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nWoD 2.0 - Mortal Rules

 

LAST UPDATED:
7-31-08

 


OVERVIEW
.


RESTRICTIONS
.


CREATING A MORTAL CHARACTER

- Normal Human
- Ghoul
- Psychic


BOOKS IN USE


MORTAL THEMED MEDIA
.


LINKS TO MORTAL RELATED WEB SITES
.



 

 
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):

  • Regular Mortals: Any ST

 

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.