NEW WORLD OF DARKNESS PDF
Items 1 - 50 of 62 Note: The new World of Darkness game line is now called Chronicles . of Darkness) Regular price: $ Bundle price: $ Format: PDF To. Index of /public/Books/resourceone.info of Darkness/nWoD/ Bookmark Vampire the Requiem - New Wave resourceone.info M. Bookmark. The World of Darkness (Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The Ascension, Wraith: The Oblivion, Changeling: The Dreaming, Hunter: The Reckoning, Demon: The Fallen, Orpheus) The Chronicles of Darkness (Vampire: The Requiem, Werewolf: The Forsaken, Mage: The.
|Language:||English, Spanish, Dutch|
|Genre:||Business & Career|
|ePub File Size:||16.85 MB|
|PDF File Size:||9.24 MB|
|Distribution:||Free* [*Regsitration Required]|
A World of Darkness. 6. New England. A region of contrasts, New England houses dead factory towns and the Green Mountains, has a reverence for tradition. Author Topic: Free nWoD Core Rules PDF (Read times) .. Free nWoD Core Rules PDF. Jump to: => New World of Darkness. Books/World of Darkness/New World of Darkness - The Trove. Here you can find new world of darkness pdf shared files. Download New World of Darkness.
Read his post, and then read my response again. It was not meant to be taken out of context as a question for anyone other than the person I was responding to. I've heard all manner of ridiculous and illogical claims regarding how paying for some basic guidelines is brilliant game design from nWoD fanboys and have no desire to read more. In a nutshell: Well, when you actually run more than three oWoD games, you get kind of tired of seeing the same rules explained over and over again.
I own several oWoD lines and in every single one of those line's corebooks there are like pages of the very same rules all the other ones have. Of course enough people complained about it, so when they launched Dark Ages: Vampire, the revised edition of Vampire: Werewolf, Dark Ages: Mage, Dark Ages: Inquisitor and Dark Ages: So this whole "paying for basic guidelines" isn't exactly new and it was very well welcomed back in oWoD by most fans like me.
Keeping the basic rules in one corebook so they can add more fluff and special systems to the games instead of the same rules again is pretty awesome and I wouldn't like it any other way, to be honest. Now, I understand that if you're only interested in playing only one gameline, you may see the purchase of the WoD corebook as an unnecessary expense.
And it seems the White Wolf guys agree with you because this is not the first time they give the WoD rulebook pdf for free, they also did back in So there is no excuse, dude, so go find some buddies, some dice and give it a try! Which is exactly what most of us did anyway. While yes they are more expensive, VTM cost 0. Lets see how much setting material there is in each. I like some designs of nWoD, and i like some of oWoD. As a whole, i like nWoD better due to blood potency better than generation system imo , better system of bloodlines that they keep their parent clan flaw , shrouded origins, less metaplot, differences between the same covenant in the different cities, local scale conspiracy and less imbalanced werewolves.
I'm not saying that new books are amazing, often they are not, like vampire race supplement.
Even core book is bit lacking. Game Files. Bloodlines Redemption Upload.
March 20, , March 13, , March 15, , March 16, , March 18, , Game Files Bloodlines Redemption Upload. The book you'll want if you want to play a Stranger Things game.
List of game books
Dogs of War The stories of black ops military units dealing with the supernatural. Perfect for those times you want to go all Delta Green, including how normal soldiers deal with the supernatural, how armies work as well as the more Inferno Rules for old-fashioned demons or angels almost completely different from the fallen angels of both God himself and the God Machine. As it was one of the earlier supplements, it is horribly incompatible with the GMC rules update, being focused on one half of the old morality system.
Contains rules for both demons themselves and the Possessed, those unfortunates possessed by a demon and now have to deal with the perverse being living inside their head.
World of Darkness
Slasher Despite being a Hunter book in all but name, Slasher can still be used on its own to create a whole bunch of serial killers to use as antagonists in a core WoD game. Armory Reloaded How do you stop a grisly tentacled horror from tearing you apart? Use a gun. And if that don't work? Use more gun. Contains rules for fighting styles, high-tech weapons, blessed and cursed weapons and alternate rules for combat. Infamous for allowing the creation of some of the most powerful mortals the World of Darkness has ever seen.
Immortals A supplement that was released for immortal characters that follow different ideas of immortality. Except out of the 3 Immortals in the book, the first jumps off the karma meter so fast its unplayable, primarily because its Immortality is powered by bathing in a LOT of blood, preferably virgin but any human will do. The second, the Body Thief, is almost playable but again the karma meter gets in the way of anything involving the whole body swapping thing, resulting in the character becoming unplayable again.
It's the only one that could be considered playable, and the authors must have realized this because its much better worked then the others which seem to have been intended as pure NPCs initially and then left as they are now. Book of the Dead Think the Book of Spirits mixed with Geist and the result is poured into a sourcebook. The Mirrors supplements and Translation Guides Modifications for the Storytelling System itself as well as hints on adapting it for different genres the former while the latter guides allowed mix-and-match rules from the three main game-lines of oWoD and nWoD.
It's notable that the Guides not only go through the crunch but also have chapters with suggestions of how you might fluffwise justify having one nWoD Mage order here or an cWoD tribe of Werewolves there for both New and Classic World of Darkness games. So if you for example really miss Clan Tzimisce in Vampire: The Requiem or think Requiem did the Nosferatu better but you still wanna run Vampire: The Masquerade, have a look in the Vampire Translation Guide and you'll get separate chapters covering both the fluff and the crunch for porting them over from Masquerade into Requiem or vice versa.
Expect lesbian stripper ninjas, katanas and trenchcoats, magical gays, a more traditional XP system and loot drops from everyone you kill. It's a good laugh and might make for the ideal supplement if you're into that sort of game. Unfortunately White Wolf started to take itself way too seriously since and we'll never see a supplement like this one again. Since the advent of Chronicles of Darkness only a few core books have been released specifically for that ruleset: Dark Eras A page behemoth of a tome detailing a variety of historical settings in which you can play Chronicles of Darkness.
From the advent of the world where you play werewolves babysitting humanity so that it won't get eaten by the monsters of the wild, all the way up to to werewolves in the New York of the 70s. Contains settings for every gameline out there, but they are rather fixed: so if you want to play a Hunter during the Great War or a Mage during the fall of Constantinople you're out of luck.
Hurt Locker A book on pain and violence, as well as a half-dozen templates to make normal mortals a bit more attuned to violence.
It takes a rather mature take on violence and injury You can defuse a violent situation by getting punched in the face then telling your attacker that he just hurt a fellow human being and that he must feel terrible about it.
The Contagion Chronicle[ edit ] Formerly referred to as The Crossover Chronicle, this series will add a new set of chronicle hooks, potential settings, and cross-template factions geared specifically around allowing parties composed of multiple types of supernatural beings to cooperate without killing each other. Details on the metaplot are fuzzy right now, but the basic premise seems to revolve around the various supernatural being forced to form new alliances with each other in the hope of fighting against the mysterious force known only as the Contagion, which is threatening to destroy the fabric of reality itself.
Vampire: The Requiem 13 Clans with fleshed out, restricting histories become 5 clans with vague, open-ended histories and multiple Bloodlines sub-clans. The Camarilla becomes 5 Covenants with mutually exclusive goals.
Arguably the biggest difference is that you can't just make someone a Vampire by draining them and feeding them your blood, now you have to permanently spend a dot of Willpower to do it. An alternate setting in ancient Rome also exists, which contains a history of the Carmarilla and how it collapsed with the rest of the Roman Empire. Additionally, a new set of antagonists in the form of the Strix, which are demonic owl-like creatures bent on purging every last trace of Humanity from vampire society to the point where even a Humanity 0 vampire is too human for them and can possess corpses and vampires to lash out at mortals and undead alike.
The World of Darkness is two different lines of RPGs published by White Wolf and later Onyx Path and later still by both of them at once, it's complicated that focus on deep role-playing and, depending on the specific sub-game, the horror genre.
The setting can only be described as the modern world, but worse in every aspect. Every creeping suspicion you have is probably true, and the world is as dirty and corrupt as it often seems to be. In the old World of Darkness , each game was meant to be played separately; as a result the games often had conflicting metaplots and, despite using the same basic "Storyteller System", were incompatible when it came to various supernatural powers.
The release of a new World of Darkness with an updated ruleset, the "Storytelling System" features a core book that contains the basic rules for all the games, and focuses on normal human beings in horrific situations that may or may not be supernatural in nature.
The new games interact in a modular fashion and also have little established fluff, making it more malleable for Storytellers the in-game term for GM ; abbreviated as ST. The new line has also been trying to avoid the old Gothic feel for which it was known specifically with Vampire: The Masquerade in favor of a slightly more traditional form of horror. As of December it has been renamed Chronicles of Darkness to allow its setting to exist separately from that of the setting of the relaunched oWoD which is itself now called Classic World of Darkness or cWoD.
The basic system in both the new and old World of Darkness revolves around a dicepool of d10 's. Your dice pool consists of a number of dice equal to your relevant ability score plus your skill and other relevant modifiers.
A success is a roll of that difficulty or higher 7 or above, on most rolls. A roll of 1 is called a botch.
If any number of 1's are rolled, they cancel out a single success. No more than one success can be cancelled out in this way, so critical failures A botch with zero successes are relatively rare. The net number of successes determines how well you succeed, with one success meaning that you are barely able and a greater number indicating better achievement. When you get zero net successes if you get no successes or if your 1s cancel out your successes, or if you get at least one success and more ones than successes , you fail the roll.
When you get zero successes and at least one 1, you botch-- a critical and spectacular failure. If you have a specialty in either your attribute or ability that is relevant on the roll, you may reroll all 10s to gain extra successes, and rolls of 1 on these rerolls do not count.
A critical success is made when you get five or more successes. Instead of altering the target number of the roll, difficulty and circumstances increase or reduce the number of dice in the pool. When your dice pool is reduced to zero or less, you get a chance die. You roll the die normally, but only succeed on a ten which still explodes and if you get a one you get a critical failure.
All other rolls are called simple failures, although any simple failure can be turned into a critical failure by the player in return for bonus Beats basically XP. These books are, in order of release:. Since the advent of Chronicles of Darkness only a few core books have been released specifically for that ruleset:.
Formerly referred to as The Crossover Chronicle, this series will add a new set of chronicle hooks, potential settings, and cross-template factions geared specifically around allowing parties composed of multiple types of supernatural beings to cooperate without killing each other. Details on the metaplot are fuzzy right now, but the basic premise seems to revolve around the various supernatural being forced to form new alliances with each other in the hope of fighting against the mysterious force known only as the Contagion, which is threatening to destroy the fabric of reality itself.
Even without getting into the specifics of each game's interpretation of one archetype say, Masquerade vs. Requiem for vampires , the two games are very different beasts. World of Darkness takes place in a "Gothic Earth".
Which basically amounts to an 80s-style at least in 1e grimdark interpretation of the world; monstrous conspiracies are involved in most major events except World War 2, for some reason , the "Neo-Gothic" art style is popular so there's lots of gargoyles and stuff everywhere, all forms of crimes are up, and the world is just generally a very shitty sort of place to live.Running a one-night game of The World of Darkness?
The unifying themes across the entirety of the games. Honestly I never really got why people dig all sorts of d20 systems that have like 20 character classes, over weapons , 50 prestige classes, epic classes , over spells etc etc and you have to know all of them while the truth is all these numbers dont really add anything significant to gameplay or story in my eyes, at least nWoD keeps the base basic and makes the rest completely optional for example nWoD Armory is thankfully not a must have.
Check out the "where should I start" sticky at the top of the subreddit.
Log in or sign up in seconds. Tried that already. The Mirrors supplements and Translation Guides Modifications for the Storytelling System itself as well as hints on adapting it for different genres the former while the latter guides allowed mix-and-match rules from the three main game-lines of oWoD and nWoD.