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World of Darkness
(2004) White Wolf
Publishing
Date Reviewed: 10-30-2005
Critical Kobold Rating:
(4 out of 5 Dice)
Hey! Didn't we pay the electric bill?
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It was a dark
and stormy night.
O'Bannon was edgy, restless in his squad car seat. He
wasn't sure why. Even with the miserable, heavy rain beating a
staccato on the car roof, it was just a normal night on a normal
shift, the veteran patrolman told himself. Only not really. His cop
intuition told him something wasn't right. The hair on his neck had
been standing up ever since his partner and he had pulled up outside
the abandoned factory, but for the life of him O'Bannon couldn't see
anything out of the ordinary in the vicinity.
Just jumpy,
he scolded himself. Time to go home and get some sleep.
He was
growing agitated. His partner, Johnson, had gone into the warehouse
to meet an informant. Their shift was over, and they were both
tired, but the snitch had been insistent that she had to show them
something tonight, at this forgotten industrial shit-hole.
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Johnson had been gone only a few minutes, but the eerie
atmosphere of the broken-down building, with its decaying machinery
sticking up into the night sky like ancient bones, began to fray
O'Bannon's already ruffled nerves.
Before he even consciously registered what he was hearing, his hand
leapt to his gun. As the echoes of the gunshots reverberated against
the crumbling walls of the factory, O'Bannon was out of the car,
running through the downpour. He charged across the gravel towards
the nearest wall, and three more shots thundered from deep inside
the building someplace, in rapid succession. Those shots had sounded
like his partner's .38, and something had clearly gone very wrong.
As the burly cop splashed through the mud puddles
around the corner of the building, he saw a door hanging open,
swinging in the wind. O'Bannon yanked his flashlight from his belt,
and almost froze as a blood-chilling scream emanated from within the
black interior of the factory.
Jesus, he
thought, that sounded like Johnson! What the hell could make
his partner, a seven year member of the police force, shriek like a
frightened child?
O'Bannon bulled through the doorway, his light
illuminating decrepit, looming machinery, and casting dancing
shadows across every surface. His heart pounded in his chest.
"Johnson! Where are ya, buddy? I'm coming!" he roared into the
now-silent darkness.
Scrambling past rusting iron and cracked plaster, he
skirted the nearest wall, seeing another open doorway. Inside the
door somewhere was a bright beam, from Johnson's flashlight. It
wasn't moving, which meant his partner had dropped it.
Taking a deep steadying breath, O'Bannon spun around
the door frame, pointing his flashlight and his pistol into the
room. O'Bannon stood immobile for a moment, taking in what was on
the floor before him. It was a warehouse. His partner's body lay
sprawled on the concrete, one arm twisted at an impossible angle at
the shoulder joint. His chest looked flattened, as though crushed
between something with incredible force. Blood soaked the uniform,
and spread in a horrific puddle in all directions, maybe eight feet
wide. And O'Bannon had no idea where Johnson's head was.
As his police instinct began to reassert itself, the
stunned nausea subsided and seething anger roiled up inside him.
"Come out, you goddam murderer! If you're lucky, I'll only arrest
you!" He stepped into the room, spinning this way and that, pointing
his heavy pistol at every suspected movement in the shadowy
darkness. It wasn't for a few moments that he heard the sound above
him. A kind of rising and falling whisper, a coarse rasping sound
that tickled just on the surface of one's consciousness. Looking up,
he was too shocked to even raise the gun.
The ceiling of the warehouse was framed in steel
girders, and something was in them. A mass of writhing, slithering
tentacles, like fat pythons. Hundreds of them. Their movement was
hard to follow with the eyes, almost hypnotic, as the sinewy grey
limbs entwined, circled, and slipped, crawling down the walls, along
the beams, into the rafters. The thing, if it was one thing, must
have been twenty feet in diameter. O'Bannon saw no body, only
slithering, darting tentacles.
His mind told him he wasn't seeing anything of this
earth; it couldn't really exist. His mind told him to leave, to run
like hell. His mind told him to fire his weapon, or he was a dead
man. His instincts told him he already was a dead man. But he
wasn't responding, to his mind or his instinct. He wasn't running.
He wasn't shooting. O'Bannon could only gape at the loathsome
appendages, now curling towards him. For a few more heartbeats, Paul
O'Bannon watched the immense, evil serpentine nightmare throb and
whisper. Then, several tentacles struck at him like snakes, their
sharp serrated edges driving into his flesh, puncturing organs,
slicing muscle.
The patrolman began to scream then. It was too late to
do anything else.
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White Wolf
Publishing has recently redesigned their World of Darkness
line of role playing titles, including such well-known games as
Vampire: the Masquerade, Werewolf: the Apocalypse, Mage: the
Ascension, Changeling: The Dreaming, and Stripper: the Pole
Dancing. Now all of these games have been republished as
individual settings, but utilizing a core rpg rulebook called The
World of Darkness. This core book houses the game mechanics and
standard rules for all of these games, rather than each rpg having
their own similar but varied rules renditions, as they did before. |
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This core rulebook serves not only as the basic rules
to the other White Wolf games, but also as its own rpg of spookiness
and things that go bonk in the night. As a stand-alone game, it's
designed to let you craft your own world of mystery and horror
without the need to use one of the other settings above. In other
words, you don’t need to play as a vampire, mummy, fairy, or any
other fantasy critter to enjoy the mood and environment of the World
of Darkness.
Overview
As the name
implies, this is not a setting of gumdrops and sunshine, Sparky.
This is an rpg of thrills and chills, but exactly how gritty you
want to make it is up to you. This World of Darkness is a mirror
reality of our own, except that things really do live under the bed,
and going into the woods alone at night may not be such a good idea.
This would be an excellent way to run a Call of
Cthulu-style campaign, which is the pulp-fantasy genre, or
something such as role playing in the Salem witch trials, which is
more historical-fiction genre. The basic premise though is for
something modern, along the lines of the X Files or one of my
current favorite shows, Supernatural. You can easily design
adventures based off "thriller" movies, like The Thing, or
perhaps Thirteen Ghosts. Steal the plot off any late, late
show horror B-movie, and you're ready to roll.
The point is, it's s'posed to be a
thriller/horror/scary rpg, so anything that you think will give your
players the willies is a great idea. Of course, like all rpgs,
there's nothing stopping you from using the core rules to design any
type of game at all, like going hi-tech and placing your PCs in a
near-future setting such as the Aliens movie. But the mood of
the rules and the material presented here really beg for a darkened
room and some low music while your intrepid ghost hunters approach
the abandoned manor house at midnight.
The Characters
Characters' stats are separated into three categories:
Mental,
Physical, and Social. Under
each of these categories are three Attributes, such as
Mental's attributes of "Intelligence", "Wits", and "Resolve". Each
of these Attributes in the game are rated one to five, with two
being an average human score and five being world-class. All PCs
begin with one free point in each attribute.
Players need to decide which of the three attribute
categories (Mental, Physical or Social) they're best at, second best
at, and worst at. They get a certain number of "Points" to increase
their Attributes depending on which order they choose their
categories. Your primary category gets five points that you can
spend to increase your attributes, with your second and third choice
categories getting four and three points respectively.
For example, if I'm creating Ralf the Insurance
Salesman as my character, I would give priority to his Social
attributes, because he's got to charm people into buying his
insurance. That means my Social Attributes of "Presence",
"Manipulation", and "Composure" would get five points divided up
however I want among them. Next I'd choose his Mental category, so
I'd divide four points up among his mental attributes. Since the
only workout Ralf gets is clicking the remote control at home, his
Physical attributes are last, only getting three points to divide up
between the "Strength", "Dexterity", and "Stamina" attributes.
PCs then choose Skills. There are no "classes"
in the World of Darkness. So if you want to create a PC who's a
paramedic, or a college professor, or a high school dropout working
as a cashier at Burger Queen, you simply choose the skills that that
type of person would have.
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Like attributes above, Skills are broken down into Physical, Mental,
and Social categories, and you get various amounts of points to buy
skills and skill levels depending on your attribute order. Again,
Skills are rated in levels from one to five. Level one is a novice,
while five is a master and a leader in his field.
Skill choices are exactly what you'd expect, real-world
things like research, hacking, investigation, medicine, politics,
climbing, throwing, shooting, driving, stealth, larceny, survival,
animal empathy, intimidation… there's nothing new to the skill list
in this game, but it's certainly complete and useable.
PCs then choose Merits. These aren't necessarily learned
skills so much as personality quirks or innate characteristics that
your PC has. Merits can be things like fame, having a mentor, good
looks, fighting techniques, strong stamina, natural immunities,
danger sense, languages, that sort of thing. |
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The Mechanics
In the World
of Darkness, all tasks are resolved using ten-sided dice. When
attempting any action that requires a dice roll, you roll as many
ten-siders as you have levels in a particular skill, and any roll of
8, 9, or 10 is a success. The more dice you roll, the more chances
you have of succeeding. Modifiers add or subtract from the number of
dice you roll, but not the number you need to succeed. So, eight or
above is always a success, but you may have one die to try to get
that eight, or you may have six dice to try to get that eight,
depending on the difficulty level of the action and your skill
levels. A roll of ten always allows you to re-roll that die,
possibly gaining extra successes.
When using a skill, the PC adds his levels in that
skill to one of his attributes governing that skill. For example,
Ralf the Insurance Salesman has the Fast Talk skill at level three.
Fast Talk is based on his Manipulation attribute, which is a three
as well. So, his total for using Fast Talk is six. This six is the
number of dice the player gets to roll when using Fast Talk.
Combat is resolved the same way. Each PC has a
Defense score (their Dexterity or Wits attribute score,
whichever is lower.) This score is the number of dice subtracted
from your opponent's attack dice pool when they try to hit you.
If they do whack you, your Health (hit points)
is determined by adding your Stamina attribute to your Size rating.
But there're three types of injuries in WoD:
·
Bashing
damage is the type of bruising you take from fists and beer bottles,
which might knock you out but heals rapidly.
·
Lethal
comes from bullets and knives and sharp pointy objects, and takes
longer to heal.
·
Aggravated damage will mess your ass up
good. Once you lose all your Health to lethal or aggravated damage,
you're pretty much a goner.
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The game has an interesting mechanic called Morality. This is
the PC’s sense of right and wrong in civilized society. Everyone
starts with the same Morality rating of "7". Your actions during
play may alter your Morality. Doing something illegal or immoral may
call for a Morality roll. This act might be something as simple as
shoplifting, or something as heinous as serial murder. If you fail
the morality roll, your Morality score drops lower, and you have to
roll against a possible Degeneration effect. If you fail
that, your conscience is so disturbed by the acts you've committed
that you pick up some "Derangement", such as depression, a phobia,
anxiety, or even schizophrenia. This derangement can be cured if you
do something to redeem yourself and thus regain your Morality score,
but if you keep doing evil and slide down the morality chart too
far, you'll eventually become bat-shit crazy, and possibly
degenerate into one of the monsters that inhabit the World of
Darkness. |
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Much like the Force, this dark world has a light and a dark side.
Each PC has a Virtue and a Vice that you choose when
creating them. Your Virtue may be charity or faith, for example, and
your vice perhaps envy or sloth. Yes, those quick-witted amongst you
may recognize that these are the Seven Heavenly Virtues and the
Seven Deadly Sins.
What good are these? In short, PCs have a Willpower
score. (This is their Resolve plus Composure attributes added
together.) PCs may spend Willpower points during the game to roll
extra dice on task checks, either when using skills or in combat.
This is useful, but the only way to get these Willpower points back
after you spend them is to satisfy your Virtue or your Vice. During
the course of role-playing, if your PC acts in accordance with
either your Virtue or Vice in an appropriate and dramatic way, the
GM will reward you by returning spent Willpower points. Acting in
accordance with your Vice during a game session earns you only one
returned point, while acting nobly and fulfilling your Virtue will
regain you every Willpower point you spent during the game. (To
continue my Force analogy, evil is much easier, but good is more
rewarding.)
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The GOOD
I like the tone of this rpg. It's a great horror setting without the
need to get specifically into the undead Masquerade or lycanthropy
mythology that the White Wolf products were inherently geared to
before the product line revision.
You don't need anything more than this book to
have your players stalking vampires or hunting werewolves, but if
you want to incorporate those monster elements long-term into your
game, you just pick up the new Vampire or Werewolf
books that use this core book's rule system.
The book is complete, with sections on vehicles,
weapons, game master advice, examples galore of both play and
character crafting, lists of common animals and NPC types to use in
play, as well as a thorough informational section on ghosts so you
can start your players right in on a good ol' haunting.
I've been looking for a solid "spooky" rpg for quite
some time, and never found anything that quite fit the tone and mood
and simplicity that I was looking for. This game does that, exactly.
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The NEUTRAL
If you're a fan of the *old* published World of Darkness games, this
new system is just a wee bit different, mechanics-wise. I actually
feel it's improved, although some veteran gamers in online game
forums disagree. I honestly don't see any radical changes between
the old stuff and the new stuff that would keep old-timers from
checking out the new product line.
However, using old products with the new books will
require some tweaking; the effective power levels may be different
for certain skills or monsters if you mix and match the old line
with the new.
The EVIL
Just the GM, grinning deviously as
you announce that your PC will check out the sound she heard in
the dark tool shed...

See this place? You don't want to be
here during the game.
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