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* SlobsVsSnobs: The Wicce and Rosicrucians don't really get along because of this. Wicce are CloserToEarth pagans who live relatively simple lives and use magic carefully for defense, ''a little'' personal benefit and fighting evil. Rosicrucians are a fraternity of wizards in business suits who focus on getting rich and developing their magical ability.



* UnequalRites: Usually, the Divinely Inspired and Magicians don't get along. The powers are incompatible, most monotheistic religions that believe in magic take a dim view of it (and conversely, a Gifted from a religion such as Voudoun is far more likely to be Magical than Inspired), and the Sentinels (the main Covenant for the Inspired) are an AntimagicalFaction. Some are more tolerant than others.

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* UnequalRites: UnequalRites:
**
Usually, the Divinely Inspired and Magicians don't get along. The powers are incompatible, most monotheistic religions that believe in magic take a dim view of it (and conversely, a Gifted from a religion such as Voudoun is far more likely to be Magical than Inspired), and the Sentinels (the main Covenant for the Inspired) are an AntimagicalFaction. Some are more tolerant than others.others.
** Rosicrucians look down on psychics as "useless wild magic," while the Cabal of Psyche dislikes "magical" traditions and any power that they [[ArbitrarySkepticism can't fit into a "scientific" psychic paradigm]]. Similarly, the Sentinels consider PsychicPowers another form of divine gift alongside Inspiration, but don't tolerate magic or necromancy. And the Wicce say that all of the above are being stupid, because it's all just different ways of channeling Essence.


* AlwaysChaoticEvil: Fiends are physical embodiments of malice, and therefore cannot be anything but evil. [[InvertedTrope Inverted]] with the Angelic Ethereals, who are physical embodiments of good.

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* AlwaysChaoticEvil: AlwaysChaoticEvil:
**
Fiends are physical embodiments of malice, and therefore cannot be anything but evil. evil.
**
[[InvertedTrope Inverted]] with the Angelic Ethereals, who are physical embodiments of good.good.
** Subverted with the Fallen Seraphim. They're potentially as capable of good or evil as any other angel, though Hell isn't really a good place to be a good being. Likewise, the Qliphonim have free will, though they had ''better'' not exercise it if they know what's good for them.


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* TheLegionsOfHell: Fallen Seraphim want to damn all humanity to prove that they're right. These are not to be confused with Fiends, which are a form of spirit from a different Sephiroth that are defined by hate, hunger, and power relations.


* {{Magitek}}: Atlantean Arcana, which runs on Essence and can't be built by mundanes.

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* {{Magitek}}: Atlantean Arcana, which runs on Essence and can't be built by mundanes.mundanes or regular Gifted.


* EnforcedColdWar: The Ruya'ha and Alamut sects of TheHashashin both have Madrassas in the Garden of Earthly Delights, but they don't fight there or attack each other's headquarters despite being mortal enemies. First, the Garden's nature weakens violence and makes it hard to permanently kill anyone, and second, the Assassins have no wish to defile the holy Garden with violence. They'll kill each other on Earth instead.

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* EnforcedColdWar: The Ruya'ha and Alamut sects of TheHashashin TheHashshashin both have Madrassas in the Garden of Earthly Delights, but they don't fight there or attack each other's headquarters despite being mortal enemies. First, the Garden's nature weakens violence and makes it hard to permanently kill anyone, and second, the Assassins have no wish to defile the holy Garden with violence. They'll kill each other on Earth instead.

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* MagicAIsMagicA: [[FunctionalMagic Magic]], [[{{Necromancer}} Necromancy]], [[PsychicPowers Seer abilities]], [[ClapYourHandsIfYouBelieve Divine Inspiration]], and the variety of other abilities around each function under a particular set of rules.


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* TheRedMage: Taking multiple types of magic (except for combining Divine Inspiration with Magic or Necromancy) is entirely possible, though it can be limited by your tradition, teacher or patron (you don't see a lot of Rosicrucian psychics, for example). Some magical traditions actually combine different arts; for example, a Voodoo houngan uses Magic and Necromancy, while most Shamans use both Magic and Seer abilities and don't see any difference between the two.

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* EnforcedColdWar: The Ruya'ha and Alamut sects of TheHashashin both have Madrassas in the Garden of Earthly Delights, but they don't fight there or attack each other's headquarters despite being mortal enemies. First, the Garden's nature weakens violence and makes it hard to permanently kill anyone, and second, the Assassins have no wish to defile the holy Garden with violence. They'll kill each other on Earth instead.


* RomanticismVsEnlightenment: The conflict between the Combine and The Knights Templar can be summed up as this. The Templars believe that humanity is best liberated by democracy, technological advancement, universal education and secularism (they don't see religion as bad, per se, but they're wary of it as a tool of mundane control). The Combine's objective is to ''keep humanity under control'', which usually means a unified and authoritarian church and state, [[FullCircleRevolution failed revolutions]], technology suppressed or [[BigBrotherIsWatching turned to serve those in authority]], and the deaths of reformers and free-thinkers.

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* RomanticismVsEnlightenment: The conflict between the Combine and The the Knights Templar can be summed up as this. The Templars believe that humanity is best liberated by democracy, technological advancement, universal education and secularism (they don't see religion as bad, per se, but they're wary of it as a tool of mundane control). The Combine's objective is to ''keep humanity under control'', which usually means a unified and authoritarian church and state, [[FullCircleRevolution failed revolutions]], technology suppressed or [[BigBrotherIsWatching turned to serve those in authority]], and the deaths of reformers and free-thinkers.


* TheKnightsTemplar: One of the oldest and most powerful Covenants in the world, dedicated to the destruction of the Combine and the enlightenment of humankind. Just try not to learn their secrets - it's not healthy;



* NotSoDifferent: TheKnightsTemplar are enemies of the Combine and have much nobler goals, but use the same shadowy conspiracy tactics as their enemies, from media manipulation to assassination. They try to avoid collateral damage, but won't let innocent bystanders get in the way of getting stuff done.

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* NotSoDifferent: TheKnightsTemplar The Knights Templar are enemies of the Combine and have much nobler goals, but use the same shadowy conspiracy tactics as their enemies, from media manipulation to assassination. They try to avoid collateral damage, but won't let innocent bystanders get in the way of getting stuff done.



* RomanticismVsEnlightenment: The conflict between the Combine and TheKnightsTemplar can be summed up as this. The Templars believe that humanity is best liberated by democracy, technological advancement, universal education and secularism (they don't see religion as bad, per se, but they're wary of it as a tool of mundane control). The Combine's objective is to ''keep humanity under control'', which usually means a unified and authoritarian church and state, [[FullCircleRevolution failed revolutions]], technology suppressed or [[BigBrotherIsWatching turned to serve those in authority]], and the deaths of reformers and free-thinkers.

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* RomanticismVsEnlightenment: The conflict between the Combine and TheKnightsTemplar The Knights Templar can be summed up as this. The Templars believe that humanity is best liberated by democracy, technological advancement, universal education and secularism (they don't see religion as bad, per se, but they're wary of it as a tool of mundane control). The Combine's objective is to ''keep humanity under control'', which usually means a unified and authoritarian church and state, [[FullCircleRevolution failed revolutions]], technology suppressed or [[BigBrotherIsWatching turned to serve those in authority]], and the deaths of reformers and free-thinkers.

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* SpiritWorld: The various Sephiroth provide almost every variety you can think of. [[DreamLand Hod]] and [[TheUnderworld Geburah]] got write-ups, while [[LandOfFaerie Yesod]], Netzach (the realms of TheOldGods) and [[PureEnergy Binah]] (home of the Elemental Planes and the Seraphim, but ''not'' FluffyCloudHeaven) haven't, and some of the Sephiroth have names but little else. Then there's Kether, which is the highest of the Sephiroth, and the only certainty is that those who go there don't come back. The conventional theory is that it's the home of the Creator and/or the Nirvana of Buddhism, but it could just as easily be a CessationOfExistence where people are reabsorbed into pure potential.

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* UnequalRites: Usually, the Divinely Inspired and Magicians don't get along. The powers are incompatible, most monotheistic religions that believe in magic take a dim view of it (and conversely, a Gifted from a religion such as Voudoun is far more likely to be Magical than Inspired), and the Sentinels (the main Covenant for the Inspired) are an AntimagicalFaction. Some are more tolerant than others.

Added DiffLines:

* TheKnightsTemplar: One of the oldest and most powerful Covenants in the world, dedicated to the destruction of the Combine and the enlightenment of humankind. Just try not to learn their secrets - it's not healthy;


Added DiffLines:

* NotSoDifferent: TheKnightsTemplar are enemies of the Combine and have much nobler goals, but use the same shadowy conspiracy tactics as their enemies, from media manipulation to assassination. They try to avoid collateral damage, but won't let innocent bystanders get in the way of getting stuff done.


Added DiffLines:

* RomanticismVsEnlightenment: The conflict between the Combine and TheKnightsTemplar can be summed up as this. The Templars believe that humanity is best liberated by democracy, technological advancement, universal education and secularism (they don't see religion as bad, per se, but they're wary of it as a tool of mundane control). The Combine's objective is to ''keep humanity under control'', which usually means a unified and authoritarian church and state, [[FullCircleRevolution failed revolutions]], technology suppressed or [[BigBrotherIsWatching turned to serve those in authority]], and the deaths of reformers and free-thinkers.


* TouchedByVorlons: Or, in this setting, Touched by Mad Gods.

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* TouchedByVorlons: TouchedByVorlons:
**
Or, in this setting, Touched by Mad Gods.Gods. Being Tainted gives you powers, but is generally not a good thing.
** Having a Spirit Patron is a voluntary version of this, where you make a DealWithTheDevil, a BargainWithHeaven or a pact with another kind of big supernatural for awesome powers.


* MiddleEasternCoalition: Israel, Iran and Saudi Arabia are working together to fight the Church of Revelations, supported by the largest contingent of the Heavenly Host in the world (the remnants of Gabriel's faction).

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* MiddleEasternCoalition: [[EnemyMine Israel, Iran and Saudi Arabia Arabia]] are working together to fight the Church of Revelations, supported by the largest contingent of the Heavenly Host in the world (the remnants of Gabriel's faction).


* YouAreNotReady: According to both Gabriel and the Old Gods, humans shouldn't be meddling with science or magic, because the last time they reached an era of such power, they awakened Leviathan and Lord Archangel Lucifer had to wipe out the Elder Kingdoms. Problem is, the angels mostly kicked out the Old Gods, and Gabriel's attempt to keep the worms canned was a dismal failure.

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* YouAreNotReady: According to both Gabriel and the Old Gods, humans shouldn't be meddling with science or magic, because the last time they reached an era of such power, they awakened Leviathan and Lord Archangel Lucifer had to wipe out the Elder Kingdoms. Problem is, Unfortunately, the angels mostly kicked out the Old Gods, and Gabriel's attempt to keep the worms canned was a dismal failure.


* MugglesDoItBetter: 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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* MugglesDoItBetter: MugglesDoItBetter:
**
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).invocation).
** {{Defied}} at Legendary and higher levels. Once you get into the realm of the Greater Gifted, Seraphim and Incarnates, there's no rules for mundane heroes; there are simply no mundanes capable of competing with that kind of power.

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