wolf was renamed to White Wolf Publishing and Creator/ObsidianEntertainment expressed interest in making their own MMO.

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continuing to improve description redability and flow, getting rid of irrelevent and duplicate information, and starting to remove the sudden shift into a timeline at the end of the description (merging it into actual article instead)


The original or "classic" ''World of Darkness'' and the Storyteller System began in 1991 with ''TabletopGame/VampireTheMasquerade''. Over the next 13 years, it expanded to nine different "gamelines" (with assorted setting- and era-based spinoffs) and hundreds of books, ending with the apocalyptic ''Time of Judgment'' books in 2004. Starting the same year, the new ''World of Darkness'', was created as a [[ContinuityReboot reboot]] with a new system and is ongoing under the name ''TabletopGame/ChroniclesOfDarkness''.

to:

The original or "classic" ''World of Darkness'' and the Storyteller System began in 1991 with ''TabletopGame/VampireTheMasquerade''. Over the next 13 years, it expanded to nine different "gamelines" (with assorted setting- and era-based spinoffs) and hundreds of books, ending with the apocalyptic ''Time of Judgment'' books until it officially ended in 2004. Starting the same year, the new ''World of Darkness'', was created as a [[ContinuityReboot reboot]] with a new system and is ongoing under the name ''TabletopGame/ChroniclesOfDarkness''.



In later editions, the old ''[=WoD=]'' setting acquired an overarching {{back story}} and an ongoing {{metaplot}}, often via tie-in novels. The ''Time of Judgment'' books [[labelnote:note]]including ''[[TabletopGame/WerewolfTheApocalypse Apocalypse]]'', ''[[TabletopGame/MageTheAscension Ascension]]'', ''[[TabletopGame/VampireTheMasquerade Gehenna]]'', and the book titled ''Time of Judgment'' itself which covered the other game lines (except ''Wraith'').[[/labelnote]] were dedicated to TheEndOfTheWorldAsWeKnowIt, covering scenarios that were often exclusive to a particular gameline. ''TabletopGame/{{Orpheus}}'' was another gameline with its own end-of-the-world scenario, that also doubled as the end to ''TabletopGame/{{Wraith|TheOblivion}}''. One publication, however, an adventure titled ''The Red Sign'' was a crossover between ''TabletopGame/{{Vampire|TheMasquerade}}'' and ''TabletopGame/{{Mage|TheAscension}}''.

At one point ''TabletopGame/{{Exalted}}'' was set up as a prequel to ''The World of Darkness''; this is especially obvious in ''TabletopGame/HunterTheReckoning'' with the eponymous hunters being the equivalent of [[KingInTheMountain Solar Exalted returning]] yet again to a world that needs heroes. This eventually was changed and ''Exalted'' is now considered a separate game, despite sharing similarly named character with ''TabletopGame/KindredOfTheEast'', like the "Ebon Dragon" and "Scarlet Empress".

Notable events:
* 2004 -- The end of the old ''World of Darkness'' and the start of the new ''World of Darkness''.
* 2006 -- CCP Games (the folks behind ''VideoGame/EveOnline'') acquire [[Creator/WhiteWolf White Wolf Publishing]].
* 2010 -- White Wolf published their last book using the traditional methods, ''[[TabletopGame/ChroniclesOfDarkness World of Darkness: Mirrors]]''. While books will still be created, CCP Games and White Wolf shifted towards releasing books as [=PDFs=], as well as investing in Print-on-Demand (commonly used by most small RPG publishers).
* 2011 -- After seven years of being out of print, White Wolf put up a selection of their ''Vampire: The Masquerade'' books back into production in June, and then four months later [[{{Uncancelled}} began creating new]] "[[MilestoneCelebration anniversary editions]]" of the old ''[=WoD=]'' gamebooks, rebranding them ''Classic World of Darkness'', with ''TabletopGame/VampireTheMasquerade, TabletopGame/WerewolfTheApocalypse, TabletopGame/MageTheAscension, TabletopGame/WraithTheOblivion'', and ''TabletopGame/ChangelingTheDreaming'' all getting 20th Anniversary corebooks and additional supplements.
* 2012 -- [[invoked]]White Wolf celebrated the [[MilestoneCelebration 20th anniversary]] of the old ''World of Darkness'' and the 8th anniversary of the new ''World of Darkness''.
* 2013 -- CCP Games announced that a MMORPG, tentatively called "World of Darkness Online", which would be based on the old ''World of Darkness''. It was [[http://www.ccpgames.com/en/public-relations/press-releases/article/77171/ccp-games-halts-development-of-world-of-darkness-mmo/ cancelled in April 2014]], with the company license eventually being sold to Creator/ParadoxInteractive in October 2015, with White Wolf being renamed to White Wolf Publishing and Creator/ObsidianEntertainment expressing their interest in making their own MMO.


to:

In later editions, the old ''[=WoD=]'' setting acquired an overarching {{back story}} and an ongoing {{metaplot}}, often advanced via both the game books themselves and an assortment of tie-in novels.novels and comics. The ''Time of Judgment'' books [[labelnote:note]]including ''[[TabletopGame/WerewolfTheApocalypse Apocalypse]]'', ''[[TabletopGame/MageTheAscension Ascension]]'', ''[[TabletopGame/VampireTheMasquerade Gehenna]]'', and the book titled ''Time of Judgment'' itself which covered the other game lines (except ''Wraith'').[[/labelnote]] were dedicated to TheEndOfTheWorldAsWeKnowIt, covering scenarios that were often often, but not always, exclusive to a particular gameline. ''TabletopGame/{{Orpheus}}'' was another gameline with its own end-of-the-world scenario, that also doubled as the end to ''TabletopGame/{{Wraith|TheOblivion}}''. One publication, however, an adventure titled ''The Red Sign'' was a crossover between ''TabletopGame/{{Vampire|TheMasquerade}}'' and ''TabletopGame/{{Mage|TheAscension}}''.\n\n

At one point ''TabletopGame/{{Exalted}}'' was set up as a prequel to ''The World of Darkness''; this is especially obvious in ''TabletopGame/HunterTheReckoning'' with the eponymous hunters being the equivalent of [[KingInTheMountain Solar Exalted returning]] yet again to a world that needs heroes. This eventually was changed and ''Exalted'' is now considered a separate game, despite sharing although it still shares similarly named character characters with ''TabletopGame/KindredOfTheEast'', like the "Ebon Dragon" and "Scarlet Empress".

Notable events:
* 2004 -- The end of the old ''World of Darkness'' and the start of the new ''World of Darkness''.
* 2006 -- CCP Games (the folks behind ''VideoGame/EveOnline'') acquire
''TabletopGame/KindredOfTheEast''.

In 2006,
[[Creator/WhiteWolf White Wolf Publishing]].
* 2010 -- White Wolf published their last book using the traditional methods, ''[[TabletopGame/ChroniclesOfDarkness World of Darkness: Mirrors]]''. While books will still be created,
Publishing]] was acquired by CCP Games and White Wolf (the folks behind ''VideoGame/EveOnline''), who continued to release TabletopGame/ChroniclesOfDarkness products until 2010, when their focus shifted towards to releasing books as [=PDFs=], as well as investing in [=PDFs=] and Print-on-Demand (commonly used by most small RPG publishers).
* 2011 -- After seven years of being out of print,
volumes. The next year, White Wolf put up a selection began adding copies of their ''Vampire: The Masquerade'' previously out-of-print Old World of Darkness books back into production in June, and then and, four months later later, [[{{Uncancelled}} began creating released new]] "[[MilestoneCelebration [[MilestoneCelebration "20th anniversary editions]]" editions"]] of the old ''[=WoD=]'' ''[=oWoD=]'' gamebooks, rebranding them ''Classic World of Darkness'', with ''TabletopGame/VampireTheMasquerade, TabletopGame/WerewolfTheApocalypse, TabletopGame/MageTheAscension, TabletopGame/WraithTheOblivion'', and ''TabletopGame/ChangelingTheDreaming'' all getting 20th Anniversary new corebooks and additional supplements.
* 2012 -- [[invoked]]White Wolf celebrated the [[MilestoneCelebration 20th anniversary]] of the old ''World of Darkness'' and the 8th anniversary of the new ''World of Darkness''.
* 2013 --
supplements.

CCP Games announced in 2013 that a MMORPG, tentatively called "World of Darkness Online", which would be based on the old ''World of Darkness''. It was [[http://www.ccpgames.com/en/public-relations/press-releases/article/77171/ccp-games-halts-development-of-world-of-darkness-mmo/ cancelled in April 2014]], with the company license eventually being sold to Creator/ParadoxInteractive in October 2015, with 2015. White Wolf being was renamed to White Wolf Publishing and Creator/ObsidianEntertainment expressing their expressed interest in making their own MMO.

Is there an issue? Send a MessageReason:
Improving the readability and flow of the description and tried to make the description of the problems with crossovers more neuteral


The ''World of Darkness'' is a TabletopRPG published by Creator/WhiteWolf. The world is a [[CrapsackWorld dark reflection]] of our own, where humanity is not the master of the world ''or'' its fate. Throughout all of human history, [[BeethovenWasAnAlienSpy supernatural forces]] have manipulated mankind from the shadows.

The original or "classic" ''World of Darkness'' and the Storyteller System started in 1991 with the "gameline" ''TabletopGame/VampireTheMasquerade''. It expanded to over ten gamelines and hundreds of books for 13 years; and ended with the ''Time of Judgment'' books in 2004. Starting the same year, with a new system, the new ''World of Darkness'', was created as a [[ContinuityReboot reboot]] and is ongoing under the name ''TabletopGame/ChroniclesOfDarkness''.

The ''World of Darkness'' is a setting where various types of supernatural creatures exist. Each has a unique niche, theme, and {{back story}}. The gamelines had conflicting backgrounds, as crossovers were initially meant to be optional. With the second edition of the old ''[=WoD=]'' too many books used crossovers actively, creating much confusion due not only to incompatible histories, but entire ''cosmologies'' and basic rules that were different. [[FantasyKitchenSink What crossovers did happen]] also had balance problems when it came to the [[PowerCreepPowerSeep relative strengths]] of each participant, as well as no clear equivalents of various supernatural power sources.

to:

The ''World of Darkness'' is a TabletopRPG published by Creator/WhiteWolf. The world universe is a [[CrapsackWorld dark reflection]] of our own, where humanity is not the master of the world ''or'' its fate. Throughout all of human history, [[BeethovenWasAnAlienSpy supernatural forces]] forces have manipulated mankind from the shadows.

shadows.]]

The original or "classic" ''World of Darkness'' and the Storyteller System started began in 1991 with the "gameline" ''TabletopGame/VampireTheMasquerade''. It Over the next 13 years, it expanded to over ten gamelines nine different "gamelines" (with assorted setting- and era-based spinoffs) and hundreds of books for 13 years; and ended books, ending with the apocalyptic ''Time of Judgment'' books in 2004. Starting the same year, with a new system, the new ''World of Darkness'', was created as a [[ContinuityReboot reboot]] with a new system and is ongoing under the name ''TabletopGame/ChroniclesOfDarkness''.

The ''World of Darkness'' is a Each supernatrual creature in the setting where various types of supernatural creatures exist. Each has a unique niche, theme, and {{back story}}. The Crossovers between gamelines had conflicting backgrounds, as crossovers were initially meant to be optional. With the second edition of the old ''[=WoD=]'' too many books used crossovers actively, creating much confusion due not only to The resulting incompatible histories, but entire ''cosmologies'' histories and basic rules that were different. [[FantasyKitchenSink What crossovers did happen]] also had balance problems when it came cosmologies and lack of clear equivalents to the various supernatural power sources, as well as differing [[PowerCreepPowerSeep relative strengths]] of each participant, as well as no clear equivalents of various supernatural power sources.
the creatures created significant mechanical and lore conflicts when the second edition made such events more common.

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Added a floatbox directing people to the trope page for chronicles of darkness if they want to add or view tropes for that setting. Deleated a couple of redundant phrases in the description



to:

[floatboxright: For tropes related to the setting's reboot, see TabletopGame.ChroniclesOfDarkness
]




The original or "classic" ''World of Darkness'' and the Storyteller System started in 1991 with the "gameline" ''TabletopGame/VampireTheMasquerade''. It expanded to over ten gamelines and hundreds of books for 13 years; and ended with the ''Time of Judgment'' books in 2004. Starting the same year, with a new Storytell'''ing''' system, the new ''World of Darkness'', was created as a [[ContinuityReboot reboot]] and is ongoing under the name ''TabletopGame/ChroniclesOfDarkness''.

The ''World of Darkness'', both old and new, is a setting where various types of supernatural creatures exist. Each has a unique niche, theme, and {{back story}}. The old ''[=WoD=]'' gamelines had conflicting backgrounds, as crossovers were initially meant to be optional. With the second edition of the old ''[=WoD=]'' too many books used crossovers actively, creating much confusion due not only to incompatible histories, but entire ''cosmologies'' and basic rules that were different. [[FantasyKitchenSink What crossovers did happen]] also had balance problems when it came to the [[PowerCreepPowerSeep relative strengths]] of each participant, as well as no clear equivalents of various supernatural power sources.

to:

The original or "classic" ''World of Darkness'' and the Storyteller System started in 1991 with the "gameline" ''TabletopGame/VampireTheMasquerade''. It expanded to over ten gamelines and hundreds of books for 13 years; and ended with the ''Time of Judgment'' books in 2004. Starting the same year, with a new Storytell'''ing''' system, the new ''World of Darkness'', was created as a [[ContinuityReboot reboot]] and is ongoing under the name ''TabletopGame/ChroniclesOfDarkness''.

The ''World of Darkness'', both old and new, Darkness'' is a setting where various types of supernatural creatures exist. Each has a unique niche, theme, and {{back story}}. The old ''[=WoD=]'' gamelines had conflicting backgrounds, as crossovers were initially meant to be optional. With the second edition of the old ''[=WoD=]'' too many books used crossovers actively, creating much confusion due not only to incompatible histories, but entire ''cosmologies'' and basic rules that were different. [[FantasyKitchenSink What crossovers did happen]] also had balance problems when it came to the [[PowerCreepPowerSeep relative strengths]] of each participant, as well as no clear equivalents of various supernatural power sources.
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fixing the image link I just broke (stupid phone)


[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/wodlogo348.jpg]]

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[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/wodlogo348.org/pmwiki/pub/images/wodlogo_348.jpg]]
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correction to previous commit


** Mage stands out a bit by the players themselves frequently being the big bad threat to the stability of reality itself. Usually by accident. "Reality has enough of your bullshit and erases you" was actually the setting's primary ''antagonist'', and being a walking madness-inducing eldritch abomination was often one of your '''better''qualities once paradigms started combining with Avatar.

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** Mage stands out a bit by the players themselves frequently being the big bad threat to the stability of reality itself. Usually by accident. "Reality has enough of your bullshit and erases you" was actually the setting's primary ''antagonist'', and being a walking madness-inducing eldritch abomination was often one of your '''better''qualities ''better'' qualities once paradigms started combining with Avatar.
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formatting


[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/wodlogo_348.jpg]]

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[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/wodlogo_348.org/pmwiki/pub/images/wodlogo348.jpg]]



** Every combination of splats had issues of mismatched mechanics, but the real highlight of the "just don't ever cross-over, ever" rule was a Mage landing in a Vampire game, or vice versa. Vampire is based around casing out your enemy and playing politics, then turning on him with combat only once the mandatory dramatic bristling is done; all against a background of having to conserve a consumable substance (blood) as the core mechanic. So even the most combat oriented vampire can kill a wimpy mortal mage in about a round if the mage is unsupecting, but takes a few minutes to meet him, identify him as a hazard, decide to attack, and spend points into his abilities. A mage in most cases _automatically_ notes that that guy across the room isn't alive instantly, establishes that it's a vampire and a threat in one round with a no-cost spell, and then engages, usually half an hour before the vampire has even noticed anything weird is up.

to:

** Every combination of splats had issues of mismatched mechanics, but the real highlight of the "just don't ever cross-over, ever" rule was a Mage landing in a Vampire game, or vice versa. Vampire is based around casing out your enemy and playing politics, then turning on him with combat only once the mandatory dramatic bristling is done; all against a background of having to conserve a consumable substance (blood) as the core mechanic. So even the most combat oriented vampire can kill a wimpy mortal mage in about a round if the mage is unsupecting, but takes a few minutes to meet him, identify him as a hazard, decide to attack, and spend points into his abilities. A mage in most cases _automatically_ ''automatically'' notes that that guy across the room isn't alive instantly, establishes that it's a vampire and a threat in one round with a no-cost spell, and then engages, usually half an hour before the vampire has even noticed anything weird is up.



** Mage stands out a bit by the players themselves frequently being the big bad threat to the stability of reality itself. Usually by accident. "Reality has enough of your bullshit and erases you" was actually the setting's primary _antagonist_, and being a walking madness-inducing eldritch abomination was often one of your _better_ qualities once paradigms started combining with Avatar.

to:

** Mage stands out a bit by the players themselves frequently being the big bad threat to the stability of reality itself. Usually by accident. "Reality has enough of your bullshit and erases you" was actually the setting's primary _antagonist_, ''antagonist'', and being a walking madness-inducing eldritch abomination was often one of your _better_ qualities '''better''qualities once paradigms started combining with Avatar.

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None


** Garou can be very intelligent as well. The Garou Nation has produced poets, philosophers, historians, and scientists. Among the Black Spiral Dancers, W. Richard MacLish (a.k.a. Writlish) is a professor of anthropology and a walking repository of Wyrm history.

to:

** Garou can be very intelligent as well. The Garou Nation has produced poets, philosophers, historians, and scientists. Among the Black Spiral Dancers, W. Richard MacLish [=MacLish=] (a.k.a. Writlish) is a professor of anthropology and a walking repository of Wyrm history.



* MayContainEvil (Taken to insane lengths by the Pentex Corporation in ''Werewolf: The Apocalypse''.)

to:

* MayContainEvil (Taken MayContainEvil: Taken to insane lengths by the Pentex Corporation in ''Werewolf: The Apocalypse''.)Apocalypse''. Pentex's subsidiaries frequently sell products that corrupt the bodies and souls of consumers. Once in a while, they even sell products possessed by banes.



* OmnicidalManiac: The Giovanni want to bring about the end of life as we know it ForTheLulz. Setites are also working towards Gehenna, though most of them don't know it, but they are doing so in the name of their god.

to:

* OmnicidalManiac: OmnicidalManiac:
** In ''Vampire:
The Masquerade'', the Giovanni want to bring about the end of life as we know it ForTheLulz. Setites are also working towards Gehenna, though most of them don't know it, but they are doing so in the name of their god.god.
** In ''Werewolf: The Apocalypse'', the Black Spiral Dancers and various Wyrm cults seek to either (1) free the Wyrm from the Weaver's web, which would destroy the fabric of reality in the process, or (2) empower the Triatic Wyrm to destroy Gaia and the cosmos.



* SerialKiller: The Wayward creed from ''Hunter: The Reckoning'', just... focused on supernaturals.

to:

* SerialKiller: SerialKiller:
**
The Wayward creed from ''Hunter: The Reckoning'', just... focused on supernaturals.supernaturals.
** In ''Werewolf: The Apocalypse'', Black Spiral Dancers are often serial killers. Wyrm cults such as the Pretanic Order and Seventh Generation have racked up a significant body count through their human sacrifices.
* SerialKillerKiller: In ''Werewolf: The Apocalypse'', some factions and individuals hunt down serial killers and related scum. The Get of Fenris' Hand of Tyr camp hunts down those who harm the innocent, such as murderers and rapists. The Black Fury tribe ruthlessly kills domestic abusers, sexual predators, and serial killers who target women. The narrator of the first edition Nuwisha tribebook describes how he tormented a serial killer with the voices of his victims until the serial killer committed suicide. Two characters from ''Warriors of the Apocalypse'' -- Volcheka Ibarruri and Gere Hunts-The-Hunters -- maim and kill wolf hunters.

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* BodyHorror: A large part of the Tzimisces' hat in ''Vampire: the Masquerade'' is inflicting AndIMustScream-style changes on their victims.

to:

* BodyHorror: BodyHorror:
**
A large part of the Tzimisces' hat in ''Vampire: the Masquerade'' is inflicting AndIMustScream-style changes on their victims. victims.
** For many Garou in ''Werewolf: The Apocalypse'', the First Change qualifies. Garou who are unaware of their werewolf nature are horrified when they transform into an eight foot tall beast with fangs and claws. Lupus Garou are often alarmed when they suddenly transform into a human.
** Body horror is a common experience among Wyrm servants in ''Werewolf the Apocalypse'' as well. Fomori (living beings possessed by banes) take on grotesque physical characteristics. Black Spiral Dancers frequently exhibit mutations due to Wyrm taint, inbreeding, and generations of exposure to balefire.



* TheCaligula: Plenty of princes fulfil this role. Also the actual Caligula was apparently a Setite plot, as revenge for the whole "Subjugation of Egypt" thing.
* ChurchMilitant; The Inquisition.

to:

* TheCaligula: TheCaligula:
**
Plenty of princes fulfil fulfill this role. Also the actual Caligula was apparently a Setite plot, as revenge for the whole "Subjugation of Egypt" thing.
** Black Tooth, a Simba king, was regarded as a genocidal monster by some Garou and Fera, especially the Ajaba.
* ChurchMilitant; ChurchMilitant: The Inquisition.Inquisition.
** In ''Werewolf: The Apocalypse'' the Order of Our Merciful Mother (a camp of [[AmazonBrigade Black Fury]] nuns) worked to redirect the Inquisition's wrath at Wyrm servants.



** In ''Werewolf: The Apocalypse'', the Weaver (the cosmic force of order and stasis) trapped the Wyrm (the cosmic force of destruction and renewal) in the fabric of reality, causing the Wyrm to go insane. Much of the corruption and evil in the world is a direct result of the Wyrm madly trying to free itself.



* EmptyShell: [[OurSoulsAreDifferent Soul loss]] turns a person into this over a period of time.

to:

* EmptyShell: EmptyShell:
**
[[OurSoulsAreDifferent Soul loss]] turns a person into this over a period of time.time.
** Long-term bane possession can also turn fomori into this.


Added DiffLines:

** Garou can be very intelligent as well. The Garou Nation has produced poets, philosophers, historians, and scientists. Among the Black Spiral Dancers, W. Richard MacLish (a.k.a. Writlish) is a professor of anthropology and a walking repository of Wyrm history.
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None


* StateSec: the Technocracy definitely has elements of this trope, what with the secret agents, cyborg and bio engineered soldiers and what-not.

to:

* StateSec: the The Technocracy definitely has elements of this trope, what with the secret agents, cyborg and bio engineered soldiers and what-not.
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** Supplementals also include mummies[[labelnote:note]]Originally as supplements called ''World of Darkness: Mummy'', and later ''MummyTheResurrection''[[/labelnote]], hunters[[labelnote:note]]Originally in ''The Hunters Hunted'', and later in ''TabletopGame/HunterTheReckoning''[[/labelnote]], gargoyles[[labelnote:note]]As servants to the Tremere clan[[/labelnote]], mad scientists [[labelnote:note]]The Mage Tradition, the Sons of Ether[[/labelnote]], hunchbacks[[labelnote:note]]A flaw that can apply to any character[[/labelnote]], gypsies[[labelnote:note]]In the controversial ''World of Darkness: Gypsies'' book, along with Silent Strider werewolves and Ravnos vampires being tied to them[[/labelnote]], and demons[[labelnote:note]]Referred to in many supplements until they were given their own game, ''TabletopGame/DemonTheFallen''[[/labelnote]]. There are even references to "Prometheans", who are effectively a race of [[FrankensteinsMonster Frankenstein's Monsters]].

to:

** Supplementals also include mummies[[labelnote:note]]Originally as supplements called ''World of Darkness: Mummy'', and later ''MummyTheResurrection''[[/labelnote]], ''TabletopGame/MummyTheResurrection''[[/labelnote]], hunters[[labelnote:note]]Originally in ''The Hunters Hunted'', and later in ''TabletopGame/HunterTheReckoning''[[/labelnote]], gargoyles[[labelnote:note]]As servants to the Tremere clan[[/labelnote]], mad scientists [[labelnote:note]]The Mage Tradition, the Sons of Ether[[/labelnote]], hunchbacks[[labelnote:note]]A flaw that can apply to any character[[/labelnote]], gypsies[[labelnote:note]]In the controversial ''World of Darkness: Gypsies'' book, along with Silent Strider werewolves and Ravnos vampires being tied to them[[/labelnote]], and demons[[labelnote:note]]Referred to in many supplements until they were given their own game, ''TabletopGame/DemonTheFallen''[[/labelnote]]. There are even references to "Prometheans", who are effectively a race of [[FrankensteinsMonster Frankenstein's Monsters]].
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** Supplementals also include mummies[[labelnote:note]]Originally as supplements called ''World of Darkness: Mummy'', and later ''MummyTheResurrection''[[/labelnote]], hunters[[labelnote:note]]Originally in ''The Hunters Hunted'', and later in ''HunterTheReckoning''[[/labelnote]], gargoyles[[labelnote:note]]As servants to the Tremere clan[[/labelnote]], mad scientists [[labelnote:note]]The Mage Tradition, the Sons of Ether[[/labelnote]], hunchbacks[[labelnote:note]]A flaw that can apply to any character[[/labelnote]], gypsies[[labelnote:note]]In the controversial ''World of Darkness: Gypsies'' book, along with Silent Strider werewolves and Ravnos vampires being tied to them[[/labelnote]], and demons[[labelnote:note]]Referred to in many supplements until they were given their own game, ''TabletopGame/DemonTheFallen''[[/labelnote]]. There are even references to "Prometheans", who are effectively a race of [[FrankensteinsMonster Frankenstein's Monsters]].

to:

** Supplementals also include mummies[[labelnote:note]]Originally as supplements called ''World of Darkness: Mummy'', and later ''MummyTheResurrection''[[/labelnote]], hunters[[labelnote:note]]Originally in ''The Hunters Hunted'', and later in ''HunterTheReckoning''[[/labelnote]], ''TabletopGame/HunterTheReckoning''[[/labelnote]], gargoyles[[labelnote:note]]As servants to the Tremere clan[[/labelnote]], mad scientists [[labelnote:note]]The Mage Tradition, the Sons of Ether[[/labelnote]], hunchbacks[[labelnote:note]]A flaw that can apply to any character[[/labelnote]], gypsies[[labelnote:note]]In the controversial ''World of Darkness: Gypsies'' book, along with Silent Strider werewolves and Ravnos vampires being tied to them[[/labelnote]], and demons[[labelnote:note]]Referred to in many supplements until they were given their own game, ''TabletopGame/DemonTheFallen''[[/labelnote]]. There are even references to "Prometheans", who are effectively a race of [[FrankensteinsMonster Frankenstein's Monsters]].
Is there an issue? Send a MessageReason:
None


** Supplementals also include mummies[[labelnote:note]]Originally as supplements called ''World of Darkness: Mummy'', and later ''MummyTheResurrection''[[/labelnote]], hunters[[labelnote:note]]Originally in ''The Hunters Hunted'', and later in ''HunterTheReckoning''[[/labelnote]], gargoyles[[labelnote:note]]As servants to the Tremere clan[[/labelnote]], mad scientists [[labelnote:note]]The Mage Tradition, the Sons of Ether[[/labelnote]], hunchbacks[[labelnote:note]]A flaw that can apply to any character[[/labelnote]], gypsies[[labelnote:note]]In the controversial ''World of Darkness: Gypsies'' book, along with Silent Strider werewolves and Ravnos vampires being tied to them[[/labelnote]], and demons[[labelnote:note]]Referred to in many supplements until they were given their own game, ''DemonTheFallen''[[/labelnote]]. There are even references to "Prometheans", who are effectively a race of [[FrankensteinsMonster Frankenstein's Monsters]].

to:

** Supplementals also include mummies[[labelnote:note]]Originally as supplements called ''World of Darkness: Mummy'', and later ''MummyTheResurrection''[[/labelnote]], hunters[[labelnote:note]]Originally in ''The Hunters Hunted'', and later in ''HunterTheReckoning''[[/labelnote]], gargoyles[[labelnote:note]]As servants to the Tremere clan[[/labelnote]], mad scientists [[labelnote:note]]The Mage Tradition, the Sons of Ether[[/labelnote]], hunchbacks[[labelnote:note]]A flaw that can apply to any character[[/labelnote]], gypsies[[labelnote:note]]In the controversial ''World of Darkness: Gypsies'' book, along with Silent Strider werewolves and Ravnos vampires being tied to them[[/labelnote]], and demons[[labelnote:note]]Referred to in many supplements until they were given their own game, ''DemonTheFallen''[[/labelnote]].''TabletopGame/DemonTheFallen''[[/labelnote]]. There are even references to "Prometheans", who are effectively a race of [[FrankensteinsMonster Frankenstein's Monsters]].
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* MonsterMash: Essentially the premise of the game. The core game lines introduce [[VampireTheMasquerade vampires]], [[WerewolfTheApocalypse werewolves]], [[TabletopGame/MageTheAscension witches]], [[ChangelingTheDreaming fae]], and [[WraithTheOblivion ghosts]].

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* MonsterMash: Essentially the premise of the game. The core game lines introduce [[VampireTheMasquerade [[TabletopGame/VampireTheMasquerade vampires]], [[WerewolfTheApocalypse [[TabletopGame/WerewolfTheApocalypse werewolves]], [[TabletopGame/MageTheAscension witches]], [[ChangelingTheDreaming [[TabletopGame/ChangelingTheDreaming fae]], and [[WraithTheOblivion ghosts]].
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** That said, most gamelines where this them comes up have at least one {{Splat}} [[ScienceHero dedicated to proving that this doesn't always hold true]], with the [[TabletopGame/WerewolfTheApocalypse Glass Walkers and Bone Gnawers]], [[TabletopGame/ChangelingTheDreaming Nockers]] and ''especially'' the [[TabletopGame/MageTheAscension Sons of Ether and Virtual Adepts]].

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