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There's no book, or collection of books, that comprises the whole of the background story for the World of Darkness. Part of what made the game so successful is the way that it spread the story in bits and pieces throughout all the books, giving collectors and fans the "metaplot" in a serialized way that kept them buying material. However, one good place to ...


7

http://www.vegasinshadow.triumphdelayed.com/banality.htm There's an average banality score based on a character's type (mage, vampire, etc) in the core rulebook (p 287) and another table specifically for mages (p 281) which are recreated below. children 3-5 wraiths 4 drunks 5 lunatics 5 mages 5-7 Malkavian & Ravnos vampires 5-6 humans 6-7 ...


7

The sensible answer would be that they have a low banality (banality means the denial of awe and wonder and demons are really unlikley to do that) however the same is true of vampires and they always had high banality despite this not making sense in light of the in game logic. If you want to go with the feel of Changeling's themes and mood then give them ...


7

Cards signify which Art (effect) and Realm (what or whom the effect works on) the character uses. The Player plays these cards. Multiple Realms can be combined, though they cost extra Glamour. The Player has one Art card "for each dot in Arts" that she or he has. The same goes for Realm dots. The Player also has Bunk cards, in a separate deck, (see below) ...


6

The original mechanic for casting cantrips involved the use of collectible cantrip cards, which were available in booster packs. As for the system: Players had a hand of Art and Realm cards, corresponding to what their characters knew, and they selected the cards to use. A Bunk card was drawn at random from the Bunk deck, and if the character executed ...


6

I'd put the typical hunter at around 5. The insights of the Messengers provide enough of a crack in the perceptions of the Imbued that the possibilities of the Dreaming can come through. Also, on a game level, being able to interact with the Kithain without driving them into slumber is important for the hunt.


3

Actually, I think they should have more banality. Explained by the three ‘gods’ of WoD (create, maintain, destroy) as in Werewolf (Wyld, Weaver, Wyrm), the angels are both the creators of reality (Wyld) and the maintainers of it (Weaver). Anything that remotely falls upon Wyld have lower banality (such as malkavian vampires) and anything that remotely falls ...


3

First off, there is little global history of the Kindred. Most things happen at the city level. The most concise and short introduction is chapter seven of the revised edition: "The history of the kindred". The Sabbat is the sect that is actually trying to make history. So probably look at the Sabbat books: "Guide to the Sabbat(revised)" or "Dirty Secrets ...


3

Banality is defined as one of the characters Tempers. Per page 150 of the second edition rulebook: "At character genesis, you assign the character's permanent Temper rating based on her seeming and any freebie points you spend in the Trait. A character is then assumed to have a number of temporary Temper points equal to the number of permanent Temper ...


3

I must say that the book is not very clear in that, at least on the spanish translation. Anyway, I understand that it can of course be lower. In fact, I haven't found a word of it starting at the same level as permanent one. In fact I haven't found a word of a what level it starts. The only reference I have found is the creation example, where again it's ...


3

It's not as though the sidhe's physical form will age accordingly — that is, unless the changeling Calls Upon the Wyrd or otherwise manifests their dream self in the real world. However, the child will begin to seem older and wiser in an eerie way. Imagine one of those movies where an adult swaps bodies with a child; that's the impression that they'll get. ...


3

Yes, you can jump horizontally (which will, I think, always include a bit of verticalyity as well): see the description of successes you yourself have quoted. Yes, you can control it. Witness: "The number of successess determines how far the caster can leap." The RAW doesn't say "will leap", it sets a maximum distance that you can't exceed, but you can ...


2

Yes, you really can. The phrase "leaps, either up and down" in this case refers to the starting and ending position: you could both jump up to a rooftop or down into a crevasse using Hopscotch. Well, your die roll controls how high and how far you jump, as per the success table, but within those guidelines, and presuming you have the right Realm for it, ...


2

@Jadasc is right - there is no definitive collection of the OWoD's history and lore. You mentioned in your Question that you're interested in the Dark Ages setting as well as the modern one. If you'd like to learn more about the historical backdrop of the Dark Ages game (and how White Wolf's fictional history ties into that of the world), then I would ...


1

Given that the changeling must spend glamour to enchant that person, it doesn't sound like a huge advantage, unless you are planning to cast several cantrips to the same target (which isn't very normal) However, I believe that's the advantage they're talking about. An enchanted person can be affected by multiple cantrips — plus, there's the case where ...


1

This guy put together a great timeline for WOD. It includes references to the various books as well. WOD Timeline Alternatively, this book is great as reference material: Encyclopaedia Vampirica


1

For the most part this answer agrees with Jadasc (and apologize if this should be a comment and not an answer). With White Wolf in general, the only way to learn the canon plot is to literally read everything in every book you can get a hand on. It sounds like an absurd answer, and for the most part it is. Most of the time, you just pick and choose what ...



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