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World of darkness mirrors pdf download

World of darkness mirrors pdf download

Mirrors Infinite Macabre Pdf Free Download,Related Post

The InfInite Macabre ™ Space Opera in the World of Darkness Devin Hoffarth (order #) 1 Beyond the ring lurks a moon whose very shape—whose very essence—is formed of 20/07/ · The World of Darkness Revealed, wherein the monsters stand exposed for all humanity to see; The World of Darkness Destroyed, which gives you the option of playing out World of Darkness: Mirrors. by ISBN | pages | PDF | 25 Mb The World of Darkness casts many different shadows. It has a thousand facets, reflections that Recognizing the exaggeration ways to get this ebook world of darkness mirrors pdf is additionally useful. You have remained in right site to begin getting this info. get the world of 19/07/ · PDF + Hardcover, B&W Book. $ $ Average Rating (35 ratings) What would I be, if God wanted me to be something different? I would be whatever God saw fit to ... read more




Daeva: Narcissistic spiders in the center of a cosmic web, the Daeva are everywhere. Pleasure seekers. They rarely work with other Daeva the ego battles often end in clumps of blood and hair stuck to the walls , but they cannot operate alone, either for who would appreciate their genius when designing a new spacecraft or selecting the perfect harem brood for a wealthy banker? Gangrel: When they show up on your space station, everybody scatters. They are the wild-men. They are the blood-beasts. They travel in packs. Sometimes they show up to drink a couple blood-shots down at the vampire bar. Sometimes they want information. But a lot of the time? They want to hunt. They want to feed. And feed, they shall. The Mekhet find you. Maybe they want information.


Maybe they want to INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth order 1 give you information. When they grab you from the light and drag you into shadow, will you scream? Or, like many, will you acquiesce? Nosferatu: They build nests and warrens in the bleakest, blackest parts of the universe. Some go to them unbidden, seeking enlightenment from the blind worm-oracles floating out in the void. Nowhere to go but nowhere, it seems. Unless, of course, the vampire could let fly with a propulsive jet of blood to provide momentum… Cost: 1 Vitae Dice Pool: This power involves no roll to invoke. Action: Instant The character hisses and vomits a jet of Vitae from her mouth, which offers her propulsion in the dark void of space at Speed 1. Alternately, the vampire can add in Crúac if it is possessed replacing the Celerity in the roll , and by spending an additional Vitae, turn the sprayed blood into hot, acidic Vitae jet that does a number of points of lethal damage equal to successes rolled.


Luna—the spirit presiding over the moon that orbits Earth alone—can no longer gaze upon her wild-hearted children from such a distant vantage, and to many Forsaken that is a terrifying consideration. What does this mean in terms of rules changes? Second, determining an Auspice becomes… well, tricky. Assume that all Forsaken experience their First Changes on Earth. Those who are destined to become werewolves but do not change on Earth become—you guessed it—Pure. Alternately, consider the possibility that werewolves can bond with other lunar spirits—i. the patron or matron spirits bound to other orbital moons. However, you might want to reserve this for alternate shapeshifters, like those found in War Against The Pure. So what happens to this ability when a werewolf tracks prey across the gulf of space? However, their tracking skills are genuinely supernatural—why not catch a whiff of blood on the solar winds, a coppery tang despite the thickness of the hull, despite the vastness of the void?


Forsaken still step sideways the same way Werewolf: The Forsaken, pp. Loci are still foci of spiritual energy, and can be anything out in space: an asteroid where a pleasure cruise crashed killing all aboard , a blood-soaked bunk on a derelict military battleship, a gnarled and twisted tree at the heart of some forest moon. The totem can add its Attributes to the ship. Its Power gets added to any attack rolls. Its Finesse gets added to any piloting rolls. More information on spacecraft in The Infinite Macabre can be found on p. Could they chase spirits across a parsec littered with space debris and broken craft refuse? The Forsaken can fit the mold of the Rebel Alliance. Look to the crew of Firefly and see how, despite their dysfunction, they work together, and then model a werewolf pack after that same dynamic. A pack works together—it must, or it will die. The crew of a star-faring craft is much the same: everyone must be attuned to the task at hand, to the ship around them, and to one another.


It can create an awesome—if claustrophobic in a good way story experience. Blood Talons: Berserkers and warrior-monks, the Blood Talons rove far and wide following the scent of battle: the universe is no stranger to war, and in every corner of every rot-fuck planet or distant moon waits a battle to be had. Bone Shadows: The galaxies are home to myriad 16 new spirits, all as alien as the worlds they call home. The Bone Shadows go to these spirits to learn, to be submissive, and ultimately and ironically to master such spiritual strangeness. Those who know of the Hirfathra Hissu also know that they are powerful prognosticators and, further, know where the most potent loci await. Hunters In Darkness: The name is literal: these wolves are the greatest trackers space has ever known, and they will hound their prey across the blackest void.


And yet, they remain technologically unrefined: they are simple, almost ascetic, requiring little more than their fangs and claws to find those enemies spirits, Pure, Azlu that have wronged the Uratha. Sure, some run bars on city-planets and others set up garages on those waystation moons that get a lot of passing traffic, but really? Most of them love the gearhead nature of owning, piloting and repairing their own spacecraft. Storm Lords: Storm Lords are political entities. They have to be; the universe is increasingly diced up into troubling empires, and those empires spawn wars and terror and crass diplomacy, and all of those things further stir the spirits.


And so the Storm Lords must involve themselves. Or the taste of power it provides? Not in space. Not on ground. They are grotesque mutations of man and wolf, with souls that lie somewhere in-between. The purpose of this exodus is twofold: first, to escape the known universe and plague it no more; when a wolf is too sick to live he goes elsewhere to die, and this is like that to a degree. The Uratha do not belong to any moon or planet and so they go seeking a place where they do belong. Second, it is to speak to the most bizarre, alien-like spirits out in deep space. By communing with such entities, the Strangers hope to find some kind of understanding of their origins and condition—after all, finding a place where they do belong is more than just mere physicality and geography.


They seek a spiritual place, as well. You have to go after them. Benefits: The Strangers of this lodge know that they do best in strange places and when confronting truly alien beings: any time a member of this lodge meets a spirit type she has never before encountered, she may add her dots in Wisdom to any Social dice pools used in dealing with that spirit. Further, members of this lodge feel quite at home with the Occult Skill as that Skill deals with the margins and fringes of knowledge — when rolling a dice pool that uses the Occult Skill, the werewolf can reroll all failed dice once by spending a Willpower point. Not only is science running rampant, thus allowing a much wider variety of acceptable results, but humanity is aware of magic to some degree, too in much the way that the denizens of the Star Wars universe knew about the Force.


Humans are far more willing to accept the strange things they see because they know magic is real and that true monsters travel the stars. So, what does that mean for Paradox and vulgar magic? Consider these three options: No Change: Same rules apply. In the setting, of course, mages are likelier to act outside the view of Sleepers. Paradox, Castrated: In the base Paradox dice pool p. Paradox, Eradicated: Paradox, begone. Get rid of it entirely. In effect, because the belief in magic is so widespread, the leash or rather, safety valve on magic and those who use it is gone, thus giving them unparalleled powers in this age of space opera. Mages might be able to fix that, or at least help the process. Consider that terraforming potentially takes between ten and a hundred years to make a moon or planet habitable by human beings.


Mages, though, can accelerate the process. In fact, a relatively small number of powerful sorcerers with capabilities across all the Arcanum could literally create their own world— spawn oxygen, accelerate and even direct evolution, create ecological diversity amongst plants, birth different biomes, and so on and so forth. And overlords? What does it mean? Many have posited that the so-called Dread Doors were built by early oracles, perhaps indicated that Atlantis was never on Earth and was always out here… somewhere. Some further suggest that if the gates could be linked magically, they might create one big gate.


And that gate would either lead mages to Atlantis… or lead Atlantis back to this reality. Sure, technically the Abyss is the yawning gulf between the Supernal and the Fallen, but outer space itself sure has an abyssal quality, does it not? Is there a magical sympathy between the void of space and the oblivion of the Abyss? Do Abyssal entities lurk out there in the deepest darkest channels and forgotten tableaus of space? What do mages think of what happens when they go through a Stygian Gate? Is Between Space even closer to the true Abyss? Do the deepest, maddest Abyssal gods lurk in that interstitial void? How do they fare in the space opera revamp? The Adamantine Arrow: These mystic warriormonks are advisers to the many empires of man. They advise them on matters of war and diplomacy, and further, they train the princes and soldiers in whatever martial way suits the students.


And, when necessary, the Arrow mages step onto the fields of war and wage a campaign of battle magic against the enemies of their empire—even if that means bringing magic to bear against others in their order. The Free Council: The universe is a swiftly-changing thing. How could it not be? Ten billion? A hundred billion, across the stars? How wonderful if all those means were bent toward enlightenment, toward the Awakening of magic? The Free Council wants to change all that. Guardians of the Veil: If the Free Council consists of magical anarchists, the Guardians comprise those mages who think magic should be kept secret, practiced only by an elite few.


That means planet-hopping to find any artifacts or writings that lend credence to this theory and shine light on the original Atlantis. It also makes the Mysterium the self-proclaimed expert on the Stygian Gates. The Silver Ladder knows the truth: mages are the ones who keep the magic, and that puts mages in a particularly powerful position. They deserve to rule, and they can claim that rule easy—as a result, more than one empire, civilization, army or mega-corp has a Silver Ladder sorcerer at its head. As such, many mages build their own Attuned Weapons: melee-style hand-held weapons that reflect their magic and speak to a time before photon repeaters and laserlancers. The character must have built this weapon herself cut the staff from an alien tree, hammered the meteor-forged sword, chipping away volcanic moonstone to form a glass-sharp knife. The weapon gains Damage as attack bonus equal to the dots purchased in the Merit.


Damage on these is considered lethal regardless of the weapon e. Further, the weapon also gains a special ability based on the Ruling Arcanum: Death: This weapon can be used to attack ghosts manifest or otherwise directly. Fate: On a successful attack, roll a single die. If that die comes up a 10, then double the damage done. If that die comes up a 1, then the attack was successful, but only does bashing damage. If it comes up , no effect takes place beyond normal attack and damage resolution. However, during this time the weapon does aggravated damage to targets. Life: Once per game session, the mage can use this weapon in a way opposite of its intent: to heal instead of damage.


Make an attack as normal, and successes gained instead heal that number of points of lethal or bashing damage. The weapon does not heal aggravated damage. Matter: The weapon ignores Durability as a factor when making attacks on any material and inorganic object. Mind: If the weapon makes a successful attack on a sentient creature and does at least five points of lethal damage, then the weapon also robs the victim of one Willpower point and the point is transferred to the mage. Prime: If the weapon makes a successful attack on a creature possessing Essence or Mana and does at least INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth order 1 three points of lethal damage, then the weapon also robs the victim of one Essence or Mana point and the point is transferred to the mage Essence is transferred as Mana. Spirit: This weapon can be used to attack spirits manifest or otherwise directly. Space: If the mage makes a successful attack on the target and draws blood, the mage may scrye into the weapon at any point over the subsequent 24 hour period and see the victim and her location though the only sense experienced is sight.


Time: The mage always goes first in Initiative. However, the Hedge merits serious consideration. The Hedge can be opened as normal by any changeling going through a portal or reflective surface—and yes, that means a supply closet on board a frigate, through a reflective surface on a solar array, or in the trapdoor at the bottom of a lunar ore harvester. The question becomes: where does the changeling go when she enters? The Hedge, yes, but what and where is the Hedge? If we reimagine the Hedge as something that is less linear i.


walking down a Hedge trod and far more three-dimensional a spheroid maze where changelings can travel up, down, or sideways through the labyrinth , we can then imagine that changelings in turn can take more than just themselves in: they can take whole spacecraft inside to navigate the tangle. This leads to images of faceless hobgoblins leaping onto the wings of the ship, chewing through cables, throwing themselves bodily into the engines. This means that changelings can use the Hedge to bypass Stygian Gates if they so desire: either using the gates or even docking bay doors as pathways into the Hedge.


To determine how long the journey takes in the Hedge, assume that the Navigation system on p. One question is: do Contracts of Fang and Talon work if geared toward alien fauna or Contracts of Spring on xenomorphic flora? Well, why not? You might also want to expand the Elemental Contracts to, say, Ether—or even the empty Void of space. What if, when humans are stolen away, they are dragged through rifts in time and space or Stygian Gates and taken to this Arcadian homeworld? Are the True Fae then not only figuratively alien, but truly extraterrestrial? Freeholds might communicate with one another via a Subspace Frequency, a parsec-traversing signal delayed by minutes or hours depending on how far apart the freeholds happen to be that allows changelings to warn one another about the True Fae or coordinate attacks on the Keepers or on enemy Courts. Do they only exist in whatever version of the Hedge 20 you prefer a Hedge planet, a ring of thorns surrounding the Arcadian homeworld, or the Hedge as it stands in Changeling: The Lost?


Could you envision a solar flotilla out at the edges of space or found somewhere in Between Space? The Courts as they stand are seasonal, and space? Space has no seasons. Example: a tropical jungle moon might make a great Summer Court kingdom, whereas a Hoth-like Arctic rock would make an ideal place for the gloomy palaces of the Winter Court. The Court of the Comet, the Aurora Court, the Court of the Dead Star, the Court of the Void. This can work with the various noble entitlements, too: Knights of the Supernova, the Bishops of Occultation, the Royal Guardians of the Ring of Dust.


Their armies march for the Lost, and the Lost alone. As such, the Summer Court carves out its own domains across the galaxy—forest moons, sun-baked space stations, distant islands on distant planets—to call their own. The Autumn Court: The universe knows no fear, it seems—it continues to expand ever-outward, mankind moving with the aggressiveness of an untreated disease. What of the True Fae and their homeworld, a planet that never shows up on any star-charts or surveys, a planet yet with its own kind of mad gravity—gravity that reaches out with invisible hands to clutch at those whom the Fae want to bring to heel. That is not to say they form an oppressive empire: no, even the INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth order 1 worst civilizations have a lot to fear from the Autumn Court.


They are equal opportunity nightmares. The Winter Court: The Winter Court, like their Autumnal counterparts, recognizes that the universe is filled to the brim with horrors—but their response is entirely different. Instead of acting as bellwether and warning system, the Winter Court escapes—and this universe is home to many hidden, forbidden and forgotten places. The Winter Courtiers flee to the farthest corners and there play out their mad games and courtly intrigue, becoming insular and inbred metaphorically and literally until some clash or crisis kicks over the log and drags them back out into the light.


For while many places remain hidden in the universe, all of them can still be found by the most resolute True Fae or humans, or Autumn Court, or whomever. And what does this doll do, exactly? Well, it takes the spaceship and literally, in the span of an instant, drops it out of space and into the Hedge—where it promptly becomes a Hollow. The dots in the Spaceship Merit must be respent as Hollow dots while the ship remains in that form. Action: Instant Mien: The doll wired to the heart of the ship is alive: squirming, writhing, babbling, screaming. Drawback: First, the ship—once it becomes a Hollow—cannot re-engage and emerge as a ship again for a full 24 hour period. Catch: The changeling must have burned her hand for one or more lethal damage somewhere on the ship during the previous eight hours.


This also means that new methods of such extraterrestrial alchemy could lurk out there for those mortals or Prometheans who are intrepid enough to find them. Hell, call it Prometheus—apropos given how often the names of planets are cast after mythic figures. No humans around, so no Disquiet. Branded throngs, ahoy. What could possibly go wrong? Is it too abstract to suggest that so many Prometheans could somehow imbue the moon or planet itself with a kind of sentience and life? A signal that draws Disquiet from hundreds of parsecs away and captures passing ships in a tractor beam of pure disdain and simmering suspicions? This could thrust clones into the light as either a major enemy for Promethean characters or it could put them front and center as playable characters. The spacecraft gains power if it had none before. Further, the Promethean can pilot the ship, make attacks or even make repairs see the Spaceship Merit, p.


Finally, the Promethean can take a turn and sense the goings-on within the ship, attaining all five senses as if the character is the craft. This requires no roll. These are places where stars burned out or where ships died in the emptiness and the crew withered away to nothing. And above that sky is the wide open nothing of Between Space aka the Dismal Void. Second, assume that every physical body that is or has been home to human beings has a representation in Between Space: moons, space stations, planets, asteroid outposts, etc. Third, if it has a representation in Between Space, it also has its own Underworld. Just as the Underworld on Earth represents the shades of that place, so does every netherworld of every planet, moon INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth order 1 and stardock.


And it bears considering exactly what the Underworld of these places look like: the Underworld of a stardock might very well look like the claustrophobic halls of any Doom video game, where the netherworlds of other planets would represent the dead cultures of those civilizations that dwelled there. Sin-Eaters can use Avernian Gates per normal on any body or structure that has its own Underworld. Consider that the universe is probably full of them. In space opera, massive battles unlike any seen on Earth can unfold. You have plenty of excuse to populate the stars and planets and dead dreadnaughts with as many ghosts as you so choose. Why not assume that Sin-Eaters straddle two worlds, making them an easy ally for the Forsaken? New Toy: The Meteor Mask Deathmask Deathmask, the Forgotten Death by Chance Key: Industrial Skill: Drive Pilot This mask—a porous mask forged of volcanic rock, peppered with glittering gems where the eyes and teeth should be—is the face of the Last Colonist, a geist whose entire moon colony was destroyed by a rogue asteroid.


The Last Colonist did not die with the others, as he was underground in the mines at the time. When he emerged, he found that his family and friends were all gone. He was trapped, because the meteor had also destroyed any chance of getting off the colony, and over time he perished. When he was left as a lingering ghost, he absorbed all the roaming specters of those who had died, and together as one they wandered the rock, gathering glittering gems and stones with compulsive fervor. When the Sin-Eater dons this mask, the machines around him run silently and effectively—no machine within 50 yards will break completely unless destroyed actively by the changeling.


Possessed Starships If cars and airplanes have spirits, you can be damn sure that starships do, too. They long to be out there. Regular maintenance keeps them docile and content, while a crew that develops an affection for their ship may find that sometimes the craft… helps them out. The engines may kick in just at the right moment, or a short-circuit flickers brightly to illuminate something terrible in the dark cargo hold. In game terms, benign spirits get to add their Power score to any Skill checks made using ship systems, while malevolent entities apply Power as a penalty to Skill checks. Of course, really pissed-off spirits can do a lot worse.


Any spirit that unpleasant might just switch off gravity and life support and flush the flesh contagion out into space. Other things can take control of ships, too. Ghosts of dead crewmates or living individuals with particularly powerful supernatural abilities can cause hair-raising horror in space. SIN-EATERS Devin Hoffarth order 23 1 The Other: Playing an Alien in the World of Darkness Your flesh shimmers. Your hands? Each finger tapers to a whipping tendril like the tongue of a hummingbird. You can smell the sweat of their fear. Feel the warmth of flesh even at 50 yards. It makes you hungry. You want to crack open that poor dumb meatbag and savor the juices. Not now. That would be rude. And your people are very polite. As a vampire, you are held fast to the darkness, and kept to the fringes by your cold hands and the hot blood in your mouth. As a werewolf, you are a creature straddling worlds, equal parts spirit, animal, and man. This portion of The Infinite Macabre is devoted toward letting you roleplay an alien being.


Technically, this is meant to be kept with the setting and themes of The Infinite Macabre—space opera as a concept is comfortable with the pulpier elements and motifs that best suit an alien character. That said, if you are inclined to take characters built from this section and put them in your modern-era World of Darkness game, go for it. The only person who can stop you is the Storyteller. Alternately, the rules in here could easily be used to create Nightbreed-style monster types, too, provided you extract out any of the space opera trappings. To be clear, most of this section is geared toward the rules and character creation necessary to play an alien 24 creature in The Infinite Macabre. Everything else is up to you. Haughty power-mad diplomat? Flesh-hungry moon-born berserker? Disgruntled robot? Emotionless jellyfish-like bladder of toxic gas and telepathic communication? You have no end to the choices you may make.


Step Two: Select Attributes Choose Attributes in much the same way you would choose them for a starting human character. An alien can hack a computer, canvass a party, or stab you with a pointy implement. Step Four: Select Skill Specialties Choose three Skill Specialties for any Skills your alien character possesses. Step Five: Add Alien Template The alien template is a simple one: it is composed of Qualities, which are the elements that define your alien species. It is up to you whether or not these Qualities are meant to be singular to your alien character or representative of his entire alien species. Except here, you gain an additional category: Physical, Mental, Social, and Cultural.


You do not need to put these in the same order that you applied to either Skills or Attributes. INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth order 1 In each category, depending on the order you give it, you gain a number of dots to spend across various alien Qualities apropos to that category. Primary earns you five dots. Secondary earns you three dots. Tertiary earns you two dots. Quaternary earns you one dot. Note that purchasing Imperfections below can earn you up to an additional five dots to spend in Qualities, and these dots are not bound to any one category. Your Awesomeness Trumps Our Awesomeness True fact: anything you come up with is probably going to be cooler than anything we come up with, especially in how well it flies at your game table.


The Qualities found in this chapter do not need to be the end-all be-all list; they are not meant to be exhaustive. Make up your own. Note that dot costs are higher when the Quality offers a larger benefit. You should work with the Storyteller and the other players not only to come up with interesting abilities, but also to determine the appropriate dot levels. How you interpret that is up to you: is he a cloud of vapor? A purely telepathic entity? A spirit of sorts, kept only to the Shadow of the galaxy? Does his gaseous form lie trapped in some kind of tank?


However you determine it, the character has no body to speak of and thus is given over to no Physical existence. What does this mean? First, it means no Physical Attributes or Skills. Cross them off the sheet. It also means: no Physical advantages. The character has no Size. This may not seem like a Quality meaning, a benefit until you recognize that the character is virtually indestructible: while it may make no Physical attacks, it also suffers no Physical attacks. Swing a vibrating blade through the character and—what? No damage done. The character has no Health score and instead tracks damage through Willpower. Choose one weakness from this list or make up your own with Storyteller approval : fire, cold, radiation, steam, or electricity.


This is the only source of pain the character may suffer: it does damage, but instead of causing wounds, it subtracts Willpower. If the character is reduced to zero Willpower, then the character suffers a -5 penalty on all rolls until at least one point of Willpower can be restored. The simpler the background, the more effective the camouflage happens to be: if the background is uncomplicated a forest, a brick wall, a rock face then any attempts to actively search for the character suffer a -5 penalty. If the background features unusual complexities a poster on the wall, other characters, bundles of wires or other manmade intricacies then that penalty drops to Further, the character may not move during this time: the skin does not change to keep up. Finally, if the character is wearing clothes or objects then the penalty to find the character drops by one more to -4 or -2, respectively. Other characters must be actively hunting for the character in order to see the chameleon: passive witnesses will fail to see anything strange at all regardless of the circumstances.


Finally, darkness helps the chameleon skin adapt: darkness keeps the penalty at -5 regardless of the background complexity and whether or not the character is wearing clothes. Who needs oxygen? Certainly not you. You gain life-giving sustenance from other sources: perhaps you are driven merely by the kinetic energy of your bodily processes. Whatever the case, you can walk on the exterior of a ship, you can wander underwater for hours on end, or you can waltz into a cloud of toxic gas because you do not breathe. He is able to gain visual input across infrared, ultraviolet, and thermal sight, compositing it with his normal mode of vision.


Either way, the character can pass as human more easily. Genetic testing will reveal the truth. The character may receive a single aura color or a hypnotic mix of colors indicating greater emotional complexity. Consult the sidebar on this page to see a sample of aura colors and their accordant emotional states. Note that aliens that possess no emotions fail to register any kind of aura signifier. If the character wishes to view the aura of a different target, an additional Willpower point is required per aura examined. It is therefore very difficult to grapple the character: any grapple attempts against this alien character suffer a -5 penalty. Chitinous exoskeleton, like that of a tremendous mantis or beetle? The character gains one dot of armor both against bashing and lethal sources per dot purchased in this Physical Quality. The character gains the 8-Again quality on the following Skills: Academics, Computer, Investigation, Occult, and Science.


For each dot purchased in this Quality, you may choose another Skill Specialty for the chosen Skill at the time of character creation. This Quality may not be taken twice. The character gains a series of bonus dice at the beginning of each game session equal to twice the dots purchased in this Quality. The character may expend these dice over the course of the game session on the Skill for which they were chosen. She can, if she possesses them, add more than five dice to a single roll. The character may be a robot, possess hard-wired synapses, or may just be an alien with a keen technical mind. To gain two-way communication, the character must upgrade to the four-dot version. This Quality allows the character both modes of telepathy. She can hear the surface thoughts of others if they will it to be so.


If the alien character succeeds, she can hear any and all surface thoughts from the target for the remainder of the scene. She cannot, however, go deeper than surface; think of it like a radio. One can tune in only to active frequencies, but one cannot use tune in transmissions from the past. The alien can understand whatever that may be without any roll. The cost to purchase dots in the Presence and Manipulation Attributes as well as the Expression, Persuasion, Socialize and Subterfuge Skills are all halved round up. For each dot in this Quality the character may choose one overarching emotion anger, love, hate, fear, compassion, lust, sadness, etc. If they feel that the emotion is a natural response, they are not granted the option to resist until they gain some clue about the pheromonal manipulation.


The two-dot version of this grants the character a bonus to all Seduction rolls by allowing her to add both Presence and Manipulation to the roll to seduce Seduction as an action is described on p. The four-dot version allows the character to bear fruit from her seductiveness: if she successfully has sex with another character, she gains a measure of authority over that individual. This bonus fades at a rate of one die per week but may be re-established with further sexual contact. It could be something physiological a sweet-smelling sap exuded by the flesh or something altogether ethereal a calming aura. Either way, no animal will attack the character unless the character attacks first. Social rolls against the character such as an Intimidation roll to scare her or a Persuasion roll to appeal to her compassion suffer a -3 penalty, and Empathy rolls suffer a -5 penalty if trying to read her current state of mind. Note, however, that some rolls may still work on logic: an Intimidation or Persuasion roll can be based on logic rather than emotion appealing to, say, data or knowledge.


The Storyteller can rule that such rolls do not suffer the penalty. Characters born of this culture find a deep sympathy with any kind of space-faring vehicle. Crafts rolls made on starcraft or any tech related to starcraft do not gain any bonuses directly—but the character gets, once per game session, the chance to re-roll any failed dice on those Crafts rolls. Further, the character may buy more such chances at a cost of one Willpower point per re-rolled failures. The character keeps successes and may re-roll those dice that rolled as failures. This Quality confers a number of benefits. First, all characters within the same species may communicate telepathically if they choose to. Devon K. This has quickly become my favorite book for the World of Darkness and has been featured on several episodes of Shark Bone and will be making future appearances, I'm sure.


The book has several alternate systems for just about every facet of the Storyte [ Ryan C. If there's ever anything that irked you about the Storytelling System, this is a book that lets you toy with the mechanics on pretty much every level imaginable, from the character creation rules to the way combat works, all the way to getting rid of [ See All Ratings and Reviews. Browse Categories. September Setting Sale Week One. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Forged in the Dark. Modiphius 2d Old-School Revival OSR. Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. File Type. Virtual Tabletops.


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Good product, especially for people who're trying to port the World of Darkness to other settings whose native RPGs have kludgey or confusing game mechanics like almost every Star Wars RPG that I've seen to date. This takes the grunt work out of the two hardest parts- spaceships and alien species. I disagree with a previous reviewer about this needing more "examples of some of the concepts in action. Bumping it up from 4 to 5 stars because of the black-and-white interior. I'm really tired of color backgrounds and pictures in my RPG books. The toolkit aspect of this book gives it the 3 stars all alone, but the last two stars just could not be earned without a bit more to spur the imagination. I've been a fan of White Wolf since the original Vampire released, and I'll admit from the outset that I think the company has been declining in quality ever since the "new" World of Darkness first reared its ugly head. Or even sooner. And this book exemplifies a lot of what I've come to dislike about new White Wolf publications.


I realize 5 bucks isn't much, but I basically feel like I paid to get a glimpse of a game designer's notebook. There's so much potential for a fully realized setting here that it sorta feels like the folks at White Wolf just didn't believe in the product and opted to try to make a buck off of a half half? more like tenth realized product. I grant some others' points that it is somewhat refreshing that we're given hints and gestures and then encouraged to make a world of our own. But to my mind one of the strengths of the old WoD was that it managed to provide you with tons of rich material that never, ever, limited what you could do with the world yourself.


In short I feel like this book boils down to a blog post titled "Hey, what if WoD was a space opera? Then it got designed and typeset and sold for too much. Infinite Macabre is a toolkit book for doing Space Opera stories in the World of Darkness. The book contains a short section on the setting and brief rules on using spaceships, a long section on adapting each of the seven gamelines, and then a short section on making truly Alien races. In the setting section, spaceships are described using the familiar five dot system, for size, weapons, armour and speed.


There is also very simple rules for space combat. Apart from that, it attempts to define the setting. I say 'attempts' because the writer doesn't seem to understand basic astronomy. He refers to star systems as galaxies and writes about 'the Universe' in a way that suggests he doesn't know that stars collect in groups. Apart from that, the setting default is that faster-than-light FTL technology hasn't been developed yet, and instead there are these 'Stygian Gates' in every by definition interesting star system to allow interstellar travel. These Gates transit through the Underworld, seemingly for no other reason than to allow travel to be frightening and therefore 'interesting'. That the writer of a Space Opera supplement starts by demonstrating his profound ignorance of space is quite disconcerting.


Fortunately, it's actually irrelevant to the rest of the product. There is a lot of mention of space opera motifs such as Empires of Man and territorial control and such. I might be biased as a Trekker and Star Wars fan, but to me they made more sense if you ignore the "no FTL" default. After all, there is no point mapping territory, or even claiming it, if you can't reach it. Also, the writer inadvertantly created something cool with those Gates. In conventional sci fi, travel between galaxies is very rare. But in this setting, you can have regular if risky access to it.


The majority of the book is about the various gamelines, specifically sections on adapting them to a space setting, some story ideas, and 'new toy' rules for new abilities. Fortunately the writer knows the game rules much better than the rules of astrophysics. The adaption sections are good lists of the things you have to consider. Examples are probably best: Earth vampires are burnt by Earth's Sun, but what happens with other suns? Are they affected when not on a planet? Werewolf auspices are determined by Luna, but again what happens when Earth and its Moon are far away?


There is also the issue of Fae Arcadia. Is it still an alternate plane, or is it now a planet in the normal Universe? You are given lots of options for dealing with these issues. The other gamelines are also dealt with, but their adaption is much easier and mostly consists of expanded possibilities. There are also guides for what the Vampire Clans, Werewolf Tribes, Mage Orders and such might be like in the expanded setting. For instance, the default setting is that the supernatural beings are not hidden, so you can have empires ruled openly by vampires or mages or others. The final short but thorough section has the rules for creating a new character template, the outer-space Alien. The new traits allow for aliens as weird and non-humanoid as you can want.


It also has brief write-ups for the standard American alien trinity, the Greys, the Nordics and the Reptoids. This section consists of 7 pages of this 30 page book, for anyone thinking of buying it to use these Aliens in an Earth-bound game. Summary: This is a book full of useful advice for adapting the various gamelines. Werewolf struck me as the hardest to adapt and the least rewarding to do so. Working out how to adapt the Changeling Hedge is also complex, although Changeling would be a great source of weird aliens for other gamelines. The other gamelines are relatively easy. A mostly well written and put together piece. I personally enjoyed how they gave you the tools to create your universe vs. actually doing it for you. And some of the solutions they provide for vampires and werewolves were stuff I would never have thought of myself. The ship merit was nice to a certain extent I came to the conclusion that they had to buy size before anything else because that is the one that's not so easily modifiable.


The rest I can chock up to customization. Aside from that it makes it rather easy to create a NPC or military ships for a military campaign. Just translate dots to stats. Beyond that a very useful and well put together book and I enjoyed it thoroughly and really glad I pain the money to download it. Great for ideas people. One of a pair of new Mirror Books. I felt this one was the much stronger of the two. More details, on what makes this sub-setting its own beast. I like the attention to detail on how shifting the current WOD into this sort of setting makes adjustments to those game lines. I wish that Bleeding Edge had been giving this sort of treatment.


A Great addition to the WoD and Mirrors line. The Infinite Macabre accomplishes what a roleplaying supplement should ideally provide. I find myself very giddy and eager to play the game. This is one of two science fiction-themed supplements to World of Darkness: Mirrors, material that had to be cut due to space constraints from their chapter entitled "Shards" which offered genre hacks for the World of Darkness system. In many ways Mirrors accomplishes a task set forth in the World of Darkness core rulebook, which did away with the orthodox metaplot and then boosted further with Hunter: the Vigil which gave Storytellers a system to create any sort of monster antagonist, unbound to any of the core rulebook mythologies. Mirrors was essentially a toolbox of hacks for tweaking or altering the World of Darkness rules and setting into whatever sort of beast you would like. The Infinite Macabre sets out the framework for you to take your campaign into a far future space opera setting!


It is a slim 30 pages long so instead of a fully-fleshed setting it gives you more suggestions, hints, and a few tools. At many points it reminds you of the central tenant of Mirrors, you are assumed to be more creative than the game designers or at least you know your own tastes better than they do, and should rise to the challenge to create your own masterpiece. Infinite Macabre starts off with a description of a dark space opera environment, giving many juicy details on how to provide the right mood and themes and locales to paint across your broad new canvas. Next is a simple spacecraft creation and combat section which is Merit-based, familiar to any Vampire player who has crafted a Haven, or Changeling who ever built a Hollow.


These rules are simple and dirty, though I can see how they might let down a gamer who is more sci-fi than World of Darkness inclined; in Which Case one can make new rules, or import them from a more crunchy game system. Next is a discussion of Stygian Gates, which is a fine way to make your spacefaring campaign truly galactic. Think of them like the hyperspace gates in many science fiction franchises, but there is the intriguing hint that there is one Gate for every game line a Vampire gate, a Hunter gate, etc. This provides a great motivation to explore the Gates and explore their history and how they fit into the mythologies of the game lines. Chuck Wendig does a great job in painting these various space opera elements in a patina of horror, just as the World of Darkness is like our world but more monstrous. The bulky abdomen of the book considers how the seven character types of the main game lines are changed via translation into a space opera genre. I really liked this section because it allows you to let your imagination run wild taking a concept to its ultimate conclusion.


I was worried that this process would be problematic, but really it gives you a way to amplify aspects of the genre. For instance, how would your Mage react if he finds out the Five Watchtowers usually thought of as being metaphorical destinations are real and out there on different star systems situated in a vast pentacle shape? Your Changeling can enter the Hedge and explore a vast mad landscape, but now she can send the crew of a whole spaceship through and there is whole terrible worlds out there in an Arcadia as vast as galaxies. Lastly, there is a short section on creating your own aliens, rather like the monster creation system for use with Hunter of which Wendig was chief designer. The system is versatile even if it is Spartan, but Wendig reminds us that Mirrors can be used here in case you need more tools or inspiration. Space opera World of Darkness adds more to your options. It is like combining Buffy the Vampire Slayer with Firefly. Genetic splicing of Science Fiction and Horror are fairly firmly established so it shouldn't be too strange to craft a World of Darkness tale off some distant nebulae and still have it feel like a White Wolf game.


There are drawbacks, because now you have to roll up your sleeves and create a whole new universe in a completely wide open sandbox but if you are the sort of gamer I am than that is less of a burden and more of a challenge and most of the fun and point of why we game. There are a few problems that should be addressed. On page 6 there is mentioned of a star chart table on page 10 which is missing. I have to say I am inspired to write a hundred new campaigns and roll up a thousand characters to inhabit them so The Infinite Macabre has accomplished its task!



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20/07/ · The World of Darkness Revealed, wherein the monsters stand exposed for all humanity to see; The World of Darkness Destroyed, which gives you the option of playing out 19/07/ · PDF + Hardcover, B&W Book. $ $ Average Rating (35 ratings) What would I be, if God wanted me to be something different? I would be whatever God saw fit to Price. $ PDF: $ World of Darkness: Mirrors is a sourcebook for the Chronicles of Darkness. It functions as a toolbox for Storytellers, allowing changes to mechanics, rules, and The InfInite Macabre ™ Space Opera in the World of Darkness Devin Hoffarth (order #) 1 Beyond the ring lurks a moon whose very shape—whose very essence—is formed of 04/01/ · PDF PDF $ $ Hardcover, B&W Book $ $ PDF + Hardcover, B&W Book $ $ Average Rating (35 ratings) What would I be, if God wanted me to World of Darkness: Mirrors. by ISBN | pages | PDF | 25 Mb The World of Darkness casts many different shadows. It has a thousand facets, reflections that ... read more



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