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* This is a common facet of ''TabletopGame/ChroniclesOfDarkness'' games. For example, as the blood potency of [[TabletopGame/VampireTheRequiem a vampire]] rises, it becomes more difficult for that vampire to [[HorrorHunger feed]]; when a [[TabletopGame/ChangelingTheLost changeling's]] connection to the Wyrd strengthens, they gain [[FantasticFragility frailties]], supernatural weaknesses and compulsions; as [[TabletopGame/MageTheAwakening mages]] grow stronger, they face greater risk of unleashing [[TheCorruption Paradox]].
** Speaking of changelings, all Goblin Contracts have a drawback related to the benefit they provide. For example, "Shooter's Bargain" grants you two accurate shots at the cost of making the third one really imprecise; "Burden of Life" allows you to heal other changelings by taking their wounds on yourself; and "Call the Hunt" calls TheWildHunt, which doesn't discriminate between the contract's user and its target.

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* ''TabletopGame/ChroniclesOfDarkness'': This is a common facet of ''TabletopGame/ChroniclesOfDarkness'' the games. For example, as the blood potency of [[TabletopGame/VampireTheRequiem a vampire]] rises, it becomes more difficult for that vampire to [[HorrorHunger feed]]; when a [[TabletopGame/ChangelingTheLost changeling's]] connection to the Wyrd strengthens, they gain [[FantasticFragility frailties]], supernatural weaknesses and compulsions; as [[TabletopGame/MageTheAwakening mages]] grow stronger, they face greater risk of unleashing [[TheCorruption Paradox]].
**
Paradox]]. Speaking of changelings, all Goblin Contracts have a drawback related to the benefit they provide. For example, "Shooter's Bargain" grants you two accurate shots at the cost of making the third one really imprecise; "Burden of Life" allows you to heal other changelings by taking their wounds on yourself; and "Call the Hunt" calls TheWildHunt, which doesn't discriminate between the contract's user and its target.



* All mutant powers in ''TabletopGame/{{Paranoia}}'' follow this rule. If you are [[SuperRegistrationAct registered as a mutant]], you will be subjected to FantasticRacism, but you will be allowed to use your mutant power in public; vice-versa, if you aren't registered, you will be treated much better until you are uncovered as a mutant, at which point the Computer will straight-up kill you.
** Then there's the [[TechnoPath Machine Empathy]] power, which is a special case. On one hand, it's the most powerful power in the game, which is set in a sci-fi complex full of machinery and computers. On the other hand, being discovered will kill you, [[DeaderThanDead all your clones, and the genetic template they were cloned from]]. And no, you cannot get put on the mutant registry.

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* ''TabletopGame/{{Paranoia}}'': All mutant powers in ''TabletopGame/{{Paranoia}}'' follow this rule. If you are [[SuperRegistrationAct registered as a mutant]], you will be subjected to FantasticRacism, but you will be allowed to use your mutant power in public; vice-versa, if you aren't registered, you will be treated much better until you are uncovered as a mutant, at which point the Computer will straight-up kill you.
**
you. Then there's the [[TechnoPath Machine Empathy]] power, which is a special case. On one hand, it's the most powerful power in the game, which is set in a sci-fi complex full of machinery and computers. On the other hand, being discovered will kill you, [[DeaderThanDead all your clones, and the genetic template they were cloned from]]. And no, you cannot get put on the mutant registry.registry.
* ''TabletopGame/Warhammer40000'': Nexoses can transmit memories and experiences between other genestealer hybrids and themselves with a touch, allowing them to directly gain and amass incredibly vast and accurate quantities of strategic information. However, human bodies are not physically meant to handle psychic strains of this sort; these exchanges are draining for both parties, and the Nexoses' habitual use of this ability leaves them haggard, worn, and gaunt.

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