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White Wolf: Book Of The Dead - for all your Geisting and/or necromantic needs. :

Old 10-26-2007, 07:26 PM
Yes, WW's newest game of life after death or something in-between is out now.

Spoiler:


Available for quite cheap at Amazon if you're interested($22.49)

http://www.amazon.com/Geist-Sin-Eate...1237183&sr=8-1


New White Wolf Tarot deck, inspired by Mage:





Do want.

And this is the book that compliments it nicely:

It has supplement.




Really, really want. I glanced through it,and it looks awesome. Rules on not only reading the Tarot, but how to apply the readings to a Mage Chronicle.

quote:
Each key, each trump, is a step along the path of the mage. From the dangerous ignorance of the Fool to the completion of the World, each card holds a secret. Seek Justice, pursue Strength, trick the Devil, and defy Death - the cards will show you the way.

A Chronicle Book for Mage: The Awakening
Storytelling the journey through the Tarot as a Mage chronicle
22 different cabals, legacies, Artifacts, and other ready-made story materials, each one tied to one of the Major Arcana
Advice on cartomancy, story seeds for every Tarot card, and more

That deck goes for a pretty penny though. $34.99. Might be cheaper on Amazon, hopefully. It'd be a nice way to kill two birds with one stone(the book is only ~$18).







White Wolf must love them some Fae cash, because the supplements keep on coming.



Geist: The Sin Eaters, the newest NWoD game, should be arriving shortly.



http://atomicarray.com/aa027_geist_quickstart.pdf Free quickstart PDF!

The basis of Geist is about characters who suffered near-death experiences, and returned with a newfound affinity for the 'other side', and are now called Sin Eaters.

In WW's own words, Geist is not a morbid game, but a celebratory one.

Making the most of the time you have left, and using it to help the departed move along to the other side.


Sin Eaters can detect the presence of lingering dead and their ghosts better than most, and have the ability to help them accept what they've lost and move on.


The full sourcebook should be along soon.

Until then, someone should start a game.






So apparently the newest incarnation of Vampire, Requiem, has gone 80s.



I'm not sure what to make of it either.

Stay tuned for info, I guess.



It seems like there's quite a few people who aren't familiar with the numerous games the White Wolf banner encompasses, so I figured we could use a thread that pertains to all of them for both discussion and educational purposes.

I'm only intimately familiar with one of their serieses, but I will try to touch on all of them(mostly via Wiki). If any game seems under represented, contribute away, and I'll update the OP accordingly.

Also, most of this is based on World of Darkness, but discussion on any White Wolf game/series is welcome, despite that I probably don't know it exists.

This turned out exceedingly long, so most details will be spoilered for length.

What is White Wolf?

quote:
White Wolf, Inc. is an American gaming company, most famous for the Vampire: The Masquerade roleplaying game. The company began in 1991 as a merger between Lion Rampant and White Wolf Magazine, and was led by Mark Rein·Hagen of Lion rampant and Steve and Stewart Wieck from the magazine. Taking their name from the fiction of Michael Moorcock, they have become one of the world's most successful role-playing game companies.

White Wolf publishes a line of several different but overlapping games set in the "World of Darkness", which generally resembles our world with added supernatural elements, and whose tone is generally described as "modern gothic." In the World of Darkness, vampires, werewolves, mummies, mages, changelings, wraiths, and other creatures of the night exist and fight with and alongside each other while remaining hidden from normal humans. The company also publishes the high fantasy Exalted RPG, and d20 system material under their Sword & Sorcery imprint, including such titles as the Dungeons & Dragons gothic horror campaign setting Ravenloft, and Monte Cook's Arcana Unearthed series.

To complement the World of Darkness game lines, there is a LARP system dubbed Mind's Eye Theatre. Many grassroots gaming groups have sprung up to play games based on this system.

White Wolf has also released several series of novels based on the Old World of Darkness. All game books and novels set in the Old World of Darkness are currently and indefinitely out of print.

White Wolf has a mixed record in the collectible card game market with Arcadia, Rage, and Vampire: The Eternal Struggle (formerly 'Jyhad'). V:TES, perhaps the most successful of the bunch, was originally published by Wizards of the Coast in 1994 but was abandoned just two years later after a revamped base set and name change (V:TES) and three expansions. White Wolf acquired the rights to the game in 2000, despite no new material having been produced for the game in over 4 years. Since then, VTES has released several expansions, and is the only official source for material for the Old World of Darkness.

World of Darkness?

Spoiler:


The heart of White Wolf games occur in modern times, in what's referred to as the World of Darkness. No matter how bright and peaceful things seem, there's creatures and schemes far darker operating in the shadows.

The Old World of Darkness

quote:
The World of Darkness resembles the contemporary world, but darker, more devious, more conspiratorial. Humanity is losing hope as it is secretly preyed upon and controlled by supernatural creatures such as vampires, werewolves and wraiths. One facet that sets the World of Darkness apart from most other horror fiction is that these creatures are not solitary predators to be hunted down and destroyed, but they are numerous and intelligent; enough so to form secret societies, develop various factions and allegiances, and use humans as pawns in power struggles and murderous games often lasting centuries or millennia.

However, the rising power and strength of human civilization has started to restrict their power, and an atmosphere of gloom resides over many of the games as once-almighty supernatural beings, the dark Princes and Lords of previous eras, in their turn face the bleak and unbearable prospect of a future spent struggling and shrinking under the ever-more powerful gaze and control of a world-wide technocratic cabal, which intends to stamp out mysticism - and their supernatural rivals in the same course - by making reason and science paramount. In the meantime, normal humanity, tool or prey of all factions, is oppressed and hounded in this hidden, all-encompassing conflict, barely capable of fighting and for the majority not even aware of their enemies.

Interlocking conspiracies, some mirroring those existing in our own world, some unique, can be found throughout the setting. Cabals of powerful mages, coteries of cunning vampires, and other, stranger powers vie within their own cultures and with each other for control of the world. The dichotomy between rich and poor, influential and weak, powerful and powerless, is much more pronounced than in our world. Decadence is common and corruption is everywhere. This dark reflection is seen everywhere: gargoyles and gothic construction influence architecture, while the leather look and punk atmosphere crowd the streets. Everything is as gloomy in the WoD as the most pessimistic tabloid headlines present it.
The Transition
quote:
In late 2003, White Wolf announced it would stop publishing new books for the line, bringing the published history of the setting to an end with a series called The Time of Judgment. This event is described from different supernatural perspectives in four Sourcebooks: Gehenna (for Vampire: the Masquerade); Apocalypse (for Werewolf: the Apocalypse); Ascension (for Mage: the Ascension); and Time of Judgment (covering of White Wolf's less-established product lines: Demon: The Fallen, Changeling: The Dreaming, Kindred of the East, Mummy: Resurrection and Hunter: The Reckoning ).

The publishers stated that in doing so, they followed up on a promise that has existed in the World of Darkness since the first edition of Vampire, with the concept of Gehenna, and in Werewolf, with the Apocalypse, as well as some elements of some of the published material that pertain to 'end of the world' themes in other games. Fiction novels from each of the three major gaming lines concluded the official storyline.
The New World of Darkness
quote:
On August 21, 2004, White Wolf launched a new World of Darkness line, sometimes referred to as nWoD or new World of Darkness. While the rebooted setting is superficially very similar, the overall theme is one of "dark mystery", with an emphasis on the unknown and the personal.

Many details of the setting, especially in regards to its history, are left vague or otherwise have multiple explanations. This may be a response to criticism of the old games: so much material had been published that Storytellers found it difficult to surprise their players, who knew every supposed "mystery" of the setting. Additionally, "end of the world" themes were noticeably absent from the new World of Darkness games, leading many to conclude that White Wolf does not intend to end the new WoD in the same manner as it did the old.

Instead of reprinting a full ruleset with each major title, tweaked and modified for each game, the new setting uses one core system for all games, a streamlined and redesigned version of the Storyteller System renamed the "Storytelling System". A core rule book, simply titled The World of Darkness, has full rules for human characters and ghosts; though it has no specific setting material, it establishes a tone and mood for games featuring human protagonists. This is another contrast to the old games, where so many different types of supernatural creature had been defined that normal humans often seemed unimportant. (Players often joked that "mortals" were a minority in the setting, far rarer than vampires or werewolves.)
Along with major changes to the story, much of the revision to WoD lies in the variations on gameplay.


Mechanics
Spoiler:



What follows is a primer on the most known WW games.
Open to much editing, if someone feels I left out a particular game, or it needs more detail.

Mage



The Ascension
[Old World of Darkness]

http://en.wikipedia.org/wiki/Mage_The_Ascension


While I know little to nothing of Mage, it seems to be among the deepest of White Wolf's games, and it also has quite a devout following.

Background

quote:
The basic premise of Mage: The Ascension is that everyone has the capacity, at some level, to shape reality. This capacity, personified as a mysterious alter-ego called the Avatar, is dormant in most people, who are known as sleepers, whereas Mages (and/or their Avatars) are said to be Awakened. Because they're awakened, Mages can consciously effect changes to reality via willpower, beliefs, and specific magical techniques.

The beliefs and techniques of Mages vary enormously, and the ability to alter reality can only exist in the context of a coherent system of belief and technique, called a paradigm. A paradigm organizes a Mage's understanding of reality, how the universe works, and what things mean. It also provides the Mage with an understanding of how to change reality, through specific magical techniques. For example, an alchemical paradigm might describe the act of wood burning as the wood "releasing its essence of elemental Fire," while modern science would describe fire as "combustion resulting from a complex chemical reaction." Paradigms tend to be idiosyncratic to the individual Mage, but the vast majority belong to broad categories of paradigm, e.g., Shamanism, Medieval Sorcery, religious miracle working, and superscience.

In the Mage setting, everyday reality is governed by commonsense rules derived from the collective beliefs of sleepers. This is called the consensus. Most Mages' paradigms differ substantially from the consensus. When a mage performs an act of magic that does not seriously violate this commonsense version of reality, in game terms this is called coincidental magic. Magic that deviates wildly from consensus is called vulgar magic. When it is performed ineptly, or is vulgar, and especially if it is vulgar and witnessed by sleepers, magic can cause Paradox, a phenomenon in which reality tries to resolve contradictions between the consensus and the Mage's efforts. Paradox is difficult to predict and almost always bad for the mage. The most common consequences of paradox include physical damage directly to the Mage's body, and paradox flaws, magic-like effects which can for example turn the mage's hair green, make him mute, make him incapable of leaving a certain location, and so on. In more extreme cases paradox can cause Quiet (forms of madness that afflicts mages and may leak into reality), Paradox Spirits (nebulous, often powerful beings which purposively set about resolving the contradiction, usually by directly punishing the mage), or even the removal of the Mage to a paradox realm, a pocket dimension from which it may be difficult to escape.

In Mage, there is an underlying framework to reality called the Tapestry. The Tapestry is naturally divided into various sections, including the physical realm and various levels of the spirit world, or Umbra. At the most basic level, the Tapestry is composed of something called Quintessence, the essence of magic and what is real, in game terms. Quintessence can have distinctive characteristics, called resonance, which are broken down into three categories: dynamic, static, and entropic.

In order to understand the metaphysics of the Mage setting, it is important to remember that many of the terms used to describe magic and Mages e.g., Avatar, Quintessence, the Umbra, and Paradox, Resonance, as well as the game mechanics a player uses to describe the areas of magic in which his character is proficient-- the Spheres, look, mean, and are understood very differently depending on the paradigm of the Mage in question, even though they are often, in the texts of the game, described from particular paradigmatic points-of-view. In-character, only a Mage's Paradigm can explain what each of these things is, what it means, and why it's the way it is.

Factions


quote:
The metaplot of the game involves a four-way struggle between the technological and authoritarian Technocracy, the insane Marauders, the cosmically evil Nephandi and the nine mystical Traditions (that tread the middle path), to which the player characters are assumed to belong. (This struggle has in every edition of the game been characterized both as primarily a covert, violent war directly between factions, and primarily as an effort to sway the imaginations and beliefs of sleepers.)
Mages divide themselves according to their cultures, beliefs and even historical accidents or arbitrary alliances. The primary groups include:

quote:
Council of Nine Mystic Traditions
Akashic Brotherhood
Celestial Chorus
Cult of Ecstacy
Dreamspeakers
Euthanatos
Order of Hermes
Sons of Ether
Verbena
Virtual Adepts

The Technocratic Union
Technocracy
Iteration X
Progenitors
The New World Order
The Syndicate
The Void Engineers

Others
Crafts
Marauders
Nephandi



History

Early times

Spoiler:



Later plot and finale
quote:
Aside from common changes introduced by the World of Darkness metaplot, mages dealt with renewed conflict when the hidden Rogue Council and the Technocracy's Panopticon encouraged the Traditions and Technocracy to struggle once again. The Rogue Council only made itself known through coded missives, while Panopticon was apparently created by the leaders of the Technocracy to counter it.

This struggle eventually led to the point on the timeline occupied by the book called Ascension. While the entire metaplot has always been meant to be altered as each play group sees fit, Ascension provided multiple possible endings, with none of them being definitive (though one was meant to resolve the metaplot). Thus, there is no definitive canonical ending. Since the game is meant to be adapted to a group's tastes, the importance of this and the preceding storyline is largely a matter of personal preference.
(Continued in next post)
 

Last edited by cj iwakura; 01-18-2010 at 05:25 PM.
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Old 10-26-2007, 07:28 PM

The Awakening
(New World of Darkness)

http://en.wikipedia.org/wiki/Mage:_The_Awakening

Background

quote:
As with the other games in the ‘new’ World of Darkness (nWoD), the history presented in the game provides for some ambiguity. However, the ‘origin story’ of magic and mages is less ambiguous (or at least more widely accepted) than that of the nWoD vampires or werewolves.

In the mythic past, a mysterious island existed with a single towering mountain encircled by dragons which lived upon its summit, and its image called to sleeping humanity. Over time, the dragons left, and the mountain continued to call. Some humans answered the call and sought out the island to see what it promised them. The humans who moved there discovered the first secrets of magic, and through magic they created a mighty city-state that is now called Atlantis, though its true name has been lost to time.

But mages were filled with hubris over what they could achieve, and created a Celestial Ladder to reach the heavens and attain greater mastery over the world. Once the ladder was finished and mages began to climb it, there was conflict over how best to lead the world. Over the course of the battle, the ladder shattered. This separated the Earth into the Fallen World and the Supernal Realm, with the chasm of the Abyss in between. The Fallen World is the world of the everyday, and mages have come to understand that it is a lie.

The Supernal Realm is the truth of reality and the origin of magic; it is ruled by the Exarchs, powerful mages who had successfully climbed the ladder and took control of the Supernal Realm. The Exarchs wish to snuff out the memory of Atlantis and knowledge of magic so they will remain the supreme masters of reality. The Exarchs are more like god-like forces than human beings now, and they act on the mortal world through servants.

Resistance against the Exarchs is possible because of the Oracles, a small number (probably five) of Atlantean mages who also climbed the ladder. They each created (or maybe are) one of the Watchtowers, which are both locations in the Supernatural Realm and paths of magic. The Oracles use their Watchowers to call to humanity in the Fallen World, since Watchtowers are one of the few things in the Supernal Realms "visible" from across the Abyss. Each mage visits a Watchtower during their Awakening, and their magical abilities are forever affected by that journey.

Fragments of the organizations, artifacts and writings of Atlantis survive to the present day, and mages hope to use this knowledge to further their various causes, though as a whole they hope to gain a stronger connection to the Supernal and oppose the Exarchs' rule.

Characters / Paths



quote:
Mages ‘awaken’ to the ways of magic. The setting states that it is unclear whether this is mostly accidental or as a result of a person's nature or understanding. The process of awakening can be slow or fast, but there are two major ways in which the event may manifest: the Mystery Play and the Astral Journey. In both sorts of ‘awakenings’, the mage-to-be goes on a journey that culminates with them arriving at or in their respective Tower and inscribing their name upon it.

The Mystery Play is a waking dream, where the magical symbolism of their awakening is overlaid on top of the ‘real’ world. Other people, places and real world events mesh together until the Mage arrives at a skyscraper, a phone booth, a grove or some other place that represents their Tower and somehow write their name in both the physical and real setting, such as a hotel ledger or a statue's plaque.

Astral Journeys, which occur when the potential mage dreams, are common to those who deny or resist the ‘awakening’. Astral Journeys feature strange settings, objects and people, in a full sensory experience.

Paths

There are five Paths of Magic that have a sympathetic connection to one of the Five Watchtowers, each with a particular style and focusing on certain Arcana.


Spoiler:




Orders

After awakening, a mage typically joins one of the five Orders, although some choose to remain free of political connections, or remain outside of mage society due to ignorance, and are called apostates.

The Five Orders are united in their opposition to the Exarchs. Four of the Orders claim a heritage going back to Atlantis.


Spoiler:


Legacies

quote:
Legacies are an optional third grouping, literally portrayed as refinements of one's soul that are passed on from master to student. These grant additional innate benefits called Attainments, and may also grant affinity towards a third Arcana. Furthermore, because they are based on shaping one's own soul rather than drawing down Supernal rules, Attainments do not risk Paradox. Legacies can be created, or learned based off of both Path and/or Order. Published Legacies include:
Spoiler:



Magic

quote:
Magic is simply the ability of a mage (or "willworker") to impose her will onto reality. Mages are able to do this because of their sympathetic connection to the Watchtowers in the Supernal Realm, because their names are inscribed upon it, and because they realize the Fallen World is a lie.

A mage's power, or level of awakening and understanding the depths of the Supernal, is called Gnosis.

Arcana represent the understanding a mage has over particular facets of reality, and govern her ability to affect those aspects.

The 10 Arcana

quote:
Death: The Arcanum of decay and death, capable of removing souls and affecting or creating undead.
Fate: The Arcanum of luck and destiny, capable of defining the random and forcing the hand of Fate.
Forces: The Arcanum of energy and kinetics, capable of creating flames and stopping bullets.
Life: The Arcanum of creatures and plants, capable of healing wounds and creating impossible hybrid beasts.
Matter: The Arcanum of inanimate objects and inert elements, capable of transmuting materials and enhancing mundane objects.
Mind: The Arcanum of thoughts and dreams, capable of reading thoughts and controlling thoughts and emotions.
Prime: The Arcanum of pure magical force and structure, capable of enchanting items and manipulating pure Mana.
Space: The Arcanum of distance and separation, capable of creating overlapping dimensions and allowing teleportation.
Spirit: The Arcanum of Spirits and their Realm, capable of summoning spirits and forging links through the Gauntlet.
Time: The Arcanum of the passage of time and aging, capable of manipulating the flow of time and jumping over periods of time.

Antagonists
Spoiler:



Background and Setting Variations

quote:
Almost all of the original Mage: The Ascension background has been replaced. The core concept behind magic in Ascension was that belief was reality; magic was a constant battle between the awakened soul and the crush of the multitudes of normals. In Awakening, mages are tapping into the Supernatural realm using the Truth and underlying or alternate reality.

Other aspects, such as the central conflict between the Traditions and the Technocracy, have been replaced by an alternate conflict between the Atlantean orders and the Exarchs who rule reality from the Supernal realm. Awakening’s origin story tells of a similar conflict for the ultimate control over reality through the race to build and ascend the Celestial Ladder. However, unlike Ascension where the war for control over reality was ongoing in the contemporary game time, a group of mages achieved that control and severed the world from magic in the distant past. Instead of centering on a battle over paradigms, Awakening shifts the conflict to returning magic back to its natural state, unified with the world of men.

Due to the differences in the setting themes and core concepts, critics question whether it is appropriate to call Awakening a successor to Ascension or a completely different game.

(Next post: Vampire/Hunter)
 

Last edited by cj iwakura; 01-21-2009 at 08:13 PM.
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Old 10-26-2007, 07:30 PM
Vampire



The Masquerade
(Old World of Darkness)

A series near and dear to me, as it was the first WW game I'd ever gotten into.

There was a chronicle that met up at USF in Tampa, I became interested in the game's lore, and from there, I was pretty much hooked.

http://en.wikipedia.org/wiki/Vampire_The_Masquerade


Background

quote:
The game uses the cursed and immortal Vampiric condition as a backdrop to explore themes of morality, depravity, the human condition (or appreciation of the human condition in its absence), salvation, and personal horror. The gloomy version of the real world that the Vampires inhabit forms an already bleak canvas against which the stories and struggles of characters are painted. The themes that the game seeks to address include retaining the character's sense of self, humanity, and sanity, as well as simply keeping from being crushed by the grim opposition of mortal and supernatural antagonists and, more poignantly, surviving the politics, treachery and often violent ambitions of their own kind.

"Kindred" is the term many vampires in this game use to refer to themselves. Some vampires, namely those of the Sabbat, refer to themselves as "Cainites", as the curse that transforms them into vampires originated with Caine (the spelling is different from the Biblical Cain, though it is intended to be the same character). The term "kine" (an archaic term for cattle) is the opposite of this, and refers to humans.

In general, vampiric societies consist of two levels: sects and clans. Characters within the Vampire setting are members of one of the clans or minor Bloodlines offered, and usually belong to factions associated with these or that reflect a general ideological stance the characters happen to share. For example, a Brujah may belong to the Camarilla, the Sabbat, or the Anarchs, but very few Tremere would be found among the Sabbat and even more rarely among the Anarchs.

Some clans and most of the minor bloodlines declare themselves independent from any sects. A vampire who rejects all associations with any sect and clan is known as Autarkis. In addition, the Laibon, known as Kindred of the Ebony Kingdom by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa. The Kindred of the East, while sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.

Masquerade Vampires come in several flavors.




Factions

Each Vampire belongs to a distinct clan or bloodline. These groupings share distinct characteristics, powers and curses.

Camarilla

Spoiler:



Sabbat

Spoiler:




Clans

Spoiler:



Gehenna

(The End of the Masquerade)


Before transitioning to Requiem, the world of Masquerade did, in fact, end.

quote:
Gehenna is the time when the Antediluvians (the grandchildren of Caine, the first vampire) will rise to consume the blood of all the younger vampires and construct a city in which they will rule for one thousand years. The prophecy of Gehenna is most thoroughly detailed in the Book of Nod, the story of Caine's banishment and cursing by God. There are also portents found in the Book of Nod, claiming the coming of the "Dark Father" and the "Dark Mother". Who these are is uncertain, but it is believed these two figures could be the mythical Caine and Lilith, respectively. Gehenna is said to be preceded by the Time of Thin Blood, in which successive generations of vampires past the thirteenth lose the potency of their blood, become incapable of siring childer or exercising their vampiric powers, and even develop a tolerance to sunlight.

Four possible Gehenna scenarios were depicted in the final Vampire: The Masquerade sourcebook, which was titled Gehenna, as part of the Time of Judgment that ended the original World of Darkness. The four scenarios are "Wormwood" (God destroys all vampires save for a few, who are given a chance at redemption), "Fair is Foul" (Lilith takes her vengeance on Caine and his descendants), "Nightshade" (the Masquerade is broken and the Camarilla divided as the Antediluvians awaken), and "The Crucible of God" (the Antediluvians rise up, ruling over or destroying most of the human race).

Masquerade is still favored among some players, who continue V:TM chronicles even though they're no longer sanctioned by White Wolf.


Requiem
(New World of Darkness)

I know even less about Requiem than I do about Mage, so this will be comparatively brief.


http://en.wikipedia.org/wiki/Vampire_The_Requiem

The changes


Spoiler:





Clans / Factions


quote:
Similar to the previous game, Kindred are brought into one of five clans as part of their transformation into vampires:

-Daeva
-Gangrel
-Mekhet
-Nosferatu
-Ventrue

Each clan covers a broad range of vampiric archetypes. The Daeva, for instance, are both seductive and predatorial, evoking the image of vampires who glide through society as debonair hunters, much like Lestat in Anne Rice's Vampire Chronicles. The Gangrel encompass the theme of the lone, savage and brutal hunters. The Mekhet are conspiratorial occultists, vampires who hide in the shadows gathering lore and knowledge while manipulating others from afar. Nosferatu vampires are the alienated or disfigured monsters of legend (such as Count Orlok of their movie namesake), while the Ventrue represent vampires possessed of an aristocratic, "lords of the night" sensibility, like Bram Stoker's Dracula.

Within these clans are many sub-clans, known as bloodlines.

Many of the old major clans not represented in Requiem supposedly still live on as bloodlines of the main five.


So yeah, I'm obviously not too fond of Requiem, specifically its condensing of Masquerade's enormous atmosphere and backstory, but some people enjoy it, so to each their own.



Hunter


The Reckoning
(Old World of Darkness)


Where there's evil and beasts of unnatural terror lurking in the darkness, there's always those who rise up against it.

In the WoD, these are the Hunters. Generally mortal, but that doesn't mean they aren't prepared for a fight.

quote:
Hunters wage a desperate, clandestine war against the inhuman, ageless forces that manipulate mankind. They see their task as taking back the night from bloodsuckers, ravaging beasts, vengeful spirits and manipulative sorcerers. The Imbued must face mankind's worst fears made real in the most deadly game of the Hunt in order to fulfill the task they have set before them to "Inherit the Earth".

The Hunter: The Reckoning storyline, along with those of Demon: the Fallen, Changeling: The Dreaming, Kindred of the East and Mummy: The Resurrection, was ended in the World of Darkness: Time of Judgment supplement as White Wolf stopped its whole World of Darkness line. As a minor product line, it received comparatively little attention in the whole Time of Judgment setting, which left many of the series' fans unsatisfied.
Virtues and Creeds

Spoiler:



The Hunter-Net

quote:
Hunters communicate via a forum network called "Hunter-net" which is located at the fictional website www.hunter-net.org. Though the site is relatively secure at least one instance of a supernatural being infiltrating Hunter-net has been recorded. It was maintained by an Imbued called Witness1, and other Imbued who maintain and add data to it included Bookworm55, Doctor119, and the infamous God45. When taking a screen name on Hunter-net one takes a word to describe oneself and then a number signifying what order they joined in - by this Doctor119 is a Hunter who has decided to describe himself as a doctor and is the 119th person to sign in.

Throughout the path of what is now known as the "Old World of Darkness," (as opposed to the New World of Darkness, the current incarnation of which, called Hunter: The Vigil, is due out in August, 2008) the original Hunter-Net was dismantled and broken. Witness1, the proprietor of the site, deleted a number of accounts on the original H-Net, but claimed that someone or something else had hacked his account. A new Hunter-Net was built, but it hardly had the following of the original.

Many subsets of the site sprung up around hunter-net by specific hunter creeds. One of the most notable is the Firelight mailing list located on the first page of the Creedbook Avenger

To my knowledge, Hunter was the most recently revised game for the New World of Darkness, which brings us to...



The Vigil
(New World of Darkness)

The biggest update to New Hunter, far as I can tell, are the vast amount of variety and organizations they originate from now.


quote:
Hunters operate socially, in collectives and groups of various sizes. The smallest organizational unit in which hunters operate is the cell. Cells operate independently of one another, frequently without even being aware of the existence of other cells in the region. Individual cells make up for their lack of firepower with flexibility and local knowledge.

Characters affiliations are categorize into 3 tiers:

First-tier Characters (individuals who for various reasons do not affiliate with any organization other than their Cell)

Second-tier Characters (individuals who belong to Compacts, small and loosely connected organizations)

Third-tier Characters (individuals who belong to Conspiracies, large global groups that command greater power and resources)

Cells occasionally discover one another and band together for strength and mutual support. When multiple cells get together in a region, the organization often acquires an independent identity, a group structure known as a compact.

Frequently, a compact forms out of a sense of cultural identity or shared purpose: The Long Night, for instance, comprises mostly fundamentalist Christians, whereas the compact known as Null Mysteriis draws its membership from the ranks of scientists and medical personnel who have been exposed to supernatural phenomena, and seek to strip it of all the superstitious hocus pocus surrounding it to find rational explanations for the irrational wherever possible.

Compacts can extend their reach to encompass large geographical regions, and even become global in scope through the medium of the internet if the compacts are particularly net savvy. Compacts sacrifice some of their flexibility for backup from other cells within the compact.

Compacts

Spoiler:




Conspiracies

Spoiler:



(Next and final reply: Werewolf/Changeling)
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Old 10-26-2007, 07:32 PM
This next series isn't one I'm very familiar with, so I'll try to keep this comparatively brief.
(this is also my last reply, honest)

Werewolf


The Apocalypse
(Old World of Darkness)

http://en.wikipedia.org/wiki/Werewolf:_The_Apocalypse

The Garou

quote:
The Garou are beings of both physical strength and spiritual depth. Created by (and in most cases fighting on the side of) a force known as Gaia, Garou are shapeshifters capable of changing their physical form at will to appear as humans (a form they call homid), wolves (lupus), or several intermediary mixed forms. There are: glabro; physically strong and brutish humans, crinos; the traditional wolf-man, and hispo; wolves of unnatural size and strength. Unlike werewolves in most traditional folklore, Garou in Werewolf: The Apocalypse are neither mindless predators nor lunatics. Instead, they are depicted as defenders of Mother Earth and its Umbra (or spirit world).
The Creation

Spoiler:


Society

quote:
Garou are not solitary creatures. They live in packs like wolves do and organize themselves into septs (groups of packs). In former times septs used to be communities of one tribe only, but in modern times septs often house garou from more than one tribe. This also lead to multi-tribal packs. Some septs live around a holy site, called Caern, a place with magical properties. Besides the community the a garou lives in, the tribe he belongs to, has a more or less strict social infrastructure, depending on the tribe in question.


Much like The Masquerade, the world of the Apocalypse did eventually end. I'm not familiar with the details(nor is Wiki), but there was supposed to be a book on it, that I've never seen, which explained just how the conflict ended(probably not for the better).




The Forsaken
(New World of Darkness)



http://en.wikipedia.org/wiki/Werewolf:_The_Forsaken

Backstory / Background

quote:
Long ago the world was a paradise known as Pangaea, where the spirit and material worlds mingled freely. Balance was kept by Father Wolf, a spirit of great power who patrolled the borders between the worlds, called the Border Marches. Luna, spirit of the moon, was impressed by his strength and wisdom and, in her human form, took him as her lover. From their union nine children were born: part spirit and part flesh, part man and part wolf. These first werewolves, along with their father, became the First Pack, and they patrolled the Border Marches with their father helping him to keep dangerous spirits from terrorizing the material plane and physical creatures from wandering into parts of the spirit world they did not belong.

As the years went by, some of Father Wolf's children saw that he had become weak, and that both worlds were suffering due to his failure in his duties. So they rose against him and killed him, intending to take his place. The death of Father Wolf devastated the Border Marches and divorced the material world from the spiritual, largely making it impossible for any being to cross. Luna, stricken with grief, cursed all Uratha, though those who participated in Father Wolf's death later swore an oath to her to carry on Father Wolf's tasks, regaining some of her favor - but costing them the enmity of the spirit world. These Uratha became known as the Forsaken.

This is the only origin presented in Werewolf: the Forsaken, and it is the most widely held belief of most Uratha. The exact truth is not known mostly because the ancient, powerful spirits that "know" aren't speaking (e.g., there are no stories of Luna granting any audience with an Uratha). Due to the spirits' silence and the rampant Uratha speculation, many other stories exist (all with the common element of a paradise destroyed by the ancestors of the Forsaken). White Wolf has released a supplement, Blasphemies, that contains possible alternate origin stories, werewolf factions that hold them, and tips on writing one's own origin mythos.
Packs

Spoiler:




The next I'll go into detail on is probably the lightest series in World of Darkness lore.

And even then, it's still hardly what you'd call happy.


Changeling



I'm not very familiar with this series, but it's the one I most want to learn more about.


The Dreaming
(Old World of Darkness)



http://en.wikipedia.org/wiki/Changeling:_The_Dreaming

Overview

Spoiler:



Closing

quote:
While Changeling developed (and maintains) quite a devoted following, its themes and subject were often perceived as too complex or too childish, and White Wolf discontinued the game more than a year before the end of the World of Darkness line.

Time of Judgment, published in early 2004, included a chapter on the end of the world from a Changeling perspective, and was the last official published material for the game.




The Lost
(New World of Darkness)

From what I've seen, The Lost seems to make the storyline less complex and a bit more accessible for the casual player, which seems like a good thing.

http://en.wikipedia.org/wiki/Changeling:_The_Lost


quote:
The game is primarily inspired by tales of changelings from European folklore, but includes elements of similar stories from around the world. While superficially similar to the original World of Darkness game Changeling: The Dreaming, Changeling: The Lost approaches the legends from a more traditional perspective and eschews the past life angle that characterized its predecessor.

The "Changelings" of the title are ordinary human beings who were kidnapped by the Fae and taken as slaves to their world (alternately known as Arcadia or Faerie). The player characters are changelings who have managed to escape their otherworldly captors and struggle through the barrier (known as the Hedge or the Thorns) that separates Faerie from Earth. The game focuses on the experiences of these changelings as they re-discover the world of their birth, try to cope with the changes they have undergone, and seek to evade recapture.

Characters

quote:
Changeling characters are unique individuals, each one shaped differently by his or her personal experiences in the world of the Fae. As a result Changeling: The Lost features a more nuanced and detailed character-creation system than the other World of Darkness games. Each Changeling may possess a Seeming, a Kith, a Court and Entitlements which are used to distinguish and describe the nature of the character according to the changes that her time with the Fae have wrought upon her. All things fae, including changelings, are also protected by the Mask, an illusion that makes them appear as mundane versions of themselves. Only fae beings can see through the Mask, though they can ensorcell humans and thereby grant them the temporary ability to see through the Mask.

Seeming

quote:
Changelings are those faerie-stolen humans who have managed to escape their unearthly masters, break through the barrier between worlds, and return to the world of their birth. The world of the Others is a strange and uncanny place however, and the simple act of living there changes human beings in ways they could never imagine. These changes are what make up the fae mien, or Seeming, of the Lost. They are reflections of who each changeling is and what they have been through; ultimately, they are what separates the Lost from other human beings, and even from one another. They are still the same person they were when the Fae took them, and yet they are not; they are still human, and yet they are Fae; they are all changelings, and yet they are as different from each other as they are from humans and Others. Their bodies and souls reflect these realities and, as such, Seemings provide benefits to Changelings, but also impose penalties.


The changes which transform a normal human into a Changeling can come as a result of the duties the Lost performed for their Fae masters, or as a result of the environments they were exposed to; most often, they come from the Fae who stole them. Still other changes can come from the escape itself, as the Changelings fight their way through the Thorns back into the world of mortal men and women. Whatever the circumstances, in the end, no-one escapes unscathed.

Seemings

Spoiler:



Promethean: The Created


[New World of Darkness]

http://en.wikipedia.org/wiki/Promethean:_The_Created

quote:
The game is inspired by the classic tales of Frankenstein's monster, the Golem and other such simulacra. The characters are individuals created by first dismembering and reassembling human corpses to form a human body, then animating the body with Pyros, the Divine Fire. The resulting creation is known as a Promethean. Animated by the Divine Fire, but lacking a soul, Prometheans seek the greatest prize they know: humanity. Prometheans have no direct equivalent in the original World of Darkness (though Frankenstein's monster, as well as the ability to create and play as such, were associated with the Sons of Ether), but elements of the game, on the surface, recall elements of such games as Wraith: The Oblivion and Mummy: The Resurrection.

Not all White Wolf games take place in the World of Darkness, as the following examples show.

Scion



http://en.wikipedia.org/wiki/Scion_%...laying_game%29

EvilBadman wrote: View Post
Scion is a trilogy of role-playing games published by White Wolf, Inc. The first and core rule book, Scion: Hero. was released on 13 April, 2007. The second volume, Scion: Demigod, was released on 12 September, 2007, and the third, Scion: God, is scheduled for release on 7 November, 2007.
SETTING

Spoiler:


System

Spoiler:



Exalted



http://en.wikipedia.org/wiki/Exalted

Wikipedia wrote:
Exalted has mechanical and thematic similarities to White Wolf's previous game series, the old World of Darkness, but exists in its own product line, called the Age of Sorrows.

Perhaps to maintain a sense of continuity, the First Edition published material initially suggested the Age of Sorrows as the pre-history of the old World of Darkness -- however, this has not been officially confirmed outside of early promotional materials. It should be noted that White Wolf has continually inserted names and themes familiar to players of their previous World of Darkness line into the material, adding fuel to the fire of the speculation that it is a pre-history. However, the Developer has commented that the connections are tenuous, for players to grasp or let go – with the end of the old World of Darkness and the creation of the new World of Darkness, these similarities have become even weaker. Moreover, Exalted Second Edition seems to imply that its story is the prehistory of our own world.
Background

Spoiler:


Additional thorough details, care of ArcanisTheImpotent



This has been in no way a total recap of all the stuff WW's done. To name a few, there's also been Wraith, Demon, Mummy, et cetera, so touching on those would only add to this thread's already ridiculous length, so if any of those games want to be discussed here, that's cool too. If someone thinks it deserves a mention, that's fine also.


So if anyone takes this as inspiration to get a chronicle or game or anything going, more power to you; there's a ridiculous amount of source material out there if you're so inclined.

Just make sure you let us know the when and where.
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Old 10-26-2007, 07:37 PM
I don't know if Changeling was a light game. Wasn't it like, trying to stave off the realization of just how miserable the world is, because accepting reality would kill you?

That's not a very light theme.

But I know nothing of changeling.
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Old 10-26-2007, 07:42 PM
Well, when you compare it to the likes of Vampire and Werewolf... I'm not too familiar with it, either, but the setting just struck me as lighter somehow.

Maybe it's the artwork.
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Old 10-26-2007, 08:09 PM
I never got into oChangling, but nChangling is pretty fucked up.

All player characters (well, assuming all players play changelings) were kidnapped and spirited away to Arcadia, often replaced with a simulacrum, so they're not even missed.

They're then kept as pets, used as slaves, tortured, experimented on, whatever. Human playthings. Eventually they gain part of their captors' essence from exposure to Faerie and from eating fey food and drink.

Characters (thankfully) don't have all their memories, but they do have a few scraps of insight into what happened on the other side of the Hedge.

Fairest are described as having existed as, essentially, toys in a realm of, "exquisite torture."

Darklings lived in a realm of pitch black nightmares and invisible slithering things.

Ogres had to fight (or hide) to keep from being beaten into stew meat or just eaten alive.

Then they escape and make it back to the real world while never being able to live a normal human life again, half mad, sometimes hunted by their captors, forced to live in a world where they find beautiful tragedy in events as mundane as a child being denied candy at the supermarket.

Fucked up.
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Old 10-26-2007, 08:34 PM
Wow, really informative post!

You're missing one game, tho', from the nWoD : Promethean: The Created
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Old 10-26-2007, 08:38 PM
I've never even heard of that.
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Old 10-26-2007, 08:39 PM
cj iwakura wrote: View Post
I've never even heard of that.
Reading the Wiki, it's actually really damn interesting.

Also:

Wikipedia wrote:
In addition to the main three games, there will be an additional game each year. Like Orpheus for the old World of Darkness, each of these "fourth games" will have a limited series of only five books, including the core rulebook.[1] The first such game is Promethean: The Created for August, 2006, based largely on Frankenstein and similar stories of giving the unliving life through alchemy. The second game is Changeling: The Lost, and was released in August, 2007. It is a game based around characters that were taken and enslaved by Fairies similar to those of European folk tales, who managed to escape to find they were no longer human themselves, and must find a new place in life.
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Old 10-27-2007, 01:03 AM
Promethean is fantastic. Until CtL came along it was my favorite of the nWoD. Definitely a unique, intense little game.
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Old 10-27-2007, 01:20 AM
Mechanically, White Wolf games are very, very tight. Unfortunately every group I've run into that's played them has been supremely sketch. I suppose if you found the right group it would be great, but a lot of the people that play are beyond creepy.
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Old 10-27-2007, 01:30 AM
Salvation122 wrote: View Post
Mechanically, White Wolf games are very, very tight. Unfortunately every group I've run into that's played them has been supremely sketch. I suppose if you found the right group it would be great, but a lot of the people that play are beyond creepy.
Indeed they are I will never forget the people I attempted to play Vampire with.
They were into larping even before I knew of the word for it
They had props and other items that added to the allure of the game.

I have been interested in playing at least vampire or maybe mage if I found or had the books again.
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Old 10-27-2007, 01:31 AM
That is a fantastic OP(s?), I've never had any exposure to WoD before this but this all sounds very interesting. I just may have to stop by my local bookstore and take a look at a few of these games.
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Old 10-27-2007, 01:55 AM
It's also important to note that the nWoD's "basic game line" is set up to support mortal monster hunters, investigators and things of that nature in addition to offering stuff for the regular games. Many of these books are excellent, some of the very best of the nWoD line.

I mean, barring the Prince of 100,000 Leaves, there's really nothing that holds a candle to sheer creepyness as The Empty Room in Mysterious Places.
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Old 10-27-2007, 02:43 AM
Posted this in the Mage thread. Very useful resource for rotes. With a bit of tweaking it can work with nWoD mage too, I -think-. You can still mix the various Arcana for a desired spell, right?

http://ord.sector808.org/rotedatfr.html
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Old 10-27-2007, 12:50 PM
OtakuD00D wrote: View Post
Posted this in the Mage thread. Very useful resource for rotes. With a bit of tweaking it can work with nWoD mage too, I -think-. You can still mix the various Arcana for a desired spell, right?
Yes, but the Arcana and what they mean have changed. There are 10 Arcana in nMage and the power scale is a bit different.
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Old 10-27-2007, 01:27 PM
Oh, how I WoD, new and old. My first foray into roleplaying was throughthe world of darkness. Some details have been posted in the "You wouldn't believe it but.." thread.

No one would ever play Mage with me, no matter how much I begged it, though .
 

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Old 10-27-2007, 01:47 PM
Professor Phobos wrote: View Post
OtakuD00D wrote: View Post
Posted this in the Mage thread. Very useful resource for rotes. With a bit of tweaking it can work with nWoD mage too, I -think-. You can still mix the various Arcana for a desired spell, right?
Yes, but the Arcana and what they mean have changed. There are 10 Arcana in nMage and the power scale is a bit different.
Yeah, I realized that. The biggest one I can think of is Entropy. It's now split into Death and Fate. Correspondence is now known as Space, for the most part.
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Old 10-27-2007, 03:54 PM
Where's Scion love, CJ?

Why must you overlook such a fun new idea?





Scion is a trilogy of role-playing games published by White Wolf, Inc. The first and core rule book, Scion: Hero. was released on 13 April, 2007. The second volume, Scion: Demigod, was released on 12 September, 2007, and the third, Scion: God, is scheduled for release on 7 November, 2007.

SETTING

Set in the modern day, Scion: Hero puts players into the role of mortal descendants of gods embroiled in a divine war. Characters can be associated with any of the six pantheons provided in the game:

* Pesedjet - The gods of Ancient Egypt, including Anubis, Atum-Re, Bastet, Geb, Horus, Isis, Kebauet, Osiris, Ptah, Set (or Seth), Sobek, and Thoth.
* Dodekatheon - The gods of Greek mythology, including Aphrodite, Apollo, Ares, Artemis, Athena, Dionysus, Hades, Hephaestus, Hera, Hermes, Poseidon, and Zeus.
* Aesir - The gods of Norse mythology, including Baldur, Freya, Freyr, Frigg, Heimdall, Hel, Loki, Odin, Sif, Thor, Tyr, and Vidar.
* Atzlánti - The gods of the Aztec civilization, including Huitzilopochtli, Miclántecuhtli (sic), Quetzalcoátl, Tezcatlipoca, Tlaloc, Tlazoltéotl, and Xipe Totec.
* Amatsukami - The Shinto gods of Japan, including Amaterasu, Hachiman, Izanagi, Izanami, Raiden, Susano-o, and Tsuki-Yomi.
* Loa - The god-spirits of the Vodou religion, including Agwe, Baron Samedi, Damballa, Erzulie, Kalfu, Legba, Ogoun, and Shango.

There are also instructions for creating custom pantheons, and hints at others already extant in the game's universe (there is brief mention of a "Celestial Bureaucracy," referring to the Chinese pantheon).

After years of enslavement, the Titans have broken free of their prisons and are waging war in the Overworld. The Gods return to fight the war, entrusting the care of Earth in the hands of their mortal children. Most often, the purpose of a Scion is to hunt down Titanspawn and stop them from resurrecting the Titan they serve, or to stop them from forwarding its agenda. Scions are as complex, moral, and stalwart as any mortal is however, and sometimes they are turned to the service of the Titans themselves.

The game has drawn much comparison with the book American Gods, written by Neil Gaiman.

Each volume expands the scope of the game. Characters go from being enhanced humans in Scion: Hero to full-fledged gods in Scion: God. The scale also grows, from adventures in the physical world in Scion: Hero, to adventures in the Underworld and various Terra Incognitae in Scion: Demigod, to adventures in the Overworld with its Titanrealms and Godrealms in Scion: God.

System

Scion uses a rules system similar to the Storyteller system made popular by the World of Darkness, but is not part of the World of Darkness. The rules are a new version of the system presented in Exalted: Second Edition but set in a modern world, that also includes elements from the Trinity Universe series of games, most notably Aberrant.

One change to the system that has caused some debate is the lack of Backgrounds in Scion. Characters are allowed to have whatever contacts, history, and wealth that makes sense for the character without the need of any rules to oversee them. The core mechanics of the game will also increase in scale with each additional book in the series, eventually promoting the hero characters to demigod- and godhood.

The two primary abilities available to hero characters are Epic Attributes and Purviews. Epic Attributes increase the characters nine basic abilities to super-human levels (Hercules' strength or Helen's beauty, for example). Purviews (covering animals, chaos, darkness, death, earth, fertility, fire, guardians, health, justice, the moon, psychopomp--travel, the sky, the sun, war, water, pantheon-specific purviews, magic, mystery and prophecy) are the divine powers granted to the children of the Gods, activated through special relics given to the Scions by their divine parents. Scions also round out their abilities by attracting Followers, being befriended by legendary Creatures, or being aided by often mystical Guides.
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Old 10-27-2007, 04:11 PM
Again, never heard of it.

To the editmobile!

Good news: done.

Bad news: Word count is at the limit! Any other games aren't going to have much space for details.
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Old 10-27-2007, 05:48 PM
Wow, Scion sounds really fucking cool.
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Old 10-27-2007, 06:12 PM
Would I be wrong to bring up Exalted? You mention White Wolf gaming but I'm not sure if you're just limiting it to the WoD stuff

If not, where mah Exalted at?!

If so, feel free to beat me up and take my lunch money
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Old 10-27-2007, 06:14 PM
Sky's the limit, long as it's WW. I just happen to be limited to WoD knowledge-wise. Unfortunately, the OP's pretty crammed, so I don't think I'd be able to fit more than a link to the wiki and a choice image or two.
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Old 10-27-2007, 06:18 PM
cj iwakura wrote: View Post
Sky's the limit, long as it's WW. I just happen to be limited to WoD knowledge-wise. Unfortunately, the OP's pretty crammed, so I don't think I'd be able to fit more than a link to the wiki and a choice image or two.
If you want I can write up a little somethin-somethin'

(I love Exalted)
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