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White Wolf. Overview[edit] White Wolf has also released several series of novels based on the Old World of Darkness, all of which are currently out of print (although many are coming back into availability via print-on-demand).

White Wolf

Video games such as Vampire: The Masquerade - Redemption and Vampire: The Masquerade - Bloodlines are based on White Wolf's role-playing game Vampire: The Masquerade. There are also several Hunter: The Reckoning video games. Merger[edit] On Saturday, 11 November 2006, White Wolf and CCP Games, the Icelandic MMO development company responsible for EVE Online, announced a merger between the two companies during the keynote address at the EVE Online Fanfest 2006. The "Old" or "Classic" World of Darkness game lines[edit] In addition to those game lines a series of books was produced under the title World of Darkness. For the Third Edition of Ars Magica, White Wolf hitched that game's pseudo-historical setting to the 'future' World of Darkness setting. Age of Sorrows[edit] Other[edit] Black Dog Game Factory. Black Dog Game Factory Logo Black Dog Game Factory was a label used by White Wolf, Inc. for the publication of a number of books in their original World of Darkness RPG line.

Black Dog Game Factory

Books published by Black Dog had adult or mature themes, though not all Black Dog-published books dealt with sexual material. Some are labeled as adult because they deal with themes of strong violence or evil (such as Hunter Book: Wayward), religious themes (Cainite Heresy), or controversial subject matter (the Holocaust-based Charnel Houses of Europe: The Shoah). Hol (role-playing game) HoL (sometimes written as "HōL") is a role-playing game created by Dirt Merchant Games and produced by Black Dog Game Factory, a subsidiary of White Wolf which produced adult oriented RPGs.

Hol (role-playing game)

The HoL Core Rulebook was published in 1994,[1] and was followed up by one other supplement Buttery Wholesomeness in 1995.[2] Although HoL is playable, it was meant as a satire of RPGs. The pages of the books are written by hand, and the authors freely take stabs at other popular role-playing games, particularly Vampire: The Masquerade and Dungeons & Dragons, and those who play them. HoL is a science fiction game set in the very distant future where mankind has colonized the entire galaxy. Characters in the game have been either trapped or imprisoned on the planet HoL (The Human Occupied Landfill), which is located outside the galaxy as far away as possible from everyone else.

HoL is a penal colony for the scum of the galaxy as seen in the eyes of the C.O.W. Each character in HoL has five Stats: Werewolf: The Apocalypse. Along with the other titles in the World of Darkness, Werewolf was discontinued in 2004.

Werewolf: The Apocalypse

Its successor title within the New World of Darkness, Werewolf: The Forsaken, was released on March 14, 2005. In 2011 new publications for the Classic World of Darkness were announced, including a 20th Anniversary Edition of Werewolf: The Apocalypse.[3] The Werewolf Translation Guide is the first new publication, being available in April 2012.[4] Also older Classic World of Darkness books are made gradually available as Print on Demand-Versions, through DriveThruRPG.[5] As revealed at GenCon in August 2012, Werewolf: The Apocalypse is among the White Wolf properties licensed to be developed by Onyx Path Publishing.[6] The Premise[edit] The basic premise of the game is that the player characters are Garou. For the most part, the Garou battle to maintain this world before all the negativity leads to a total collapse, the Apocalypse. The Garou[edit] Forms[edit] Society[edit] Garou Tribes[edit] Auspices[edit] Werewolf: The Forsaken.

Werewolf: The Forsaken is a role-playing game set in the new World of Darkness created by White Wolf Game Studio.

Werewolf: The Forsaken

It is the successor to Werewolf: The Apocalypse, the "game of savage horror" from the old World of Darkness line of games, but has moved to a more personal sort of horror, reflecting the "dark mystery" theme of the new World of Darkness. Characters[edit] Players portray the Forsaken, werewolves, known as Uratha, who are sworn to a duty to maintain a balance and prevent ingress between the spirit worlds and the material world. Any human who may unknowingly possess a werewolf heritage could undergo a First Change at some time in their life, though what triggers the change is unknown. It is only known that it almost never happens before puberty or after the age of 60.[1] Following this Change, each character develops an Auspice, defined by what phase the moon was at during their First Change, and most join a Tribe or become a tribeless werewolf known as a Ghost Wolf.

Forms[edit] Mage: The Ascension. Mage: The Ascension is a role-playing game based in the World of Darkness, and was published by White Wolf Game Studio.

Mage: The Ascension

The characters portrayed in the game are referred to as mages, and are capable of feats of magic. The idea of magic in Mage is broadly inclusive of diverse ideas about mystical practices as well as other belief systems, such as science and religion, so that most mages do not resemble typical fantasy wizards. In 2005, White Wolf released a new version of the game, marketed as Mage: The Awakening, for the new World of Darkness series. The new game features some of the same game mechanics but uses a substantially different premise and setting. [edit] The basic premise of Mage: The Ascension is that everyone has the capacity, at some level, to shape reality.

The beliefs and techniques of Magi vary enormously, and the ability to alter reality can only exist in the context of a coherent system of belief and technique, called a paradigm. Game setting[edit] History[edit] Demon: The Fallen. Demon: The Fallen is a role-playing game and a fictional setting from the World of Darkness line by White Wolf Game Studio.

Demon: The Fallen

The player characters in the game are demons; fallen angels who were cast out of paradise after siding with Lucifer in a thousand year war with God. History[edit] The War in Heaven began when an Elohim (angel) named Ahrimal, one of the Annunaki, foresaw a disaster in the future - a disaster which God had either directly orchestrated or would allow to happen. The angels debated whether or not to act against God in order to prevent this disaster; many argued that it would be safer to do nothing, because their action could potentially be the cause of the disaster. The angel Lucifer, one of the Namaru and the first Elohim created by God, was the first to make a conclusive decision in favor of rebellion, and he became the leader of the rebel Elohim. These "Fallen" revealed themselves to humanity in order to bring them the light of forbidden knowledge and awareness. Mummy: The Resurrection. Mummy: The Resurrection is a role-playing game released by White Wolf Game Studios, where the players assume the role of resurrected mummies living in the modern world.

Mummy: The Resurrection

Mummy: The Resurrection introduces the Amenti, a new style of mummy than those presented in earlier World of Darkness products. [1] Setting[edit] In 1999, a catastrophic storm (the Sixth Maelstrom, a major event in White Wolf's metaplot) shook the Underworld and - among other things - woke Osiris from his long slumber. Osiris took a glimpse at the Earth and realised that the world was a very dark place, very much in need of his help. Osiris decided to issue an announcement to his worshipers on Earth, in which he assured them that they were not forsaken, and then he granted them a new spell - the Spell of Life - to resurrect the chosen ones who would do battle in his name. Mummy (Vampire: The Masquerade) 1st edition cover Mummy (World of Darkness) 2nd edition cover System[edit] References[edit] External links[edit] Changeling: The Dreaming. Changeling: The Dreaming was part of White Wolf Game Studio's original "World of Darkness" role playing game line.

Changeling: The Dreaming

Player characters are changelings, fae souls reborn into human bodies, a practice begun by the fae to protect themselves as magic vanished from the world. The game explores the balance between imagination and practicality, and the struggle of art and beauty against the dark, mysterious "Gothic-Punk" World of Darkness. Changeling draws primarily from Gaelic mythology, particularly stories of the sidhe and Tuatha Dé Danann, but also uses mythology and folklore from various other cultures including Native American nations, Greece, India and Yoruba mythology of Africa. Overview[edit] The fae are creatures of dreams, drawing magical power and their very existence from "glamour", the dreams of mankind. Traditionally, a changeling is a fairy child substituted for a human baby, but Changeling: The Dreaming uses a very different interpretation. Seelie Court[edit] The Seelie Code[edit]

Wraith: The Oblivion. Wraith: The Oblivion is a role-playing game designed by Mark Rein·Hagen.

Wraith: The Oblivion

It is set in the afterlife of White Wolf Game Studio's World of Darkness setting, in which the players take on characters who are recently dead and are now ghosts. Wraith: The Oblivion featured an artistically consistent depiction of the afterlife and strong emotional themes, but was is the least commercially popular of the World of Darkness games. White Wolf discontinued their production of the game line in 1999, before having published all material that was originally planned.[1] Main Concept[edit] The game of Wraith: The Oblivion sets the players as characters who have recently died and found themselves within a grim afterlife.

Wraiths draw their strengths from the passions that held them to the living world. Setting[edit] Wraith: The Oblivion primarily takes place in the Deadlands of the western world. Deeper into the underworld is the Tempest, a perpetually churning chaotic sea of darkness. System[edit] Pathos. World of Darkness. "World of Darkness" (or WoD) is the name given to three related but distinct fictional universes created as settings for supernatural horror themed role-playing games. It is also the name of roleplaying games in the second and third settings. The first was conceived by Mark Rein-Hagen, while the second was designed by several people at White Wolf Gaming Studio, which Rein-Hagen helped to found. The first two World of Darkness settings have been used for several horror fiction–themed role-playing games that make use of White Wolf's Storyteller / Storytelling System, as well as Mind's Eye Theatre, a live action roleplaying game based on the core games.

The third, Monte Cook's World of Darkness, created by Monte Cook based on the first two World of Darkness settings, includes only a single product. Terminology and themes[edit] While the newer setting is superficially very similar, the overall theme is one of "dark mystery", with an emphasis on the unknown and personal horror. Storytelling System. The Storytelling System, formerly Storyteller System, is a role-playing game system created by White Wolf, Inc. in 1991 that premiered in Vampire: The Masquerade, a part of the World of Darkness series.[1] History[edit] Storyteller System[edit] While on the road to Gen Con '90, Mark Rein·Hagen came upon the idea of a new game design that would become Vampire: The Masquerade.

Tom Dowd, co-designer for Shadowrun, worked with Rein-Hagen to adapt the core mechanics from his previous game success to use d10 instead of d6 for calculating probability.[1] Over the next few years, several games were published under this rule set. Storytelling System[edit] The Storyteller System was discontinued in 2003 after completing the metaplot building up since Vampire: The Masquerade. Character creation[edit] Storytelling System characters are built with character points that represent a Dot on their character sheets. Attributes[edit] All Attributes begin with one Dot. Abilities and skills[edit] Advantages[edit] Ars Magica. Ars Magica was one of the first examples of a Troupe system. Early editions recommended that the players collaborate to create the campaign world and story: Each player having an opportunity to be Story Guide. (e.g. alternating by play session, 'chapter' of a story, or at the whim of the troupe) This scheme has been de-emphasised in recent editions; in Fifth Edition it is relegated to an optional play style described at the back of the book.

Alternatively a troupe may select one player as "alpha" story guide with responsibility for the overall plot, and one or more "beta" story guides to run peripheral sessions and/or stories. Each player having more than one character; when the primary character lacks opportunity or reason to participate in a session (typically due to laboratory or library activity), a secondary character is played. History[edit] Setting[edit] Player characters typically alternate between the role of a magus (plural magi; female maga/magae), and a companion (Consors). Street Fighter: The Storytelling Game. Game cover Street Fighter: The Storytelling Game is a role-playing game based on the Street Fighter video game series. It uses most of the basic game mechanics from White Wolf's World of Darkness games. It was released in 1994 and contains most of the characters from Super Street Fighter II. The Storytelling Game is currently out of print, as are all games using the original Storytelling System.

Character generation[edit] Game mechanics[edit] Gameplay was based on previous White Wolf games. A new addition to gameplay was a Combat Card system. Products[edit] A total of one basic module and five supplements books were released for this game. Street Fighter: The Storytelling Game (1994, ISBN 1-56504-118-6)Secrets of Shadowloo (1994, ISBN 1-56504-153-4)Street Fighter Storyteller's Screen (1994, ISBN 1-56504-162-3)Street Fighter Player's Guide (1994, ISBN 1-56504-550-5)The Perfect Warrior (1995, ISBN 1-56504-552-1)Contenders (1995, ISBN 1-56504-551-3) External links[edit]

Exalted. Exalted is a role-playing game published by White Wolf Publishing. The game is classified as high fantasy, but may be more accurately described as "mythic fantasy", as the developer specifically avoided drawing on J. R. R. Tolkien, but rather turned to a mixture of world mythologies, as well as manga for inspiration.[1] The third edition of the game is currently in development, with an initial release scheduled for December, 2013.[2] First and Second Editions are no longer in development.

First Edition was originally created by Robert Hatch, Justin Achilli and Stephan Wieck. Influences[edit] System[edit] The game uses ten-sided dice and a rules system similar to the Storytelling System[5] to arbitrate the action, and, as with many other RPGs, requires little beyond the rulebooks themselves, dice, pencil, and paper. Stunting[edit] History[edit] For players that are interested in the prehistory idea, some oWoD supplements supported the prehistory. Promotions[edit] Setting[edit] Orpheus (role-playing game)

Geist: The Sin-Eaters. Trinity (role-playing game) Adventure! Aberrant. Scion (role-playing game) Vampire: The Masquerade. Kindred of the East. Promethean: The Created. Hunter: The Reckoning. Hunter: The Vigil. Changeling: The Lost. Vampire: The Requiem. Mage: The Awakening. West End Games. Ghostbusters (role-playing game) Paranoia (role-playing game) Torg. D6 System. D6 Space. Masterbook. DC Universe Roleplaying Game. The Metabarons Roleplaying Game. Star Wars: The Roleplaying Game (West End Games) Star Wars Miniatures Battles. Chaosium. Stormbringer (role-playing game) Michael Moorcock. Eternal Champion. Elric of Melniboné. Stormbringer. Pendragon (role-playing game)

Green Knight Publishing. Different Worlds. Prince Valiant (role-playing game) Worlds of Wonder (game) Ringworld (role-playing game) Nephilim (role-playing game) Ringworld (role-playing game) Elfquest. Dorian Hawkmoon. Superworld. Call of Cthulhu (role-playing game) Lynn Willis. Sandy Petersen. H. P. Lovecraft. Pagan Publishing. Delta Green. CthulhuTech. Cthulhu Mythos. Dream Cycle. Lovecraftian horror. Avalon Hill. RuneQuest. Mongoose Publishing. HeroQuest (role-playing game) Glorantha. RuneSlayers. Steve Perrin. Tales from the Floating Vagabond. Greg Stafford.