|

Mortals, Ghouls, Wolf-Blooded,
Sleepwalkers & Other Humans in the
New World of Darkness
"Trust Nothing Except Your Fear"
-
"Lord of Illusions", by Clive Barker (1995)
OVERVIEW:
Mortals are probably both the most necessary character class to the
World of Darkness, and the most neglected, Game-System wise. There is no
singular Mortal Society in the World of Darkness, just as there is not in
real life, save "Society at large." This section will detail
how to create various types of Mortals that are present in the World of
Darkness.
Mortals exist in most, if not all, of the modules in the World of
Darkness. This section deals only with those that are not addressed
elsewhere.
Mortals cover Ghouls (V:tR),
Wolf-Blooded (W:tF), Sleepwalkers (M:tA) and plain old Mortals.

"I was born to murder the world."
- Nix, in "Lord of Illusions" by Clive Barker (1995)
RESTRICTIONS:
Restrictions are things that
are legal by the book but for game balance or other reasons, the STs
want more strict control over how much it is in play in this game. The
below are not forbidden unless stated clearly otherwise, they just
require additional justification to the STs before approval,
and approval is NOT
guaranteed if the STs feel there is not enough cause to allow it.
- GHOULS: PC Ghouls need to pick a PC
Vampire who is
their master. Please do not submit a Ghoul or other Servant-type
mortal that is attached to an NPC in the background. It will be refused.
Abandoned Ghouls will not be accepted either.
- LAW ENFORCEMENT PCs: Anyone with Law Enforcement,
Military, Judicial or Federal Agent ties must get ST Approval before you
can have it. Also, too
many players want these types of PCs and do not give them stats that make any
sense.
THIS
WILL HAVE TO BE REDONE FOR 2.0 STATS:
So, we have put together a Doc outlining minimum stats
distribution for any characters (usually meaning mortals or at least genetic
humans) who are police, federal agents or military types.
It can be
downloaded
HERE
- RESTRICTED CHARACTER CLASSES:
Skinchangers, Cultists
- RESTRICTED MERITS:
GHOULS: Sexualized, Source Sympathy
MORTALS: Ghost Ally, Lucid Dreamer,
Sleepwalker, Wolfblooded

"I
never sleep, I don't know why. I had a roommate and I drove her nuts, I
mean really nuts, they had to take her away in an ambulance and
everything. But she's okay now, but she had to transfer to an easier
school, but I don't know if that had anything to do with being my fault.
But listen, if you ever need to talk or you need help studying just let
me know, 'cause I'm just a couple doors down from you guys and I never
sleep, okay?"
--
Jordan Cochran, "Real Genius" (1985)
-- CREATING A MORTAL CHARACTER:
Using the Templates that you can
download
HERE,
:

1. Name: Put the name of your
character, not the player.
2. Age: Put the age of your
character, not the player.
3. Player: Put your name (and
preferably also your email address).
4. Concept:
This is open-ended, but you can see
examples on pg. 34 of WW55002.
Concepts are
usually a 1-3 word root-level label for who your character is at the core as a
person (not
in a supernatural sense), usually succinctly matching their personality and
their function.
Examples might be: Ambitious
Journalist, Angry Young Man, Drifter, Intellectual, Lost Waif, Party
Animal, Politician, Misguided Prophet, Radical Politician, Socialite. These are stereotypes, and
needn't be literal; details would be covered in your background.
Example Concepts
(1.0 version but still helpful):
http://www.virtualsolarsystem.com/venus/ladynightspirit/Concept.htm
5. Virtue: (Loosely based on
the Seven Heavenly Virtues) List on Pg. 34; explained on pg. 100-105
of WW55002
Choose one of the following:
Charity, Faith, Fortitude, Hope, Justice, Prudence or Temperance.
6. Vice: (Loosely based on
the Seven Deadly Sins) List on Pg. 34; explained on pg. 100-105 of
WW55002
Choose one of the following: Envy,
Gluttony, Greed, Lust, Pride, Sloth or Wrath.
7. Chronicle: Put "Washington DC
By Night." (or DC By Night or 11th Hour)
8. Faction:
Optional, if
applicable. Who you work for, who you hang out with, etc. (DC Police,
IBM, The Young Republicans, Mafia, the HOA, Hell's Angels, etc.) (See
pg. 34 WW55002)
9. Group Name: Optional
Subgroup, if applicable. (Mafia Family, Dept. at work, Joe's Bowling
League, etc.) (See pg. 34, WW55002)

**NB: For
Attributes, Skills and Merits, there is no longer a 3 pt. max cap
for stats in the "initial stage" (since there is no freebies stage
in 2.0).
However, if you
buy 5 dots of anything in Attributes, Skills or Merits at Creation,
the 5th Dot costs 2 points, not 1. (See left side pg. 34,
WW55002 for more details.)
10. ATTRIBUTES
Attributes are broken down
into Mental, Physical and Social, but also across the other way,
into Power, Finesse and Resistance. (See pg. 47, WW55002 for details;
pgs. 42-53 for overview of Attributes.)
Starting dots for Attributes
are 5/4/3.
| |
MENTAL |
PHYSICAL |
SOCIAL |
| POWER |
Intelligence |
Strength |
Presence |
| FINESSE |
Wits |
Dexterity |
Manipulation |
| RESISTANCE |
Resolve |
Stamina |
Composure |

11. SKILLS (Mental/Physical/Social):
You will have 11/7/4 starting dots
(+3 Specialties).
(See pg. 53, WW55002 for more
info; pgs. 54-89 for overview of Skills.)
Mental skills you don't have dots in will cost -3 to your
dice pool for a roll using that stat.
Physical & Social are -1 for
unskilled.
Refer also to #20 below, where
you need to list the stats for any equipment you have that modifies a
skills dice pool.
-
Mental Skills: Academics,
Computer, Crafts, Investigation, Medicine, Occult, Politics &
Science.
-
Physical Skills: Athletics,
Brawl, Drive, Firearms, Larceny, Stealth, Survival & Weaponry.
-
Social Skills: Animal Ken,
Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise
& Subterfuge.
NOTE: The "+3 Specialties" works like so:
You get 3 "units" where you get to choose a specialty for any skills
you put dots for already. You may spend all 3 on one skill, or 2 here
and 1 there, or spread them out. Specialties give you +1 bonus die to
any roll that specifically has to do with the specialty involved.

ADVANTAGES:
12. MERITS (7 starting points) -- See pg.
34 (list) and pg. 108 (explanations) in WW55002
PLEASE NOTE FOR RP PURPOSES:
"When a character gains psychic Merits, learns to cast
shamanic spells or manifests one of the other kinds of
powers in this book, he is considered to acquire a
lesser template." - Second Sight, pg. 21
There are 41 Basic Mortal Merits in the Core Book.
|
Mortal Merits
include:
(M = Mental, P =
Physical, S = Social) |
|
Allies (explain
in BG)
(1 to 5) S |
Holistic Awareness (3) M |
|
Ambidextrous (3) P |
Inspiring (4) S |
|
Barfly (1) S |
Iron Stamina (1 to 3) P |
|
Brawling Dodge (1) P |
Iron Stomach (2) P |
|
Common Sense (4) M |
Language (explain
in BG)
(1 to 3) (1-3 = proficiency, not # of languages known) M |
|
Contacts (explain
in BG) (1 to 5) S |
Meditative Mind (1) M |
|
Danger Sense (2) M |
Mentor (explain
in BG)
(1 to 5) S |
|
Direction Sense (1) P |
Natural Immunity (1) P |
|
Disarm (2) P |
Quick Draw (1) P |
|
Eidetic Memory (2) M |
Quick Healer (4) P |
|
Encyclopedic Knowledge (4) M |
Resources (explain
in BG) (1 to 5) S |
|
Fame (explain
in BG) (1 to
3) S |
Retainer (explain
in BG) (1 to 5) S |
|
Fast Reflexes (1 to 2) P |
Status (within Org.) (1 to 5) S |
|
Fighting Finesse (2) P |
Striking Looks (2 or 4) S |
|
Fighting Style: Boxing (1 to 5) P |
Strong Back (1) P |
|
Fighting Style: Kung Fu (1 to 5)
P |
Strong Lungs (3) P |
|
Fighting Style: Two Weapons (1 to
4) P |
Stunt Driver (3) P |
|
Fleet of Foot (1 to 3) P |
Toxic Resistance (2) P |
|
Fresh Start (pg. 112) (1) P |
Unseen Sense (3) M |
|
Giant (4) P |
Weaponry Dodge (1) P |
|
Gunslinger (3) P |
|
|
MORTAL MERITS IN
OTHER BOOKS THAT MORTALS MAY TAKE: |
|
COMBAT MERITS |
SOURCE |
EOD (Explosive Ordinance
Disposal) (4) (M)
|
The Armoury WW55102 pg. 208 |
Fighting Style: Archery
(1 to 4) (P)
|
The Armoury WW55102 pg. 208 |
Fighting Style: Chain Weapons (1 to 3)
(P)
|
The Armoury WW55102 pg. 209 |
Fighting Style: Combat Marksmanship (1 to 5)
(P)
|
The Armoury WW55102 pg. 210 [and]
Tales from the 13th Precinct
WW55001 Pg. 81 |
Fighting Style: Fencing (1 to 4) (P)
|
The Armoury WW55102 pg. 210 |
Fighting Style: Kendo (1 to 4) (P)
|
The Armoury WW55102 pg. 211 |
Fighting Style: Filipino Martial Arts (1 to 4) (P)
|
The Armoury WW55102 pg. 211 |
|
Fighting Style: Police Tactics (1
to 3) (P) |
Tales from the 13th Precinct
WW55001 Pg. 81 |
Fighting Style: Sniping (1 to 5) (P)
|
The Armoury WW55102 pg. 212 |
Fighting Style: Spetsnaz
Knife Fighting (1 to 4)
(P)
|
The Armoury WW55102 pg. 213 |
Fighting Style: Staff Fighting (1 to 3) (P)
|
The Armoury WW55102 pg. 213 |
|
Sworn Officer (1 to 4) (S)
(Feds/Police PCs Only) |
Tales from the 13th Precinct
WW55001 Pg. 81 |
|
Technophile (1 to 2) (M) |
The Armoury WW55102 pg. 208 |
|
|
|
LOW MAGIC MERITS |
SOURCE (STARTS ON PAGE 69) |
|
|
|
|
|
|
|
|
|
PSYCHIC MERITS (OPEN TO PLAIN
MORTALS) |
SOURCE |
|
Anti-Psi (5) (Non-Psychic mortals
only) |
WW55100 Second Sight pg. 64 |
|
Doubting Thomas (1) (Non-Psychic
mortals only) |
WW55100 Second Sight pg. 64 |
|
Ghost Ally (3 to 5)
*ST Restricted Merit |
WW55100 Second Sight pg. 64 |
|
Hypnotic Voice (4)
(Pre-requisite: Persuasion 3 or Science 3 (Specialty:
Hypnotherapy) |
WW55100 Second Sight pg. 64 |
|
Lucid Dreamer (1) (See Also pg.
38 for rules)
*ST Restricted Merit |
WW55100 Second Sight pgs. 38 & 64 |
|
Psychic Resistance (1 to 3) |
WW55100 Second Sight pg. 64 |
|
|
|
PSYCHIC MERITS: PSYCHIC TEMPLATE
ONLY |
SOURCE (STARTS ON PAGE 34) |
|
Astral Projection (3) (ESP) |
WW55100 Second Sight pg. 36 |
|
Clairvoyance (3) (ESP) |
WW55100 Second Sight pg. 37 |
|
Dowsing (1) (ESP) |
WW55100 Second Sight pg. 38 |
|
Dream Travel (1 to 5) (ESP) |
WW55100 Second Sight pg. 38 |
|
Post (1 or 3) (ESP) |
WW55100 Second Sight pg. 40 |
|
Precognition (3) (ESP) |
WW55100 Second Sight pg. 40 |
|
Psychometry (3 or 4) (ESP) |
WW55100 Second Sight pg. 41 |
|
Automatic Writing (2) (Mediumist) |
WW55100 Second Sight pg. 42 |
|
Channeling (3) (Mediumist) |
WW55100 Second Sight pg. 43 |
|
Death Sight (4) (Mediumist) |
WW55100 Second Sight pg. 44 |
|
Ghost Calling (3) (Mediumist) |
WW55100 Second Sight pg. 45 |
|
Biokinesis (1 to 5)
(Psychokinetic) |
WW55100 Second Sight pg. 46 |
|
Cryokinesis (1 to 5)
(Psychokinetic) |
WW55100 Second Sight pg. 47 |
|
Plant Empathy (1) (Psychokinetic)
(Pre-requisite: Biokinesis - Special (see book)) |
WW55100 Second Sight pg. 49 |
|
Psychic Healing (3 (self) or 5
(others)) (Psychokinetic) (Pre-requisite: Biokinesis 3 or 5 -
Special (see book)) |
WW55100 Second Sight pg. 49 |
|
Psychic Vampirism (4 or 5)
(Psychokinetic) (Pre-requisite: Biokinesis 4 or 5 (see book)) |
WW55100 Second Sight pg. 49 |
|
Pyrokinesis (5) (Psychokinetic) |
WW55100 Second Sight pg. 50 |
|
Pyrokinetic Immunity (2 or
4) (Psychokinetic) (Pre-requisite: Pyrokinesis) |
WW55100 Second Sight pg. 52 |
|
Pyrokinetic Shaping (5)
(Psychokinetic) (Pre-requisite: Pyrokinesis + Pyrokinetic
Immunity 4) |
WW55100 Second Sight pg. 52 |
|
Telekinesis (1 to 5)
(Psychokinetic) (Pre-requisite: Cannot use more dots at one time
than PC's Resolve) |
WW55100 Second Sight pg. 52 |
|
Thermokinesis (1 to 5)
(Psychokinetic) (Pre-requisite: Dots must equal or be lower than
lowest of Res/Stam |
WW55100 Second Sight pg. 54 |
|
Animal Empathy (2 or 4)
(Telepathic) |
WW55100 Second Sight pg. 55 |
|
Animal Possession (4)
(Telepathic) (Pre-requisite: Animal Empathy) |
WW55100 Second Sight pg. 56 |
|
Animal Rapport (varies)
(Telepathic) (Pre-requisite: Animal Ken **+ (Special - see
book)) |
WW55100 Second Sight pg. 57 |
|
Aura Reading (2 or 5)
(Telepathic) |
WW55100 Second Sight pg. 57 |
|
Mental Blast (5) (Telepathic)
(Pre-requisite: Thought Projection 4 + Mind Reading 5 + Empathy
5) |
WW55100 Second Sight pg. 58 |
|
Mind Breaker (5) (Telepathic)
(Pre-requisite: Thought Projection 4 + Mind Reading 5 + Empathy
5) |
WW55100 Second Sight pg. 58 |
|
Mind Control (5) (Telepathic)
(Pre-requisite: Telepathy or commands must be spoken (see book)) |
WW55100 Second Sight pg. 59 |
|
Mind Reading (3 to 5) (Telepathic) (Pre-requisite: Psychic
Empathy 4 or 5) |
WW55100 Second Sight pg. |
|
|
WW55100 Second Sight pg. |
|
|
WW55100 Second Sight pg. |
|
|
WW55100 Second Sight pg. |
|
|
WW55100 Second Sight pg. |
|
|
WW55100 Second Sight pg. |
|
|
|
|
VAMPIRE MERITS THAT
MORTALS MAY TAKE: |
|
Staff (1 to 5) (Must be equal
to/less than Resources) |
Ghouls WW25110 pg. 74 |
|
Unobtrusive (3) (Pre-requisite:
Stealth 2) |
Ghouls WW25110 pg. 74 |
|
VAMPIRE MERITS THAT
ONLY GHOULS MAY TAKE: |
|
Haven Bonus - Size (1 to 5) |
Ghouls WW25110 pg. 71 |
|
Haven Bonus - Security (1 to 5) |
Ghouls WW25110 pg. 71 |
|
Haven Bonus - Location (1 to 5) |
Ghouls WW25110 pg. 71 |
|
Inherited Ghoul (2) |
Ghouls WW25110 pg. 71 |
|
Regnant (1 to 5) |
Ghouls WW25110 pg. 71 |
|
Sexualized (2)
*ST Restricted Merit |
Ghouls WW25110 pg. 73 |
|
Source Sympathy (3) (Pre-requisite:
Empathy 3)
*ST Restricted Merit |
Ghouls WW25110 pg. 73 |
|
WEREWOLF MERITS THAT
MORTALS MAY TAKE: |
|
Wolf Blooded Merit (4 dots) pg.
79-80
*ST Restricted Merit (see Were Rules
Page) |
Werewolf Core Book WW30000 |
|
MAGE MERITS THAT
MORTALS MAY TAKE: |
|
Dream (pg. 82) 1-5 dots |
Mage: the Awakening Core Book
WW40000 |
|
Enhanced Item (pg. 82) 1-5 dots |
Mage: the Awakening Core Book
WW40000 |
|
Imbued Item (pg. 84) 2+ dots |
Mage: the Awakening Core Book
WW40000 |
|
Sleepwalker (pg. ) 4 dots
*ST Restricted Merit (see Mage Rules
Page) |
Mage: the Awakening Core Book
WW40000 |
|
Sleepwalker Retainer (pg. 88) 1-5
dots
*ST Restricted Merit (see Mage Rules
Page) |
Mage: the Awakening Core Book
WW40000 |
|
PROMETHEAN MERITS
THAT MORTALS MAY TAKE: |
|
|
|
|
CHANGELING MERITS
THAT MORTALS MAY TAKE: |
|
|
|
|
|
|
|
|
|

13. FLAWS - see pg. 217 of the
Core Book (WW55002).
Flaws are no longer mandatory;
however, you are rewarded with extra points for playing them out
correctly.
This is an exception to our "no
optional rules" policy - we will be subjectively permitting PC's to
regain WP through quality RP of their flaws, as the book allows. Please
see an ST about it.
|
Mortal Flaws include:
(M = Mental, P =
Physical, S = Social) |
|
Addiction (explain in BG) M
|
Hard of Hearing P
|
|
Aloof S |
Lame P |
|
Amnesia M |
Mute P |
|
Behavior Blind S
|
Notoriety (explain in BG) S
|
|
Cripple P |
One Arm P |
|
Coward M |
One Eye P |
|
Deformity S |
Poor Sight P |
|
Dwarf P |
Racist/Sexist S
|
|
Embarrassing Secret (explain in
BG) S |
Speech Impediment S
|
|
Forgetful M |
|
You may also take a MILD
derangement as a starting character flaw (see pg. 96 of the Core Book
for a list).
See also the
RESTRICTED MERITS page for Restricted/Forbidden Flaws.
When in doubt, ask your ST if it is appropriate to your
Character design.

14. HEALTH (12 points):
No
need to fill anything in. The sheet will calculate Stamina + Size (+ any
merits such as Giant Size or flaws like Dwarf)
15. WILLPOWER:
Resolve + Composure.
NB: Spending 1 WP = +3 to dice
pool, or +2 to a defense/resistance stat.
Regained by feeding a Virtue,
a Vice, or (optionally) a Flaw through RP.
Also 1 pt. regained through 1
night of IC rest, and all points regained at the end of a story (not a
session).
16. MORALITY (10 pts. Max):
A Mortal's
starting Morality is 7.
See pg. 91 (WW55002) for a hierarchy of sins
relating to moral standing.
See pg. 92 for explanation of Derangements
and how they work with moral degeneration.
See pgs. 91-94 for a fuller
explanation of how Morality functions.
NB: We do not permit the OPTIONAL rule of
starting out with lower morality to get XP. You must RP out it lowering.

17. Additional Notes for Combat:
Size, Speed, Initiative Mod, Defense, Armor
(see pg. 90 WW55002)
18. EXPERIENCE: Please track
your own experience and notify your ST before spending it. You may not
spend experience on aspects that you have not been playing out IC (e.g.:
if you spend a lot of time fighting, you may not spend a bunch of points
on politics or computers).

19. WEAPONS:
List weapons
you carry and their dice mods.
Stats for weapons are on pgs. 168-170 in
WW55002. They add to your dice pools.
20. EQUIPMENT:
List any
equipment you carry that would require dice, and their dice mods.
Examples of equipment and relevant modifiers are listed under the Skills
they modify (see pg. 53 for more info, and pg. 139 for some equipment
bonuses).
BEFORE YOU FINISH YOUR CHAR SHEET,
CHECK IT AGAINST THE RESTRICTIONS FOR ALL GENRES:
Restricted & Forbidden Character Types (Creating A Character Sheet)
http://www.digitalgothic.net/Rules/rulesrestrict.htm
Restricted Merits, Flaws, Backgrounds & Powers (Creating A Character
Sheet)
http://www.digitalgothic.net/Rules/rulesmfbgds.htm
[FINISHED]

"If
you refuse, he dies. She dies. Everybody dies." -- Ard in
"Heavy Metal" (1981)
MORTAL
ST / WHO APPROVES YOUR SHEET? (Includes lesser templates):

Margaret White: "Witch! Got Satan's Power!"
Carrie White: "It's got nothing to do with Satan, Mama. If I try hard enough I can move things."
-- "Carrie" by Stephen King (1976)
BOOKS IN USE:
|
WoD 2.0 MORTAL SOURCEBOOKS IN USE: |
| WHITE WOLF # |
TITLE |
ISBN |
DESCRIPTION |
|
WW25200 |
City of the Damned:
New Orleans (Thursday 26 May, 2005); pgs. |
ISBN: 1-58846-248-X |
Crossover
Sourcebook for New Orleans |
|
WW25201 |
World of Darkness:
Shadows of Mexico (Monday 16 October, 2006); 192 pgs. |
ISBN: 1-58846-264-1 |
Crossover
Sourcebook for Mexico City |
|
WW51000 |
Monte Cook's World
of Darkness - A New Vision of a Damned World (Friday 10
August, 2007); pgs. |
ISBN: 1-58846-467-5 |
A new alternate
vision of the World of Darkness. Characters play as
vampires, mages, werewolves, demons or Awakened. |
|
WW55002 |
World of Darkness
Rulebook (Saturday 21 August, 2004); 224 pgs. |
ISBN: 1-58846-484-9 |
Core Book for WoD
2.0 |
|
WW55001 |
Tales from the 13th
Precinct (Friday 07 July, 2006); 148 pgs.
[OUT OF PRINT Sept. 2007] |
ISBN: 1-58846-480-6 |
The WOD and The Law |
|
WW55100 |
Second
Sight (Thursday 11 October, 2007); 160 pgs. |
ISBN: 1-58846-487-3 |
Mortal
Psychic & Mystic Powers |
|
WW55101 |
TBA |
|
|
| WW55102 |
World of Darkness:
Armoury (Thursday 26 January, 2006); 216 pgs. |
ISBN: 1-58846-486-5 |
Detailed listing of
every weapon, vehicle or piece of equipment you may need. |
|
WW55103 |
World of
Darkness: Changing Breeds (Friday 30 November, 2007);
pgs. |
ISBN:
1-58846-493-4 |
Dozens of
playable shapechanger breeds, such Bastet, Corvians and the
Oceanborn |
|
WW55200 |
World of Darkness:
Chicago (Thursday 08 December, 2005); 424 pgs.
|
ISBN: 1-58846-479-2 |
City Guide for
Chicago. VtR, WtA & MtA Crossover friendly |
| WW55202 |
World of Darkness:
Book of Spirits (Friday 25 May, 2007); 192 pgs. |
ISBN: 1-58846-490-3 |
A comprehensive
look at the spirit reflection of the WOD |
|
WW55203 |
World of Darkness:
Reliquary (Wednesday 10 October, 2007); 128 pgs. |
ISBN: 1-58846-492-7 |
Details on WOD
Relics |
|
WW55204 |
World of Darkness:
Asylum (Friday 10 August, 2007); pgs. |
ISBN: 1-58846-491-0 |
Insanity & The
Insane in the WOD; Bishopsgate Asylum. |
|
WW55300 |
|
|
|
|
WW55301 |
World of Darkness: Antagonists (Thursday 25 November, 2004);
136 pgs. |
ISBN: 1-58846-478-4 |
Zombies,
monster-hunters, cultists & other foes |
|
WW55302 |
World of Darkness: Mysterious Places (Thursday 09 June, 2005);
128 pgs. |
ISBN: 1-58846-485-7 |
9 eldritch & bizarre settings.
While designed for mortal characters, these places can
also be discovered by vampires, werewolves or mages. |
|
WW55303 |
World of Darkness:
Urban Legends (Friday 27 April, 2007); 128 pgs. |
ISBN: 1-58846-489-7 |
Urban Legends & the
sinister realities behind them in the WOD |
|
WW55400 |
World of Darkness:
Ghost Stories (Thursday 11 November, 2004); 128 pgs. |
ISBN: 1-58846-483-0 |
Ghost Stories is the first
supplement dedicated specifically to mortal characters in the
World of Darkness. |
Download these
books and other WW Books
(even Out of
Print!) on PDF LEGALLY:


"We've
done some pretty fucked up shit in our time but this...I mean, we're
destroying an innocent girl. You do realize that?" - Sebastian
Valmont in "Cruel Intentions" (1999)
MORTAL THEMED MEDIA:
BOOKS:
"Dracula" by Bram Stoker (Renfield-Ghouls), anything by Edgar
Allen Poe (mood), anything by H. P. Lovecraft (mood, "The
Stand" by Stephen King (Apocalypse), "Cat's
Cradle" by Kurt Vonnegut (intrigue)
MOVIES:
The Prophecy, Les Liaisons Dangereuses /
Dangerous Liaisons /
Cruel Intentions (Politics/Manipulation), Carrie (TK), Scanners
(Psychic Attacks), 28 Days Later [Dark
Future],
Firestarter (Pyrokinesis), Dreamscape
(Precognition), The
Cell [Precognition], The Bad Seed (Psychopathic Children), Village Of
The Damned (Psychopathic Children), XMen, The
Dead Zone [Precognition], Demons
of the Mind [Generic WOD Creepiness], Rasputin
The Mad Monk [Mind Control], Running
Man [Dark Future], Hearts
of Atlantis, Night
of the Living Dead (1968) (Apocalyptic), Bis
ans Ende der Welt aka Until the End of the World (1991), Night
of the Comet (Apocalyptic)
MUSIC: "Dead
Babies" by Alice Cooper [Dark Mood], "Master
of Puppets" by Metallica
POETRY:
TELEVISION:
THEATER:
VIDEO
GAMES: Grand
Theft Auto,
True
Crime: Streets of LA

"You'll
forgive me if I don't stay around to watch. I just can't cope with the
freaky stuff."
-
Barry Convex,
"Videodrome" (1983)
Quintessential World Of Darkness-Style
Mortal Archetypes in Media & Myth:
UNDER CONSTRUCTION

"When I came out into society I was 15. I already knew then that the
role I was condemned to, namely to keep quiet and do what I was told, gave me the perfect opportunity to listen and observe. Not to what people told me, which naturally was of no interest to me, but to whatever it was they were trying to hide. I practiced detachment. I learned how to look cheerful while under the table I stuck a fork onto the back of my hand. I became a virtuoso of deceit. I consulted the strictest moralists to learn how to appear, philosophers to find out what to think, and novelists to see what I could get away with, and in the end it all came down to one wonderfully simple principle: win or die. "
- The Marquise De Merteuil in "Dangerous Liasons" (1988)
LINKS TO MORTAL RELATED WEB SITES:
Federal Vampire and
Zombie Agency, The (1868-1975)
a.k.a., The Vanguard: http://www.fvza.org/index.html
Ghouls (not Canon;
strictly for reading/ideas): http://www.freethinkers.freeserve.co.uk/Vampire/anatomica/ghouls.htm
Mafia Info 1: http://en2.wikipedia.org/wiki/Castellemmarese_War
Mafia Info 2: http://mafiasite.freewebsites.com/families.htm
National Center for
(Zombie) Reanimation Prevention and Control: http://members.toast.net/talien/michael/ncrpchome.html

"Never interrupt your enemy when he is making a
mistake"
-
Napoleon Bonaparte
"The world you live in is
just a sugar-coated topping. There is another world beneath it. The
real world." - Blade
-- "Blade" (1998)
All
Gaming Sourcebooks & Materials for this campaign are ©
2004-2008 White Wolf Publishing, Inc. All rights reserved.
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