Showing posts with label FAQ. Show all posts
Showing posts with label FAQ. Show all posts

Thursday, October 2, 2014

World of Darkness Primer

I’m probably long overdue for this, but I figured I’d sit down and do little academic work on the various denizens of my version of the World of Darkness. If you know the WoD 2.0 world, none of this will be new to you. It’s just pretty much boilerplate, just translated into my own language.

Vampires
Name for themselves: Kindred


Vampires are created when one of them (called the sire) embraces or turns (the terms are interchangeable) a normal human being. The newly turned vampire is referred to as a “childe.” Upon turning, a new vampire gains the clan of his sire and all the powers that go with it.

Those powers include varying degrees of super-strength, super-speed, invulnerability, and super-senses. In addition, they also have other powers that develop over time.
  • Emotional Manipulation - Known formally as “Majesty.” Allows a vampire to alter or manipulate the feelings of others. Usually to incite passion or attraction in another.
  • Mesmerism - Known formally as “Dominate.” Allows a vampire to directly control the actions of another through verbal commands. This is the old “look into my eyes” bit from the old Dracula movies.
  • Animal Control - Known formally as “Animalism.” Like Dominate and Majesty combined, but only with animals and baser creatures.
  • Physical transformation - Known formally as “Protean.” Allows a vampire to take on animal or monstrous characteristics like claws or shapeshift into the form of a beast. Vampires that turn into bats or other creatures use this power to do so.
  • Stealth - Known formally as “Obfuscate.” Allows a vampire to vanish from sight, turn invisible, or disguise themselves as another person.
  • Terror - Known formally as “Nightmare.” Allows a vampire to inflict fear and terror on another. Can cause insanity or even physical injury at its highest levels.
  • Sight beyond Sight - Known formally as “Auspex.” Allows a vampire to sense what cannot otherwise be sensed: Things invisible, things in the spiritual realm, the thoughts of others, and events of the past or future.

Each clan specializes in a particular power
  • Daeva - Seductive and sexy. Masters of Majesty.
  • Gangrel - Feral and bestial. Masters of Protean and Animalism.
  • Mehket - Mysterious and stealthy. Masters of Obfuscate and Auspex.
  • Nosferatu - Terrifying and monstrous. Masters of Nightmare and Obfuscate.
  • Ventrue - Domineering and powerful. Masters of Dominate.

Vampires also have other more informal powers and weaknesses..
  • They can regenerate from almost any injury. Only fire, sunlight, or extreme body trauma (including, but not limited to, decapitation) can truly kill them. Otherwise, they enter a death-like sleep known as torpor.
  • Vampires can cling to any vertical or inverted surface like an insect.
  • They can bind others to their service by feeding them their blood three times. This is known as a “thrall-bond” or “blood-bond.” Mages and werewolves are immune to this, but not other vampires.
  • Some vampires have mastered varying degrees of “blood magic.” There are three major schools of blood magic, each taught by the Ordo Dracul, Lancea Sanctum, and Circle of the Crone covenants.
  • Vampires are functionally immortal. They stop aging like humans at the moment of their embrace, but continue to grow in power as time goes on. Eventually this increased strength means they can no longer feed from mortal blood. They then must enter a voluntary torpor of many decades to “reduce their age” to allow them to function again. These torpors also have the side-effect of erasing or altering memory, making the long years of eternity more bearable.
  • Vampires are truly monsters and are “infected” in a sense by a powerful animalistic spirit. This spirit is referred to as “The Beast Within” or simply “The Beast.” In moments of extreme duress, the Beast can assume control of a vampire’s body and force him or her to do acts of unspeakable barbarism. This is called “frenzy.” The more vile the morality of the vampire, the easier it is for the Beast to take control.
  • Vampires can shortcut the aging process by “soul-drinking” a more powerful kindred. Known formally as “diablerie” or “amaranth,” this gives a vampire power very quickly, but is considered among the most heinous of crimes.

Vampires organize socially into six “covenants.”
  • Lancea Sanctum - Religious (Pseudo-Christian) and rigid.
  • Invictus - Feudalistic and hierarchical.
  • Carthian - Democratic and modern.
  • Circle of the Crone - Pagan and libertine.
  • Ordo Dracul - Scholarly and insular.
  • Unaligned - “None of the above”

A group of vampires is called a "coterie." All the vampires of a given city are led by an overlord known as a “Prince.”

Mages
Name for themselves: None formally. Also known as wizards and will-workers.


Mages are largely created by happenstance. A normal human suddenly “awakens” to the broader implications of the wider world and gains the capability to manipulate reality. This typically takes the form of a vision involving a “watchtower.” The particulars of the vision determine what sort of mage that person will become.

Mages can theoretically do anything with their magic. Their powers have their limitations however. The first of which is the strength of will of the mage himself. Novice mages are only able to bend reality in subtle and minute ways. As they grow in knowledge and strength, they are able to do more. Their biggest obstacle is what is called “unbelief,” the collective will of normal ordinary people that reality should stay the way it should. Unbelief is harder to overcome the more ordinary people are able to witness the mage using magic and is easier when the mage is isolated or in the company of other supernatural entities.

Mages subdivide into five schools of study, known as “Paths.” Which school one studies is determined by their watchtower vision.
  • Acanthus - Free-spirits and libertines. Masters of manipulating time and fate (probability and luck).
  • Mastigos - Deceptive and controlling. Masters of mental magic and spatial reality (distance, place, etc.)
  • Moros - Grim and macabre. Masters of manipulating the power of death and physical matter.
  • Obrimos - Scholarly and powerful. Masters of manipulating energy (light, gravity, kinetics, etc) and the raw stuff of magic itself (known as “Prime”)
  • Thyrsus - Wild and shamanistic. Masters of life, healing, and the spiritual realms.

Mages also have a few other characteristics.
  • They are still physically human, which means they do not regenerate injury or illness any better than an ordinary person. They also have a normal human lifespan. Magic can heal, cure, or extend life, but it cannot alter these truths in any fundamental way.
  • Before awakening, mages will often have random odd events occur in their life that often prelude their eventual path. A future Acanthus might be very lucky or a future Moros might have insects die after biting her.

Mages band together socially to share magical secrets and to jointly unlock the secrets of the universe. The leader of a group of mages is called a Hierarch.

Werewolves
Name for themselves: Uratha


Werewolves are born, the product of a werewolf mating with a normal human. Many offspring of such unions grow up to be mostly-normal humans, although these “kin-touched” have affinities and immunities to werewolf powers that ordinary humans do not. The rest become werewolves themselves, having their “first change” in their mid to late teens.

The primary power of a werewolf is the ability to shapeshift. It takes five different forms.
  • Human - Self explanatory. 
  • Wolf-man - Think Lon Chaney in his wolf makeup. Still mostly human, just bigger and hairier.
  • Battle form - Massive combination of wolf and man. See above illustration. Big, mean, and (usually) out of control.
  • Dire wolf - Oversized wolf. Much too big to be anything ordinary or natural.
  • Wolf - Standard sized wolf. Can pass for a natural animal.

Werewolves have a number of other powers and drawbacks.
  • They are nearly invulnerable to damage. Only silver or massive body trauma (like decapitation or explosives) can kill them. Otherwise, they will regenerate to full health in a short time. They are virtually immune to disease and their resistance to toxins and drugs (including alcohol) is prodigious. 
  • Despite their regenerative powers, their lifespan is no longer than normal humans.
  • Many werewolves know a form of spirit magic, trading favors with various nature spirits for aid or knowledge.
  • Like vampires, werewolves are cursed with an inner beast (unsurprisingly, they call this “the wolf”) which can take control of them when under extreme duress. Like it is with vampires, this loss of control is called “frenzy.”
  • Humans instinctively fear werewolves on a primal level. When they witness a werewolf in anything but human or wolf form, a type of madness descends upon them, clouding their memories and causing them to flee. This is called Lunacy. Some humans (such as hunters or kintouched) have some resistance to this effect.
  • Werewolves are not allowed to mate with their own kind. The offspring of such unions is an accursed and destructive spirit of nature. Werewolf-on-werewolf romance is forbidden.

The moon under which a werewolf is born has an impact on their personality and role in society.
  • New Moon – Scouts and rogues.
  • Cresent Moon – Shamans and spirit-walkers.
  • Half-moon - Diplomats and peace-makers.
  • Gibbous moon - Scholars and storytellers.
  • Full moon - Warriors.

Werewolves divide socially into “tribes” and “packs.” Individual uratha that claim no formal membership in either are called “ghost wolves” or simply “ghosts.” The leader of a werewolf group is called an Alpha (or in some cases, a Chief.)

Changelings
Name for themselves: The Lost (also Fae-touched)


Changelings are abducted, normal humans taken by the powerful and mysterious Fae to their native realm of Arcadia. The motives and mentality of the Fae are incomprehensible to humankind. People are abducted for myriad reasons, none of which make much sense even to the changeling. Changelings are those humans who manage to escape (or are let go) and return to Earth. The spiritual barrier between Arcadia and Earth is known as the Hedge.

Each changeling takes on some aspect of the Fae that abducted them. Since Fae are so diverse, this means that changelings can take virtually any form. To most observers, they appear as human, but with some odd trait normally associated with creatures of mythology. They have aspects of pixies, trolls, gnomes, elves, dwarves, elementals, and other such fantasy creatures.

Changeling powers are as diverse as their appearance, but often relates again to their abductor. A changeling taken by a beautiful snow elf might show powers related to charm and frost, while a troll abductee might be able to frighten or eat most anything.

There are a few commonalities however.
  • Changelings are injured in much the same way as normal humans, although weapons forged of raw iron inflict extreme injury upon them. Their lifespans vary from human norms to many centuries.
  • Changelings gain power through emotion and dreams, so they often reside near places where humans will feel passionate emotions or where their imaginations will take flight.
  • The Fae often leave behind a duplicate of their abductee, known as a “Fetch,” when they capture a human. The Fetch lives the abductee’s life and knows their every memory. Very few normal humans can tell the difference between the Fetch and the real person.

Changelings gather together socially in large part out of fear of their Fae captors. The overriding emotion in a changeling community is paranoia, worry that their Fae abductors will come and take them away again. Most changeling communities take on a feudal character, with a king and queen as leader.

Hunters
Name for themselves: None

Hunters are normal humans who have been exposed to the dark secrets of the world and have decided to kill it with fire. The number of normal people who are aware of the supernatural world is quite small; most people who are exposed to the shadows ignore the truths they tell them (out of fear) and go on with their lives pretending it isn't real. To do otherwise is to invite mockery and scorn from society. But a few risk that and their very lives to challenge the dark powers.

Most hunters are independent. However, some hunters band together due to a common foe or common origin. These hunter groups (sometimes called compacts or conspiracies) can possess greater resources than solo hunters and can be quite the threat.

The hunter groups seen in VbN/PbN so far are...
  • The Long Night - Fundamentalist and evangelical Christians that band together to destroy monsters and wizards because they believe them all to be the spawn of Satan.
  • The Malleus Malificarum - Similar to the Long Night, only the MM has its origins in Roman Catholicism and is a much older order of hunters. The MM uses a form of hedge magic based on prayer and ritual that can be quite potent against the denizens of the night.
  • The Children of the Earth - Hippies and flower children that despise mages in particular, seeing them as corruptors of nature's divine purity.
  • Task Force Valkyrie - James Bond meets the X-files meets the Men in Black. This super-secret government agency is tasked with keeping the supernatural out of mortal government affairs.
  • The Ashwood Abbey - Bored and rich dilettantes who hunt monsters purely for the sport of it. A hellfire club of the old order.

Thursday, August 19, 2010

Who, what, when, & why?

Who is Michael Allens?
Michael Allens is a vampire, current prince of the city of Philadelphia. He is of the Daeva clan. His sire is Deborah Means, prince of Roanoke, VA. Michael was embraced at age 18 while a freshman in college at Virginia Tech and has been climbing the ladder of power ever since. He is young, but very cunning. He serves the Carthian cause.

For the rest, read the fan fiction.

No, who are you in real life?
Allen Schwarz, geek and gamer. Michael is my vampire character from my college days, a VTM Toreador ported over to WoD 2.0.

When does all this stuff happen?
The fan fiction tells the story of Michael's rise to power and it begins in 1991 at Virginia Tech and follows his Requiem up until he becomes Prince in Philadelphia in 2000. The now-defunct WoD campaign on which this blog is titled takes place 12 years into that reign, occurring in the fall of 2012 during the last months of the election season.

This campaign doesn't seem to follow the "standard" WoD 2.0. What's different?
1.
First off, the campaign doesn't use the WoD 2.0 ruleset, just the basic background for the universe.This has changed. We've recently decided to adopt the WoD 2.0 rules after all.

2. That universe has been modified to heighten the interactions and tensions between the various supernatural powers that lurk unknown to mortal man. This is a World of Darkness similar to works like Underworld or Twilight (I know, bad example, but it does fit) where werewolves, mages, and vampires share and compete over the world of humankind. A given vampire or werewolf has as much to fear from another supernatural being as he or she does their own kind.

The biggest way this will manifest in this campaign is how the various supernatural powers vie for control of Philadelphia. Vampires are not alone in the city, but are merely the dominant power against the fae, mages, and lupines. Too much infighting among the kindred, and one of the other groups might take advantage to tilt the balance of power and threaten Prince Michael's rule.

3. Vampires are nasty. White Wolf has always had a bad tendency to make its vampire race too weak. While VtR is better by far than VtM was, still I've taken the liberty to make them even stronger. Vamps in my universe can do pretty much anything humans can do (eat, have sex, etc.) only better. The only thing they don't do better is die, as they are nigh on impossible to kill. If you don't have a way to drag them into the sunlight, chop off their head, or set them on fire, all you'll do is make them mad.

4. I'm trying to be a bit more fluid with language. VtR, like VtM, before it has its own little vocabulary. I'm trying to be a bit more flexible with my descriptors in an effort to remind folks that this is not vanilla-WoD. "Ghouls" are "thralls." You're not "embraced," you're "turned." Stuff like that.

Okay, back up. VtR? VtM? What does all this stuff mean?
If you're asking this question, it's a pretty good bet you've had no experience with the World of Darkness role-playing universe, or at least you don't think you have. Truth is WoD is potentially one of the biggest influences on Goth entertainment today, given how many vampire/werewolf tropes in movies like Twilight are lifted wholesale from the game. But like many things, we have our own little short-cuts for talking about things, including acronyms.

WoD - World of Darkness. A series of Gothic horror role-playing games released by White Wolf Games over the last twenty years or so. There are two incarnations of the in-game universe and of the ruleset. The current one, often called WoD 2.0, was released in the early 2000s and was a big "reset button."

VtM - Vampire the Masquerade. Released in the late 1980s, this was the first World of Darkness game. It's out of print now and no longer supported.

VtR - Vampire the Requiem. Released in 2003, this is the successor game to VtM using the new improved WoD 2.0 ruleset. It shares some commonalities with VtM, but is largely a completely different game.

I've recently posted a Primer on WoD 2.0 for your edification.

You call this site "Philadelphia by Night" but all the action in the fan fiction takes place in Virginia?
It took Michael five acts of material, but he's finally in Philadelphia. Satisfied?

Are these characters in the fan fiction who I think they are?
Those of you who know me in real life will likely be asking this question. The answer is yes. Many of the early chapters in the fan fiction are highly autobiographical, as Michael Allens is something of an incarnation of me (Take me, remove most of my morality and ethics and pump up my dark side about tenfold and you have Michael). As such, the people he encounters and the places he goes are based, sometimes closely sometimes loosely, on real people and places. Some of those people are still within my close circle of friends, and anyone who remembers Blacksburg, VA in the early 90s will recognize a lot of scenery.

If you're curious about what the characters look like, use the tag "art" to find the series of portrait posts I've done using the Sims 2, 3, and 4.

Song titles?
Yes, the fan fiction uses the names of songs as its chapter titles. It's hard for me to envision a "world of darkness" without the sound of alternative and goth music in the background.

Of course, not all the titles are from those genres, but each song says something about the action or events of the chapter named after it. Spent too much time in my school literature classes to do anything random here.

I'm also trying to keep the songs reasonably contemporary to the events. A chapter taking place in 1993 will not be named for a song released in 2001 (although it might have a song from 1995. I will fudge a little if it suits me.) I want my readers to imagine the song named in the chapter title playing in the background of the story, like a track on a movie soundtrack. Sometimes, the narrative makes that explicit.

There's a guide for the songs herehere, and here. The guide presumes you've read the appropriate chapters.

I've added in a Hypster music app that has all the chapter title songs on it. The app appears to be limited to only 22 tracks, but there are well over 35 songs on the playlist total. Simply refresh the page to get another mix.

Wow. There's some pretty vile stuff in this fan fiction.
Um, it's a story about vampires and werewolves, and unlike a certain bit of tween fiction that I've already referenced a few times in this FAQ, it is not a sanitized vampire/werewolf story.

Michael, the protagonist, and many of his allies and friends are anti-heroes in just about every way that term means. They are not completely evil, but they're also not very nice and at times do some pretty despicable things.

With all that in mind, the fan fiction is intended for an adult audience and contains a lot of sex, violence, profanity, and other adult content. If you don't like that or are offended by it, don't read it.