The trouble is all the spirits of generosity and charity tend to give all their essence away to those in need and end up either dormant or destroyed.
One or two Hunters? Gotta figure at least a few of them are in it to save the average Joe from the rampaging nasties. Then the Joe turns around and sells out the Hunter who saved him from a Werewolf to his Vampire boss. Surprise Ghouls are a fun and effective way of teaching players that no good deed goes unpunished.
But that's a story for another time.Prometheans don't see humanity as tools. They see them as the goal, the radiant dream of a moderately less shitty life.
Similarly, the general thread running through Changeling stereotypes towards mortals is jealousy, not contempt.
Hunters have groups like VASCU and the Union where protecting people is the whole point of the group.
And that's just the parts of the nWoD I have books for.
edited 31st May '14 2:21:12 PM by rikalous
Sin-Eaters are probably the token positive race in nWoD
From what I've read spirits of love and charity would be just as douchey as everything else, since they'd end up turning people into stalkers or mind raping people into giving away everything they owned.
The third player pregnancy my setting has seen is ongoing.
Why do people keep doing this dangerous shite?
edited 1st Jun '14 1:20:36 PM by Whowho
Wut?
hashtagsarestupidA Werewolf player character managed to impregnate a sin-eater player character.
Which is great for roleplay, but if the sin-eater dies and revives, the roleplay will get so horrifically grim.
Ah okay,
Did they umm have to roll for that?
hashtagsarestupidWell, she'll just have to be less blazé about dying for a bit.
They used a seed from the River of Dead Seed from the Underworld which makes it an instant success. Same story for the previous two pregnancies.
So no puppies then?
hashtagsarestupidNope, no puppies.
Though the kid will attract ghosts for their entire life due to the manor of conception. Luckily their mother should be able to help solve that.
The kid growing up to be a Bone Shadow wouldn't be entirely out of the question.
It occurs to me that almost every splat can be statted to be strongly associated with death.
There's always a deathy splat and a werewolfy splat and often a magey splat or some sort of ritual set.
I think it's a case that you don't want ghosts only to be able to be dealt with by Sin-Eaters.
But as far as I can think the only other splat which can deal with the werewolf job; spirits are mages.
Spirits are also for Ulgans. Their special ability lets them interact.
The hunter conspiracy in the werewolf-focused book is somewhat unsurprisingly rather spirit-focused as well.
Really I like the idea that it's rare to find people outside of werewolves who can deal with spirits. It's a good reason for a supernatural community to tolerate the dangerous population of wolves.
Ulgans are certainly rare, and less likely to be tolerated than werewolves, because Disquiet.
Vampires also have a discipline for that. And I think some Cruac Rituals work too.
Aside from that you have the Purified, who are all about the spirit thing. I think they can see ghosts too.
edited 1st Jun '14 3:52:34 PM by Elfive
The purified sound really interesting, heh, I learn something new everyday in this thread.
Actually to expand on my previous post, a lot of the player characters are looking into the logistics of what is needed in a supernatural community, because the current idea is that once the big bad is taken down we want to avoid a power vacuum in Britain by installing the new guys ourselves.
In fact I'll be gamemastering a sub campaign in the setting after the summer dedicated to directly that. And I hope to draw attention that werewolves are needed but also really freaking dangerous.
Werewolves are the only splat that's capable of dealing with Spirits in a reliable fashion. What I mean by that is that even the most "secular" of wolves can still cross over and deal with Spirits, but a Mage or Promethean has to be geared towards it. Same with Ghosts and Sin-Eaters.
Vampires, as terrible as they are, are needed in a community because they're the only ones with a reliable society and connections outside the community. Mage society isn't what one would really call "helpful."
edited 3rd Jun '14 10:26:43 AM by Frishman
If you meet me have some courtesy, have some sympathy, have some taste. Use all your well-learned politesse or I'll lay your soul to waste.Vampire in the game world's Britain at the moment are useless though, as they've been genocided to death. And you can't just make a vampire community from scratch.
You'll get a lot of small groups of vampires travelling from mainland Europe looking for a free stomping ground, but it will be ages before they become established enough something you could call politics could happen. (The only vampires we know of in Britain in game are seven members of seven, and they currently work for the hunters, who are player characters)
Moreover Britain's supernatural communities are pretty well connected at the moment in the setting, even to the point where some of the supernatural have a working relationship with the main hunter group.
edited 3rd Jun '14 1:54:39 PM by Whowho
Who in the World of Darkness DOESN'T think like that?
Of course, don't you know anything about ALCHEMY?!- Twin clones of Ivan the Great