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=== Core Rulebooks === [[Image:WODcover.jpg|thumb|nWoD cover]] * '''The Storytelling System Rulebook''' :The core rulebook unifies the rule systems of the other game lines, as well as provides a basic system with which to play as mortal humans, and some barebones ghosts rules that are added onto in nearly every publication where ghosts are relevant. [http://www.drivethrurpg.com/product/114078 The second edition update] is available as a free pdf online and it replaces the old "Victorian" morality system with one that's more modern, and also includes most of the improvements from the ''God Machine Chronicle'' (see below). :* '''God Machine Chronicle:''' Essentially the second edition of the core rulebook. Brings in a new morality system, "Integrity", with breaking points instead of the hierarchy of sins. Along with systems of conditions and "beats". If you don't mind the notion of God being a celestial laptop or the increased micro-management of the system, it's worth looking at as it's a big update over the old version. For better or worse depends on how you look at it. Expanding on the core rules, White Wolf decided to release a bunch of books expanding on the core rules to make the basic NWoD/CoD system a viable game in its own right. These books are, in order of release: * '''Antagonists:''' A whole slew of antagonists for the core game, but could also theoretically be used in the main games (especially Hunter). Includes a whole bunch of zombies including the regular kind, the primitive Prometheans called the Imbued (no relation to Hunter: The Reckoning) and those ghosts who have reentered their bodies and became Revenants in order to enact revenge. Others include a basic version of Hunters (best used as antagonists), cults of all kind and a variety of other monsters. * '''Armory:''' Guns, a whole lot of them. Also armor, vehicles and of course swords and such. A good book to have when playing any NWoD game that relies heavily on equipment. The book takes a very responsible and mature look at weaponry without disrespecting the player's intelligence. * '''Second Sight:''' Psychic powers, Low Magic and magical monsters for those games where using Mage: The Awakening is too high power. * '''Skinchangers:''' Yep, skinwalkers. Not all as evil as you'd think, just... don't piss them off. * '''Book of Spirits:''' Geist of those of you who don't want to use Geist. A good book for those who fall victim to the realm of spirits as well as those who try to conquer it. * '''Asylum:''' Horror stories set in insane asylums are very common, so it's logical that the World of Darkness jumps that bandwagon. Also includes an in-depth look at an example asylum: Bishopgate. * '''Reliquary:''' Everybody knows that magical items are the Good Shit, even if they're cursed. There's a ton of premade items here as well as easy rules to make your own. * '''Changing Breeds:''' You know how Forsaken removed all the bad things from Apocalypse? Now imagine if you take all those bad things, slap them together, double, triple and quadruple down on them and have "Satyros" [[Phil Brucato]] write it. One of the worst core WoD books. * '''Innocents:''' An add-on for the core book, you're just a kid who has to deal with the realities of the world revealing themselves to you. If you survive you'll most likely either be institutionalized, a Hunter, or a serial killer. Or more than one. Or a monster, that works too. The book you'll want if you want to play a Stranger Things game. * '''Dogs of War:''' The stories of black ops military units dealing with the supernatural. Perfect for those times you want to go all Delta Green, including how normal soldiers deal with the supernatural, how armies work as well as the more... irregular units. * '''Inferno:''' Rules for old-fashioned demons (or angels) almost completely different from the fallen angels of both God himself and the God Machine. As it was one of the earlier supplements, it is horribly incompatible with the GMC rules update, being focused on one half of the old morality system. Contains rules for both demons themselves and the Possessed, those unfortunates possessed by a demon and now have to deal with the perverse being living inside their head. * '''Slasher:''' Despite being a Hunter book in all but name, Slasher can still be used on its own to create a whole bunch of serial killers to use as antagonists in a core WoD game. Also contains rules for their use in Hunter games, including a gentleman's club for serial killers and those who hunt them: the FBI's Vanguard Serial Crimes Unit (VASCU) and its psychic operatives. * '''Armory Reloaded:''' How do you stop a grisly tentacled horror from tearing you apart? [[Team Fortress 2|Use a gun. And if that don't work? Use more gun.]] Contains rules for fighting styles, high-tech weapons, blessed and cursed weapons and alternate rules for combat. Infamous for allowing the creation of some of the most powerful mortals the World of Darkness has ever seen. * '''Immortals:''' A supplement that was released for immortal characters that follow different ideas of immortality. Except out of the 3 Immortals in the book, the first jumps off the karma meter so fast its unplayable, primarily because its Immortality is powered by bathing in a '''LOT''' of blood, preferably virgin but any human will do. The second, the Body Thief, is almost playable but again the karma meter gets in the way of anything involving the whole body swapping thing, resulting in the character becoming unplayable again. The third Immortal lives off some sort of mystic Chi/Kai stuff and is basically powered by Feng Shui. It's the only one that could be considered playable, and the authors must have realized this because its much better worked then the others which seem to have been intended as pure NPCs initially and then left as they are now. * '''Book of the Dead:''' Think the Book of Spirits mixed with Geist and the result is poured into a sourcebook. Good for Geist games (and also its ONLY sourcebook), but if you want to use this for a core WoD game you might as well play Geist instead. * The '''Mirrors''' supplements and '''Translation Guides:''' Modifications for the Storytelling System itself as well as hints on adapting it for different genres (the former) while the latter guides allowed mix-and-match rules from the three main game-lines of ''oWoD'' and ''nWoD''. It's notable that the Guides not only go through the crunch but also have chapters with suggestions of how you might fluffwise justify having one nWoD Mage order here or an cWoD tribe of Werewolves there for both New and Classic World of Darkness games. So if you for example really miss Clan [[Tzimisce]] in Vampire: The Requiem or think Requiem did the [[Nosferatu]] better but you still wanna run Vampire: The Masquerade, have a look in the Vampire Translation Guide and you'll get separate chapters covering both the fluff and the crunch for porting them over from Masquerade into Requiem or vice versa. * '''''Dudes of Legend: How To Be Fucking Awesome:''''' A joke supplement released on April 1st 2010, Dudes of Legend relentlessly pokes fun at both itself, White Wolf and the conventions of the RPG genre as a whole. Expect lesbian stripper ninjas, katanas and trenchcoats, magical gays, a more traditional XP system and loot drops from everyone you kill. It's a good laugh and might make for the ideal supplement if you're into that sort of game. Unfortunately White Wolf started to take itself way too seriously since and we'll never see a supplement like this one again. Since the advent of Chronicles of Darkness only a few core books have been released specifically for that ruleset: * '''Dark Eras:''' A 600 page behemoth of a tome detailing a variety of historical settings in which you can play Chronicles of Darkness. From the advent of the world where you play werewolves babysitting humanity so that it won't get eaten by the monsters of the wild, all the way up to to werewolves in the New York of the 70s. Contains settings for every gameline out there, but they are rather fixed: so if you want to play a Hunter during the Great War or a Mage during the fall of Constantinople you're out of luck. Also infamous for being very expensive: the standard hardcover book is $65 while the deluxe hardcover clocks in at $100, which many people feel is way too fucking expensive for a single book that you won't even use all the content of. :* '''Dark Eras Companion:''' The same as Dark Eras but more. A Kickstarter goal turned into a 300 page book ($40 regular hardcover $60 premium hardcore) that does the same but more and for a higher price. :* '''Dark Eras 2''': The same as Dark Eras but EVEN MORE. Just as big and expensive as the first. Has settings ranging from wandering around The Seven Wonders of the Hellenistic era to Arabian Nights-inspired Persia to the French Revolution to The Wild West to WWI trench warfare to 1950's MAD SCIENCE!!! Has more blurbs for splats outside the main ones an Era focuses on. * '''Hurt Locker:''' A book on pain and violence, as well as a half-dozen templates to make normal mortals a bit more attuned to violence. It takes a rather mature take on violence and injury... until you reach the Plain template; normal people who deal with violence by using radical pacifism. Yes, that's right: you can defuse a violent situation by getting punched in the face and not fighting back. * '''The Contagion Chronicle:''' Formerly referred to as The Crossover Chronicle, this series will add a new set of chronicle hooks, potential settings, and cross-template factions geared specifically around allowing parties composed of multiple types of supernatural beings to cooperate without killing each other. The metaplot concerns The Contagion, a metaphysical sickness in The God-Machine that causes reality to break down even more than the G-M makes it do already. Supernatural creatures (and Hunters, for some unexplained reason) are the only ones who can tell when The Contagion has struck an area -- normal humans ignore a Contagion outbreak, which means you get things like nobody thinking it's weird people don't die anymore or just accepting people can walk up walls or randomly explode or whatever fucked-up thing is happening now. There are 5 Sworn splats (generally where the PCs will wind up, mostly concerned about watching, containing, or curing a Contagion Outbreak) and 3 False factions (who are either Blow It All Up zealots, using The Contagion to fuel their own schemes, or flatout working to spread it so they can rule over the ashes when everything else collapses). As with most of the CoD, there's no set canon reason of what's causing the Contagion, just a bunch of things it ''could'' be...up to and including The God-Machine being ''dead'' but not realizing it yet.
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