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*** Ananasi (werespider) just die. Guhral (werebears) and Ajaba (werehyenas) are the same as Garou but lose gnosis. Nagah (weresnakes) die, making the necessary rolls to become an abomination just makes it take longer for them to die. Rokea (weresharks) become an abomination but lose all their gnosis and frenzy, prioritizing vampires in a crowd and diablarizing when possible.

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*** Ananasi (werespider) just die. Guhral (werebears) and Ajaba (werehyenas) are the same as Garou but lose gnosis. Nagah (weresnakes) die, making the necessary rolls to become an abomination just makes it take longer for them to die. Rokea (weresharks) become an abomination but lose all their gnosis and frenzy, prioritizing vampires in a crowd and diablarizing diablerizing when possible.



** There's technically nothing that says you can't make a slow-but-steady improvement in your game, or even achieve a happy ending. Granted, it won't last too long unless it's an endgame scenario, but it's doable. If your Storyteller isn't too high on the power of being such, he/she should let you achieve your goals so long as they aren't improbable (i.e., 'rescue my ghouled relative' is doable, 'create world peace by eliminating all supernaturals' is best reserved for an end-of-days event).All gamelines have something you can latch onto to create a lighter or happier resolution: Vampires have their Humanity (especially the younger ones), Changelings can successfully inspire Dreamers to better things, Mages can make headway against their enemies or even team up with them against Nephandi, Horrors from Beyond, ect; Hunters can see that their little part of the world is safe, and even start working together as part of a larger Hunter group to start clearing a city, county, or even just making positive ties with other supernaturals. The World of Darkness should live up to its name, but there's absolutely no reason your [=PCs=] can't be glimmers of light.

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** There's technically nothing that says you can't make a slow-but-steady improvement in your game, or even achieve a happy ending. Granted, it won't last too long unless it's an endgame scenario, but it's doable. If your Storyteller isn't too high on the power of being such, he/she should let you achieve your goals so long as they aren't improbable (i.e., 'rescue my ghouled relative' is doable, 'create world peace by eliminating all supernaturals' is best reserved for an end-of-days event). All gamelines have something you can latch onto to create a lighter or happier resolution: Vampires have their Humanity (especially the younger ones), Changelings can successfully inspire Dreamers to better things, Mages can make headway against their enemies or even team up with them against Nephandi, Horrors from Beyond, ect; Hunters can see that their little part of the world is safe, and even start working together as part of a larger Hunter group to start clearing a city, county, or even just making positive ties with other supernaturals. The World of Darkness should live up to its name, but there's absolutely no reason your [=PCs=] can't be glimmers of light.
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*** It varied depending on the target. Most shapechangers would either die or rarely become Abominations. An Embraced Kitsune (werefox) immediately goes up in a pillar of fire, taking the vampire with it. Nuwisha (werecoyotes) die immediately if a vampire tries to embrace them. Embraced Ratkin (wererats) decompose until their bodies can no longer function. Corax and Mokole (ravens and reptiles) had it worst; since they were both tied to the Sun, they would die by the next sunrise. Corax generally just spiralled into dperession; Mokole spent their last night in a permanent, mindless frenzy. Bastet (werecat) abominations bleed Gnosis constantly until they have none left.

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*** It varied depending on the target. Most shapechangers would either die or rarely become Abominations. An Embraced Kitsune (werefox) immediately goes up in a pillar of fire, taking the vampire with it. Nuwisha (werecoyotes) die immediately if a vampire tries to embrace them. Embraced Ratkin (wererats) decompose until their bodies can no longer function. Corax and Mokole (ravens and reptiles) had it worst; since they were both tied to the Sun, they would die by the next sunrise. Corax generally just spiralled spiraled into dperession; depression; Mokole spent their last night in a permanent, mindless frenzy. Bastet (werecat) abominations bleed Gnosis constantly until they have none left.



*** Ananasi (werespider) just die. Guhral (werebears) and Ajaba (werehyenas) are the same as garou but lose gnosis. Nagah (weresnakes) die, making the necessary rolls to become an abomination just makes it take longer for them to die. Rokea (weresharks) become an abomination but lose all their gnosis and frenzy, prioritizing vampires in a crowd and diablarizing when possible.

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*** Ananasi (werespider) just die. Guhral (werebears) and Ajaba (werehyenas) are the same as garou Garou but lose gnosis. Nagah (weresnakes) die, making the necessary rolls to become an abomination just makes it take longer for them to die. Rokea (weresharks) become an abomination but lose all their gnosis and frenzy, prioritizing vampires in a crowd and diablarizing when possible.
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** Set is one of the Vampire's setting's big-time [[VillainSue Villain Sues]], along with Tzimisce and Saulot.

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** Set is one of the Vampire's setting's big-time [[VillainSue Villain Sues]], along with Tzimisce and Saulot.
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** The "Wormwood" Gehenna scenario is also pretty hopeful, with the players and a few others being chosen to attempt to earn true forgiveness and become human again, while all the rest of vampire kind is wiped off the face of the Earth.
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** If memory serves for werewolves, they roll Gnosis at the point of Embrace, success means they die quickly and peacefully, failure means they die slowly and painfully, only a botch "successfully" creates an Abomination. They retain shapeshifting and all Gifts, though learning new ones is very difficult since most spirits don't like vampires. They don't gain Humanity, but risk their Gnosis on Degeneration rolls. The only way to stop this is to give what's left of their souls completely over to the Wyrm. If they do that, they no longer risk losing Gnosis, but can't so much as "tie their shoes" without direct instruction from the Wyrm.

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