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#new world of darkness
manyworldsofdarkness · 9 months
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Official desktop backgrounds from the old White Wolf website.
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thecupsmith · 1 year
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A friend and me were talking about the idea of Sabbat motivational posters. I liked the one they made over this old one. (source)
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enddaysengine · 3 months
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Save the Date
Elementals burn
Beasts howl
Fairest sing
And Darklings prowl
Wizened tinker
And Ogres lurch
The Forgotten hunger
While the Huntsmen search
Boil boil, toil and trouble
Fire burn and cauldron bubble
By the pricking of my thumbs
Something LOST this way comes
Watch the Vault Feb 14.
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Cover by Gerald Spades.
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mask131 · 7 months
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Have you thought of looking at the lore of the World of Darkness? It is the overarching world of Vampire the Masquerade amd Werewolf the Apocalypse, with a lot of unique takes on traditional folklore, religion, and mythology. I'd like to see what you think of it
Unfortunately you wouldn't see much what I think" about it because when it comes to World of Darkness I usually gobble things up and loses most critical thought X)
I am a HUGE, HUGE Changeling the Lost fan, and I also do enjoy a lot the Vampire the Masquerade lore. I only have a vague knowledge of the Vampire the Requiem remake, and I need to get into it in more details one of those days - and from what I understood and saw Changeling the Dreaming was indeed a bad game that Changeling the Lost surpassed in all ways. I did take a plunge into Werewolf the Apocalypse - especially because of the big evil company led by eldritch entities of chaos (that was my jam), though I have no knowledge of its remake - and I also did plan earlier to take a look at the two Mage games (but never could for now).
All in all I am a sucker for most World of Darkness/Chronicles of Darkness products - in terms of lore however cause I can't play them, but from what I udnerstood a LOT of people are just here for the lore and if they have to play they use the Vampire video games.
Though if you want my opinion for the actual over-arching world - I will confess, I actually do not care. I enjoy the lore and worldbuilding and twists of each games on its own, but when it comes to tying them all together into one universe I surprisingly find it the most boring part. Unless it is very well made, I tend to skip all the sections of books about crossovers.
As for "WoD vs CoD", I am a man who likes both and thinks they complement each other. WoD was the original, the start of the trend, ad it had this distinctive feel that you can't recreate anymore of the 90s/2000s Gothic and horror and dark urban fantasy - even though it also aged badly in some aspect, and alongside its best-sellers and masterpieces it had some really bad and flat instalments. CoD learns from its mistakes, takes new fresh twists, and brings a whole new ground of thought, inspiration and art to the table - and I will be forever thankful for Changeling the Lost. But I have to admit that several CoD games also lose a bit of the specific feel and specialty that made Wod special, resulting in several instalments either feeling too generic, too simplified, or just making them look pale and weak compared to their predecessors.
So overall it is a mixed bag.
If I ever made World of Darkness posts, it would be exposition posts where I just collect all info and shoot them back again X) Not much personal critical thought. But if people dig this up, why not? My original "creepy media" posts for the spooky season were the Magic the Gathring ones - but they are not doing quite well, so I can switch to posts about World of Darkness if that's what my audience wants! I just need to conclude the series of post for Dark Ascension that is stored in my drafts, and then I could switch to the White Wolf games
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beanphomet · 5 months
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Since i'm very busy with Uni lately i'm deciding to post some older doodles. I was asked to draw a pinup of my middle aged hunter Miranda. My axe wielding avenger
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redratt · 10 months
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"THE FOOL" - a Fairest Librorum (from Kith and Kin), who was often left to guard the vast knowledge of her Keeper in the guise of a strange horned lion-creature. What marks her different from a Beast is that even at her most intimidating, her mien is clearly cultivated. She is less wild, more deliberate. After escaping her Keeper, the Fool -- real name forgotten, left in the dust on a Victorian street (or was it earlier, it's not as if she can tell anymore) -- found herself guarding the tomb of a particularly manic Mummy ( @acheronarcanist ). It's a sweet enough deal for her. She sleeps, and rises, and helps. In turn, while her counterpart rests, as long as the Fool remains in the Tomb, her huntsman cannot find her.
It's a cozy life, and she's pleased to have it.
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zadokengel · 3 months
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(via What is your Mage: the Awakening path?)
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Obrimos
The Theurgists, the Thaumaturgists.
Ruling Arcana:
Prime, Forces
The Obrimoi follow the will the Divine. What the Divine even is is left to interpretation. God? The universe's sentience? The primordial forces of Nature? Nevertheless, they feel as if they are its awakened warriors. Their control over Prime, the "magic of magic", and Forces means they quite figuratively control the concept of power. As such, they are zealous and arrogant as a default. However, this zealousness is filled with good intentions and rigid morality, and a Theurgist will never do something they perceive as evil. In fact, they will always fight against it. In this dark world of ruination, you will be their light.
Personality:
Idealist
Just
Zealous
Prideful
Hypocritical
Read more about them here:  
whitewolf.fandom.com/wiki/Obrimos
The “Personality” is questionable, but I feel the positive side is more relatable.
I see potential Mages. Ready to be awakened...
@fountainstranger @scruffypegasus @crim50n-r8er-reblogs @crim50n-r8er​ @theriu @awakenedsalamander @ataraxicphilocalist @aidendruid25 @razialart @parasocial-hermit @plaguenevermore @stuckinthewrongworld @lynndoublelegacy​ 
...And anyone else who wants to do this. Have fun!
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nw-of-dark · 10 months
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Mage Path: Acanthus
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Enchanters, Witches, Visionaries, Sky-Wise, the Path of Thistle
Mages who follow this path have an affinity for the arcana of Fate and Time, which means they specialize in manipulating these aspects of reality through their magical abilities.
The Acanthi mages have a distinct approach to magic, focusing on the concepts of Choice and Consequence. They believe that their actions and decisions have significant effects on the outcome of events. This philosophy guides their magical practices and shapes their understanding of the world.
However, Acanthi mages are often described by their fellow Awakened (those who possess magical abilities) as flighty, reckless, and irresponsible. This is because their mastery of Fate and Time allows them to navigate around the setbacks and dangers that other Awakened individuals and ordinary people, known as Sleepers, have to face. While this ability can be advantageous, it can hinder their personal growth and development.
Acanthi mages tend to overlook the importance of learning from failure. They rely heavily on their inherent talent for timing and luck, disregarding the valuable lessons that come from experiencing setbacks and overcoming challenges. Their overreliance on their own abilities can lead to impatience and a lack of proper planning. Consequently, this can result in them getting entangled in unnecessary conflicts and problems due to their refusal to consider the future consequences of their actions.
Despite their flaws, the Acanthi mages' openness and adaptability serve them well, given their connection to the Arcana of foresight and fortune. However, their impulsive nature and lack of effective planning can be detrimental to their overall success and well-being.
Characteristics
Upon Awakening, Enchanters experience a profound expansion of their consciousness, becoming aware of the vast possibilities and intricacies within the fabric of destiny and the time stream. This newfound perception may explain why Acanthus mages often struggle to commit or focus on one particular pursuit for an extended period. They glimpse countless opportunities and perceive that anything is possible, believing that forgiveness can be found in time. This flighty and impulsive nature of Acanthus mages is perceived by other Awakened individuals, who view them as unpredictable and carefree.
Enchanters are renowned among other magical Paths for their exceptional divination skills, often serving as oracles and fortune tellers. However, this reputation does little to change the common perception of Acanthus mages as detached and unconcerned with the world around them. In truth, they are known for their mercurial attitudes, making decisions based more on emotions rather than logic or duty.
Enchanters possess a natural curiosity but easily become bored, finding it challenging to commit to anything they find uninteresting or meaningless. Nonetheless, this adaptable nature grants them a unique ability that many other Awakened lack—the capacity to laugh at themselves and derive enjoyment from life.
Among the Awakened, the mages of the Lunargent Thorn, or Acanthae, are considered the most whimsical and capricious. Some see them as free-spirited and refreshing, while others view them as unstable, immature, or even childish. Acanthus mages often exhibit an otherworldly quality, and they themselves do not deny it. Additionally, they appear to age differently from both ordinary humans (Sleepers) and mages from other Paths, as time treats them more gently, causing them to look younger than their actual age.
Maturity and stability are not the strong suits of those who follow the Path of Thistle. While they possess extraordinary insights into past and future events, they may not always fully capitalize on their foresight, which can frustrate their fellow mages. Peers often criticize Acanthus mages for their perceived flakiness or irrationality, but such allegations seem to have little effect on them. Several theories attempt to explain their peculiar behavior, with some suggesting that Enchanters are inundated with the vast branches of the time stream, causing them to perceive that nothing is impossible and no decision is irreversible. In their defense, the Path of Thistle offers far more than a mage can handle until they develop and mature in their magical abilities.
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A mage on the Path of Thistle, or Acanthus, often experiences magic in the form of extraordinary good luck. This aspect of their magic can lead them to perceive themselves as exceptionally fortunate, and many Acanthus mages display a tendency towards superstition, even within their magical practices. Their sense of wonder and limitless potential often instills hope in others, as Acanthus mages believe that odds can always be overcome and second chances are ever-present.
While ordinary humans, or Sleepers, perceive time as a linear progression, Acanthus mages see it as a boomerang, capable of reversing its course and returning to its point of origin. Both Time and Fate, the ruling Arcana of the Acanthus, revolve around the concept of constant change and perpetual motion. Time continues to flow, and Fate evolves as probabilities and possibilities shift. These changes can be sudden and drastic or subtle and gradual. Acanthus mages learn to embrace this ever-changing nature, as their magic binds them to the eternal fluctuations of the cosmic pulse (Time) and the unpredictable nature of the cosmic Will (Fate).
For the Acanthus mage, the world is veiled by Mists, obscuring both the past and the future. It is also encircled by Thorns, which supposedly keep each being confined within their predetermined destiny. Acanthus mages possess the ability to remove or sever these Thorns using their Awakened Will, as well as navigate through the Mists until they find their desired vision or outcome.
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vamp-orwave · 6 months
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Chapters: 5/? Fandom: Vampire: The Requiem, World of Darkness (Games), Vampire: The Masquerade Rating: Mature Warnings: Creator Chose Not To Use Archive Warnings Relationships: Original Daeva Character/Original Nosferatu Character Characters: Judith Doulton (OC), Anne Lacey (OC), Beyond The Sunset Adelaide (Additional Player Characters) Additional Tags: Vampires, Vampire Bites, Vampire Sex, Enemies to Lovers, Drug Addiction, Religious Fanaticism, Body Horror, Australia, Daeva (Vampire: The Requiem), Nosferatu (Vampire: The Requiem), Carthian Movement (Vampire: The Requiem), Lancea Sanctum (Vampire: The Requiem), POV Alternating, Slow Build
'The Familiar Stranger' is one of the more interesting twists of the Discipline of Obfuscate. More disguise than disappearing act, anyone looking at the user would simply see the kind of person their pattern-finding mind most expects to be there. An invaluable tool in the Kindred repertoire, to be sure, but it can inspire a strange kind of loneliness; to be standing in plain sight, to be perceived but entirely below notice, has the capacity to be even more maddening than total solitude.
Thankfully, Anne didn't mind. Hidden is safe. After all, this mask was all that allowed the young Nosferatu to perform openly and without stage fright; without the worry that the spectacle of her true face could ever outshine the music she longed to share, like gospel, with any who would listen. Her audience was sparse, as usual. Small gaggles of late night diners and weary students wound past, and though their eyes slid from her easily, many nonetheless carried along with a smile from her playing, or a newfound spring in their step...
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canary-prince · 3 months
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One of my players is trying to seduce a cosmic pain god and she's making more progress than we originally planned
When in doubt, date the Web
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thecupsmith · 1 year
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This is Vampire Hunter D
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And this is Big D, the vampire hunter
So am I the last person to get this joke or is this some deep Hunter: The Parenting lore?
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enddaysengine · 10 hours
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Posted some new content for my patrons: a very Indiana Jones/Tomb Raider/Mummy (1999) style mortal occultist.
Here’s a preview:
Who Are They Each Arisen stood before the Judges and raised a Pillar in the Duat as none have before or since. That doesn’t mean they are the only beings with Pillars. Some mortals are born with souls so rarified their Sekhem coalesces into a single Pillar, running through their being. Others cultivate and build this spiritual bulwark through years of study and mystic practice.  Raiders stand somewhere between Sorcerers and the Endless, although where exactly is a matter of debate among the Guilds. Some Raiders dabble in Open Rites, while others investigate Closed practices. Those powers, however, are independent from their Pillar and the mystic insight it grants them. This power lets Raiders wield occult artifacts intuitively, even in the absence of magical training. While they have the greatest affinity for Vessels, they can wield other magical items as well, even if they aren’t fuelled by Sekhem. They compulsively seek such objects, renewing their soul with one they recover. When their Pillar isn’t full, Raiders feel perturbed and unsatisfied with life. Raiders gravitate towards lifestyles that bring them in contact with antiquities, such as archeologists, museum curators, and art smugglers. Most devolve into tomb raiders and grave diggers over time, plundering magic wherever they find it. Creating Raiders In most ways, Raiders are mortals like any other, albeit with the following modifications. Relic Hunter: Raiders know a Vessel when they see one. They gain Relic Sensitivity for free and for the Merit's purposes are treated as Endless. Single Pillar In the Sand: While their souls aren’t as refined as the Timeless or the Endless, Raiders possess a single Pillar rated between 1 and 5 dots. They immediately detect when another character spends a point of that Pillar in a Scene unless it is concealed by magic, in which case it Clashes.  Soothing Balm: [Redacted] Uncanny Knowledge: [Redacted] Universal Activation: [Redacted] Blessed Engraving: A Raider transformed into a Sadikh retains its traits, however, these servants cling to their free will more strongly than others. The mummy who created the Raider Sadikh cannot spend Willpower to prevent them from acting against their master's desires.
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chirons-mortar · 8 months
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Comedian: The Absurd
I had not posted in a while. I had some drawings I wanted to post but my printer/scanner was acting up so I doodled something in MSPaint. It is another Chronicles/New World of Darkness skull. Wanted to do something quick and silly and is in no way meant to be a serious setting. Meant to invoke joke horror movies, especially things like Abbot and Costello Meet the "Insert Monster" movies.
You play as one of the Absurdities, a person who through happenstance has encountered the supernatural. Instead of reacting with horror, the experience has sundered your brain but has allowed you to make peace with the ridiculousness of the situation. You have now become a magnet for the supernatural, attracting the various denizens of the World of Darkness. However, these dangers are mitigated as the universe also seems through random chance to give you a resistance against their predations. Once noble creatures of the night above mortal understanding find their existence humbled through the humiliation of merely being in your presence. You may attempt to ward a vampire with garlic for them to boast of their immunity, only for them to immediately be repulsed by your garlic breath when they try baring down on your neck. The universe seems to delight in both your existence and suffering, and at some point all you can really do is just learn to laugh alongside it.
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lennyinlordran · 24 days
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Mad scientists and Magical Girls: Depth of Archetypes and Derth of Genres
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"Mad scientists" are a very varied archetype. The basic requirements are that they both be "mad" and "do science"-- you can have gigeresqe biopunk or psychic powers or deco-styled super-robots-- as long as it's science-y it's good.
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Magical Girls are a very narrow archetype. The set of rules is shockingly precise-- the character must use magical powers through trinkets/talismans and and have both a base form and "tranformed" form.
Yet, both types are surprisingly similar in the narratives that arise around them.
For some reason, everyone wants to deconstruct the MG genre, leading to every MG being a tragic hero in some hopeless war against forces of darkness.
For some reason, everyone hates science and technology, leading to every MS being a tragic hero defined by hubris and untenable dreams.
I of course, Like Mad Scientists more, Mostly because I am one, But I also Kinda Hate Magical Girls. Because my only explanation is, "I'm secretly a sexist bastard peal-clutching the idea of quality disguised as a serious critic."
So, when I think about all this, and the fact I think Mad Scientists are better, here me out...
I managed to deal with my Hatred of Picrew through exposure, so, I have a set of really terrible ideas:
I can't decide which of these is the best. (More precisely, I have to figure out how to embed Magical Girls in the lore of GtT or how to embed mad scientist in the PtH lore, both of which as bizzare and confusing challenges. While yes, I could just free-form roleplay with my friends rather than using an actual TTRPG, I still am highly curious.)
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beanphomet · 1 year
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Erik takes a bath
If you like my art, please consider reblogging as it gives me some validation that my stuff is good ✌️
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