Yes, WW's newest game of life after death or something in-between is out now.
Available for quite cheap at Amazon if you're interested($22.49)
http://www.amazon.com/Geist-Sin-Eaters-Ethan-Skemp/dp/158846377X/ref=sr_1_1?ie=UTF8&s=books&qid=1251237183&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.
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?
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?
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
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
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
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
The new WoD rules are much more streamlined than the previous system. The difficulty on all rolls is now set at 8, unlike the previous game where the Storyteller adjusted the number needed based on the difficulty of the roll. Now rather the Storyteller can add or remove dice from the player’s dice pool to reflect variable difficulties. The Failure rules have changed and the idea of Dramatic Success has been added, in that a "10" indicates a re-roll and the "10" still counts. If another "10" is rolled, this step is repeated until anything but a "10" is rolled. Dramatic Successes are indicated by having five or more successes on the action, and can be regulated by the Storyteller. Dramatic Failures are now only possible on "chance" die rolls; when a dice pool is reduced by penalties to zero or less, a single chance die is rolled. If a 10 is rolled, it is a success (and as before, rerolled), if the result is less than 10 but not 1, then it is a simple failure. On a chance die, if the roll is a 1, then it is a Dramatic Failure, which is usually worse than a normal failure of the action, and is regulated by the Storyteller (although examples of Dramatic Failures in certain situations are occasionally given).
The game also features a much simplified combat system. In the old system each attack made during a combat scene could easily involve 4 separate rolls and in many cases required more due to supernatural abilities possessed by the characters. Combat scenes involving large numbers of combatants could take a very long time to resolve. The new system requires only one roll which is adjusted by the defensive abilities of the person being attacked and represents both the success and failure of the attack and the damage inflicted because of it, (indicated by number of successes).
The nature and demeanor rules which represented the personality of the characters and were common in the old games have also been removed. In the new system characters have a virtue and a vice trait which not only represents the personality of the characters, depending on how well a role player the person playing that trait is, but also represents actions that the character can take in order to regain willpower points that have been spent during the course of play. The virtues and vices are the same as deadly sins and heavenly virtues. (Charity, Faith, Justice, etc, for Virtues, and Envy, Wrath, Lust, etc, for Vices). Storytellers and Players are encouraged to invent new ones as seen fit.
The morality stat represents the moral outlook of the character and the notion that as a character takes more and more morally questionable actions she or he will eventually stop feeling bad about it. A character with a high morality would be more moral and saintly while a person with a low morality would be able to take more questionable actions. As a person’s morality falls they run the increasing risk of becoming mentally unstable.
For example, a vampire kills a mortal cultist who has been trying to kill him. Since she attacked him, it's not murder, it's manslaughter, which is represented as "4" on morality. The vampire's current morality stat is "6". He fails his rolls, and now must make a second roll to resist gaining a derangement. (Trait that affects characters' rolls & actions).
There is some version of morality in each of the game lines which represent internal struggles of the characters.
There are also specific action bonuses which can be attached to the Skills. These give modifiers to whatever the person is doing. There is also a "no dice chance" rule, where the person attempts to do something he wouldn't normally be able to do, they have to roll a "10" to succeed.
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.
MageThe 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
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
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:
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
HistoryEarly timesIn the game, Mages have always existed, though there are legends of the Pure Ones who were shards of the original, divine One. Early mages cultivated their magical beliefs alone or in small groups, generally conforming to and influencing the belief systems of their societies. Obscure myths suggest that the precursors of the modern organizations of mages originally gathered in ancient Egypt. This period of historical uncertainty also saw the rise of the Nephandi in the Near East. This set the stage for what the game's history calls the Mythic Ages.
Until the late Middle Ages, mages' fortunes waxed and waned along with their native societies. Eventually, though, mages belonging to the Order of Hermes and the Messianic Voices attained great influence over European society. However, absorbed by their pursuit of occult power and esoteric knowledge, they often neglected and even abused humanity. Frequently, they were at odds with mainstream religions, envied by noble authorities and cursed by common folk.
The Order of Reason
Seeing their chance, mages who believed in proto-scientific theories banded together under the banner of the Order of Reason, declaring their aim was to create a safe world with Man as its ruler. They won the support of Sleepers by developing the useful arts of manufacturing, economy, wayfaring and medicine. They also championed many of the values that we now associate with the Renaissance. Masses of Sleepers embraced the gifts of early Technology and the Science that accompanied them. As the masses' beliefs shifted, the Consensus changed and wizards began to lose their position as their power and influence waned.
This was intentional. The Order of Reason perceived a safe world as one devoid of heretical beliefs, ungodly practices and supernatural creatures preying upon humanity. As the defenders of the common folk, they intended to replace the dominant magical groups with a society of philosopher-scientists as shepherds, protecting and guiding humanity. In response, non-scientific mages banded together to form the Council of Nine Traditions where mages of all the major magical paths gathered. They fought on battlefields and in universities trying to undermine as many discoveries as they could, but to no avail - technology made the march of Science unstoppable. The Traditions' power bases were crippled, their believers mainly converted, their beliefs ridiculed all around the world. Their final counteroffensives against the Order of Reason were foiled by internal dissent and treachery in their midst.
Rise of the Technocracy
However, from the turn of 17th century on, the goals of the Order of Reason began to change. As their scientific paradigm unfolded, they decided that the mystical beliefs of the common people were not only backward, but dangerous, and that they should be replaced by cold, measurable and predictable laws of nature and respect for human genius. They replaced long-held theologies, pantheons, and mystical traditions with ideas like rational thought and the scientific method. As more and more sleepers began to use the Order's discoveries in their everyday lives, Reason and rationality came to govern their beliefs, and the old ways came to be regarded as misguided superstition. However, The Order of Reason became less and less focused on improving the daily lives of sleepers and more concerned with eliminating any resistance to their chokehold on the minds of humanity. Ever since a reorganization performed under Queen Victoria in the late 1800s, they call themselves The Technocracy.
Contemporary setting
The Order of Reason renamed itself the Technocracy and espoused an authoritarian rule over Sleepers' beliefs, while suppressing the Council of Nine's attempts to reintroduce magic. The Traditions replenished their numbers (which had been diminished by the withdrawal of two Traditions, the secretive Ahl-i-Batin, and the Solificati, alchemists plagued by scandal) with former Technocrats from the Sons of Ether and Virtual Adepts factions, vying for the beliefs of sleepers and with the Technocracy, and perpetually wary of the Nephandi (mages who consciously embrace evil and service to a demonic or alien master) and the Marauders (mages who resist Paradox with a magical form of madness). While the Technocracy's propaganda campaigns were effective in turning the Consensus against mystic and heterodox science, the Traditions maintained various resources, including magical nodes, hidden schools and fortresses called Chantries, and various realms outside of the Consensus in the Umbra.
Finally, from 1997-2000, a series of metaplot events destroyed the Council of Nine's Umbral steadings, killing many of their most powerful members. This also cut the Technocracy off from their leadership. Both sides called a truce in their struggle to assess their new situation, especially since these events implied that Armageddon was soon at hand. Chief among these signs was creation of a barrier between the physical world and spirit world (the Umbra). This barrier was called the Avatar Storm because it affected the spiritual being of the Mage (the Avatar). This Avatar Storm was the result of a battle in India on the so-called "Week of Nightmares."
These changes were introduced in supplements for the second edition of the game and became core material in the third edition.
Later plot and finale
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)
Posts
The Awakening
(New World of Darkness)
http://en.wikipedia.org/wiki/Mage:_The_Awakening
Background
Characters / Paths
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.
(Fate, Time)
Enchanters on the Path of Thistle work with luck, intuition and destiny.
Connected to the Watchtower of the Lunargent Thorn in the Realm of Arcadia.
Mastigos
(Mind, Space)
Warlocks on the Path of Scourging work with perception and inner demons.
Connected to the Watchtower of the Iron Gauntlet in the Realm of Pandemonium.
Moros
(Death, Matter)
Necromancers on the Path of Doom work with death, mortality and material things.
Connected to the Watchtower of the Lead Coin in the Realm of Stygia.
Obrimos
(Prime, Forces)
Theurgists on the Path of the Mighty work with the divine energies infusing the world.
Connected to the Watchtower of the Golden Key in the Realm of the Aether.
Thyrsus
(Life, Spirit)
Shaman on the Path of Ecstasy work with all aspects of the natural world.
Connected to the Watchtower of the Stone Book in the Realm of the Primal Wild.
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.
Guardians of the Veil: spies and conspirators who claim their descent from the intelligence officers and enforcers of Atlantis' laws. Currently, they bear a resemblance to a combination of many occult conspiracies, such as the Thule and others. Many obscure their activities and identities even from other mages, and act as a check on humanity's dangerous curiosity for "that which man was not meant to know". To this end they falsify and obfuscate information through an elaborate honeycomb of lies and mis-directions known as "the Labyrinth".
The Mysterium: dedicated to pursuit of magical lore and the acquisition, cataloguing, and study of mystical and occult knowledge and artifacts. They continue the ancient heritage of the scholarly and intellectual of Atlantean society. Their internal structure often resembles the academic structures of the part of the world in which they reside. The Mysterium gathers, catalogues and maintains items of all types of magical and historical significance. These are stored in museum-libraries known as "Athenaea", which vary in size from private collections to massive storehouses that must be physically hidden by magical means.
The Silver Ladder: dedicated to ruling and reshaping the world, the viziers and senators of Atlantis remain in force. Politicians and authoritarians, the Silver Ladder believes in creating a perfect hierarchy (with themselves at the top of course) which will seize control of reality, subjugating it to the will of mankind. Many would say (justifiably) that the Ladder is only interested in power, but this dream is not without its altruistic appeal. As a member of the Ladder might point out, control over reality could bring an end to human suffering in all its forms.
The Free Council: modernists who wish to create new forms of magic, a union of mages who have discovered ways of using magic that do not adhere to the Atlantean methods. According to Council members, mankind is subconsciously aware of metaphysical truths, and thus all of human society carries the potention for mystical wisdom. The 'Libertines' as they are also called, possess a strong belief in democratic process and anti-authoritarianism.
Legacies
Magic
The 10 Arcana
Antagonists
Background and Setting Variations
(Next post: Vampire/Hunter)
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
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
Sabbat
Clans
Mostly an Independent clan, antitribu in the Sabbat, Schismatics in the Camarilla. Highly variable clan, containing castes of Warriors, Viziers, and Sorcerers. They are no longer the stereotyped "Middle Eastern Assassins".
Brujah
Mostly Camarilla, antitribu in the Sabbat; most Brujah are descendants of Troile, who supposedly diablerized Ilyes; the remaining vampires of the so-called True Brujah clan are practically extinct. The Brujah are warriors and brutes, idealists and iconoclasts.
Followers of Set | Setites
Mostly an Independent clan. Exist as Serpents of the Light in the Sabbat; this is the proper term for a Followers of Set antitribu. The two factions do not get along because of ideological differences. Known for being corruptors, sometimes in their secret endeavor to awaken Set.
Gangrel
Mostly an Independent clan since they abandoned the Camarilla en masse. They are known as a feral clan that hunts in the wild. Antitribu in the Sabbat.
Giovanni
Independent, necromancers. They mainly consist of members of the same family. Other families have been added over their time. They have close ties to organized crime as well. Most don't want to try and find out any more.
Lasombra
Mostly Sabbat, rulers of the sect. Their power over shadows is unnerving to most as well as the fact that, unlike other vampires, they don't cast a reflection. Some Lasombra do cast a reflection but it is of a decomposing corpse or a skeleton depending on how long the Lasombra has been a vampire. A few antitribu in the Camarilla.
Malkavian
Mostly Camarilla. Known for their insanity and most other vampires don't talk with them unless they must. Aside from their insanity, Malkavians are privy to immense insight into things that would otherwise be unknown. These insights sometimes surface in whispers emanating from (but not spoken by) other Kindred. Antitribu in the Sabbat. (Evidence exists to suggest, though, that the antitribu are in fact the Camarilla Malkavians, while the true clan joined the Sabbat.)
Nosferatu
Mostly Camarilla, antitribu in the Sabbat. Gatherers of knowledge and information. If a vampire wants information, they go to the Nosferatu — if they can find them. When a human becomes a Nosferatu, they undergo a horrid transformation and appear hideous in the end. They usually live in the sewers and elaborate secret tunnels.
Ravnos
Mostly an Independent clan of thieves and tricksters, they are known as the Gypsy clan. Antitribu in the Sabbat.
Less than a handful of this clan remain, due to the 'Week of Nightmares', during which their Antediluvian(founder) awoke, and drove the majority of Ravnos Kindred to insanity and self-destruction.
Toreador
Mostly Camarilla. Toreadors are more in touch with Kine than any other vampire clan. They are artists and lovers of beauty. Most don't have the ability to lead like the Ventrue or Tremere but are content to drink in the finer things of life that most Kindred don't care for. antitribu in the Sabbat.
Tremere
A tightly hierarchical clan in the Camarilla, very few Sabbat members, but the real antitribu-bloodline was completely destroyed by a ritual. Their hatred for the Tzimisce knows no bounds. Their hatred for the Tzimisce is born from the Tzimisce's hatred for Tremere. The human mage Tremere, used the Tzimisce Antediluvian in a blood ritual to make himself into a vampire. The Thaumaturgy discipline was born from this combination of Vampire power and human magic. Tremere attained the rank of Antediluvian when he diablerized Saulot, progenitor of clan Salubri. Their rituals and blood magic makes them most feared.
Tzimisce
Sabbat, Tzimisce outside the sect are extremely rare. Their hatred for the Tremere knows no bounds. Their ability to shape the flesh and bone of others makes them most feared. Only a Nosferatu could not be disgusted with their appearance and practice of using their power over flesh and bone on themselves. If this ability is used on Nosferatu their body will eventually revert back to its previous state. Members of the so-called Old Clan Tzimisce claim independence from the Sabbat.
Ventrue
Mostly Camarilla, they are known to be nobility, natural leaders, and business-oriented individuals who are in charge of many aspects of power and society. They are the founders and generally leaders of the Camarilla. Antitribu in the Sabbat.
There are also the Bloodlines clans, such as the Salubri, Daughters of Cacophony, and the Samedi, but their rosters, much like that of the Ravnos, are exceedingly small.
Gehenna
(The End of the Masquerade)
Before transitioning to Requiem, the world of Masquerade did, in fact, end.
Masquerade is still favored among some players, who continue V:TM chronicles even though they're no longer sanctioned by White Wolf.
(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
Clans / Factions
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.
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.
Virtues and Creeds
Mercy
Those hunters that tend to show compassion towards creatures of the dark, and attempt to persuade the dark supernatural forces to turn to light, follow one of the Mercy Creeds. The Mercy Creeds are:
Martyrs: Those who sacrifice their all for their cause.
Redeemers: Those who wish to bring the monsters back into the light.
Innocents: Those who refuse to prejudge the supernatural.
Zeal
Those hunters that are unforgiving and dogmatic in their belief that humanity is meant to "Inherit the Earth", and that the dark supernatural forces are arrayed against this manifest destiny of mankind, tend to be one of the Zeal Creeds. The tendency of these hunters to be warriors/soldiers among a group of Hunters gives these Creeds the stereotype as brute "zombie-killers." These Hunters do the dirty work out of a passion few humans may understand.
Avengers: Those who seek revenge for the harm done by creatures of the dark.
Judges: Those who mete out punishment based on how monstrous the creatures have acted.
Defenders: Those who safeguard and protect the innocent from the darkness.
Vision
Understanding and information gathering are the primary gifts of these Creeds. Originally charged to lead the Imbued in their war against the unnatural powers of the world, the Visionary Creeds consist of one viable Creed and two "Lost Creeds." In theory, these "Lost Creeds" consist of people who were granted too much insight for the mortal mind to handle and have ended up either deranged or overly violent due to this Calling. However, there is some implication throughout the different source books that these "Lost Creeds", specifically Waywards, ended up precisely how the Messengers wanted them.
Visionaries: Those who seek to understand the greater meaning behind the imbuing and the existence of the supernatural.
Waywards: Lost Creed. Imbued who have become overly violent towards the dark. Many Waywards suffer from some sort of mental derangement. They should have been the strategists and tacticians of the Imbued; however, Waywards cannot turn the benefits of second-sight off, and are subject to supernatural visons at any time. This tends to cause extreme mental trauma. Though some Waywards can handle this mental strain, the constant reminder of the supernatural can, and sometimes does, turn some Waywards into psychotic killers. Because of either psychosis or Calling-inflicted violent rage, Waywards often see only the need to destroy the enemy, and are known to cause large amounts of collateral damage in the completion of this task.
Hermits: Lost Creed. Imbued who receive psychic static near other Hunters and supernaturals. They should have been the intelligence gatherers for the Imbued, receiving information directly from the Messengers. The unfortunate side effect of Hermit's powers result in debilitating social anxiety around any form of the supernatural.
The Hunter-Net
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.
Compacts
Null Mysteriis – A group that seeks to disprove or demystify the paranormal.
Network Zero – A group trying to expose the supernatural world to the public via the use of media sites such as YouTube.
The Union – Consists of regular folks mostly trying to protect their neighborhood from oppression of any kind (humans or monsters).
The Ashwood Abbey – Thrill seekers who want to experience everything involving the supernatural from the most benign to the most psychotic (torture, mutilation, and worse).
The Loyalists of Thule – Guilt-driven knowledge seekers who use what they learn to help the world after their assitance in creating the Nazi Party.
Sometimes, a compact becomes something else: a truly global organization, with access to Endowments - powerful devices or other powers whose use blurs the line between the hunters and their prey. Conspiracies sacrifice flexibility for access to serious backup and firepower, including their Endowments. Some conspiracies date back thousands of years; others are relatively modern.
Conspiracies
The Lucifuge – Children of Satan, who use their infernal powers to hunt monsters.
The Cheiron Group – Group of international corporations who experiment on monsters in order to find cures for modern diseases such as cancer and HIV.
Aegis Kai Doru (Greek for "Shield & Spear") – Empowered by ancient relics and bound by a vow to destroy both werewolves and mages for reasons that are lost to time.
Ascending Ones – Ancient Egyptian cult turned Islamic hunters, they are well known for their use of drugs to help aid their monster hunting.
Malleus Maleficarum – Secret enforcers of the Catholic Church, based on the heretical book from the Inquisition and specialize in vampire hunting.
(Next and final reply: Werewolf/Changeling)
(this is also my last reply, honest)
(Old World of Darkness)
http://en.wikipedia.org/wiki/Werewolf:_The_Apocalypse
The Garou
The Creation
Society
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
Packs
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.
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
Closing
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
Characters
Seeming
Seemings
Darklings
Elementals
Fairest
Ogres
Wizened
[New World of Darkness]
http://en.wikipedia.org/wiki/Promethean:_The_Created
Not all White Wolf games take place in the World of Darkness, as the following examples show.
http://en.wikipedia.org/wiki/Scion_%28role-playing_game%29
SETTING
System
http://en.wikipedia.org/wiki/Exalted
Background
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. ;-)
That's not a very light theme.
But I know nothing of changeling.
Maybe it's the artwork.
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.
You're missing one game, tho', from the nWoD : Promethean: The Created
Reading the Wiki, it's actually really damn interesting.
Also:
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.
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.
http://ord.sector808.org/rotedatfr.html
Yes, but the Arcana and what they mean have changed. There are 10 Arcana in nMage and the power scale is a bit different.
No one would ever play Mage with me, no matter how much I begged it, though .
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.
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.
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. :P
If not, where mah Exalted at?!
If so, feel free to beat me up and take my lunch money
If you want I can write up a little somethin-somethin'
(I love Exalted)
By all means. I could always chop a few paragraphs away from Garou and Changeling, they won't miss it. :P
Yeah, but still a White Wolf venture and totally deserving mention in thread.
Also, that description is shamelessly stolen from Wikipedia.
Exalted is a game I'm very fond of for some reason I cannot intimate in any coherent manner; suffice to say that this game is hopped up on cool.
In March 2006 White Wolf released the Second Edition (cover above), which streamlined the game and brought some setting revisions. It is the version I am familiar with and was introduced to.
http://en.wikipedia.org/wiki/Exalted
Background
The Exalted
System
If there's anything you think I should add, tell me!
And I used to be really in to the old WoD, big Werewolf fan. Even larped a few times, a few friends and I playing a pack living in the city protecting a caern in the park and 'dealing' with the local leeches. And by dealing I mean showing up to their little Elysium party and stating 'Listen up Wyrm-spawn. Water Works park is ours. Any of you little leeches set a single foot inside of it, and we'll rip you to shreds. You start any trouble, send your little minions after us, we'll eat them, then track you down and rip you to shreds. You be cool and let us be, and we'll be cool and not kill every motherfucking last one of you. Capiche?'
Imagine a couple hard drinking country boys and a couple hard drinking punk rockers crashing a goth party and you get an idea what it was like.:)
Or Demon, Orpheus or Mummy, for that matter.
One should never mention that. Ever.
Not ever.
I have a hard enough time finding people to play.
Yeah, it sounds fucking cool, but unfortunately rulebook is little sketchy. It doesn't really give good examples what Scions should do, or how they interact with each other.
For what it's worth, I referenced them in passing near the end(except for Orpheus, which i've never heard of), but I think condensing Werewolf and Changeling down gave me room for segments on a few more serieses.
Hunter is also interesting, and Wraith... well, it's something all right.
The entire new WoD looks wicked cool.
IOS Game Center ID: Isotope-X
Why? It's totally awesome. Exalted has this knack for making completely over-the-top ideas not only make sense, but scream out to be used in games. That's kind of the point of Exalted, actually- this is the game where you start out as a random Badass Dude, and then the Sun decides to teach you how to kick even more ass.
No, that's pretty much it right there. To generalize hugely, two kinds of people play Exalted: the people who play it like the Iliad + Journey to the West + Fading Suns, and the people who play it like Ninja Turtles + Power Rangers + lightsabers. One is about performing heroic feats and dealing with the problems of both this dying age and the last great era, and the other is about fucking up giant robots in your giant robot, after an appropriate training montage to get your bitchin' laser sword and ninja skills. Also maybe you're some kind of beastman or something.
The second is fine, but it's everywhere. It is basically impossible to find someone who doesn't think riding a beast of resplendent liquid into FaFL's lair while playing power ballads on your dai-guitar is totally awesome, hay guyz let's go do that right now.
Dude, you just summarized my biggest gripe with Exalted
It's always like 'let's adapt SLAYERS and play that on the tabletop lolololo' instead of 'hey let's be like a tragic greek hero or something similar and make some gripping story cake with chocolate frosting made of congealed awesome'
so, QFT
Other people are clearly wrong.
It's just a bit annoying, especially since some of the fans are writing for it now. I want GCG and RSB back.