Crusader Kages - A Naruto Village Councilor Quest

What Path Will We Walk Into The Dark?

  • The Path of Blood

    Votes: 17 10.4%
  • The Path of Bone

    Votes: 65 39.6%
  • The Path of Fury

    Votes: 21 12.8%
  • The Path of Thorns

    Votes: 61 37.2%

  • Total voters
    164
  • Poll closed .
I reccommend you watch Hunter The Parenting by Alfabusa, while clearly being a parody of the WoD, and being from the perspective of humans (solid maybe on Big D), it is surprisingly informative about the lore, especially podcasts where Big D explains a variety of different creatures and phenomenons.

Or if you don't like it, watch lore videos or read the white wolf wiki.
Wrong setting. The World of Darkness and Chronicles of Darkness settings are two entirely different worlds, with different gamelines and lore. There's certainly some common touchstones, but for the most part you can't really understand one by looking at the other.
 
but I'm tired of the Paw Patrol and the Lip Biters; they're just too popular, y'know?
While I agree with you with the Vampires. To this day, I am waiting for a Werewolf quest, even if it fails I will stay with my vote.
Wrong setting. The World of Darkness and Chronicles of Darkness settings are two entirely different worlds, with different gamelines and lore. There's certainly some common touchstones, but for the most part you can't really understand one by looking at the other.
Ah, okay.

Now I am curious about CoD.

Edit: Oh, right, it is new World of Darkness. Seems to be plagued by some issues but doesn't seem all that bad.
 
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(CofD) Why Geist Is Cool
You died. Or you almost died. The difference is academic, because either way you saw into the next world and got a revelation that sickened you even while you were dead: the Underworld is not a place of rest or a place of punishment, but a place of imprisonment and tyranny. This was not the afterlife, because that suggests everyone would go here when they died; this was a place where ghosts sank when nothing was left to hold them to the world, or when something with cold gray hands gripped them tight and pulled them under. Across it all, divided by the numerous rivers of the dead, were the domains of the Kerberoi, equal parts overseers and watchdogs who establish and enforce strange laws with ruthless authority.

Even as you were processing this, you were approached by… well. Even now you're not entirely clear what they are. They're called geists, and they used to be ghosts before something happened to make them more… symbolic. Whoever the geist "Bullet Tooth" was in life certainly found themselves at the wrong end of a gun, but anything beyond that is a mystery, save that now it has full-metal jackets for gums and breath like sulfur. That's where the Pact comes into play. The geist has an agenda that it can only accomplish with access to the living world, not least of which is to figure out who they used to be. If you let it in, if you become something a bit different and a bit more than the two of you individually, you can both make it back in one piece. Upside, you even get powers reflecting your new relationship to death, and you are extremely hard to kill. The catch is this: the dead are suffering at the hands of the living and other spirits, and there are living beings tormented by ghosts alongside them. Beneath all of this is the Underworld, a place of misery and loss and waste, gradually drawing everything into its choking depths.

You don't have to fix everything, but you have to try. No pressure.

As for you personally, there's certainly a question of how this has changed you personally. A near-death experience, or just a death experience, will change anybody; the Bound are no exception. The Abiding were gonna make something of themselves before they were plunged into the Underworld, a story cut short; with a second chance, they will make sure they have a legacy that matters. The Bereaved lost the most important person in their world, maybe the same time they died or maybe long before; with the afterlife, there's a chance to be reunited again, and they're seizing it with both hands. The Hungry missed their stuff more than anything when they slipped briefly into the great beyond, or even the idea of having stuff was what sent them hurtling back to the land of the living; whether it was fortune or prestige or even some great scientific breakthrough, it's still theirs and they're not letting go. The Kindly only realized in death that they were absolute shitheads with too much to make up for; when they come back, they're practically a different person, desperate to right wrongs they caused and do the same for others, living and dead. The Vengeful are pissed, they are absolutely fucking furious, because in life and in death they were wronged, and in this new life they have the means and opportunity to get justice, get revenge, get blood, and they will get it.

It is by the pact that you are Bound but it is your responsibility towards the living and dead that makes you a sin-eater; there are others who reject this responsibility who are at best misguided and at worst huge pieces of shit who you wouldn't so much as spit on. Furies are servants of justice, not simply revenge; killing a murderer might avenge one death, but improving the community that produced that murderer so nobody ever feels driven to make that choice prevents countless more. They strive to understand a situation as quickly and fully as possible, determine the correct way to fix it, and feel secure in their necessity while wishing the world didn't need them. Mourners seek out the works that are lost with death, erosion, and simple time. The poems of Miyamoto Musashi, or the music of an artist who died before they could ever be heard, and all the stories that would be lost forever are their treasures, their greatest labors of conservation and distribution. They find forgotten souls and make them remembered again, and keep the tapes running long after they would've run out. Necropolitans believe that the first step to changing death is to bring joy to the living and dead alike; they build run hotlines, pour libations, keep people from withdrawing out of the world, throw banger fucking parties, and more besides. They're by far the most open of the myriad sin-eater organizations, believing that barriers keep people out more than they keep people safe, and despite the party animal reputation, safety and compassion are priority one. Pilgrims find the afterlife to be more fascinating than horrifying, and believe that the suffering in the world and Underworld alike are excellent teachers. It's about the removal of attachment, about leaving reality no purchase when it reaches out to harm you; no small number of Pilgrim krewes are Buddhist or Buddhist-adjacent, and the ones that aren't tend to model their rites after modern psychotherapy; the point is to be challenged and then surpass those challenges so you can move on and be at peace. Undertakers deal most openly with funerary rites, because their goal is nothing less than to eliminate the fear of death and reconcile the dead and living together. It's about diving into the Underworld to see what mythologies and movements utterly failed to change its dark heart and which ones had promise, because to make death less fearsome they have to find a way to change the most terrifying part of all.

The head of a Los Angeles krewe will have far more work on their plate than the "simple" tasks of their faith and work. The city's ghosts are constantly simmering with old grudges and wants, the Underworld's agents are always conspiring to drag down as many dead souls they can reach, selfish Bound are fucking with the dead for stupid reasons, and actual goddamned necromancers keep showing up and slaving ghosts to their bidding, and all of that shit needs to be dealt with when you figure out how and when to even do it.
 
Also, because it's come up here and there; World of Darkness is rad as hell, but it's not the system I cut my teeth on and frankly I'm just not as into the metaplot as I'd probably need to be. There are complaints about Chronicles that are valid (FUCK Beast: the Primordial, all my homies hate Beast: the Primordial) it's got some of my personal favorite stuff in tabletop, not least of which sin-eaters and changelings that are, in my opinion, way cooler than their older counterparts.

Also, if I was gonna run a WoD quest I'd use Dirty Secrets Of The Black Hand and make everybody deal with that.

EDIT: for real though, I'm sure Wraith has its fans but I've never seen a game more obviously designed to give its players depression.
 
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Being a Sin-Eater has its pros and cons.

Pros: Cool magic powers! A little god of death attached to your soul that you can buddy-cop with! Large support networks of mortals and ghosts that create a tight-knit community! You literally can't die* mostly!

Cons: You are the appointed guardian of one of the most vulnerable supernatural communities in existence and your job is to help them reach peace and prevent them from being exploited. This is so much harder than it looks, because your enemies are other Bound who decided to say 'fuck helping people', immortals who grind up ghosts and snort them like cocaine, Kamen Riders who Henshin for the sole purpose of dragging ghosts into the prison-industrial complex, and literal Cthulhu Outer Gods whose mere presence is anathema to your poor little guys.

Also, your book is incredibly thematic in that trying to decipher its rules is like unraveling the fucking Necronomicon.
 
Also, your book is incredibly thematic in that trying to decipher its rules is like unraveling the fucking Necronomicon.

Second Edition is a fucking godsend, it actually makes things make any kind of sense. I loved Geist from the moment I saw it but 1e was unplayable.

It's incredible what can be done with a rulebook that's written and laid out in a way that makes sense.
 
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Second Edition is a fucking godsend, it actually makes things make any kind of sense. I loved Geist from the moment I saw it but 1e was unplayable.
I cut my teeth on CofD 2e, and while it's miles better than 1e (nWoD game devs make a legible table of contents any% speedrun), the 2nd edition Geist book is literally eldritch. Running Chronicles has made me read this fucking thing 8 times and I keep on discovering new powers that even my players didn't know about, because none of this is laid out properly.
 
I cut my teeth on CofD 2e, and while it's miles better than 1e (nWoD game devs make a legible table of contents any% speedrun), the 2nd edition Geist book is literally eldritch. Running Chronicles has made me read this fucking thing 8 times and I keep on discovering new powers that even my players didn't know about, because none of this is laid out properly.
Hmm. I wonder if Geist 1e was just so poorly made that the ability to compare is broken.
 
Hmm. I wonder if Geist 1e was just so poorly made that the ability to compare is broken.
Oh it's atrocious.Even aside from 1e's habit of making its table of contents literally nothing but the chapter titles, the book makes some... We'll call them notable design choices.

I'll commend them for the balls to make each Haunt do something different based on what Key it's attached to though. It's not something I'd consider emulating, but it's sure fun to read.
 
Also, because it's come up here and there; World of Darkness is rad as hell, but it's not the system I cut my teeth on and frankly I'm just not as into the metaplot as I'd probably need to be. There are complaints about Chronicles that are valid (FUCK Beast: the Primordial, all my homies hate Beast: the Primordial) it's got some of my personal favorite stuff in tabletop, not least of which sin-eaters and changelings that are, in my opinion, way cooler than their older counterparts.

Also, if I was gonna run a WoD quest I'd use Dirty Secrets Of The Black Hand and make everybody deal with that.

EDIT: for real though, I'm sure Wraith has its fans but I've never seen a game more obviously designed to give its players depression.
I love how the V20 book on them is basically 5 degree's of gonzo, we couldn't decide how gonzo was appropriate you decide gm!
And vtm metaplot is simple you see to quote a certain community member:
"You see Saulot is actually manipulating Tremere, except Kupala is possessing the Cathedral of Flesh, while Tzimisce has infected everyone who has tasted his blood, yet the Tremere are actually going to leave his body to possess Goratrix, while the Worm is entering its crysalis, yet Saulot could actually be good (Hun) while also being evil (Po), and the Nosferatu Antediluvian is launching nuclear missiles to get back at Toreador."
 
I cut my teeth on CofD 2e, and while it's miles better than 1e (nWoD game devs make a legible table of contents any% speedrun), the 2nd edition Geist book is literally eldritch. Running Chronicles has made me read this fucking thing 8 times and I keep on discovering new powers that even my players didn't know about, because none of this is laid out properly.

It's hard to overstate how horribly is the second edition book edited. You don't even get to know what the Sin-Eaters' powers do without having to flip pages, because literally every single one is "applies X status" with "X" being described somewhere else.
 
"You see Saulot is actually manipulating Tremere, except Kupala is possessing the Cathedral of Flesh, while Tzimisce has infected everyone who has tasted his blood, yet the Tremere are actually going to leave his body to possess Goratrix, while the Worm is entering its crysalis, yet Saulot could actually be good (Hun) while also being evil (Po), and the Nosferatu Antediluvian is launching nuclear missiles to get back at Toreador."
You didn't even put the seven different thousand-year-old plans of the other supernatural races. Really, the oWoD was so complicated sometimes, especially some of their End Times books.
(FUCK Beast: the Primordial, all my homies hate Beast: the Primordial)
I suddenly got a very bad feeling, I might have read about it in the past, and it seems to have left an impression.
 
Being a Sin-Eater has its pros and cons.

Pros: Cool magic powers! A little god of death attached to your soul that you can buddy-cop with! Large support networks of mortals and ghosts that create a tight-knit community! You literally can't die* mostly!

Cons: You are the appointed guardian of one of the most vulnerable supernatural communities in existence and your job is to help them reach peace and prevent them from being exploited. This is so much harder than it looks, because your enemies are other Bound who decided to say 'fuck helping people', immortals who grind up ghosts and snort them like cocaine, Kamen Riders who Henshin for the sole purpose of dragging ghosts into the prison-industrial complex, and literal Cthulhu Outer Gods whose mere presence is anathema to your poor little guys.

Also, your book is incredibly thematic in that trying to decipher its rules is like unraveling the fucking Necronomicon.
I see nothing but pros, frankly!
 
Necropolitans believe that the first step to changing death is to bring joy to the living and dead alike; they build run hotlines, pour libations, keep people from withdrawing out of the world, throw banger fucking parties, and more besides. They're by far the most open of the myriad sin-eater organizations, believing that barriers keep people out more than they keep people safe, and despite the party animal reputation, safety and compassion are priority one.
These sound like good people. I like them!

Really, reading that whole post just puts me in mind of that Terry Pratchett quote from Reaper Man. "There's no justice. There's Just Us."
 
Hmm. I wonder if Geist 1e was just so poorly made that the ability to compare is broken.
Geist 1e was blatantly unfinished, with a lot of the mechanics not making sense or having no support in the text.

The same mostly applies to the others too, except for Changeling. Changeling 2e is a sidegrade mostly in my eyes.
 
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You didn't even put the seven different thousand-year-old plans of the other supernatural races. Really, the oWoD was so complicated sometimes, especially some of their End Times books.

I suddenly got a very bad feeling, I might have read about it in the past, and it seems to have left an impression.
Yep WOD metaplot is wild here's a diagram of a muggle trying to understand it.





More seriously, on the subject of Beast the primoridial us uh well its a long story(trigger warning sexual harassment)
 
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hmmm, i'll wait to see all the info avaipable before making my choice, but i trust whatever wins will still be fun
 
Why Vampire Is Cool
I'm making this post out of a sense of balance rather than strict drive because even if it's currently in last place, I'm not sure I can explain Vampire better than Vampire explains Vampire. You're a damned predator of the night, heart stilled forever but blood the most important thing in your unlife. You hunt, and you feed, and whether you're beautiful or hideous or even beneath notice, you're the gold standard for creatures of the night. This is probably gonna be shorter than the others because these are fucking vampires, you know the drill.

Here's how it goes: your sire Embraced you with teeth and blood and made you into a member of the night's undead masters. You consume blood to prolong your existence, to wield your inhuman powers, and to sate the Beast constantly lurking behind your mask of civility. And as long as you're an immortal being with the potential to live for centuries, you might as well amass power, be it political or esoteric. Out of everyone, you have the chance to live like a queen for longer than any of the others can even live, as long as you don't meet Final Death.

Your sire was of a Clan, and that means you're of that same Clan. The Daeva are beautiful to a one, and with the power of Majesty they can wrap mortals and even other vampires around their little finger. The Gangrel are savage, borderline bestial, and can change their shape in myriad forms thanks to the might of Protean. The Mekhet are subtle figures most at home in shadows and the corner of your vision, with Auspex at their beck and call to sense beyond even that of other Kindred. Even if they're not physically monstrous, the Nosferatu are afflicted with a permanent horrifying presence, and only push this fear further with Nightmare. Last, and they would argue best of all, the Ventrue play the part of true aristocrats, with staggering egos and the power to Dominate lesser minds.

After clan comes covenant, who you run with, what other Kindred you align with even slightly more than the rest of those bastards. The Carthian Movement is the youngest by far, forged in the fires of France's revolutions; they hold that the pseudo-feudal structures of the All Night Society is not only oppressive but ancient and outdated, and that a revolution must save Kindred from the yoke of oppression. The Circle of the Crone is a loose coalition of pagans, neo-pagans, and cultists who together revere a Dark Mother and exult in blood rituals and displays of utter monstrosity to exult in their undead natures. The Invictus is the closest thing to vampire royalty, ruling with an iron fist over everything they claim, and they claim everything. The Lancea et Sanctum are diehard zealots of a dark and vicious sect of Christianity, one that follows Saint Longinus as an example to act as wolves to terrorize and pacify the sheep. The Ordo Dracul believe that Dracula was real, and that he found a way to transcend the limits of his vampiric nature; with science, occultism, and rigorous blood soaked experimentation, they seek to do the same thing, gradually transcending undeath in favor of true immortality.

A Kindred in the LA metropolitan area has opportunities as wide as the night sky. The ongoing politics are of course fertile ground for power and more, whether siding with the dominant Lancea et Sanctum or lashing out against them with the Carthians or Circle, but they may very well find satisfaction outside that domain, focusing instead on esoteric studies like the Dragons, or even strike out on their own path as an Unaligned, alone but utterly free. As long as they remember to watch their backs and fear the sun, there's very little beyond their reach.


First person to geek out about vampiric transhumanism is a nerd.
 
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