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[[File:WW55000-
▲[[File:WW55000-300px_1738.png|frame|Our world when the sun goes down... and stays down..]]
{{Outdated}}
Humans share the Earth with various supernatural creepy crawlies that [[Warm Bloodbags Are Everywhere|prey on them like cattle]], [[The Chessmaster|use them]] [[Ancient Conspiracy|as pawns]], and kill them when convenient (or [[Complete Monster|at whim]]). In an interesting tightrope walk, individual humans have little power; but a tenet of most of the supernatural groups is that ''humanity'' as a force is dangerous and must remain ignorant. There is a reason that whenever a [[The Hunter|Hunter]] dies, [[Take Up My Sword|another rises elsewhere]].
The '''New''' World of Darkness was created in the wake of [[The End of the World
As a revamping (no, not ''[[Viral Transformation|that]]'' kind of vamping) of the [[Old World of Darkness]], some of the themes it keeps (albeit twists a bit) are the following. The World of Darkness, both old and new, are settings where several Supernatural Creatures exist. Each has a unique niche, theme, and [[Backstory]]. There are three core supernatural races ([[Vampire: The Requiem|Vampires]], [[Werewolf: The Forsaken|Werewolves]] and [[Mage: The Awakening|Mages]]) and many supplemental ones
Among the biggest differences between the two is that the nWoD is highly modular. The ''very first'' "gameline" that came out was about bland and ordinary mortals. This book also served as the core rulebook, creating a unifying (though not always balanced) set of rules for all the following supplements to build on and adhere to. In contrast to the Old World, it lacks a unifying [[Crossover Cosmology]] and [[Metaplot]], so the existence of the supernatural creatures from any other gameline is optional in your
It also leaves more room for homebrew expansions and games, [[
In 2007, a spin-off, ''[[Monte
In 2010, White Wolf announed that it would be moving away from traditional print in favor of focusing on print-on-demand services and publishing to PDFs. While the outcry was [[Ruined FOREVER|expected]], the nWoD has continued on with a new game-line planned for a late 2012 release.
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In 2012, White Wolf celebrated the [[Long Runner|20th anniversary]] of the World of Darkness as a whole, the 8th anniversary of the New World of Darkness.
CCP Games, the folks behind [[
----
{{tropelist}}
{{Sidemenu}}
'''Fan Made Gamelines:'''
* [[Vampire: The Requiem (Tabletop Game)|Vampire: The Requiem]]▼
* [[Dragon: The Embers]]
* [[Werewolf: The Forsaken (Tabletop Game)|Werewolf: The Forsaken]]▼
* [[Mage: The Awakening (Tabletop Game)|Mage: The Awakening]]▼
* [[Hunchback: The Lurching]]
* [[Promethean: The Created (Tabletop Game)|Promethean: The Created]]▼
* [[Leviathan: The Tempest]]
* [[Changeling: The Lost (Tabletop Game)|Changeling: The Lost]]▼
* [[
* [[Princess: The Hopeful]]
* [[
* [[Wraith: The Arising]]
{{Sidemenuend}}
{{Sidemenu}}
▲* [[Demon: The Redemption (Tabletop Game)|Demon: The Redemption]]
'''Official Gamelines:'''
▲* [[Genius: The Transgression (Tabletop Game)|Genius: The Transgression]]
* [[Hunter: The Vigil]]
* [[
* [[Mummy: The Curse]]
* [[Beast: The Primordial]]
* [[Demon: The Descent]]
* [[Deviant: The Renegades]]{{Sidemenuend}}
* [[Ancient Astronauts]]: Implied in the corebook.<ref>The [[Deus Est Machina|God Machine]] story.</ref>
* [[Animorphism]]: Werewolves, skinchangers, vampire Clan Gangrel, the Orphans of Proteus from Mage, Changelings of the Beast Seeming, and the various other changing breeds introduced in ''War Against the Pure''.
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* [[Apocalypse How]]: The Sourcebook "Mirrors" presents numerous scenarios for catastrophic events, even using the scale on the page.
* [[Astral Projection]]: The Auspex discipline for vampires, some mortal merits from ''Second Sight'', and a mage ability.
* [[Authority Equals Asskicking]]: Well, the vast majority of roleplaying games use this trope at least sometimes, to rein in possible sociopathic behavior of [[Player Character
* [[Beast Man]]: There are a lot of these, but generally this is the stereotype held against the vampire clan of Gangrel, the Beast seeming of Changelings, and basically every Werewolf.
* [[Beauty, Brains, and Brawn]]: This is how the various statistics are organized in the new world of darkness: Social (beauty), Mental (brains), and Physical (brawn).
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* [[The Beautiful Elite]] (and/or heavy subversion of [[Beauty Equals Goodness]]): Requiem's Daeva and Lost's Fairest are typically supernaturally gorgeous and get powers to match - but have trouble resisting their Vice or staying on top of their [[Karma Meter]]. Arguably Promethean's Galateids also deserve a mention here, though subverted in that their beauty is artificial and ends up inspiring hate or jealousy in mortals courtesy of Disquiet.
* [[Being Good Sucks]]
* [[Blessed
* [[Blood Bath]]: The new supplement ''Immortals'' has [[Exactly What It Says
* [[Blue and Orange Morality]]: Some of the Morality-analogues for the New World of Darkness gamelines (Harmony from Werewolf, especially). In addition, the True Fae of Changeling: The Lost have this explicitly stated as part of their psyches.
* [[Body Horror]]: Everything in the cult section of the Second Sight supplement. See [[Lovecraftian Superpower]] for more.
* [[Cardboard Prison]]: Subverted. With all the superpowers the characters, both player and non, have, keeping them confined should be ridiculously impossible. So the FBI built their own Superjail and called it the Lansing Facility.
* [[Children Are Innocent]]: Can be averted or played straight. There may be a sourcebook about playing children "called" ''Innocents'', but the innocence in the title refers to a lack of experience rather than a lack of evil. Child PCs have "Faults" instead of [[Seven Deadly Sins|Vices]], but these include "Cruel" and "Greedy". Played straight if the character has the "Kind" Asset.
* [[Church Militant]]: The Malleus Maleficarum, the Order of St. George, and the Long Night in Hunter. Also the Lancea Sanctum in Vampire.
* [[Clap Your Hands If You Believe]]:
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** In ''Changeling: the Lost'', the changelings who were originally humans can become more like the fae they are attempting to escape if they lose their grip on the true world, called "Clarity."
* [[Clockwork Creature]]/[[Human Resources]]: The Patchwork People of ''Immortals'' have clockwork hearts that can keep them going indefinitely without sleep, and maintain their immortality by stealing the organs and other body parts of unwilling victims.
* [[
* [[Competitive Balance]]: While it was something of a problem with the Old World, the New World is a bit better, but given the very different nature of each variety of supernatural and their abilities, 'balance' can be a hard thing to define.
** It's generally agreed that a [[Mage: The Awakening
* [[Complete Monster]]: In-Universe Examples
** At least one whole faction of them is mandatory to every gameline in both WODs. See also [[Black and Grey Morality]].
** The idea behind the ''Slashers'' book.
** This is basically the description of [[Karma Meter|Morality 0]] in most games. Its either this, or total, near-irreversible insanity.
* [[Conspiracy Kitchen Sink]]: Like the previous one but replaces a few world-dominating conspiracies with dozens of little ones.
* [[Cosmic Horror]]: Many of the New World of Darkness game lines offer them, as well - Maeljin and magath spirits in Werewolf (plus Idigim in the second edition), Abyssal entities in Mage, the Strix in Vampire, the qashmallim (particularly Lilithim) in Promethean, the Kerberoi in Geist,
** There are rules in the Second Sight sourcebook for building a character who worships them. And then gets weird powers from it.
* [[Crapsack World]]: The world is broken and rotten to the core. Rather fundamentally, [[Humans Are
* [[Creative Sterility]]: Vampires, Prometheans, True Fae, and assorted others.
* [[Crossover Cosmology]]: Though mostly averted, the core gamelines reference each other, and a semblance of an interconnected setting can be found in many sourcebooks. Individual ST's can decide to create one wholesale or cobble it together as a [[
** The [[Karma Meter|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. By the time Geist rolled around, White Wolf seems to have said "Who are we kidding?" and points out that Sin-Eaters will likely find the suggestion of [[Supernatural Angst]] hilarious.
* [[Darker and Edgier]]: The new World of Darkness plays this role to the old one. Changeling games stand in particularly stark contrast, but the difference in attitude is noticeable in every game with the arguable exception of Vampire, where the new version, at least, offers much lesser chance of being eaten by some ancient vampiric demigod. If in the old WOD the world sucked, but in most game lines you had a chance to do something about it, in the new WOD the world sucks, period.)
** Then again, there's Hunter: The Vigil, which is pretty much built around the idea people can do something about the world's suckiness, and have done so for time out of mind. Or Promethean: The Created, where it's possible to go from being a monster to being human. You may make a difference on a smaller level in the nWOD, but you /can/ still make a difference.
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** With Geist out, it seems that ghosts and fairies swapped places in the new World of Darkness. Fairies used to be joyful humans comprised of dreams fighting against banality and are now mentally scarred half-human survivalists fleeing from inhuman captors. Ghost PCs used to be angst-ridden horrors tortured by both the unholy hellish afterlife and their horrible living pasts are now happy half-human hybrid shamans who are more like magical versions of the [[Ghostbusters]].
* [[Dark Is Not Evil]]:
** The Moros "Necromancer" mages, who have the capacity to be as good or evil as any other mage. That said, there's a Moros-only Legacy of [[Black Magic
** Similarly with the Mastigos warlocks: You would think a guy whose entire schtick is the "[[Mind Control]]" half of [[Psychic Powers]] and deals with [[The Heartless]] on a regular basis would be a [[Manipulative Bastard]], but their Awakening actually helps counteract that, and they have the unique distinction of having a Mastigos-only Legacy of [[Dark Is Not Evil|Good Black Magicians]] (the Fangs of Mara), who enter the nightmares of [[Eldritch Abomination|Abyssal beings]] to find what they fear and use it against them.
** Same thing with the Darklings from ''Changeling: the Lost''. They've been shaped to be nightmares, but that doesn't mean they're necessarily bad guys (although having the ability to, for example, heal yourself by sucking the life out of others certainly ''does'' make it easier.)
* [[The Dark Side]]: ''Every'' supernatural in the new WOD runs the risk of degeneration and [[Evil Makes You Monstrous|turning into something fully monstrous]] by losing all points on his [[Karma Meter]]. Subverted, as in both cases the degeneration carries nothing but severe penalties.
* [[Dark World]]: ''Several'' in both settings.
* [[Deadly Decadent Court]]: Most of them, though Requiem's Invictus fit the stereotype best. And Lost's Gentry.
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* [[Dying Like Animals]]: Almost every human is a Bat, the vampires are all Moles to humans and Mice to their elders, and Hunters are the rare humans who can see past the masquerade and try to stop the bad supernaturals.
* [[Empty Shell]]: [[Our Souls Are Different|Soul loss]] turns a person into this over a period of time.
* [[The End of the World
* [[Evil Feels Good]]: Morality is lost by not showing remorse for misdeeds. You also can lose it anyway, if the dice screw you.
* [[Evil Makes You Monstrous]]: Slashers.
* [[Evil Tastes Good]]: Vampires and blood.
* [[Evil Twin]]: Entire race of 'em, the [[Enemy Within]]/[[Enemy Without|Without]] (it depends on the spell used to summon them) Goetia in Mage, who are literally the emotions a person hates about himself given a form similar to his own and a mind. The minor ones just annoy people while they're in the [[Journey to
** Cannot be defeated as long as he lives? The quickstart begs to differ on that count, with a character who has the listed Vice "None" because he beat it. Granted, if it was originally [[Pride]], it may have come back with a vengance...
** And then there are Changeling: the Lost's Fetches, who are created to be replacements for those taken by the True Fae. These can either reinforce or subvert the Trope, depending on how aware and how moral the Fetch is... and how moral the Changeling they replace is when they get back.
* [[Eviler Than Thou]]
** Changeling: the Lost tends to avoid this on the large scale. The 'society' of the Freehold is based around 4 Seasonal Courts who differ in general approach to governance and how one should deal with the threat of the Others, but aren't outright malevolent (Autumn Court nonwithstanding). The 'other' factions are depicted as individuals or tiny groups of loyalists still beholden to their True Fae abductors or privateers out for themselves. There is no large scale 'Court of Evil' for the setting. One can point to the Gentry as the darker side of the coin, but they aren't a faction per se, unless one wants to argue that the Wyrm of ''[[Werewolf: The Apocalypse
** Also true for the Sin-Eaters. The Archetypes describe how a Sin-Eater approaches their second chance at life, but again, none are outright malevolent. A krewe may go off the reservation, but there's no evil Sin-Eater wide group.
* [[Extra-Strength Masquerade]]: Depending on the game, you're sometimes left wondering "okay, how the ''hell'' can they cover ''that'' up?"
** They can't all the time, this is where Hunters come from. Those who don't go Hunter either try to forget what they've seen...or won't shut up about it and get [[Killed to Uphold
* [[Fantastic Fragility]]: Most supernaturals can get ''all'' the new powers they want, and more cheaply and quickly than working honestly would bring... at the downside of getting loaded down with (usually permanent) potentially crippling weaknesses. Have we mentioned being a supernatural is [[Blessed
* [[Fantasy Kitchen Sink]]: Each game line in the original was incredibly insular, Vampires could go centuries never meeting a werewolf. The new one made the setting modular to help "write in or out" other supernaturals as the ST needs.
* [[Final Death]]: Possibly the [[Trope Namer]].
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** In [[Vampire: The Requiem]], we have ''two'' Gangrel Bloodlines: the Mystykoi, whose [[Personality Powers]] lets them [[Crazy Awesome|gain insight from]] [[Enemy Within|the Beast]], and the Maghreb Taifa scholars.
* [[Glamour]]: Many supernaturals can make themselves seem beautiful, trustworthy, desirable and invincible to onlookers.
* [[Half
** ''Hunter: the Vigil'' has the conspiracy known as "the Lucifuge," who are humans that have demon blood in their family trees but have chosen to turn their heritage to good ends. ''Inferno'' gives us their dark counterparts, "L'Enfants Diabolique," who embrace their heritage.
* [[The Heartless]]: New World Of Darkness demons are like this...[[Our Demons Are Different|Sort of]]. They either begin as [[The Faceless|nameless, formless creatures called Whisperers]] or [[The Dark Side|corrupted versions of spirits and ghosts]] until they gain enough power through [[Deal
* [[Hermetic Magic]]
* [[Hybrid Overkill Avoidance]]
* [[Hypnotic Eyes]]
* [[I Know Your True Name]]
* [[Immortality Immorality]]
** Firstly, vampires. While it is possible to live by drinking the blood of animals and to only drain humans of minute amounts, most are so greedy for Vitae that they don't really care.
** From Immortals, we have Blood Bathers, who ''have'' to kill people to fuel their life, but the "curse" aspect rings hollow when you realize that ''they choose this on purpose''.
*** It is actually
** Also from Immortals, we have Harvesters, who extend their lives by killing ''other'' immortals.
** Another Immortal splat, the Patchwork People. Super rich people buying new bodies from a secretive network of unethical doctors who do their job by forcible ''taking'' the body parts from unwilling victims, and stealing the Spark of Life from Prometheans.
** [[
** And finally, Tremere Liches. [[Two Words: Obvious Trope|Two words]]: Soul. Eaters.
*** By the time a Tremere is old enough for immortality to be useful (Age 100+), they are eating a soul every month.
* [[Immune to Bullets]]
** Every Mage Arcanum has a protective shield that fits this trope to a lesser (Mind: people just miss) or greater (Death: your bullets just get tired and give up, then fall laconically from the target after giving him a light tap) degree.
* [[Karma Meter]]
* [[Katanas Are Just Better]]
* [[Kill It
** Subverted in ''Changeling: the Lost''. Fire is not a common weakness among changelings. It might [[Man On Fire|work fine on most of them]], only [[Phlebotinum Breakdown|sometimes]] [[Out of the Inferno|it doesn't]]. But things might get [[Incendiary Exponent|more drastic]]. Instead of just shrugging it off, the changeling might [[Playing
* [[Killed to Uphold
* [[Life Drinker]]: The supplement ''Immortals'' details a number of types of people who have managed to overcome the limitations of age - generally through this trope.
* [[Light Is Not Good]]: Most shown in Hunter. Sure, you're trying to make the world a safer place against the uncountable monsters for humanity's sake, but the sacrifices weigh on the soul, and you might just [[He Who Fights Monsters|become...]]
* [[Long Runner]]:
* [[Manipulative Bastard]]: In some gamelines, being this is almost a requirement for obtaining any power within your supernatural society.
* [[Masquerade]]: Each supernatural enforces their own, but Vampires and mages are typically first to do clean up. Still, sometimes the ability of supernatural beings to maintain it stretches the suspension of disbelief, considering their penchant for superpowered violence. When they ''don't'' maintain it - storytellers were suggested to use hunters in response to Masquerade breaches.
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* [[Mind Control]]: Almost everyone can potentially do this, including mortals, but vampires and mages are particularly notorious for this.
* [[Monster Lord]]: Vampire bloodlines, or just plain elders above Blood Potency 6. Changelings with Entitlements, at least in the eyes of the Gentry.
* [[Mr. Vice Guy]]: Potentially any and every player and character.
* [[The Multiverse]]: In the New World of Darkness, though the full picture only emerges if you piece together [[Werewolf: The Forsaken]], [[
** The World Of Flesh / The Real World: The mundane world in which humanity lives. Referred to as the ''Gurihal'' by werewolves.
** Twilight: Partially a state of being and partially a plane in its own right, people and things that are "in Twilight" are intangible and, usually, invisible. It serves as a kind of border-realm between the Underworld and/or Shadow and the World proper; thronged by ghosts that have yet to truly pass into the Underworld and Spirits who have crossed over from the Shadow. It's basically the job of Sin-Eaters and werewolves to clear it out and ship them on to their proper places.
** The Shadow: A [[Spirit World]] that resembles a [[Dark World]] in form, inhabited by the animistic spirits of the world. Spirits of elements, objects, concepts, animals, places, everything, all have their home here. Referred to by werewolves as the ''Hisil''.
** The Gauntlet: Less of a plane and more of a planar phenomenon, a kind of barrier between the World and the Shadow. When it's too weak, spirits can more easily slip
** The Underworld: A [[Dark World]] (or perhaps a specifically focused form of [[Spirit World]]) that is the resting place of all human souls. Ever wonder why human spirits don't show up in the Shadow? It's because they go down here. Also visited or partially inhabited by animistic death
** The Hedge: The twisting, treacherous border plane between the second Arcadia and the World proper, earning its name because it most commonly takes the form of a great field of thorny, soul-tearing brambles. It does take other forms too, mimicking the mortal world it is entered through, but it's always labyrinthine and dangerous to body, mind and soul.
*** The previously-listed planes of existance are collectively known, in Mage, as the "Fallen World." The planes listed below are known as the "Supernal Realms" (well, ''maybe''. See Arcadia below regarding some uncertainty on that point).
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* [[Mundane Utility]]: Subverted in ''Mage: The Awakening'': while it's possible to use magic for everyday chores, doing so is considered an (extremely minor) act of hubris and dings the [[Karma Meter]].
* [[Not So Harmless]]: This is the effect the Hunters have when brought into play against the supernatural protagonists of the other game lines-suddenly, the "mere mortals" have very sharp teeth and can completely level the playing field against supernaturals... if not imbalance it the other way when vampires and the like go up against the plasma cannons, biotechnological augmentations, and less... mundane weapons the Hunters can bring to bear.
** The Malleus Maleficarum, Lucifuge, Aegis Kai Doru, Ascending Ones, Cainite Heresy, and Knights of Saint George all bring considerably less conventional tools to the fight. Or ask ''where'' the Cheiron Group gets the things they implant into their agents. In no particular order, the Conspiracies mentioned use things like mini-[[Eldritch Abomination
*** And there's a couple of Cheiron Group weapons which consist of grafting an Abyssal Intruder into your body and ''living in symbiosis'' with the thing. Life tip #1: do NOT give the humans ''prep time''...seriously.
* [[Omnicidal Maniac]]: One of the possible motivations for worshipping an [[Eldritch Abomination]] in ''Second Sight''.
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* [[Our Vampires Are Different]]: Five clans worth of "Different" in the new setting, which is less than the thirteen featured in the old setting. However, the differences between political views and origins are much more pronounced in the new WoD. All vampires share the same common weaknesses, but each clan has a unique new weakness and each Bloodline (a sub-group of a clan) has an extra one.
* [[Our Werewolves Are Different]]: Moreso in ''Werewolf: The Apocalypse'' than in ''Werewolf: The Forsaken''. The nWOD also provides werewolf options beyond the Forsaken.
* [[Outgrown Such Silly Superstitions]]: Zigzagged. Becoming a member of the supernatural races often does a number on a person's faith, but sometimes it doesn't, and the general attitudes towards "human" religions varies widely throughout the NWoD even going by "race".
** With vampires, not only is there the Lancaea Sanctum, which is essentially a vampiric take on the Abrahamic
** Werewolves have a very hard time holding on to Abrahamic beliefs they held before their First
** Many Mages break with their old religions upon awakening, others don't. Notably, despite it being an obvious choice, White Wolf didn't go with the angle that those who were strong believers or [[The Fundamentalist]] before are more likely to become Banishers (mad mages who seek to kill all magic users). Admittedly, two of the most notable Christian mages mentioned are a somewhat-unwitting founder of an Abyssal cult and a [[Holier Than Thou]] type who actually used his powers to become an ''inquisitor'' and hunt down other
** Changelings may or may not experience religious changes as a result of their trauma. Many do become Naytheists,
** Prometheans don't care about religion one way or another; they may adopt a faith, but usually to find some comfort or to try and understand humanity.
** Sin-Eaters, surprisingly, are the least-likely to lose faith, even though the Underworld looks absolutely nothing like heaven or hell. On the other hand, they are very, very willing to create their own new belief-systems, mixing and matching whatever details and ideas sound good to them.
** Also subverted in general for the mundane parts, in contrast to the Classic version: While [[Muggles|mortals]] generally ''claim'' to not believe in monsters, the books often emphasize that this is, in general, complete hogwash. They know perfectly well that something goes bump in the night ([[Believing Their Own Lies|despite what they may tell themselves]]), but (a) don't want to be seen as eccentric or crazy, and (b) suspect ([[Killed to Uphold
* [[Parabolic Power Curve]]: All supernatural characters have a "Power" stat that determines how much [[Mana]] they can store and impacts the power of their abilities. Raising it above 5 usually starts to incur drawbacks: Mages have to roll more dice for [[Magic Misfire|Paradox]] (and successes = bad stuff), Werewolves lose Essence over time, Sin-Eaters start having to spend a part of each month in the Underworld, and so on.
* [[Point Build System]]
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** The historical settings and 'world shards' are basically this. ''New Wave Requiem'' transplants Vampire to the 1980s. ''Mage Noir'' is Mage post-World War II. ''Bleeding Edge'' is the World of Darkness as Cyberpunk. And ''Infinite Macabre'' does this literally, making the WOD Space Opera.
* [[Romanticized Abuse]]: Common in the relation between vampires and their ghouls, among other things. Also, in the book ''Possessed'', you can build a character with superpowers based on one of the seven deadly sins. The "lust" ones pretty much run on this trope.
* [[Science Is Wrong]]: Subverted it in [[Mage: The Awakening
** In general, science gets a far better shake in the New WoD than the old... with the painful exception of ''Second Sight''.
* [[Serial Killer]]: Any old person and supernatural can be one. Special mention goes to the Slashers from the source book of the same name.
* [[Seven Deadly Sins]]: By fulfilling their Vice, the character can gain a point of Willpower due to gratifying their ego. However acts that fulfill Vices are usually going to damage the [[Karma Meter]].
* [[Seven Heavenly Virtues]]: They are: Charity, Faith, Fortitude, Hope, Justice, Prudence, and Temperance. They take more effort than Vices to fulfill, but fully restore Willpower when pulled off.
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* [[The Soulless]]
* [[Sourcebook]]
* [[Special Snowflake Syndrome]]: Almost every game has several [[Prestige Class|smaller splats]] mentioned in the various sourcebooks. Vampire has Bloodlines, Werewolf has Lodges, Mage has Legacies, Changeling has Entitlements, etc.
* [[Splat]]: Essentially the [[Trope Namer]], more or less.
* [[Stages of Monster Grief]]: Just about every [[Splat]] has members who deny, love, hate, or go off the deep end after changing from mere human. Except Prometheans, who weren't human but still feel the effects of their inhumanity.
* [[Super Loser]]: The default for a player character.
* [[Take That]]: Lots of little tidbits around, but ''[[
{{quote|
* [[Touched
* [[Un-Equal Rites]]: The feelings between the Lancea Sanctum and Circle of the Crone in Requiem.
* [[The Unmasqued World]]: ''Mirrors'' gives you several suggestions on doing this and the possible consequences thereof. Scenarios range from simply [[Boring but Practical|the Internet making it impossible to hide anything anymore]], to [[Ultimate Showdown of Ultimate Destiny|all-out warfare between the supernatural factions]].
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* [[Van Helsing Hate Crimes]]: Hunters generally don't know the difference between the good supernaturals and the bad. [[Black and Grey Morality|Can't really blame them.]]
* [[Walking Wasteland]]: If a Promethean settles down for too long, the world around them begins to suffer.
* [[Wrong-Context Magic]]: Just about anything from the perspective of a different gameline. However anything related to the Divine Fire is in a league of it's own for being incomprehensible to other forms of magic. Faerie magic isn't nearly as far out of context but still plays by different rules to most other magic.
* [[The Wall Around the World]]: The borders between the physical realm and the spirit worlds.
* [[Weapon of Choice]]: Quite a few of the fighting styles provided in supplementary material for the New World of Darkness focus around these, including [[Knife Nut|knife fighting]], sword-and-shield, and [[
* [[Well
** Hunters in general are at risk of this.
** One of the many, many dangers of traveling the roads is the risk of running into Gremlins, which are one half this, one half [[Mad Doctor]], and all [[Body Horror]]. They want to fix things... cars, machines, people, they don't care what. They live to fix things. But they aren't very smart: if something moves, it's working, if it's not moving, it's broken. If you stop near a gremlin's lair, be it consciously or not (say, you have a crash), then the gremlin will come to fix you. Or use you to fix something else. They'll just keep tampering and tinkering until you die, all in the name of trying to get you to "work". Then they'll take you apart and keep the best bits for future "repair jobs".
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{{reflist}}
[[Category:Horror Tabletop Games]]
[[Category:Tabletop Games]]
[[Category:
▲[[Category:Tabletop Game]]
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