That, and Onyx Path Kickstarted Deviant.

The game that seemingly exists purely to have a spot where you can have personal angst in a trenchcoat while wielding a katana. They're pretty easygoing about the whole thing.
 
That, and Onyx Path Kickstarted Deviant.

The game that seemingly exists purely to have a spot where you can have personal angst in a trenchcoat while wielding a katana. They're pretty easygoing about the whole thing.

I feel Deviant is a little less trenchcoat-katana by default than this implies because of just how inevitable Scars are to Deviants, and how easy it is for Scars to make your character's life extremely difficult. To say nothing about how the default state for Deviants is "adrift with no safety net, probably no home, and minimal resources."

The tone is very action-y and violent but it's not really trenchcoats and katanas, which I think implies that weaknesses are largely cosmetic or plot points that add flavor, rather than core parts of the character which can't be cured and your character needs to plan their life around. It's very much Soon I Will Be Invincible's crack about how there's a very narrow line between a superpower and a chronic medical condition.
 
The Earthblood reveal trailor dropped, and it seems to be very 90s;
Check out the trailer from PDXCon about the upcoming action-RPG about Cahal, a werewolf who has been exiled for several years and has come back to his endangered tribe. In the game, Endron, the oil-producing subsidiary of the multinational Pentex, is installing an extraction site and is destroying the forest around a sanctuary, and players will join Cahal throughout his quest of bloody redemption. The game is headed to PlayStation 4, Xbox One, and PC in 2020.
Werewolf: The Apocalypse - Earthblood is a new RPG set in White Wolf's World of Darkness universe. Developed by Cyanide Studio.
With his former pack in danger, Cahal returns to find Endron, the energy arm of Pentex, installing an extraction site and destroying the forest around his Caern.
Available on PlayStation 4, Xbox One and PC in 2020.
It doesn't look graphic, but is insisting that it's for mature audiences only, so I don't know if it has something fucked up in it that I missed.
Main antagonist appears to be a Garou with a massive infestation of parasitic worm-spirits, protagonist appears to be generic biker-looking white guy.
 
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I feel confident in this game.

Paradox has plenty of experience making eugenics simulators, genocide simulators, and war crimes simulators, so I think they will be able to handle Werewolf well, as Werewolf is a setting where the main characters engage in tons of eugenics, genocide, and war crimes.
Should we expect a wave of Werewolf-based quests on this forum, then?
 
Nnnnnnnoooooot really tbh, I'm less familiar with Mummy but Promethean is by and large about an intensely personal journey of self-discovery and self-actualization. A small group of people, constantly moving through a world that hates them, trying to build themselves into the people they want to be. It loses something pretty important when it's generalized into Being A Part of the Kitchen Sink. Like even if you're going the Dresden Files route and just throwing a ton of stuff into one city (and I love Dresden Files for all it's problems tbh, it's what got me into UF in the first place) even then Prometheans should be these weird fringe things that are more passing through and not well understood than a part of the familiar terrain. And Mummy, afaik, still has pretty much all the same problems it has with non-Mummy stuff if you mix them together.
I could see it working if you cross them over in a "ships in the night" sort of way? In a Promethean chronicle, a Mummy plays a central role in a single story arc as this mysterious, eldritch thing which shows there's strangeness in the world beyond that birthed by Divine Fire; the way Mummies tend to pop up out of nowhere, slowly burn out, and then disappear again, carrying all this bizarre history and knowledge with them, seems excellent as a hook - and there's also the element of them being former humans who became this deathless thing by choice, opening a door for certain PCs to hit a milestone or two.

From the Mummy side of things, the Created are this alien OCP they have to try and process through the lens of the insane Lovecraft shit that Irem was involved with - are the Prometheans the result of someone fucking with stars (again)? Are any of the creepy Great Old Ones they have to deal with (either directly or, more likely, via one of the Deceived) taking an interest in these almost-humans? Is there any sort of connection to be drawn between Irem and the cycle of demiurge-to-Promethean-to-Promethean creation - or is there a Lineage whose genesis involved a Relic, either one of the OG five or an entirely new one introduced for the sake of the chronicle?

What would one of the Mesen-Nebu Guildsmen think of how the precepts of alchemy were applied (or misapplied) to capture sparks of Divine Fire and cage them within dead flesh?


Hhhhhhheeeeennnh is it though? Hunter already provides, like, antagonist versions of player gamelines to work with, enemy Hunter organizations, and just general weird shit. And pretty much every other splat has their own tailor made antagonists, usually with a fairly wide spread of options. Changeling has Huntsmen, Loyalist Lost, True Fae and their Titles, plus hobgoblins and mortal agents. Geist has necromancers, Cthonic Reapers, hostile ghosts, enemy Bound, etc. Mage has the Seers, the Abyss, Left-Handed Legacies, Banishers, That One Fucker Who Keeps Trying To Blackball You In The Consilium. Vampire has, most principally, Other Vampires. I mean it's all...if the best thing you can say about Beast's utility is that it provides niche antagonists that work worse than something out of Summoners or Intruders or Predators (any one of which can also provide Rad Shit that's by and large gameline agnostic) that's not exactly a ringing endorsement.
Beast is useful as a source of creative grist for the mill.

I could totally see a Hunter campaign involving people who fed their souls to eldritch spirits of fear and madness, gaining terrible power in exchange for having to sate the spirit's hunger with a steady stream of victims.

I could see a fucked up cult whose senior members can invoke the Labyrinth their dark god hides at the center of, swallowing up enemies into a shifting maze which actively seeks their end while the occultist fueling it hides away in its depths. The only way out is to either kill the person who called it forth, or use sacred geometries and other paranormal means to find a path out through the Labyrinth's ever-changing passages (but if you do, what else might escape that dark place by following in your wake?)

I could see a coven of witches who learn of the Sons of Cain, those twisted kin of humanity who inspired legends like Goliath and Grendel - dead to the last centuries ago, but still wandering the world as ghosts, for neither Heaven nor Hell will accept them. They seek to bind one of these restless shades to a mortal vessel, gaining a minion who partakes of these lost giants' unbelievable strength and vitality.

Hell, you could even go for a take on The Keep, with the Beast being a sort of semi-MacGuffin sealed away in some lonely corner of the world, uncovered by the Loyalists of Thule or somesuch and now oh shit, those guys we sent to investigate that ruin all went crazy and killed each other, better send in a fresh batch to investigate that! Cue everyone getting spookifered in an antediluvian monster-jail whose occupant is trying to convince them to let it out.
 
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I feel Deviant is a little less trenchcoat-katana by default than this implies because of just how inevitable Scars are to Deviants, and how easy it is for Scars to make your character's life extremely difficult. To say nothing about how the default state for Deviants is "adrift with no safety net, probably no home, and minimal resources."

The tone is very action-y and violent but it's not really trenchcoats and katanas, which I think implies that weaknesses are largely cosmetic or plot points that add flavor, rather than core parts of the character which can't be cured and your character needs to plan their life around. It's very much Soon I Will Be Invincible's crack about how there's a very narrow line between a superpower and a chronic medical condition.

Doesn't change an exact quote is "your enemies are generally objectively worse people than Deviants."

The theme is tragic revenge, not unjustified revenge; think the Punisher or Max Payne, Renegades are often miserable, perhaps usually, but the people they hate are the kind of people for whom the world does not mourn the loss of. That makes the horror even worse (one of Max's most powerful lines is him freaking out a little when he realizes how justified his revenge is, I think - on some level, he doesn't want to be, because revenge is an ugly emotion and realizing the world needs that ugliness isn't pleasant), but it's also freaking cathartic. Scars suck, but the game wants you to revel in the power of Variations; this is the same supernatural type where you don't need to spend Experience to upgrade your powers (for those of you who didn't back; when you heal Instability so that you lose a temporary Scar, you can instead chose to make it permanent to add a dot to your Variations, no cost or training time needed).

Still dark, but heroic dark.
 
So, I hope I'm not late to the party and telling everyone things they already know here, but I think I found where Awakening's atlantian script is from.
I found a collection of symbols that included the ones used for the arcanum in the Dictionary Of Occult Hermetic and Alchemical Sigils by Fred Getting:


And then I tracked down the book being refrenced in his bibliography at the end of the book and found Histoire de la Magie du monde surnaturel et de la fatalite a travers les temps et les peuples by P. Christian and found basicaly just one for one copies of the sigils in MtA:



I don't actualy know if there's a moral to this story because, 1) I don't speak french and can't tell you what is being said about this script that would actualy useful for homebrew or expanding the universe of the game, and 2) I'm not entirely sure that anyone cares.
 
I know there were guidelines for CoD/nWoD in terms of teenage characters and how their character sheets might differ from adults, but I can't find it. I know it came up at least once in the past 650 pages, but that doesn't really help.
 
They do, is just they are more of the misterious side chararter than the protagonist like the Gaoru, in fact the nwod dosnet have other werecreatures.
NWoD is still technically supposed to be toolbox-style, so theoretically any specific game may or may not have non-wolf shifters.
I think nWOD does, its just everyone hated their splat book because it was written by a crazy oMage/oChangeling writer.
There were like three books on the subject, all mostly uninvolved with each other.
 
been reading Breedbook Rokea...

I wonder how many times this has been used...
Oversea's Gift (Level Five) If the Rokea are jealous of anything, it is the ability some creatures have to swim through Oversea. For some years, land-dwelling Rokea have tried to learn the secret of flight, never suspecting that the Darkwaters discovered the trick years ago. By using this Gift, the Rokea's body becomes lighter, and a thin membrane connects her extremities,giving her a silhouette like a butterfly. She can then fly both through Sea and Oversea, for as long as she wishes. A spirit-servant of Oversea teaches this Gift.System: This Gift can only be used in Gladius form. To activate it, the player spends two Gnosis points. The Rokea can fly, slowly (maximum speed of30 mph), but can swim much faster (maximum speedof 70 mph for short bursts). The Rokea's Attributes donot change, nor does her natural weaponry, so she may execute dive-bomb attacks with ease. This Gift re-mains active until the Rokea wills it to end. While the Gift is active, a Delirium-like effect masks the Darkwater: normal humans ignore her entirely, and supernatural beings must roll Willpower (difficulty 8)to see her unless they use some special power
 
There were like three books on the subject, all mostly uninvolved with each other.

Quite. The one that sucked was Changing Breeds, War Against The Pure had a non-wolf therianthrope system in its last chapter (as the "strange enemy" type, but Onyx Path has always been self-aware about how strange people = bad is the kind of thing the Pure do, so they made those rules with an eye towards playability and sympathy), and Skinchangers was a blue book that focused on mortal-facing shifters, focusing on skinthieves, shamans who learned how to take the forms of animals by imbuing varying amounts of vital essence into talismans, a la wolfskin belt; they were updated to 2E in the Aztecs section of Dark Eras at the request of Kickstarter backers (and fixing the rather stupid decision in 1E to make it so that lower Morality caps Intelligence; besides unwanted character sheet fuckery, apparently no editor realized that animal instinct =! dumb. Or scary, for that matter).
 
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