Autor Thema: Informationen zur WoD2  (Gelesen 6443 mal)

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Offline Selganor [n/a]

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Informationen zur WoD2
« am: 9.03.2004 | 14:43 »
Wir koennen in diesem Thread ja mal die Informationen zusammentragen die sich ueber die WoD2 so finden lassen:

Hier was aus einem Poll bei Inquest:

Zitat
Vampire: The Requiem ? White Wolf, August
The "storytelling" system ? you read that right, goth boy ? has been tweaked as well ? streamlined to be quicker, cleaner and more consistent, though the dots and d10s remain intact and to work for all games set in the World of Darkness. One new feature: a single attack roll that determines both whether you hit your target and how much damage you inflicted.
According to designer Bill Bridges, "you can build your character as a mortal and then inflict a supernatural transformation upon him. This way, you can actually play out preludes over a number of sessions before a character becomes Embraced into the world of eternal night."

Also doch noch Storyteller, dots und d10s...

Und noch was aus Inquest 108:
Zitat
I doubt I'd be able to put the entire sidebar in here, but as a preview Justin mentioned that the only clan names we'll recognize as such are Nosferatu, Gangrel, and Ventrue.

Also doch nicht GANZ so "losgeloest" vom alten Hintergrund ;)

Hat noch jemand was gefunden?

Diskussionen/Nachfragen/... bitte unter eigenem Thread, den sollten wir fuer Informationen "sauber" halten.
« Letzte Änderung: 7.06.2004 | 11:50 von Selganor »
Abraham Maslow said in 1966: "It is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail."

Samael

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Es wird ein WoD Corebook geben!
« Antwort #1 am: 23.03.2004 | 08:51 »
Aus der Wolfspoor:
Zitat
The World of Darkness Rulebook (WW55000) and Vampire: The Requiem (WW25000)will be released on 21 August 2004.
Werewolf the Forsaken will be released in November 2004. Mage: The Awakening will be released in March 2005.
The Rulebook will be priced at $19.99. Vampire will be priced at $34.99.
Dice pools will still be used.
"...None of the continuity or assumptions from the 1991-2003 material carry over."
"A free 32-page introductory game [will be] sent through distribution and inserted into Dragon...."
The Rulebook will contain mortal character creation, and general combat rules. The Vampire book will give details on "embracing" mortal characters, as well as background and disiplines. Future "monster" books will follow a similar format.

Samael

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Re: Informationen zur WoD2
« Antwort #2 am: 7.04.2004 | 09:02 »
Die Logos der neuen WOD und von V:tR sind veröffentlicht:



[gelöscht durch Administrator]

Offline Selganor [n/a]

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Re: Informationen zur WoD2
« Antwort #3 am: 7.04.2004 | 09:04 »
Das Vampire-Logo erinnert mich stark an Blade aber das WoD-Logo gefaellt mir...
Abraham Maslow said in 1966: "It is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail."

Offline Boba Fett

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Re: Informationen zur WoD2
« Antwort #4 am: 7.04.2004 | 10:17 »
Gibt es schon Infos über das WoD Setting?
Kopfgeldjäger? Diesen Abschaum brauchen wir hier nicht!

Offline Selganor [n/a]

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Re: Informationen zur WoD2
« Antwort #5 am: 7.04.2004 | 10:20 »
Das von der Website:

Zitat
As we move closer and closer to the launch of the new World Of Darkness www.worldofdarkness.com will become your source for all previews and pre-release information. At first information will be a trickle but eventually it will contain previews, excerpts and lots of other goodies. Over the coming months, we will begin the process of winding down the current White Wolf website. Even now we are working feverishly behind the scenes to create an all new white-wolf.com built from the ground up. When Vampire: The Requiem launches, so will the all-new site. Feel free to visit our old forums and make suggestions about what you would like to see.
We will still continue to release information on this site for Exalted, Sword-Sorcery materials and our other products, but changes will be kept to a minimum while we create the new site.
Remember - you only have a few days left to purchase old World of Darkness books before they are removed from our site forever.
Thanks for all your support over the years, we hope you will enjoy what's to come!
Erstaunlich dass Dark Ages vergessen wurde (oder wird das doch auch eingestellt?)
Abraham Maslow said in 1966: "It is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail."

Samael

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Re: Informationen zur WoD2
« Antwort #6 am: 7.04.2004 | 21:20 »
Bitte beachtet die Aufforderung für den Diskussionsthread.
- Danke. 1of3


Jo, das WOD Logo ist cool, finde ich auch.

Das V:tR mag ich eigentlich ebenfalls, nur der komische Haken am "V" ist merkwürdig.
« Letzte Änderung: 8.04.2004 | 19:54 von 1of3@aera »

Offline Rauthorim

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Informationen zur WoD2 - WoD Preview Art
« Antwort #7 am: 17.04.2004 | 11:43 »
http://www.worldofdarkness.com/artpreview.html

Dort finden sich 3 Bilder zu WoD2 und Informationen darüber, welche Künstler für die neuen Bücher engagiert wurden.
Das ist keine Signatur.

Offline Selganor [n/a]

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Re: Informationen zur WoD2
« Antwort #8 am: 27.04.2004 | 08:50 »
Ich war mal wieder auf Wolf-spoor und habe folgendes gefunden:

Zitat
jachilli
04-22-2004 09:03 PM
And why does anyone believe any rumor they've heard? The information hasn't been released yet. Why are people lending any credence to any rumors that circulate without corroboration?

Not being antagonistic, just empirical.

Regards,
Justin

And then:

jachilli
04-22-2004 09:59 PM
I hear the new Werewolf has Yoda in it.

Which lead to...

Wyrm
04-22-2004 10:08 PM
If Ethan verifies it, I'm going to believe him. He's the Werewolf Developer. :D

Which naturally resulted in...

ESkemp
04-22-2004 10:17 PM
I'm afraid I can indeed verify that Justin has heard that Yoda will be in it.

Sowie:

Zitat
Game Trade Magazine Issue 51, A few specifics on the changes in 2.0

Some quotes from Justin Achilli:

"From the beginning, we knew we wanted our new World of Darkness to be free of metaplot, leaving you to do what you want with our ideas, not forcing you to come back to the well or invalidate your chronicle when we print something new."

"Likewise, some subtle things detracted from the old game's suspension of disbelief. Famous historical figures being vampires, for example. We wanted to get away from that."

Explaining why they chose to have one core rule book that serves as a basis for each of the three 2.0 storytelling games, Justin Achilli says, "One world-and one set of rules-for all three games."

"Characters begin as mortals before they suffer an irrevocable transformation, becoming bloodsucking parasites, bestial shapeshifters or power-mad mystics. The World of Darkness rulebook, we thought, should thus give you everything you need to create a mortal character and play his prelude into a life amid the shadows, before he is Embraced into the Requiem, changed into a wolf, or Awakened to magic. Each supernatural setting book would then provide rules for that transformation."

"Since mortals share the same streets with vampires, urban shapeshifters, and technomancers, we set out to design a consistent set of rules that applies to all creature (and character) types."

"Instead of modifying the difficulty of a task by shifting target numbers up or down, or altering the amount of successes needed, we decided to add bonuses and subtract penalties from your dice pools. There would be a single constant target number for all rolls. No more asking the storyteller for what you need. And no more 'unsuccesful successes.'"

"Another important goal we set for ourselves was a single attack and damage roll. No more rolling to hit and then rolling again to check damage (and sometimes getting no successes!). We wanted it all handled in one quick roll. If you hit, you should always inflict some damage."

Some interesting choice of words though. Mages are referred to as both "power-mad mystics" and "technomancers." There isn't a whole lot you can pull out about the setting, but it gives you a few things to think about.

A more complete article can be found in the May 2004 issue of Game Trade Magazine, issue #51.
Abraham Maslow said in 1966: "It is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail."

Offline Selganor [n/a]

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Re: Informationen zur WoD2
« Antwort #9 am: 12.05.2004 | 15:17 »
Und wieder was neues:

Der Katalogeintrag von VtR:

Vampire: The Requiem

Since time immemorial, the Kindred vampires have stalked their prey, unseen by the mortal masses. Their world is a xenophobic nightmare, populated by tyrannical despots, wildeyed heretics, bloodthirsty rogues, and scheming manipulators, all unified by the mysterious curse of vampirism.

Join the revival of the Storytelling tradition! Vampire: The Requiem invites you to tell your own stories set within the world of the Kindred. This book includes rules for using vampires in World of Darkness chronicles, covering everything from the five clans to covenants to Disciplines, bloodlines, storytelling advice, and a complete spread of game systems governing the undead.

Damit kann das Raetselraten losgehen welche 2 neben Nosferatu, Gangrel, und Ventrue noch da sein werden. (Bzw. in welche Richtung DIE gehen)
Abraham Maslow said in 1966: "It is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail."

Offline Selganor [n/a]

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Re: Informationen zur WoD2
« Antwort #10 am: 26.05.2004 | 08:57 »
Direkt von worldofdarkness.com

MONDAY, MAY 24, 2004

Storytelling System 101 - This week we?re going to take a look at the core game system that underlies all play in the new World of Darkness, namely the Storytelling System. That?s right Storytelling, not Storyteller (which was the name for the system running through most White Wolf games to this point). The new name exists to show that this rules set is an evolution of the systems White Wolf games have used before, but completely overhauled. Dots on the character sheet and 10-sided dice are still there, but Bill Bridges and the rest of the design team have streamlined and simplified areas that were needlessly complex and reworked parts of the system that were "statistically challenged." The Storytelling System runs better, faster and truer than anything we?ve published, and it still exists to support and enhance stories rather than eclipse them. But let?s get into the details, shall we?

Traits ? In terms of game traits, the core of the Storytelling System consists of nine Attributes (three Mental, three Physical, and three Social) and 24 Skills (again divided into Mental, Physical and Social). Each of these traits is rated in dots (*), ranging from 1 to 5, much like the "five-star" system many critics use to rate movies. For example, a character might have a Dexterity Attribute of *** (3 dots) and a Firearms Skill of ** (2 dots). Attributes and Skills are combined to do almost everything in the game.

Beyond that are advantages and Merits. Advantages are usually derived from other traits and cover such things as Health, Willpower, Speed and Defense. Merits are special edges (such as an unerring sense of direction, or friends in the right places), which either your character is born with or he accumulates in his lifetime. Put it all together, and you have (at least mechanically) a complete character - it?s up to you to bring that character to life.

TUESDAY, MAY 25, 2004

Dice Rolling ? One of the great things about the new Storytelling System is how straightforward dice rolling is. For your character to do something, you roll a number of 10-sided dice. That number ? your dice pool ? is almost always equal to the relevant Attribute and Skill. When your character shoots a gun, you add his Dexterity *** to his Firearms ** for a total of five dice ? one die per dot. If any die comes up with an 8 or more, you succeed. If not, you fail.

The dice pool can be modified, of course. Special tools and favorable conditions give you extra dice; poor conditions take them away. But 8 remains the magic number to succeed.

Ich hab' die IMHO "bemerkenswerten" Stellen mal markiert.
Abraham Maslow said in 1966: "It is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail."

Offline Monkey McPants

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Re: Informationen zur WoD2
« Antwort #11 am: 27.05.2004 | 11:44 »
Hier ein paar News, ich kopiere mal rein aus rpg.net: (Der Thread dazu ist hier.)


No Sabbat after all.

The new White Wolf Quarterly is out on the White Wolf homepage. Unfortunately, the link to download the whole thing actually leads to a .zip file of the fourth quarterly from two years ago. If you're interested, the links you want are the bit with the articles and the bit with the rest of this year's release schedule.

Turns out no Sabbat after all. "The Sabbat, for example, was originally part of the new setting, but the new incarnation was so little like its predecessor that using that name only served to distract from what it had become. We liked the spooky, hallowed sound of the name, but finally dropped it because it carried too many connotations."

There is no Vampire Sabbat Heralds of Cain hardcover in the release schedule for October. There is, however, a book called Lancea Sanctum: The Spear of Destiny (and it's priced like a hardcover). Were I to guess (and I am), I'd say the Group Formerly Known As The Sabbat In The New WoD is now called Lancea Sanctum.

(EDIT: Anybody care to translate that?)

Also, apparently Chicago is going to be the signature city again. They're just not releasing the city book right away. And speaking of location books, Hunting Ground: The Rockies is one of the first books we'll see published for Werewolf: The Forsaken, in December.


Im Thread kommen noch weitere Infos und Interpretationen zum Vorschein.

M
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Offline Morpheus

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Re: Informationen zur WoD2
« Antwort #12 am: 1.06.2004 | 20:23 »
Let's Fight! – It's Fight Week here at worldofdarkness.com as we take a look at how combat works in the new Storytelling System. Of course, combat should always be a last resort and the story comes first and… okay, let's fight!

Rolling with (and for) the Punches – When a character attacks an opponent, he does so with a bare fist or a high-powered rifle, you resolve the action with a single die roll. As with almost all other rolls in the game, this dice pool is the sum of an Attribute and a Skill. For throwing a punch, the dice pool is Strength (Attribute) + Brawl (Skill). At its most bare-bones, an attack is resolved by just rolling that dice pool. Every success (a die that comes up 8 or more) inflicts a wound on the opponent. No one is rolling other dice to defend or to “soak” damage or for any other reason. One attack means one roll of the dice.

Where the variation comes in is in modifiers to that dice pool. We mentioned last week how favorable and negative conditions can add or subtract dice, and nowhere is that truer than in combat. You add dice to your pool for anything you have that makes your attack more effective (like a special move or the damage rating of your weapon). You lose dice for anything the opponent does to avoid getting hurt. Most importantly, every character has a Defense trait, which represents his ability to bob and weave or otherwise make himself harder to hit, and this serves as a penalty on any close-combat attack. Armor and defensive actions can also penalize attacks.

Therefore, maximizing bonuses to your attacks and penalties to your opponents' attacks is the key to winning a fight.

An Example (with an illustration by Durwin Talon): Sandy never should have opened that box her great aunt sent to her. Now something is loose, something with long claws and sharp teeth, something that's chased her into her own kitchen. Sandy grabs a butcher's knife off the counter and turns around to strike back. Sandy's 2 Strength and 1 Weaponry grant her player three dice. Her knife, with a damage of 1, adds one bonus die to that pool. The creature has a Defense total of 2 but no armor. That means two dice are removed from Sandy's player's pool. She is left with two dice, and her roll yields a 6 and a 9. That's one success, so the creature takes one wound.

 Ouch, That Hurt! – Unless you're doing something special (like grappling to immobilize or using a special vampiric ability), a fight is going to mean damage to the opponent. (It may also mean damage to your character, of course). So let's take a look at Health and damage, shall we?

Every character has a trait called Health. This trait is tied to the Stamina Attribute, so (quite logically) the tougher your character is, the more damage she can endure. Health is marked on your character sheet and has both dots and points. Your character's dots are filled in on your character sheet, representing her total capacity for enduring damage. Her points represent her current state of health, and they are tracked in the corresponding boxes beneath the dots. Every time your character loses a Health point to damage, mark off the kind of injury inflicted from left to right. You'll begin suffering dice penalties as the number of wounds grows. When dots and filled boxes are equal (she has lost all of her Health points), your character is badly hurt or dying.

Damage comes in three basic types: bashing (from blunt attacks), lethal (from guns and knives) and aggravated (from special supernatural attacks). The harsher the damage type is, the longer it takes to heal and the more life-threatening it is. Bashing damage heals quickly (one point every 15 minutes), and if your characters last Health box is filled with bashing damage, you simply have to make Stamina rolls for the character to remain conscious and active. Lethal damage heals more slowly, and if your Health boxes are filled with lethal damage your character becomes incapacitated and needs immediate medical attention. (Otherwise, existing lethal wounds begin to upgrade to aggravated damage.) If your Health boxes are all full of aggravated damage, your character dies.

Unless your Health track is full of lethal wounds, healing just takes time. Your character can still go about his or her business. Medical attention and supernatural powers can speed healing, however.

Das hört sich erfrischend tödlich an ;D
Mitarbeiterführung ist die Fähigkeit, den Mitarbeiter so über den Tisch zu ziehen, dass er die Reibungshitze als Nestwärme empfindet.

Offline 1of3

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Re: Informationen zur WoD2
« Antwort #13 am: 4.06.2004 | 20:35 »
Auf www.worldofdarkness.com findet sich jetzt auch das neue Charakterblatt. Es empfielt sich, sich den Acrobat Reader 6.0 zu besorgen, weil sonst einige Grafiken fehlen. Etwa die Tatsache, dass es in jeder der drei Attributsgruppen ein Power-, ein Finess- und ein Widerstandsattribut gibt.

Auf dem Blatt finden sich auch die Formeln für Health, Willpower und die anderen abgeleiteten Werte.

Offline 1of3

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Re: Informationen zur WoD2
« Antwort #14 am: 7.06.2004 | 08:23 »
OK. Eine Information von anderer Seite: Auf dem Nordcon hat mir Olli versichert, dass F&S den Heiliges-Lanze-Fehler korrigieren werde, da Amis ja kein Latein könnten.

Offline Morpheus

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Re: Informationen zur WoD2
« Antwort #15 am: 8.06.2004 | 19:17 »
Blood on the Pavement – This week we take a look at the Kindred, the undead creatures at the core of Vampire: The Requiem. Vampires feed on blood and their own blood – their Vitae in their parlance – grants them a variety of benefits (including cheating death in the first place, of course).

How Potent Are You? – The raw power of a Kindred is captured in a trait called Blood Potency. Every vampire begins with a Blood Potency of 1. That potency rises with age and experience as the Kindred learns to tap the raw power in his veins. Higher Blood Potency allows the vampire to use his supernatural power more effectively. In game terms, the character can spend more Vitae per turn and store more Vitae in his body. He can also gain access to new supernatural powers and change the very nature of his blood.

Potent blood has its price, however. A young Kindred can feed off lesser beasts (such as animals) to satisfy his hunger. As Blood Potency rises, animals fail to satisfy, so the vampire has to feed from mortal people. At even higher levels, only the blood of other undead will satisfy. Beyond that, Kindred with high Blood Potency also feel the call of slumber like no others–they eventually fall into long periods of dormancy (called torpor). When they rise, they find that their blood has thinned and they must begin their struggle for ascendancy all over again.

Das wars dann wohl mit den Generationen. Das gefällt mir immer besser. ;D
Mitarbeiterführung ist die Fähigkeit, den Mitarbeiter so über den Tisch zu ziehen, dass er die Reibungshitze als Nestwärme empfindet.

Offline Monkey McPants

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Re: Informationen zur WoD2
« Antwort #16 am: 9.06.2004 | 18:21 »
Sympathy for the Devil

Vampires call themselves “Kindred,” but some are closer kin than others. The connection between sire and childe carries supernatural power. Kindred can affect their immediate, linear “family” with their Disciplines more easily than they can affect other vampires. The character receives the blood-tie bonus (+2 dice) to affect her sire, her sire’s sire, her childer and her childer’s childer. This bonus applies with several Disciplines, most notably those that affect the mind.

The same blood ties also manifest as blood sympathy, an instinctual sense that resonates within a lineage. This normally happens spontaneously, when a “relative” feels some strong emotion or sensation such as frenzy, a grave wound or the pleasure of diablerie. On such occasions, the Storyteller can ask a player to roll the character’s Wits + Occult. The number of successes tells how much information the character gains from this flash of sensation.

The Kindred bless and curse this blood sympathy. If a Kindred sends another vampire to Final Death or diablerizes him, his sire, childer or other “relations” might feel it. The chances are small that any of them will know exactly what happened and who did it, but would-be murderers must consider the possibility.


Oooooooh, das klingt coool. ;D

Will haben, will haben!!!

M
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Offline 1of3

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Re: Informationen zur WoD2
« Antwort #17 am: 25.06.2004 | 17:27 »
OK. Und noch eine handfeste Info aus einem offiziellen Teaser:

Wahrnehmungsproben werden nun entweder auf Wits+Composure oder - falls das höher ist und auf die passende Situation anwendbar - auf Wits+Fertigkeit. Also z.B. auf Wits+Survival, um ein wildes Tier zu bemerken.

Zum aktiven Suchen wird Wits+Investigation verwendet.

Offline Monkey McPants

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Re: Informationen zur WoD2
« Antwort #18 am: 1.07.2004 | 18:51 »
Hier mal ein paar Infos, die auch die Leute, die zu faul sind sich die Sachen selber auf worldofdarkness.com anzusehen, interessieren könnte, denn es geht um die Clans:

What Clan Are You? – In Vampire: The Requiem, Kindred blood runs in five large clans. Every Kindred (with a few, possibly apocryphal, exceptions) is Embraced into one of these clans. This heritage defines some of the nature of their damnation. This week we take a look at each of the five.

Clan Daeva

Emotional and sensual, the Daeva cultivate both desire among their prey and physical perfection among themselves. Sexual predators and sensual hedonists alike populate the ranks of the clan. Succubus sires look for some combination of charm, culture, seductiveness, desire to achieve, passion and physical beauty. Many Daeva Embrace mortals to whom they have become attached, but this attachment almost invariably proves false, a mixture of lust and simple hunger. Few relationships are as euphoric as those between a Daeva and a newly Embraced childe, and few grow cold as swiftly.

Nickname: Succubi

Disciplines: Daeva are masters of Majesty, the vampiric Discipline of lust and want. Their blood also favors the inhuman grace and power of the Disciplines of Celerity and Vigor.

Weakness: The Daeva’s cursed blood enslaves them to darker passions. Any time a Daeva has an opportunity to indulge her Vice but does not do so, she loses two points of Willpower.

Clan Gangrel

Primal and savage, the Gangrel hunt in the untamed places and show no mercy. Gangrel can come from nearly any former life, but all Savages possess a strong survival instinct. Gangrel loathe personal weakness and admire those whose greatest strengths are those of the self – self-awareness, self-confidence and self-reliance.

Nickname: Savages

Disciplines: Masters of the vampiric Discipline of Protean, Gangrel let their bestial nature affect their very shape, becoming wolves, bats or the very mist on the night air. Their blood also grants them an aptitude with their bestial brethren (in the form of the Discipline of Animalism), and the supernatural toughness of Resilience.

Weakness: The Gangrel's blood curses them with a potent bestial instinct that sometimes makes it difficult for them to think clearly. Gangrel suffer a loss of the 10-again rule with regard to dice pools based on Intelligence and Wits Attributes.

Clan Mekhet

Secretive and wise, the Mekhet are masters of all things hidden. They hunt from the shadows, preying secretly on victims and unlocking secrets that no one should know. The only common thread linking Mekhet is an affinity for the night itself or some metaphorical darkness, such as a pained soul or a thirst for knowledge. Mekhet are tutored intensely by their sires so that they understand the nature of the clan and its duties. Some prefer to let their progeny discover the Kindred world on their own, but not even these sires stray so far that they can’t watch a protégé’s progress.

Nickname: Shadows

Clan Disciplines: Mekhet master Auspex, the Discipline of preternatural perception, gaining insights that make them particularly dangerous to Kindred. While they reveal others secrets, the Mekhet keep their own, and they have an affinity for Obfuscate, the Discipline of concealment. Finally, they move with the blinding speed of Celerity, as quick as they are deadly.

Weakness: As creatures of darkness, the Mekhet suffer certain banes of vampiric existence more acutely than their fellow Kindred do. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of aggravated damage from that source.

Nosferatu

Stealthy and disturbing, the Nosferatu wield fear itself like a hunter’s blade. Their very presence unnerves people, whether by physical ugliness, foul stench or nebulous personal malignance. Nosferatu come from society’s castoffs, such as the homeless, the mentally ill and criminals. Haunts tend to be self-reliant individuals who actually manage their new condition.

Nickname: Haunts

Clan Disciplines: Nosferatu are masters of Nightmare, the vampiric Discipline of terror and phobia.

Their weakness tends to make them rely on Obfuscate to counter their appearances when necessary. Their bodies are also able to utilize Vigor, a blood-granted supernatural strength.

Weakness: Nosferatu are cursed to be social pariahs, and their very presence is uncomfortable for others. This manifests in a myriad of ways, ranging from clear physical deformity to an indefinable aura of menace, passing through such things as a charnel odor or the undeniable manner of a predator. With regard to dice pools based on Presence or Manipulation Attributes in social situations, the 10-again rule does not apply.


Morgen wird der letzte Clan veröffentlicht, man wird also gespannt sein dürfen, wie sich die Ventrue geändert haben...

M
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Offline 1of3

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Re: Informationen zur WoD2
« Antwort #19 am: 2.07.2004 | 17:59 »
Ventrue

Regal, commanding and aristocratic, the Ventrue are the harsh lords of the Danse Macabre. The Ventrue most often come from the closest the modern world comes to feudal nobility: the ranks of professionals, the cream of high society, the scions of old money or political dynasties. As new professions and new forms of power arise, the Ventrue bring them into the clan. Through whatever means necessary, the Ventrue rise to the top of the undead heap.

Nickname: Lords

Clan Disciplines: The Ventrue master Dominate, the Discipline of mental subjugation. Their strength is not diminished on beasts, as they exert themselves with the power of Animalism over lesser creatures. And as Lords must be fit enough to resist challengers, their undead bodies are gifted with Resilience.

Weakness: Power corrupts, and among the Ventrue, even the thirst for power can corrode an ambitious Kindred's moral bearings. Over time, a Ventrue's mind becomes fragile. Therefore, Ventrue characters are more prone to gaining derangements when they suffer a loss of Humanity.


Und nächste Woche gibts n paar Diszis.

Offline Monkey McPants

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Re: Informationen zur WoD2
« Antwort #20 am: 9.07.2004 | 18:08 »

Auchtung, Achtung, seit neuestem gibt es auf worldofdarkness.com ein Domabenteuer, das einige neue Informationen enthält. Es ist, wie man bisher von Justin Achili gehört hat noch etwas "buggy" (Soll heißen es spiegelt nicht perfekt das Endprodukt wieder.), ist aber recht interessant zu lesen. Es enthält auch mehrere Beispielcharaktere, mit der Beschribung ihrer Fähigkeiten.

Zu finden ist das Abenteuer und die anderen Infos hier.

M
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Offline Monkey McPants

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Re: Informationen zur WoD2
« Antwort #21 am: 9.07.2004 | 23:14 »
Hier is ein weiterer Sneak Peak, diesmal von hier.

Spear of Destiny, Spear of Undeath
The Lancea Sanctum bring the fear of God to Vampire: The Requiem

Clan, a Kindred’s heritage in blood, is only part of what defines a character in Vampire: The Requiem, White Wolf’s all-new game of contemporary horror. More important than heritage is whom a vampire associates with and just what she believes. These two concepts form the basis of covenants, large associations of Kindred who coexist and compete in a Prince’s domain. Political expediency binds some of these covenants together, while others operate as secret societies and occult brotherhoods. The most terrifying, however, are those bound by the harsh faith of the Damned - the Lancea Sanctum.

It Began On Calvary

The catechism of the Lancea Sanctum (literally, “Holy Spear”)
[ACHTUNG: Laut einem Post von Justin Achilli auf rpg.net ist diese Übersetzung falsch und wird im endgültigen Spiel anders lauten. Threads zu dem Thema findet man auf rpg.net.] is that the covenant’s members are the ideological descendants of Longinus, the Roman centurion who used his spear to prod Christ on the cross. According to the covenant’s dogma, some of Christ’s blood dripped onto the soldier, and this blood gave the centurion eternal life. It also carried with it, however, divine retribution, and though Longinus’ act revealed Christ’s divinity, it did so after an act of faithlessness on the soldier’s part. Thereafter, Longinus was cursed to live eternally, but he could walk only at night and subsist only on the same blood that had proved his undoing. The curse laid on Longinus exposed vampires as a form of “original sin,” though God allows them to exist, and indeed even charges them with the task of representing the risks of His divine displeasure. The covenant’s ideologues claim that before the Crucifixion vampires either did not exist at all or were feral beasts. It was the centurion’s cruelty and his divine punishment that gave the Damned the purpose to hold back the Beast by becoming instruments of divine will - and divine wrath.

Holy Monsters in an Unholy World

The Sanctified (as younger members of the covenant call themselves) are the religious and even moral backbone of the Kindred, but they are also self-appointed priests and inquisitors. The most inhuman of an inhuman race, they exalt the role of predator, seeing themselves as divinely appointed monsters. The world being full of sin, it is their duty to bring the fear of God (or simply fear itself) to all His wayward children so that they may be scourged and made ready for salvation. Universally respected yet universally feared, this covenant constantly seeks power over all Kindred everywhere, not for political rule, but to enforce the dictates, attitudes and even thoughts that they believe have been handed down to them from their originator Longinus, and by extension from God Himself.


Laut dem oben erwähnten Entwickler soll diese Gruppe weniger der Speer Gottes sein, sondern die Hüter des Speeres. Wie das jetzt genau sein wird zeigt sich, wenn das Buch tatsächlich veröffentlicht wird, aber alles in allem finde ich den bisherigen Stil der NWoD recht nett.

M
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Offline Selganor [n/a]

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Re: Informationen zur WoD2
« Antwort #22 am: 13.07.2004 | 20:35 »
Also doch Patzer: (Zitat aus dem Demo)

Zitat
Chance Die: If modifiers reduce your dice pool
to zero dice (or even less), you should roll a single
die (called a chance die). A 10 rolled on a chance die
generates a single success, while any other result is a
failure. Rolling a 1 on a chance die indicates a dramatic
failure, and the Storyteller should describe especially
troublesome results (a gun jamming, a blowout
during a car chase, etc.).
Abraham Maslow said in 1966: "It is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail."

Offline Visionär

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Re: Informationen zur WoD2
« Antwort #23 am: 14.07.2004 | 00:37 »
Das Grundregelwerk hat 224 Seiten. Der Preis für den ersten Druck bleibt bei 19.95$. Die Nachdrucke werden alle 24.95$ kosten.
Stop being yourself! You make me sick!

Offline Selganor [n/a]

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Re: Informationen zur WoD2
« Antwort #24 am: 23.08.2004 | 22:29 »
Diese Woche bei Drivethrurpg.com:

Appendix II: New Orleans
Abraham Maslow said in 1966: "It is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail."