Mortals, Ghouls, Wolf-Blooded,
Sleepwalkers & Other Humans in the
New World of Darkness
"Trust Nothing Except Your Fear"
-
"Lord of Illusions", by Clive Barker (1995)
OVERVIEW:
Mortals are probably both the most necessary character class to the
World of Darkness, and the most neglected, Game-System wise. There is no
singular Mortal Society in the World of Darkness, just as there is not in
real life, save "Society at large." This section will detail
how to create various types of Mortals that are present in the World of
Darkness.
Mortals exist in most, if not all, of the modules in the World of
Darkness. This section deals only with those that are not addressed
elsewhere.
Mortals cover Ghouls (V:tR),
Wolf-Blooded (W:tF), Sleepwalkers (M:tA) and plain old Mortals.
"I was born to murder the world."
- Nix, in "Lord of Illusions" by Clive Barker (1995)
RESTRICTIONS:
Restrictions are things that are legal by the book but for game balance or other reasons, the STs want more strict control over how much it is in play in this game. The below are not allowed. Forbidden means not ever; restricted means we have in the past or we may in the future but not now.
- GHOULS: PC Ghouls need to pick a PC
Vampire who is
their master. Please do not submit a Ghoul or other Servant-type
mortal that is attached to an NPC in the background. It will be refused.
Abandoned Ghouls will not be accepted either.
- LAW ENFORCEMENT PCs: Anyone with Law Enforcement,
Military, Judicial or Federal Agent ties may or may not get approved
depending both on the design and viability, and game balance at time of
submission.
THIS
WILL HAVE TO BE REDONE FOR 2.0 STATS:
So, we have put together a Doc outlining minimum stats
distribution for any characters (usually meaning mortals or at least genetic
humans) who are police, federal agents or military types. It can be
downloadedHERE
- MAFIA & GANG
CHARACTERS: Mafia characters are forbidden outright. They simply do
not exist in DC, being the seat of the FBI and all. Gangs do not exist
inside DC proper, but Crews do. If you want to be in a gang, your
character must be home-based in one of the VA or MD suburban neighborhoods
known to house them.
- "VIDEO GAME
PCs": Anyone who is an Assassin, Hitman, Master Thief, Ninja,
Green Beret, Blackwater Covert Ops, that sort of thing. This is not XBox.
Such a character will not attract the attention of anyone in this
chronicle to be worth bothering. Write a real personality who has certain
skills but also a varied life.
- RESTRICTED CHARACTER CLASSES:
Skinchangers, Cultists
"I
never sleep, I don't know why. I had a roommate and I drove her nuts, I
mean really nuts, they had to take her away in an ambulance and
everything. But she's okay now, but she had to transfer to an easier
school, but I don't know if that had anything to do with being my fault.
But listen, if you ever need to talk or you need help studying just let
me know, 'cause I'm just a couple doors down from you guys and I never
sleep, okay?"
1. Name: Put the name of your
character, not the player. Make sure it is not on the Blocked
Names List.
2. Age: Put the age of your
character, not the player.
3. Player: Put your name (and
preferably also your email address).
4. Concept: This is open-ended, but you can see
examples on pg. 34 of WW55002.
Concepts are
usually a 1-3 word root-level label for who your character is at the core as a
person (not
in a supernatural sense), usually succinctly matching their personality and
their function.
Examples might be: Ambitious
Journalist, Angry Young Man, Drifter, Intellectual, Lost Waif, Party
Animal, Politician, Misguided Prophet, Radical Politician, Socialite. These are stereotypes, and
needn't be literal; details would be covered in your background.
5. Virtue: (Loosely based on
the Seven Heavenly Virtues) List on Pg. 34; explained on pg. 100-105
of WW55002
Choose one of the following:
Charity, Faith, Fortitude, Hope, Justice, Prudence or Temperance.
6. Vice: (Loosely based on
the Seven Deadly Sins) List on Pg. 34; explained on pg. 100-105 of
WW55002
Choose one of the following: Envy,
Gluttony, Greed, Lust, Pride, Sloth or Wrath.
7.Chronicle: Put "Washington DC
By Night." (or DC By Night or 11th Hour)
8. Faction: Optional, if
applicable. Who you work for, who you hang out with, etc. (DC Police,
IBM, The Young Republicans, Mafia, the HOA, Hell's Angels, etc.) (See
pg. 34 WW55002)
9. Group Name: Optional
Subgroup, if applicable. (Mafia Family, Dept. at work, Joe's Bowling
League, etc.) (See pg. 34, WW55002)
**NB: For
Attributes, Skills and Merits, there is no longer a 3 pt. max cap
for stats in the "initial stage" (since there is no freebies stage
in 2.0).
However, if you
buy 5 dots of anything in Attributes, Skills or Merits at Creation,
the 5th Dot costs 2 points, not 1. (See left side pg. 34,
WW55002 for more details.)
10. ATTRIBUTES
Attributes are broken down
into Mental, Physical and Social, but also across the other way,
into Power, Finesse and Resistance. (See pg. 47, WW55002 for details;
pgs. 42-53 for overview of Attributes.)
Starting dots for Attributes
are 5/4/3.
MENTAL
PHYSICAL
SOCIAL
POWER
Intelligence
Strength
Presence
FINESSE
Wits
Dexterity
Manipulation
RESISTANCE
Resolve
Stamina
Composure
11. SKILLS (Mental/Physical/Social):You will have 11/7/4 starting dots
(+3 Specialties).
(See pg. 53, WW55002 for more
info; pgs. 54-89 for overview of Skills.)
Mental skills you don't have dots in will cost -3 to your
dice pool for a roll using that stat.
Physical & Social are -1 for
unskilled.
Refer also to #20 below, where
you need to list the stats for any equipment you have that modifies a
skills dice pool.
NOTE: The "+3 Specialties" works like so:
You get 3 "units" where you get to choose a specialty for any skills
you put dots for already. You may spend all 3 on one skill, or 2 here
and 1 there, or spread them out. Specialties give you +1 bonus die to
any roll that specifically has to do with the specialty involved.
ADVANTAGES:
12. MERITS (7 starting points) -- See pg.
34 (list) and pg. 108 (explanations) in WW55002
PLEASE NOTE FOR RP PURPOSES:
"When a character gains psychic Merits, learns to cast
shamanic spells or manifests one of the other kinds of
powers in this book, he is considered to acquire a
lesser template." - Second Sight, pg. 21
There are 41 Basic Mortal Merits in the Core Book.
Core Mortal Merits
include:
(M = Mental, P =
Physical, S = Social; PR = has Prerequisites)
Allies (explain
in BG)
(1 to 5) S
Holistic Awareness (3) M
Ambidextrous (3) P (Creation
Only)
Inspiring (4) S PR
Barfly (1) S
Iron Stamina (1 to 3) P PR
Brawling Dodge (1) P PR
Iron Stomach (2) P PR
Common Sense (4) M (Creation
Only)
Language (explain
in BG)
(1 to 3) (1-3 = proficiency, not # of languages known) M
Contacts (explain
in BG) (1 to 5) S
Meditative Mind (1) M
Danger Sense (2) M
Mentor (explain
in BG)
(1 to 5) S
Direction Sense (1) P
Natural Immunity (1) P PR
Disarm (2) P PR
Quick Draw (1) P PR
Eidetic Memory (2) M
(Creation Only: ST Restricted)
Quick Healer (4) P PR
Encyclopedic Knowledge (4) M (Creation
Only)
Resources (explain
in BG) (1 to 5) S
Fame (explain
in BG) (1 to
3) S
Retainer (explain
in BG) (1 to 5) S
Fast Reflexes (1 to 2) P PR
Status (within Org) (1 to 5) S PR
(Varies by Org)
Fighting Finesse (2) P PR
Striking Looks (2 or 4) S
Fighting Style: Boxing (1 to 5) P
Strong Back (1) P PR
Fighting Style: Kung Fu (1 to 5)
P
Strong Lungs (3) P PR
Fighting Style: Two Weapons (1 to
4) P
Stunt Driver (3) P PR
Fleet of Foot (1 to 3) P PR
Toxic Resistance (2) P PR
Fresh Start (pg. 112) (1) P PR
Unseen Sense (3) M PR: Wits 2
Giant (4) P (Creation
Only)
Weaponry Dodge (1) P
Gunslinger (3) P PR
MORTAL MERITS IN
OTHER BOOKS THAT MORTALS MAY TAKE:
(M = Mental, P =
Physical, S = Social; PR = has Prerequisites)
COMBAT MERITS
SOURCE
Athletics Dodge (1) P PR
Dogs of War WW55206 pg. 38
Decorated (1-5) S
Dogs of War WW55206 pg. 39
EOD (Explosive Ordinance
Disposal) (4) M PR
The Armoury WW55102 pg. 208
Fighting Style: Archery
(1 to 4) P
The Armoury WW55102 pg. 208
Fighting Style: Chain Weapons (1 to 3) P
The Armoury WW55102 pg. 209
Fighting Style: Combat Marksmanship (1 to 5) P
The Armoury WW55102 pg. 210 [and]
Tales from the 13th Precinct
WW55001 Pg. 81
Fighting Style: Fencing (1 to 4) P
The Armoury WW55102 pg. 210
Fighting Style: Kendo (1 to 4) P
The Armoury WW55102 pg. 211
Fighting Style: Filipino Martial Arts (1 to 4) P
The Armoury WW55102 pg. 211
Fighting Style: Police Tactics (1
to 3) P
Tales from the 13th Precinct
WW55001 Pg. 81
Fighting Style: Sniping (1 to 5) P
The Armoury WW55102 pg. 212
Fighting Style: SpetsnazKnife Fighting (1 to 4) P (ST
RESTRICTED)
The Armoury WW55102 pg. 213
Fighting Style: Staff Fighting (1 to 3) P
The Armoury WW55102 pg. 213
Small Unit Tactics (3) S PR
Dogs of War WW55206 pg. 39
Student of the Blade (1) P PR
Armoury Reloaded WW55208 pg. 66
Sworn Officer (1 to 4) S (PR:
Feds/Police PCs Only)
Tales from the 13th Precinct
WW55001 Pg. 81
Technophile (1 to 2) M
The Armoury WW55102 pg. 208
Trained Observer (1 or 3) M PR
Dogs of War WW55206 pg. 38
LOW MAGIC MERITS
SOURCE (STARTS ON PAGE 69)
PSYCHIC MERITS (OPEN TO ALL MORTALS)
SOURCE
Anti-Psi (5) (Non-Psychic mortals
only)
WW55100 Second Sight pg. 64
Doubting Thomas (1)
(PR: Non-Psychic
mortals only)
Animal Rapport (varies)
(Telepathic) (Pre-requisite: Animal Ken **+ (Special - see
book))
WW55100 Second Sight pg. 57
Aura Reading (2 or 5)
(Telepathic)
WW55100 Second Sight pg. 57
Mental Blast (5) (Telepathic)
(Pre-requisite: Thought Projection 4 + Mind Reading 5 + Empathy
5)
WW55100 Second Sight pg. 58
Mind Breaker (5) (Telepathic)
(Pre-requisite: Thought Projection 4 + Mind Reading 5 + Empathy
5)
WW55100 Second Sight pg. 58
Mind Control (5) (Telepathic)
(Pre-requisite: Telepathy or commands must be spoken (see book))
WW55100 Second Sight pg. 59
Mind Reading (3 to 5) (Telepathic) (Pre-requisite: Psychic
Empathy 4 or 5)
WW55100 Second Sight pg.
Hypnotic Voice (3) M PR
WW55100 Second Sight pg. 66
Psychic Resistance (1-3) M
WW55100 Second Sight pg. 67
WW55100 Second Sight pg.
WW55100 Second Sight pg.
SUPERNATURAL MORTAL MERITS
SOURCE BOOK
Cursed Item (1-5)
Book of Spirits WW55202 pg. 108
Driver's Charm (1-5)
Midnight Roads WW55205 pg. 56
Pleasing Aura (3)
Book of Spirits WW55202 pg. 109
Relic (1-5)
Reliquary WW55203 pg. 85
Relic Analyst (1)
Reliquary WW55203 pg. 86
Relic Creator (4) PR
Reliquary WW55203 pg. 85
Saintly (3)
Book of Spirits WW55202 pg. 110
Shadow Contacts (3-5)
Book of Spirits WW55202 pg. 110
Shadowless Chambers (1-5)
Book of Spirits WW55202 pg. 110
OTHER MISCELLANEOUS MORTAL MERITS
SOURCE BOOK
A Little Knowledge (1)
Asylum WW55204 pg. 50 &
Reliquary WW55203 pg. 84
Bureaucratic Navigator (2) M
Asylum WW55204 pg. 51
Driving Style: High Performance
Driving (1-4) P PR
Midnight Roads WW55205 pg. 56
Emotional Detachment (1) M PR
Asylum WW55204 pg. 51
Good Time Management (2) M
Asylum WW55204 pg. 50 & 84
Ingratiating Wanderer (2) S PR
Midnight Roads WW55205 pg. 58
Multi-Lingual (1-5) M
Reliquary WW55203 pg. 85
Outdoorsman (2) P PR
Midnight Roads WW55205 pg. 56
Steady Driver (2) P PR
Midnight Roads WW55205 pg. 59
Tolerance for Biology (1) M PR
Asylum WW55204 pg. 51
Tunnel Rat (1-3) M
World of Darkness: Chicago
WW55200 pg. 54
Well-Traveled (1) M
Reliquary WW55203 pg. 85
Wheel-Man (2) P PR
Midnight Roads WW55205 pg. 59
VAMPIRE MERITS THAT
MORTALS MAY ALSO TAKE:
(M = Mental, P =
Physical, S = Social; PR = has Prerequisites)
Hypnosis (3) M PR: Med 1 or
Occult 1
VII WW25301 pg. 149
Staff (1 to 5) (Must be equal
to/less than Resources)
Ghouls WW25110 pg. 74
Unobtrusive (3) (Pre-requisite:
Stealth 2)
Ghouls WW25110 pg. 74
VAMPIRE MERITS THAT
ONLY GHOULS MAY TAKE:
Haven Bonus - Size (1 to 5)
Ghouls WW25110 pg. 71
Haven Bonus - Security (1 to 5)
Ghouls WW25110 pg. 71
Haven Bonus - Location (1 to 5)
Ghouls WW25110 pg. 71
Inherited Ghoul (2)
Ghouls WW25110 pg. 71
Regnant (1 to 5)
Ghouls WW25110 pg. 71
Sexualized (2)
*ST Restricted Merit
Ghouls WW25110 pg. 73
Source Sympathy (3) PR:
Empathy 3
*ST Restricted Merit
Ghouls WW25110 pg. 73
WEREWOLF MERITS THAT
MORTALS MAY ALSO TAKE:
(M = Mental, P =
Physical, S = Social; PR = has Prerequisites)
Demolisher (1-2) P PR
Blood of the Wolf WW30301 pg. 62
Wolf Blooded Merit (4) *ST Restricted Merit
Werewolf Core Book WW30000 pg.
79-80
MAGE MERITS THAT
MORTALS MAY ALSO TAKE:
(M = Mental, P =
Physical, S = Social; PR = has Prerequisites)
Dream (pg. 82) 1-5 dots
Mage: the Awakening Core Book
WW40000
Enhanced Item (pg. 82) 1-5 dots
Mage: the Awakening Core Book
WW40000
Imbued Item (pg. 84) 2+ dots
Mage: the Awakening Core Book
WW40000
Sleepwalker (pg. 85 ) 4 dots*ST Restricted Merit
Mage: the Awakening Core Book
WW40000
Sleepwalker Retainer (pg. 88) 1-5
dots
*ST Restricted Merit (see Mage Rules
Page)
Mage: the Awakening Core Book
WW40000
PROMETHEAN MERITS
THAT MORTALS MAY ALSO TAKE:
(M = Mental, P =
Physical, S = Social; PR = has Prerequisites)
CHANGELING MERITS
THAT MORTALS MAY ALSO TAKE:
(M = Mental, P =
Physical, S = Social; PR = has Prerequisites)
HUNTER
MERITS
THAT MORTALS MAY ALSO TAKE:
(M = Mental, P =
Physical, S = Social; PR = has Prerequisites)
GEIST MERITS
THAT MORTALS MAY ALSO TAKE:
(M = Mental, P =
Physical, S = Social; PR = has Prerequisites)
13. FLAWS - see pg. 217 of the
Core Book (WW55002).
Flaws are no longer mandatory;
however, you are rewarded with extra points for playing them out
correctly.
This is an exception to our "no
optional rules" policy - we will be subjectively permitting PC's to
regain WP through quality RP of their flaws, as the book allows. Please
see an ST about it.
Mortal Flaws include:
(M = Mental, P =
Physical, S = Social)
Addiction (explain in BG) M
Hard of Hearing P
Aloof S
Lame P
Amnesia M
Mute P
Behavior Blind S
Notoriety (explain in BG) S
Cripple P
One Arm P
Coward M
One Eye P
Deformity S
Poor Sight P
Dwarf P
Racist/Sexist S
Embarrassing Secret (explain in
BG) S
Speech Impediment S
Forgetful M
You may also take a MILD
derangement as a starting character flaw (see pg. 96 of the Core Book
for a list).
When in doubt, ask your ST if it is appropriate to your
Character design.
14. HEALTH (12 points): No
need to fill anything in. The sheet will calculate Stamina + Size (+ any
merits such as Giant Size or flaws like Dwarf)
15. WILLPOWER: Resolve + Composure.
NB: Spending 1 WP = +3 to dice
pool, or +2 to a defense/resistance stat.
Regained by feeding a Virtue,
a Vice, or (optionally) a Flaw through RP.
Also 1 pt. regained through 1
night of IC rest, and all points regained at the end of a story (not a
session).
16. MORALITY (10 pts. Max):
A Mortal's
starting Morality is 7.
See pg. 91 (WW55002) for a hierarchy of sins
relating to moral standing.
See pg. 92 for explanation of Derangements
and how they work with moral degeneration.
See pgs. 91-94 for a fuller
explanation of how Morality functions.
NB: We do not permit the OPTIONAL rule of
starting out with lower morality to get XP. You must RP out it lowering.
17. Additional Notes for Combat:
Size, Speed, Initiative Mod, Defense, Armor
(see pg. 90 WW55002)
18. EXPERIENCE: Please track
your own experience and notify your ST before spending it. You may not
spend experience on aspects that you have not been playing out IC (e.g.:
if you spend a lot of time fighting, you may not spend a bunch of points
on politics or computers).
19. WEAPONS: List weapons
you carry and their dice mods.
Stats for weapons are on pgs. 168-170 in
WW55002. They add to your dice pools.
20. EQUIPMENT: List any
equipment you carry that would require dice, and their dice mods.
Examples of equipment and relevant modifiers are listed under the Skills
they modify (see pg. 53 for more info, and pg. 139 for some equipment
bonuses).
BEFORE YOU FINISH YOUR CHAR SHEET,
CHECK IT AGAINST THE RESTRICTIONS FOR ALL GENRES:
Restricted & Forbidden Character Types (Creating A Character Sheet)
"If
you refuse, he dies. She dies. Everybody dies." -- Ard in
"Heavy Metal" (1981)
MORTAL
ST / WHO APPROVES YOUR SHEET? (Includes lesser templates):
Regular
Mortals: Any ST
You can email sheets to any ST in the channel.
You are responsible to check with the ST to see if they has received your character.
The above-named ST is just designated as more well-versed in the genre
but you can and may be guided by any ST on staff.
Margaret White: "Witch! Got Satan's Power!"
Carrie White: "It's got nothing to do with Satan, Mama. If I try hard enough I can move things."
-- "Carrie" by Stephen King (1976)
BOOKS IN USE:
WoD 2.0 MORTAL SOURCEBOOKS IN USE:
WHITE WOLF #
TITLE
ISBN
DESCRIPTION
WW25200
City of the Damned:
New Orleans (Thursday 26 May, 2005); pgs.
ISBN: 1-58846-248-X
Crossover
Sourcebook for New Orleans
WW25201
World of Darkness:
Shadows of Mexico (Monday 16 October, 2006); 192 pgs.
ISBN: 1-58846-264-1
Crossover
Sourcebook for Mexico City
WW51000
Monte Cook's World
of Darkness - A New Vision of a Damned World (Friday 10
August, 2007); pgs.
ISBN: 1-58846-467-5
A new alternate
vision of the World of Darkness. Characters play as
vampires, mages, werewolves, demons or Awakened.
WW55002
World of Darkness
Rulebook (Saturday 21 August, 2004); 224 pgs.
ISBN: 1-58846-484-9
Core Book for WoD
2.0
WW55001
Tales from the 13th
Precinct (Friday 07 July, 2006); 148 pgs.
[OUT OF PRINT Sept. 2007]
ISBN: 1-58846-480-6
The WOD and The Law
WW55100
Second
Sight (Thursday 11 October, 2007); 160 pgs.
ISBN: 1-58846-487-3
Mortal
Psychic & Mystic Powers
WW55101
TBA
WW55102
World of Darkness:
Armoury (Thursday 26 January, 2006); 216 pgs.
ISBN: 1-58846-486-5
Detailed listing of
every weapon, vehicle or piece of equipment you may need.
WW55103
World of
Darkness: Changing Breeds (Friday 30 November, 2007);
pgs.
ISBN:
1-58846-493-4
Dozens of
playable shapechanger breeds, such Bastet, Corvians and the
Oceanborn
WW55200
World of Darkness:
Chicago (Thursday 08 December, 2005); 424 pgs.
ISBN: 1-58846-479-2
City Guide for
Chicago. VtR, WtA & MtA Crossover friendly
WW55202
World of Darkness:
Book of Spirits (Friday 25 May, 2007); 192 pgs.
ISBN: 1-58846-490-3
A comprehensive
look at the spirit reflection of the WOD
WW55203
World of Darkness:
Reliquary (Wednesday 10 October, 2007); 128 pgs.
ISBN: 1-58846-492-7
Details on WOD
Relics
WW55204
World of Darkness:
Asylum (Friday 10 August, 2007); pgs.
ISBN: 1-58846-491-0
Insanity & The
Insane in the WOD; Bishopsgate Asylum.
WW55300
WW55301
World of Darkness: Antagonists (Thursday 25 November, 2004);
136 pgs.
ISBN: 1-58846-478-4
Zombies,
monster-hunters, cultists & other foes
WW55302
World of Darkness: Mysterious Places (Thursday 09 June, 2005);
128 pgs.
ISBN: 1-58846-485-7
9 eldritch & bizarre settings.
While designed for mortal characters, these places can
also be discovered by vampires, werewolves or mages.
WW55303
World of Darkness:
Urban Legends (Friday 27 April, 2007); 128 pgs.
ISBN: 1-58846-489-7
Urban Legends & the
sinister realities behind them in the WOD
WW55400
World of Darkness:
Ghost Stories (Thursday 11 November, 2004); 128 pgs.
ISBN: 1-58846-483-0
Ghost Stories is the first
supplement dedicated specifically to mortal characters in the
World of Darkness.
Download these
books and other WW Books
(even Out of
Print!) on PDF LEGALLY:
"We've
done some pretty fucked up shit in our time but this...I mean, we're
destroying an innocent girl. You do realize that?" - Sebastian
Valmont in "Cruel Intentions" (1999)
MORTAL THEMED MEDIA:
BOOKS:
"Dracula" by Bram Stoker (Renfield-Ghouls), anything by Edgar
Allen Poe (mood), anything by H. P. Lovecraft (mood, "The
Stand" by Stephen King (Apocalypse), "Cat's
Cradle" by Kurt Vonnegut (intrigue)
"You'll
forgive me if I don't stay around to watch. I just can't cope with the
freaky stuff."
-
Barry Convex,
"Videodrome" (1983)
Quintessential World Of Darkness-Style
Mortal Archetypes in Media & Myth:
UNDER CONSTRUCTION
"When I came out into society I was 15. I already knew then that the
role I was condemned to, namely to keep quiet and do what I was told, gave me the perfect opportunity to listen and observe. Not to what people told me, which naturally was of no interest to me, but to whatever it was they were trying to hide. I practiced detachment. I learned how to look cheerful while under the table I stuck a fork onto the back of my hand. I became a virtuoso of deceit. I consulted the strictest moralists to learn how to appear, philosophers to find out what to think, and novelists to see what I could get away with, and in the end it all came down to one wonderfully simple principle: win or die. "
- The Marquise De Merteuil in "Dangerous Liasons" (1988)