#owod

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deepfang-dreamer
deepfang-dreamer

World of (Retro)Future Darkness: Fera(Part 1)

Gaia’s immune system, as evidenced by the state of her body, has failed her. The Wyrm is ascendant, balefire consuming the land and Banes breeding as never before. The Wyld is resurgent, new, lawless world free of Weaver’s Banality and empty of Human life, strange and terrible creatures in twisted wastes. The Weaver was found dead behind a Slocum’s Joe. But the Fera are not quite done yet, broken and battered as they are.


Pentex: Their influence greatly contributed to the Vault experiments, those of Big M.T., and the ever-present preservatives and toxins in consumer goods. While they did not launch the missiles, they have achieved their goal in every sense but bringing their master into physical Reality, something the scattered remnants are eagerly attempting still.


Hengeyokai: The Beast Courts were struck heavily by the targeted shelling of China, but the continent was expansive enough for them to reconsolidate and restructure. As of modern nights, Asian Shifters are completely unmasked to the Human residents of the continent, ruling over them in a softer Impergium, effectively unchallenged with their unity as compared to the squabbling of Others. Japan, India, and Indonesia have advanced the most, electricity and industrialism returned first there and spread across the rest of the continent, leaving it effectively the new and only world superpower, if still a rising one.


Ahadi: Consisting now of Ajaba, Nagah, Simba, Bagheera, Swara, Tembo, Silent Striders, and Mokole-mbembe, the African Fera have kept their home from collapse for centuries, not ruling like Asian counterparts, but rather serving as arbiters, defenders, and influencers among the Human and Other settlements and cities. While yet accosted by Kerasi, Banes, Fomori, and numerous other antagonists, the combined might of multiple Fera parties and their own allies tends to dissuade all but the most powerful and foolish dangers, even disregarding the other supernaturals and Nexuses that would rise to defend their home as they rebuild from the ashes.


Echoes: The Audrastians were rarely seen Pre-War by civilians, wreaking havoc on militaries and government projects, underwater installations and ventures especially so ravaged such ideas were given up long before the bombs fell. Post-War, with Gauntlet so thin, the aquatic Others are nearly mythical in power and sighting, defending lakes, rivers, and especially the open sea, joining the Rokea at last against the horrors of the deep and providing safe passage for boats mad enough to set out upon the waves. The largest congregation in North America can be found on and around Far Harbor, Wyrm-Tainted island demanding their defense.


Garou Nation: Scattered, decentralized, and a shadow of already failing glory, the centuries have not been kind to the Wolves, but perhaps kinder than their fellow Shifters, already populous and typically outside of population centers.


Black Furies: Extinct.


Bone Gnawers: Though their population was greatly reduced, at the epicenter of attack, Rat perseveres, and the Tribe does as well, sulking protectors of their few Caerns and settlements. They operate as packs far more than other Garou, able to convert new or lost cubs without the pressure of the Nation pushing them away. The largest known Pack operates out of Megaton, Atomsplitters defending the foolish residents from the Banes flocking to the bomb.


Children of Gaia: Fallen to the Wyrm, toxins and bile where once was peace and healing. They use a Brood known as “Voidpetal” in place of dancing the Spiral, Botanical matter enveloping the convert and leaving them a horrific mixture of bone and wood, blood and sap, leaf and fur, flesh and fruit. They are the Harvestmen, the Gardeners, the Reapers, showing the truth of the world to those who foolishly cling to hope. Not hedonistic as the Dancers, but purest, depressive nihilism, to see the world undone in sickening rot.


Fianna: As the Ceilican, most fled into the Dreaming, destroying the Tribe as a cultural idea.


Get of Fenris: Massacred by the Harvestmen and awoken abominations shortly after the bombs fell. Extinct.


Glass Walkers: Extinct as a Tribe, individuals positioning themselves within the Commonwealth Institute of Technology, Vault-Tec, Enclave, anywhere their talents could ensure their safety, while more moral members only brought tragedy as they tried to hide with Human populations, Cockroach silent to their pleas as the last one died.


Red Talons: Among the most successful Tribes, surviving almost unscathed in the woods and wild. Unfortunately for Humanity however, the Apocalypse has only further convinced Griffon’s brood of their mission, habitat desolated and future destroyed. Many a caravan has been beset by Raging crimson marauders, scavenging supplies and corpses to sustain themselves, and the most daring will even assault settlements directly, ripping through the population from within and without. They are not yet Fallen, but the void yawns ever closer.


Shadow Lords: As their Vampiric counterparts, the spywolves secured positions among the hidden ringmasters of Pre-War world, but even fewer managed to survive, Rage flaring at worst of times. Those who weathered the storm passed their blood through Enclave and Institute, one successful Vault attempt, and the wastelanders directly. They still devote themselves to the cause, fighting the Wyrm with the resources and security of armies ahead, not wishing to risk their skin without allies who can stand the same.


Silent Striders: Followed the Nuwisha into the Umbra shortly after the end, seeking greener pastures, save those who stayed with the Ahadi, still banned from their ancestral home, and so serving as communicators in place of the Corax over the breadth of the continent.


Silver Fangs: Extinct as a Tribe, few survivors with ancestors selling their souls to the Enclave in exchange for shelter.


Uktena: Perhaps the best adapted to the wasteland, embracing the unnatural tools of destruction as instruments of survival. They have not lost themselves to the Devourer, instead scientists and magicians working ever against it with own creations. The other Tribes think them mad, but the world is mad. They can fix this. They just need to learn how.


Galestalkers: What few remain sell their services as bounty hunters and escorts, once proud Tribe reduced to weary survivors. But North Wind still roars, and through the Banality that has choked his charges, may awaken them to true purpose once more, protectors and avengers against the many monsters now unleashed upon defenseless populace.


Black Spiral Dancers: By far the most well-off Tribe, Hives dotting the world and howling in jubilation, they have never been stronger or greater in number, among the worst nightmares of the wasteland.


Bastet: The Bubasti have been wiped out, and the remaining independent Tribes of Balam, Pumonca, and Qualmi were heavily reduced Pre-War, single digit populations afterwards. The last Ceilican have fled into deepest Dreaming, leaving Werecats a rare sight outside of the largest continents, seers and savages alike.


Kitsune: See Hengeyokai.


Ananasi: As always, the largest population of the Shifters, spiders coalescing in jungles and forests and caves as the bombs fell. The Ananasi are no longer a monolith or coherent society, Queen’s voice lost in the Apocalypse. They wander, unsure, finding purpose among the other factions of the wasteland or forging their own path forwards. The Triat is as unbalanced as it has ever been, and how can they hope to fix….this? But they do still try, leaders and influencers for better or worse.


Corax: Extinct.


Gurahl: All but extinct, but those who remain can be identified by their territory-great, green growth, oasis in the blasted landscape. They typically do not allow mortal residents to stay amongst the Spirits of the area, but will offer their healing and temporary shelter if the visitors are deemed in need. The Yao Guai, on the other hand, are Wyrm-corrupted bears, and just as any, may carry the Kinfolk spark, giving rise to the Weguche, tainted beasts who decay the land with every step.


Mokolé: Invaluable to the Wasteland, repositories of ancient knowledge now volunteering it to any who will listen, but primarily integrated with the Followers of The Apocalypse in North America.


Nagah: Much the same as they were before the bombs, where they in fact prevented them falling sooner. In the wastes, they no longer conceal their true nature, letting their legend spread as the leaders of their society were no longer able to forbid such, to strike fear into the hearts of those they might need visit.


Nuwisha: Ducked into the Umbra when first came the bombs, have since returned to wander the Wyld wastes in much the same role they always have.


Ratkin: Utterly exuberant, Humanity no longer dominant and Weaver toppled from her tower. They are actually much less fanatical nowadays, but plenty still cling to the ancient mission, gnawing at the roots of any settlement that starts to get greater ideas. Second most populous Gaian Shifters.


Rokea: If the oceans were nightmarish before, Apocalypse has unleashed an entirely new host of horrors. Leviathans of the void, Abyssal escapees, woken Methuselahs, even aspects of Qyrl breaking from crystal threads. The Sharks themselves survived mostly unscathed, no-one bombing the open seas, but their workload has increased a thousandfold. They are joined by Echo, Mermaid, and the odd Primordial, waves red and war everlasting. Evidently, this has not improved their estimation of the land-walkers in the slightest.

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latveriansnailmail
latveriansnailmail

Building off of a post @asteroidtroglodyte made like a month ago about the essence of various animals (or something… it was a month ago, I was running out the door, and I only just remembered to add my bit now) I was reminded of classic ttrpg Werewolf the Apocalypse which featured a variety of changers created by the Earth Mother to serve different purposes. The werewolves got too itchy for violence at points in their history and outfought the other changers over their sacred shrines. This is why everyone knows what a werewolf is but you’d laugh to hear about a were-alligator. Some are outright extinct. Here’s a shorthand list of the changers and their purposes (porpoises?)

Wolves: warriors against the personification of destruction and corruption. This category includes a few odd entries that serve where there are no natural populations of wolves: the Hyenas and the Tasmanian Tigers.

Rats: warriors against the personification of order and stagnation

Spiders: no longer clear but I suspect they were originally warriors against the personification of chaos and creation. They now have three major camps reflecting and serving the three separate personifications. This internal strife feeds into their cannibalistic nature.

Ravens: messengers and scouts by day

Bats: messengers and scouts by night

Big Cats: keepers of secrets. The cats and the scouts do not mesh.

Bears: healers

Coyotes: teachers, which they most commonly do via near-lethal tricks Looney Tunes style. They will Bugs Bunny you within an inch of your life and if you haven’t learned your lesson they’ll close the final gap. They will Fudd you up.

Foxes: were told they would only be given a task when the final age had dawned and were otherwise unrestricted. In this way they can be seen as Gaea’s freedom. In the final game supplement of the series they were given their purpose: thieves.

Crocodiles: memory

Sharks: survival

Serpents: Judges. When other changers stray from their purpose the serpents go on the hunt. So I ask, why did the wolves get away with so many aggressions against the other breeds? The serpents really fell down on the job there.

Pigs: cleansers of the land, of Gaea herself

Cows: (aurochs, really, cow megafauna) matchmakers between the changers and their carrier kin. Changers usually cannot have healthy offspring with their own kind.

I… thiiiink that’s all of them. Anything else from folklore that could turn into an animal was probably some sort of faerie.

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radwolf76
radwolf76

Banger of a video about the 5th game from the old World of Darkness, Changeling

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deepfang-dreamer
deepfang-dreamer

Cambion: The Accursed(OWOD Fan-Splat)



Preface:

Okay, so I had one more idea that demanded to be written, but *now* I’m taking a break at…5 concepts. This one is my attempt at a Demon Splat as envisioned before I learned about DtF, more focused around the Human than the Other, but keeping the same themes of escaping Hell literal and metaphorical. Inspired by I’m The Grim Reaper, trying to focus on personal horror a la Vampire instead of the healing and superheroing of Fallen. There’s literally one vauge mechanical rule, I’m just writing lore here. Also blending the Abyss of Demon and Lasombra, where it’s a dumping ground for anything Yaweh didn’t want in Creation, the Fallen were just the last to be thrown there. Prior inhabitants are what would more commonly be called demons that aren’t Earthbound, but they aren’t terribly relevant to DtF, only existing to serve as potential patrons and antagonists for the Accursed. It’s a big place. Plnety of room for endless sensory deprivation over there and scheming shadows over here.


Introduction:


Those who created this world were not meant to inhabit it. Their presence is glory, devastation, too much, anomaly in the workings of the completed stage. The Nephilim were proof enough, depraved tyrants wielding powers of minor gods. They are gone. This is not their story. But there are other ways for Angels to touch the world of flesh. Ancient pacts, forged between creatures of Aether and Matter, power granted only for chains to be clapped on the next instant. That has an effect on the Patterns of those who survive, energies rubbing off and passing down for generations. And the Abyss is always hungry.


The Accursed:


A Cambion is the result of two things: Angelic presence within Human heritage, and a moment or pattern of extreme sin. The combination of these factors is a beacon, to the realm below all others. Angels do not walk the Earth, not anymore. Any who do are in transgression, and it has been given reign to swallow them forevermore. Fallen resist its pull through their power and their connection to Humanity, and even should they be recaptured, their bodies endure, immortal and unbreakable. Cambions lack the strength of their progenitors, or often, anyone to fall back upon. A mortal soul in the Abyss….to last even a year would be inconceivable. And yet it 𝘸𝘢𝘯𝘵𝘴 them. What they must offer varies by their Perdition, but every Cambion must feed-lest they be eaten.


Damnation:


The sin that dooms one to the Abyss, infintely varied, almost all unforgivable. Even with the rotten shale beneath them, the magnitude of transgression must be monstrous save for the most truly corrupted bloodlines. Very, very few understand what they have done until Limbo takes hold. Seven days and six nights past the Chain being forged, they will fall into nothingness, dream of endless dark so very, viscerally real. They wake in terror, feeling their sins crawling down their back, and their hourglass beginning to reach its final grains.


Chains:


The sin that has sent one’s soul on a downwards track, divided into four overlapping categories. Ego. Ire. Apathy. Avarice. A man turning away his pleading brother in dead of winter for shame of his night’s lover, frozen body reaching for salvation. Hatred festering for years on end, bubbling over as a gunshot rings out over schoolyard grounds. An officer keeping her head down for the pay and benefits, silent in the face of injustice after injustice. Ignoring his sobs, struggles swatted aside as heat rises. Pride, rage, sloth, desire. Some try to atone. Others still revel in them. Yet more feel themselves too doomed to even try.


Condemnation:


How a Cambion stays above. The Abyss gnaws at their souls always, and sooner or later, tightens around their necks. To avoid their punishment, others must take their place. Who? Well, the Abyss craves life, be it the biological definition or the concept of sapience. One could raze a small forest should they have the means, and it might buy another half a year. You could be a Hunter, sending monsters to a greater one. But the shameful truth is that most Accursed buy their freedom with that of others. The exact process varies from person to person, usually mimicking the original nature of their Damnation. Some argue that any life is better than nothing, taking their victims’ fortunes, joys, and connections, others kill them outright, souls sundered by the void. How often this needs be done depends on what exactly is being sacrificed against how deeply the Chain chokes. A Human life will typically earn another three months or so, but truly anchoring to existence requires a very, very high price indeed.


Perdition and Maledictions:


Make no mistake, the existence of a Cambion is a cursed one. But you are not touched by something older than Creation without coming away changed. Perdition is the creeping decay clawing at the souls of the Damned, how perilously they dance the knife’s edge. The further submerged, the more power available to them to further their goals, but the more they need to survive. 4 Dots of Perdition? As said, once every few months. 9? You need to be killing on a literal daily basis. Mechanically determined by the player and Storyteller at the start of a game, based on the Damnation of the character, and can always be increased until 10 Dots. One can’t gain Perdition by abstinence from Condemning or repeating their original sin, the Chain just pulls harder. The only way to get more power is to willingly put yourself closer to the end, further from Human.


Maledictions:


The Abyss is nothing, negative space and energy broken by the tortured thrashing of its prisoners. Cambions draw on the power of this void to break down local Reality, sloppily writing new Patterns where gaping holes are left. The vast majority of Maledictions are combative and corruptive, casters not knowing anything about how the world works, simply harnessing the destructive ability of their tormentor in more directed ways. Most Cambions try to avoid using them at all, words and weapons of mortal ken sufficient to do the job. But for those who reap more dangerous prey, or are foolish enough to think they can handle more torment, Maledictions are a great boon in their work.


Reapers:


Loathe as they are to tie themselves to 𝘢𝘯𝘰𝘵𝘩𝘦𝘳 leash, most Cambions would not have survived for long without patronage. Without something to explain what was happing beyond “I need to kill” and direct them towards victims. These are commonly Demons and Shadows within the Abyss, making contact during Limbo, but the term is used for any Other serving the purpose of handler, from Kindred to Spirit. It is only the Abyssal Reapers, however, who can truly intercede on behalf of their conduits, stalling the pull and (supposedly) weakening the Chains so long as they follow orders, working towards freeing themselves in most cases, two parties simply using each other. And one side always has far more to lose.


Organization:


Cambions primarily group themselves by differing ideologies on how to handle their condition, called Cages in grim mockery. The seven major schools of thought are Whispers, Perseverance, Metamorphosis, Darkness, Slaughter, Severance, and Vengeance. Those within Whisper and Metamorphosis share a common goal of ending their curse, the latter looking towards the transformative properties of different Others as an escape, the former scholars, sorcerers, and psychics by virtue of endless search for hypothetical rituals that may free them. Those Caged in Darkness and Slaughter subscribe to nihilism and callousness, former throwing themselves into the Abyss for one reason or another and taking as many people down with them as they can. High turnover rates. The Cage of Slaughter, on the other hand, are taught to suppress and abandon their emotions, they only make things needlessly difficult. Just focus, find, kill, and survive. The Cage of Severance has abandoned their own considerations-they are going to die, but they can stop their wretched fate from befalling anyone else. In theory. In practice, cutting off the Abyss from the Material has been less than successful. The Cage of Vengeance, in contrast, see their curse as divine will, agents of order to cleanse the world and let the next cycle begin.


Interactions with Others:


Cainites: Cambions 𝘭𝘰𝘷𝘦 Vampires. The hunters get a “guilt-free” kill, the Creators anchor their souls with the Beast, and even just moving in the same circles means you’ll always have plenty of people to kill and typically get paid fairly well for doing so. Clan Lasombra is, unsurpisingly, the most feared and intriguing one. Every Embraced Accursed will rise with at least one Dot in Obtenebration, Chain not gone, just slack, which draws the interest of those who practice the Blood Magic to begin with. Lasombra can send one careening into the void or lift them out of it, seen almost as demigods by the Cambions for their “mastery” over the hungry dark. The Baali are also commonly joined by Cambions, many of whom are Infernalists, to no surprise. Their still active Abyss connection makes them prized assets, able to speak with the Earthbound and yet-trapped Elohim more directly than the others.


Fera: Not much overlap here. While a truly impressive number of Kindred projects and Ghoul families produce Cambions, Shifters are too in line with the world of Spirit, and register Abyssal energies as Wyrm-tainted or worse. They aren’t worth the hassle to kill and can very easily kill you. Just stay away.


Changelings: Not even Nightmare Glamour can be found among the Accursed, the Abyss swallowing everything they are and corrupting everything they touch. They are to Kithain as Dauntain, horrifically Banal monsters who herald only Endless Winter. A Faerie soul buys notably more time than a Human one as well, making them very enticing targets for Condemnation. Poor relations all around.


Mages: As is the theme, Cambions use Mages to further their own pursuits while Mages study Cambions to attempt their own experiments. The urgency is amplified, however, as the Accursed don’t have 𝘵𝘪𝘮𝘦 to indulge their curiosity, can you help me or not? They know the answer already.


Demons: It cannot be overstated how much the return of the Fallen rocked Cambion society. It was impossible. They didn’t even believe it at first, how could they? But here they were, the smallest, weakest, so much of what they had been lost-but 𝘧𝘳𝘦𝘦. Yes, still gnawed at by their prison. Yes, diminished and traumatized. But for millennia, the Abyss had been the end, permanant and inevitable. Now. Now there is proof that the void is not insurmountable. Even if only by the once strongest creatures in existence, it can be escaped. 𝘛𝘩𝘦𝘺 can escape. The frenzy of renewed research into the Abyss, the surge of hope, joy, even Glamour, despite the shroud hanging over the Accursed, has infected every corner of their society. Cambions flock to Demons to hear their stories, learn their secrets, becoming Thralls and serving earthly masters in record capacity, the end times upon them, but perhaps not the end they have always feared.

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greatness942
greatness942

Much as I and everyone else loves the Old World of Darkness for it’s gothic storytelling…it’s a fuckin’ clownshow.

Werewolves in this universe are hippies sent by Mother Nature to fight an unwinnable war against Capitalism and the Disembodied Soul of More Capitalism.

Cain, from the Bible, is the first Vampire, and is not only still alive, he’s a rather nice taxi cab driver in Los Angeles.

Cain, or Caine’s, best friend in modern times? A pirate.

The reason wizards (or Mages) don’t do crazy shit all the time is because, if the Illuminati don’t beat the fuck out of them for doing so, the universe itself will.

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paragonrobits
paragonrobits

Important facts but for the most part the Garou are the closest thing to straightforward heroes you’re likely to see in the world of darkness and yes, I am explicitly implying hunters are part of the problem and yes I do mean even after all the problems they caused (which may or may not include allowing humanity to have any kind of control over the world)

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redratt
redratt

I have been playing through the good part of Bloodlines as the most unhinged little beastie, The Flea. She is a raggedy gangrel in my brain who is wearing the cheerleader top. Yes she’s butch.

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belthegore
belthegore

demon whos too busy to continue his war against god bc he’s getting high and playing tony hawk pro skater underground

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redratt
redratt

old sketch of Beatrix and Sophia that i’m probably going to redo at some point – Beatrix DID let Sophia go when the hunter group got caught, but she quite literally put her claws in Sophia’s torso to give Sophia some scars that she can’t heal.

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redratt
redratt

GAROU TRIBE PLAYLIST (BASED ON MY DRIVING TO WORK CAR MIX)

The first set -> (not included due to limit: silver fangs, stargazers, younger brother, black spiral dancers, hakken, bouli)

Black Furies


Bone Gnawers


Children of Gaia


Fianna


Get of Fenris

Glass Walkers

Older Brother

Red Talons

Shadow Lords

Silent Striders

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clownarmy
clownarmy

Watching Hunter: The Parenting, because I miss playing old World of Darkness and all the people I played it and New World of Darkness (and could play the new Edition and Exalted) have all either moved on to other games or other cities, and I’m quite enjoying both the amazing weirdness of the Old 2nd Edition Revised and that I remember most of the terminology and factions.

White Wolf has had such a weird history, with Onyx Path taking the games to Kickstarter after the publishing company went defunct, and then Paradox buying the IP and potentially putting out Bloodlines 2 (of which is there is no goodwill or hope left in the Internet, which is suitable for the World of Darkness), and I’m glad to see people who were a part of it in the early 2000s and earlier reviving it.

I never watched Emperor TTS, so I miss a lot of the references tho who the Hunter Family are, but I genuinely enjoy the humour enough and have enough passing familiarity to 40K to pick out who is who.

I miss Mage. Too bad I don’t like Actualplays of tabletop games, or their Mage game would be something interesting.

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vexwerewolf
vexwerewolf

For all my problems with oWoD in general and Werewolf: The Apocalypse specifically, I love that Pentex are just the Captain Planet villains. Like they don’t even get any profit from polluting, they’re just the Pollution Company clocking in their shift at the Pollution Factory

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redratt
redratt

What the fuck happened in the world of darkness tag today. What did yall do

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redratt
redratt

I don’t think I’ve shared my dark ages Giovanni have I.

DOLCE GIOVANNI

[ clan giovanni ]

[ 12th generation ]

[ Augustus Giovanni’s Boyish Niece | Amanita Giovanni’s Favorite Sister ]


[[MORE]]

Some girls (like you) are born to die. Uncle Augustus is an ambitious man, and when he comes to the family smelling of blood, it wasn’t Dolce who made the promise, but Amanita, who took Dolce with her.

Her Kiss is agony so deep it rots the flesh.

I did not want this, she says. But when has that mattered? Amanita taught her how little such things mattered when she was just a girl.

Her Road is a foolish one. Humanity– the Road of Man – is exacting. But Dolce did not want to be this dead thing.

So she shall not be.

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redratt
redratt

SHARKBAIT / “jumps-the-raging-jaws”

Adren (Rank 3) Get of Fenris Ragabash. Humanborn, but nobody knows much about that. That’s the way she likes it, you know?

She fought a Rokea during the first change, and nothing has been able to one up the deed name, so there’s that.

In Chronicles, she’s an Iron Master Rahu.

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scormey
scormey

Off The Shelf: Vampire the Masquerade

From an obscure, extremely niche game last month in “The Whispering Vault”, today I bring you one of the most enduring and mainstream “horror” games of the last 35 years… “Vampire: The Masquerade”. And when I say we’ll be talking VtM, I mean old-school “Vampire”. I only own and have played 1st, 2nd, and 3rd edition, and I outright refused to buy or play any of the “New World of Darkness” (nWoD)…

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spidermimi
spidermimi

Hey guys, I need recommendations!

So in spring I basically inhaled every single V5 book that had been released at the time (I was moving AND quitting my job, and that seemed better than trying to distract myself with insta, lmao)

And now I wanted to give the older VtM stuff a shot, both for comparison and just because it’s cool.

But… that catalogue is big. Really big.

So, anyone got some favourite splatbooks or novels or rulebooks or editions? Where should I start? What the most fun to read?

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vurthshistorian
vurthshistorian

Tonight on Gear.
Jack Snorts Petrol.
Nines Raids a mental Hospital.
And Damsel is nice to us for once.

Tonight on Gear
Grunfelt gets cheeky with his holy sword.
Neckbeard is going down to the Asphole to pick up some chicks for the lads.
and Cueball is gonna make sure nothing weird happens.

TONIGHT ON THE WORLD OF GEAR.

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zaolat
zaolat

On the Names of the Antediluvians

So many of the Antediluvians are unnamed, with most of them being referred to as “(Clan) Antediluvian”, [Clan], or simply with a nickname based off their their clan name, their actual names are unknown and I’ve always thought this was interesting. A few of them DO have names or theorized names.

I’m writing a fic that takes place during the First City, so I’ve given all of the unnamed Antediluvians names. This will be a masterpost of the names and the meanings of the names of the Antediluvians, where I link to the individual posts on each of their names. With the already named Antediluvians (with one exception), I will do my best to track down the meaning of their names.

  • The Eldest/Tzimisce Antediluvian - Vidarna
  • Ventru/Ventrue Antediluvian - Xshayarsha/Xšayarša
  • Malkav/Malkavian Antediluvian - Micaiah
  • Lasombra Antediluvian - Weles
  • “Ilyes”/Brujah Antedulivian - Eliya
  • “Troile” - Tanith
  • Zapathasura (Ravnos Antediluvian)
  • Saulot
  • Haqim
  • Arikel
  • Absimiliard
  • Ennoia
  • Sutekh (Set)
  • Cappadocius

At this point this post is just a look at the names bc there’s no linked posts here yet :)

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green-man-at-the-worm-caucus
green-man-at-the-worm-caucus

Behold, the worst shit!

(Disclaimer: I am biased here. I played a Bone Gnawer for a very long campaign and he spent pretty much all of his time trying to show other werewolves that he was a capable leader and fighter to mostly success. No one expected it from him, even his own party members. Starting at the bottom means you get to prove everyone wrong.

Bone Gnawers are also just the best tribe period. They can turn garbage, including toxic waste, into food. Bad food, but edible food.)

Real Dumb Things this list does:

  1. Puts Get of Fenris at the top spot because they are “most powerful at the game’s primary play mode” of combat. This doesn’t mean as much as it seems because most werewolves are already extremely dangerous in a fight and each werewolf gets an Auspice which way more determines what “class” you could be, so everyone can get abilities good for killing. Is your character not 100% powergamed? Who gives a shit? Your claws still sail through flesh like it was a dense mist.
    Also, they fail to note the whole time the tribe nearly all became Nazis. It’s okay now, though; they killed them all. They do still see mercy as weakness and have deluded ideas of what it means to be a hero.
  2. Has Silent Striders at 3rd, but says that all their spirit ability are unique to them. They are not. Everyone can go into the Umbra, or spirit world, and learn new abilities from the things that live there.
  3. Puts Black Spiral Dancers at 13th, above Bone Gnawers. Black Spiral Dancers are not a playable tribe unless it’s an evil campaign. They are werewolves corrupted by the BBEW (Big Bad Evil Wyrm, a shattered spirit of decay that now wants to end all life). They even note that playing one in a normal campaign is “getting murdered every 10 minutes of gameplay”. Being literally impossible to play in most campaigns is better than playing a poor person, as we’ll see in the next point.
  4. “Bone Gnawers are really bad at embracing humanity, and thus have all ended up as homeless people.” So, I guess the poor and unhoused are less human than other people. Oh, and other werewolves don’t like them? Well, that would be awkward if A) anyone cared and B) suspicion and overruling authority is a theme in Every. Single. Old World of Darkness. Game.
  5. Notices obvious racist undertones in how the Wendigo and Uktena are described, but see point 4.
  6. Says Venture are the best vampire clan because they have status. Status means to many people that they can be disruptive. Spend a few sessions attempting to dominate your party members and hopefully you puts some points into Fortitude so that stake they found doesn’t penetrate to your heart, transfixing you, allowing them to drag your undead ass out into the open and let the sun take out the garbage.

Also, this is the best illustration in any TTRPG book, perhaps any book period. I don’t know entirely if the wolves stole that guy’s food or if they bought it, shifted into wolf form, and then just picked this alley.