The >New< World of Darkness
Friday, June 8, 2007
The mood of a Changeling chronicle can shift many times, reflecting the mercurial nature of the fae. The prevailing mood, however, is bittersweet. The Lost walk through an unseen world of wonder tinged with danger and deceit. The beauty of the fae is often sinister. The Hedge is alluring, and offers both succor and danger. The magic that changelings work is wondrous stuff, but has its strange catches and costs. And yet, for all the fear of the Others,the suspicion of betrayal and the hurt of necessary lies, the Lost still feel the glory of intense emotion and see the vivid colors of fae magic. Both bitterness and sweetness are essential to this world. Without bitterness, the fae are toothless things, as weak and watered-down as the Victorian fables meant to shelter children from anything that might hint that the world was less than perfect. Without sweetness, the setting is a withered and valueless place, more akin to a sulky nihilist's view of the universe than the place it actually is. For all the horror, there is also wonder. For all the beauty, there is also madness.
A Game of Beautiful Madness
Thursday, March 22, 2007
I've just created a commmunity over at fogofthenight. Folks interested in the game should join there for news and developments!
Wednesday, March 21, 2007
(Crossposted to Whitewolf_RPG)
I've always been fond of the idea of Preludes, where people start play as normal humans and then undergo transformation into a supernatural state. I also as a player have loved the times when I was able to have started as a normal human and then have the supernatural thrust upon me, with little back knowledge of what is to occur. A friend ran a Weaveworld scenario, and since I had not read the Barker novel, it was intense and scary fun to discover the world and my character's supernatural powers as time went on.
So, here's my plan.
(1) All players make bog normal humans, as per the World of Darkness Rulesbook, and maybe with merits or features from supplements like Armory. Supplement books with supernatural powers of any kind, including Second Sight, are expressly prohibited. Character concepts should include basically any form of civilain.
(2) As the story progresses, players will be presented with options as to whether or not to become some form of supernatural creature. For the greater amount of IC control you cede to me, the ST, in terms of what you become and what happens to you, I will grant a greater amount of bonus XP to be given, on top of what a supernatural template will normally give. Opportunities for transformation will be given in the game narrative. Ideally, everyone will chose the option to place themselves into my hands as an ST, with narrative circumstances determining supernatural transformation (as much as possible.) I'm tempted to be as hardcore with this as I can, but I'm not sure I want to straddle a player with a narrative situation they may not like. I'll probably work it out as a 2 tier thing - 50 XP with control of template type, but I get to determine the intrinsic and social splats, and 75 XP, but *everything* left in my hands.
(3) And, the kicker - I will be reworking the pre-existing NWoD cosmos. While I will be working primarily from Werewolf, Mage and Vampire, I will be radically altering the legendry, social characteristics and backstories of the splats. I may also be altering certain mechanical things, but I will try to keep those changes to a minimum. This is so as to reproduce the sense of fright, wonder and terror that the PC would ostensibly experience, and to actually surprise players with the splats with something new, cool and terrifying. Since the supernatural world as expressed in the game will be mostly of my creation, I hope that I can create a setting where everything is not detailed in a game book and where PCs can literally peel back the layers of mysteries.
I'm prepared to run this as either a live, online via IRC, MUSH or AIM Chat, or as a PBP/PBEM via LJ or at rpg.net. I'd prefer the former, however, as I always prefer live gaming.
I know I have a lot of WOD and gaming fans on my friends list and in the communities I'm part of. Consider this your invitation. I know it's hard to sell a mystery, but I hold hope that you will find this as exciting as I do.
So, I know that this asking a big amount of trust, but I'm excited by the prospect. Let me know what you all think.
Monday, February 26, 2007
I'm an old school Masquerade and Ascension fan, and I want to get some folks together for some good old drama via tabletop. I live in West New York (which is right next to Union City and Weehawken, a 15 minute commute from Manhattan), and I'd like to establish a group anywhere in the boros. As far as actual gaming goes, I'm prepared to run more or less any flavor of OWoD except Changeling, and NWOD Requiem and Awakening.
I'm also a big Exalted fan, but I'm a bit burnt out on Exalted, these days, and I want to play or run a modern supernaturals game. I also do D&D 3.5, with homebrew settings. I also have a strong love for japanese chanbarra and HK style Wu Xia, and I like to incorporate these into my gaming when I can.
I'd prefer that any group that forms consist of people 18 years old or older, but aside from that, I dig diversity. Also, I'd like for this group to be a bunch of people who would also occasionally go clubbing, to movies, and otherwise socialize beyond gaming.
Anyway, throw me a hollar at firstname.lastname@example.org and let's talk, if you're in the Manhattan metro area.
Thursday, September 15, 2005
9:10AM - Requiem...
So I actually pulled out Requiem today. There's an apenndix in there completely devoted to New Orleans.
Obviously, I think its in poor taste to go diving in and making a game out of the tragedy.. but for someone who has a number of friends from down there and even went there for my Honeymoon.. well, there was something vaguely comforting about reading through a 'static' depiction of the city.
Saturday, April 30, 2005
8:29PM - Oregon Gaming Community
I am announcing the creation of a new community for Oregonians who roleplay: wod_oregon. This is a community for people interested in roleplaying games especially White Wolf games to get together, discuss their favorite games, and to plan future adventures.
Saturday, April 23, 2005
2:43PM - Introducing myself
(words of the creator: This guy is just a character)
Hi, I'm David Jones from clan Mehket. Take a look at my LJ and see what you think. It's my diary there :)
Tuesday, March 8, 2005
12:13PM - Vampire Bloodlines
Got my copy of Vampire Bloodlines yesterday from Amazon. This book is very well organized, and cuts right to the meat and bones of the divergent bloodline that spawn from the basic 5 listed in VtR. They have the perfect clan for sherpadave's Jim Morrison clone, the Anvari, an offshoot of the Daeva who live for the drugs. I'll just have to create an NPC to put the bite on him, since the vampire he's involved with (which he doesn't know) is a Mekhet. She'll be pretty pissed that some other kindred gets to embrace him.
All in all, this is a nice suppliment that brings in more individuality in character creation more like VtM did. It is nice not to have a ton of repeat material in this sleek volume.
crossposted in wod_2 and whitewolf_rpg
Wednesday, December 8, 2004
hey guys, im new to the group, still reletivly new to the whole Vampire Game, first WOD gamesi played Was The Vampire:The Masquerade LARP (Minds Eye Theatre) in the 3rd ed system I play/ed Brujah mainly. and table top i played Toreodor ( have played an Assamite and was quite crap at it). havent been playing very long.
and had one or 2 small sessions of vampire table top.
i went out of my way and purchased the Vampire:The Requiem book, as well as the wod book, Vampire : Requiem Coteries & The "Ghost Stories" book.
just thought id say a quick hi and make my prescence felt on this list.
i havent played the new Game yet.
quite interested in the Daeva Clan & The Mekhet W/ Morbus Bloodline
George aka Crowley Rose (Yes, I'm a Wrestler)
Thursday, November 25, 2004
sorry if this is looked down on but..
i've just made a community solely for vampire: the requiem.. if you like this game so far and want to post about it, share ideas and whatnot, come join vamp_requiem!
Sunday, July 18, 2004
6:25PM - New Here...
I'm new here. I've been involved in the World of Darkness since 1997. So, like many others, a peice of me died when they said they were ending it, and an even bigger peice died when they said they were releasing a NEW World of Darkness, but I think I maybe able to recover both those peices in time. I've been keeping tabs on the new WOD site and I really like a lot of what I see.
I'm glad they're releasing a WORLD OF DARKNESS core book. I think that will make things a lot easier. One thing that has me hopeful is the whole Mortal first idea. I think some of my players get lost in all the cool powers and dice rolling, and once they get going it's hard to bring them back from that edge...
I really hold high expectations for this, and I don't know about the rest of you, but I for one would hate to be disappointed/let down. Just my thoughts.
Friday, July 2, 2004
11:46AM - Ventrue
Regal, commanding and aristocratic, the Ventrue are the harsh lords of the Danse Macabre. The Ventrue most often come from the closest the modern world comes to feudal nobility: the ranks of professionals, the cream of high society, the scions of old money or political dynasties. As new professions and new forms of power arise, the Ventrue bring them into the clan. Through whatever means necessary, the Ventrue rise to the top of the undead heap.
Clan Disciplines: The Ventrue master Dominate, the Discipline of mental subjugation. Their strength is not diminished on beasts, as they exert themselves with the power of Animalism over lesser creatures. And as Lords must be fit enough to resist challengers, their undead bodies are gifted with Resilience.
Weakness: Power corrupts, and among the Ventrue, even the thirst for power can corrode an ambitious Kindred's moral bearings. Over time, a Ventrue's mind becomes fragile. Therefore, Ventrue characters are more prone to gaining derangements when they suffer a loss of Humanity.
Next Week: Powers of the Dead – Next week we take a look at some of the dread Disciplines the Kindred wield.
Thursday, July 1, 2004
12:35PM - Nosferatu
Stealthy and disturbing, the Nosferatu wield fear itself like a hunter’s blade. Their very presence unnerves people, whether by physical ugliness, foul stench or nebulous personal malignance. Nosferatu come from society’s castoffs, such as the homeless, the mentally ill and criminals. Haunts tend to be self-reliant individuals who actually manage their new condition.
Clan Disciplines: Nosferatu are masters of Nightmare, the vampiric Discipline of terror and phobia.
Their weakness tends to make them rely on Obfuscate to counter their appearances when necessary. Their bodies are also able to utilize Vigor, a blood-granted supernatural strength.
Weakness: Nosferatu are cursed to be social pariahs, and their very presence is uncomfortable for others. This manifests in a myriad of ways, ranging from clear physical deformity to an indefinable aura of menace, passing through such things as a charnel odor or the undeniable manner of a predator. With regard to dice pools based on Presence or Manipulation Attributes in social situations, the 10-again rule does not apply.
Wednesday, June 30, 2004
11:19AM - Clan Mekhet
Secretive and wise, the Mekhet are masters of all things hidden. They hunt from the shadows, preying secretly on victims and unlocking secrets that no one should know. The only common thread linking Mekhet is an affinity for the night itself or some metaphorical darkness, such as a pained soul or a thirst for knowledge. Mekhet are tutored intensely by their sires so that they understand the nature of the clan and its duties. Some prefer to let their progeny discover the Kindred world on their own, but not even these sires stray so far that they can’t watch a protégé’s progress.
Clan Disciplines: Mekhet master Auspex, the Discipline of preternatural perception, gaining insights that make them particularly dangerous to Kindred. While they reveal others secrets, the Mekhet keep their own, and they have an affinity for Obfuscate, the Discipline of concealment. Finally, they move with the blinding speed of Celerity, as quick as they are deadly.
Weakness: As creatures of darkness, the Mekhet suffer certain banes of vampiric existence more acutely than their fellow Kindred do. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of aggravated damage from that source.
7:06AM - Clan Gangrel
Primal and savage, the Gangrel hunt in the untamed places and show no mercy. Gangrel can come from nearly any former life, but all Savages possess a strong survival instinct. Gangrel loathe personal weakness and admire those whose greatest strengths are those of the self – self-awareness, self-confidence and self-reliance.
Disciplines: Masters of the vampiric Discipline of Protean, Gangrel let their bestial nature affect their very shape, becoming wolves, bats or the very mist on the night air. Their blood also grants them an aptitude with their bestial brethren (in the form of the Discipline of Animalism), and the supernatural toughness of Resilience.
Weakness: The Gangrel's blood curses them with a potent bestial instinct that sometimes makes it difficult for them to think clearly. Gangrel suffer a loss of the 10-again rule with regard to dice pools based on Intelligence and Wits Attributes.
7:05AM - Clan Daeva
Emotional and sensual, the Daeva cultivate both desire among their prey and physical perfection among themselves. Sexual predators and sensual hedonists alike populate the ranks of the clan. Succubus sires look for some combination of charm, culture, seductiveness, desire to achieve, passion and physical beauty. Many Daeva Embrace mortals to whom they have become attached, but this attachment almost invariably proves false, a mixture of lust and simple hunger. Few relationships are as euphoric as those between a Daeva and a newly Embraced childe, and few grow cold as swiftly.
Disciplines: Daeva are masters of Majesty, the vampiric Discipline of lust and want. Their blood also favors the inhuman grace and power of the Disciplines of Celerity and Vigor.
Weakness: The Daeva’s cursed blood enslaves them to darker passions. Any time a Daeva has an opportunity to indulge her Vice but does not do so, she loses two points of Willpower.
Monday, June 21, 2004
1:50PM - Do You See What I See?
In a world full of predators it's critical to be aware of your environment. You may have noted, however, that there's no Awareness Skill (or other trait) on the character sheet. The Investigation Skill covers situations when a character is actively searching for something, but what happens when she might or might not notice a creature hiding in the shadows or a faint sound? Easy, the Storyteller calls for a Wits + Composure roll. This works just like a standard Attribute + Skill roll, except that in this case the dice pool is made up of two Attributes. Typically, the Storyteller will call for the roll and provide a modifier based on how difficult it is to perceive whatever triggered the roll (hearing a faint whisper in a crowded room might be at -3 or even -4).
Storytellers can play with the way perception checks work depending on the situation. One way is the old standard of rolling the dice herself behind a screen and just telling the players what their characters perceive. There's also the option of Skill-based perception. If a character has a Skill relevant to the situation, they may be more likely to notice something out of the ordinary. In this case, the roll is Wits + the relevant Skill. This could be Wits + Survival to realize that a predatory animal lurks nearby in the woods. Or it might be Wits + Academics to notice that the books on a shelf aren't arranged alphabetically, but by date of publication. As a general rule of thumb, the highest of Composure or the Skill is rolled along with Wits. Of course, there are times when Skills dots simply don't matter, and Wits + Composure always applies. For example, if a gun lies in the corner of a room, having the Firearms Skill doesn't help spot it.
Wednesday, June 16, 2004
11:15AM - Solomon Birch
Covenant: Lancea Sanctum
As a luminary member of the Lancea Sanctum and an advisor to the Prince of Chicago, Solomon is widely regarded as a fearsome high chamberlain of Chicago’s host. What he lacks in subtlety, he more than makes up for in zeal and willingness to punish heresies, be they real or manufactured. Solomon has a special hatred for Persephone, whom he sees as a personification of the madness and weakness creeping into Prince Maxwell. That his longtime ally would so casually violate the Second Tradition sends Solomon into apoplexies of rage.
Solomon’s body is crisscrossed with scars, both from conflicts and as a result of his mortification of his own flesh. That he keeps these scars from night to night only adds to his mystique among the Damned of Chicago.
Tuesday, June 15, 2004
4:14PM - Trey "Loki" Fischer
Trey "Loki" Fischer
Covenant: Circle of the Crone
Trey Fischer had been around vampires all his life — he just didn't know it until it was too late. His father worked at one of the Prince of Chicago’s companies and eventually became a ghoul. Unwilling to cope with what her husband was turning into, Trey’s mother left, taking only his sister. In his late teenage years — by which time he’d adopted the Loki moniker — his girlfriend vanished, and he later saw her among some rough types who turned out to be unbound vampires. Cruelly, one of that gang of vampires turned Loki, too, but such spitefulness didn't endear him to the independent cause. He threw in early with the dominant power structure for revenge. He had his revenge, but he couldn't quite bring himself to destroy his erstwhile girlfriend, and she’s still out there.
Since getting involved with the hierarchy of vampiric power, Loki doesn't see eye to eye with it frequently. He associates with the most holistic of the prevalent covenants, the Circle of the Crone, which allows him to blend personal philosophy with the occult origin of the undead. Nevertheless, he understands that the prevailing power structure is his best bet, especially as he's made a bit of a name for himself leading a successful coterie of enforcers against vampires who would jeopardize the Traditions and risk unlife for all the undead.
Monday, June 14, 2004
2:49PM - The Damned Among Us
This week we get to meet a few of the Kindred lurking in the World of Darkness. All five of these characters will show up in the upcoming series of Vampire: The Requiem novels and can serve as inspiration for your own games. All illustrations this week are by Brom.
Persephone (née Linda) Moore is the childe of Prince Maxwell of Chicago. He Embraced her in the heat of passion, and she came into contact with some other vampires before he had a chance to clean up his mistake. Now he tolerates her, but many think he wishes he had killed her to be free from the liability and shame. Some even whisper that she has blackmailed him somehow. Many of Chicago’s other vampires scoff at her for hanging on her sire’s coattails (or for having the temerity to be Embraced as she was). A member of the Invictus, she enjoys the comforts the First Estate gives her, but she is also a young vampire, one for whom feudalism is an unnatural concept. Her rebellious streak manifests in the form of some sympathies among those Kindred who don’t play the game of covenant and servility. She walks a careful line keeping these dealings hidden from the Prince.
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