Hybrid Overkill Avoidance: Difference between revisions

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{{trope}}
[[File:Hybrid_Horror_77Hybrid Horror 77.png|link=Rusty and Co.|frame|Don't do this. Ever.]]
 
 
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This is especially true when an author wants to conserve as much [[Willing Suspension of Disbelief]] as possible, believe it or not, readers might have trouble swallowing a half [[Elemental Embodiment|fire elemental]] / half [[Our Vampires Are Different|vampire]].
 
In a game setting, this trope is used to avoid the presence of [[Ninja Zombie Pirate Robot]] [[Game Breaker|throwing]] [[Competitive Balance]] [[Game Breaker|right out the window]] when you can, within the rules, get any power listed on [[Five Races|any species]]' charts with limited or no [[Necessary Drawback|Necessary Drawbacks]]s. It's essentially a way for the designers or [[Game Master|Game masters]] to avoid someone making an overpowered [[The Red Mage|Red Mage]]. Smart game designers (or ones that have had experience like White Wolf, makers of'' [[The World of Darkness]]'') have gone the extra mile to explain why such hybrids can't exist.
 
Inside the story, this is usually [[Justified Trope|justified]] (or at least given a half decent [[Hand Wave]]) by having one supernatural/technological/biological "monster" or race be naturally [[The Immune|immune]] (or [[Made of Explodium|violently]] [[Weaksauce Weakness|allergic]]) to being hybridized with another. For example, a character who's been [[Viral Transformation|changed]] into a werewolf can't be [[Mutant|mutated]] with [[The Virus]] since their [[Healing Factor]] protects them further mutation. Robots won't become [[Our Ghosts Are Different|ghosts]] because, y'know, no [[Soul]].<ref>([[Virtual Ghost|Virtual Ghosts]]s are doable, though)</ref>. For whatever reason, in some settings characters can only change into one kind of supernatural critter, or only be one ''"at a time".''
 
Sometimes, the "immunity" is due to the idea that the character can't be changed from one type of their common category to another, such as zombies and vampires, which are different types of their common category of [[The Undead|undead.]] And sometimes the offspring only inherits one of their parents types, or a few, but not all, of either's traits.
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*** Vampires, werewolves, Prometheans, changelings and ghosts can't Awaken as mages because they're not human and/or not alive. Mages who become vampires or ghosts lose their mage-ness in the process.
*** Technically, you ''can'' make a Promethean out of anything's ''corpse'' (if it wasn't a straight-up human, though, it's kind of tricky). But that's exactly what you get - a Promethean. Not a Promethean-werewolf, not a Promethean-mage, not a Promethean-changeling - a Promethean. None of the other powers carry over, because they all went away the first time the body died.
*** Prometheans who complete the Pilgrimage can theoretically become vampires or mages. The books advise that you only do this for a ''very good'' reason -- andreason—and the [[Rule of Cool]] doesn't qualify. Also, they lose nearly all Promethean abilities upon attaining humanity.
**** This is quite a good way to add on a bittersweet ending, a Promethean becomes a human again? Oh, but wait...he's cursed to live among the undead for the rest of his days. Its the sort of thing that should only really be used for the most grimdark of chronicles.
*** Also theoretically averted in a sense by any supernaturals who could turn into [[Hunter: The Vigil|Hunters]] and become members of a Conspiracy, where they could then gain Endowments. Of course, if the ''other'' Hunters found out who they were, in many groups they'd be on fire in seconds. This only works if A: the DM [[Loophole Abuse|accepts the letter of the rules]] and not [[Screw the Rules I Have Plot|the spirit invoked by the flavor-and-backstory text]], or B: [[Million-to-One Chance|the character has a very short conscription into becoming a Hunter and a somewhat-to-very long transformation into a supernatural which reached the point of no return before the full-fledged-Hunter immunities kicked in]].
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