A vampire is a fictional creature in the role-playing games and books based on the World of Darkness setting by White Wolf Game Studio. The concept of a vampire in WoD takes many elements from the folklore surrounding traditional vampires in Western culture, and adds a number of specific features for the sake of game mechanics.
The vampire that walks the World of Darkness is an undead creature. It is a former human being that has undergone the "Embrace" of a vampire, being completely drained of blood and then fed some by their sire, a vampire who has turned a mortal into a vampire through the embrace.
Vampires need blood (which they call vitae) in order to sustain their undead bodies. It can be human, animal or vampiric blood (but animal blood is not as good, and vampiric blood has potentially troublesome supernatural properties — such as the ability to create a blood bond).
Vampire bodies do not function like the bodies of living organisms. They are (more or less) preserved in a life-like state, but they do not age or die from illness.
Weaknesses and strengthsVampires instinctively fear fire and sunlight, so much so that even a candle flame can induce a state of near psychotic fear, known as Rotschreck. They receive serious damage from both (sunlight can be fatal after very short exposure). Vampires are also vulnerable to so-called "True Faith", that is, the strength of a person's true religious conviction (which is, fortunately for vampires, very rare). Such faith need not be religious per se — one of the rulebooks mentions a yuppie repelling a vampire with his credit card, thanks to his faith in the power of money.
Driving a stake through a vampire's heart will paralyse him and induce a death-like state. Damage done to other parts of the vampire's body, with any kind of weapon, is significant: it will incapacitate the vampire, and most vampires are not able to heal severed limbs. Decapitation is fatal. Vampires are immune to all diseases, drugs and poisons, but can be affected by some if present in the blood of their victims, and can be carriers and spread blood borne diseases through feeding.
World of Darkness vampires are not normally affected by garlic, silver or the like, and usually cannot be appeased with offerings (as in some traditions). Though players can have their characters be affected by these, they are most likely psychological fears. Some vampire clans have specific weaknesses, such as needing some earth from their place of birth to sleep, or not casting reflections. Certain vampires have exhibited traditionally accepted "weaknesses," such as being unable to cross running water or an aversion to religious icons.
From dawn till dusk, vampires enter a state of supernatural sleep which makes them extremely vulnerable. They may awaken in case of emergency or even not falling asleep at all if their will is strong enough, but during the day they are very weak.
Blood is vital for vampires, and they can only have so much blood in their body and they must continuously spend it to heal injuries, use their powers or even simply to make their dead body move. When a vampire does not have any more blood in its body, it falls into torpor and cannot be reanimated unless someone feeds it with blood or a period of time has passed. This period ranges from a few days to several years, depending on the individual vampire's humanity - a measure of how much the vampire has retained of his former self and how much he has given in to his "inner beast".
Vampiric powers are manifold, and include normal staples seen in movies: great strength, speed, charisma, and resilience to damage are commonplace. Other powers, such as shape shifting, telepathy, invisibility, control over animals and the dead, and others can be learned, though most are restricted to the vampire's clan.
A few vampires strive for a Nirvana-like state called Golconda. This vague concept encompasses salvation, redemption, a mastery over the vampire's bestial urges, and a high degree of Humanity; effects might be to lose the need to drink blood or even a return to a human state, though these are described as mythical even in in-game literature. Vampires in Golconda spend only one blood point a week, are immune to the effects of Frenzy and Rotschreck, and can raise all Traits and Disciplines up to 10, ignoring their generation limits.
OriginsIn the old World of Darkness (as depicted in Vampire: The Masquerade and Vampire: The Dark Ages), vampires descend from Caine, the first murderer, cursed by God. Caine Embraced three childer (the Second Generation), who in turn Embraced thirteen (the Third Generation, called the Antediluvians). These were the beginnings of the 13 vampiric clans. With each subsequent Embrace, the resulted childe becomes weaker as they become further removed from Caine. The standard generation in the modern setting is the 13th (twelve steps removed from Caine).
en.wikipedia.org/wiki/Vampire_(World_of_Darkness)In Werewolf: The Apocalypse, the Garou (werewolves) were created to defend the earth from the cosmic forces that threaten to tear it apart. The Garou fight against the Wyrm, the destroyer. It is a struggle against nearly insurmountable odds, especially considering the rivalry between many tribes. These rivalries make it almost impossible for the werewolves to present a unified front against a cosmic force that pervades reality.
From this morass of hatred and mutual betrayal, there is little hope that the Garou can emerge triumphant against a foe so well armed as the Wyrm. The Wyrm promises money, power, sex, and whatever else the heart desires to its followers while the Garou receive no reward for their striving. It drives them deeper and deeper into despair, or into betrayal so that they choose to serve the Wyrm instead.
CosmologyThe three main spiritual forces in the World of Darkness are the Wyrm, Weaver and Wyld. The Wyld is raw unbridled creation. The Weaver spins reality into patterns. The Wyrm is supposed to destroy the excess order or the excess chaos. However, the Weaver went insane and tried to spin all of reality into its web, including the Wyrm. This drove the Wyrm mad so that it now seeks not to balance, but to destroy everything. The Wyrm has many agents and many faces, all bent on the utter destruction of Gaia, the Earth. The Garou are fighting to keep the Apocalypse from coming, but they are dying out and losing the war. Some tribes believe the coming Apocalypse will be the end of everything so fight desperately for even the smallest victory. Other tribes believe the side that wins at the final battle will be able to reshape the world in its own ideal. Some Garou blame the Wyrm for all evils and some blame the Weaver for spinning the world into stasis. Thus the Garou can agree on nothing and will not provide a unified front in the coming End Times.
The GarouThe Garou (werewolves) believe themselves to have been created by Gaia as her defense against the Wyrm and Weaver. They are the ultimate predators in the World of Darkness. They revere the Wyld but are also steeped in millennia old traditions. They are fighting to survive in the modern world, but cling to the old ways. Adding to their troubles is the fact that only one in ten offspring of a Garou turns out to be Garou themselves. Worse still, their kin, the wolves, have been nearly hunted to extinction, leaving them with very few wolf mates. Thus they have had to make do with humans, thinning the primal instincts of the Garou so that a Homid Garou may never have seen a forest until after his First Change. There is one way to guarantee Garou offspring and this is to mate with another Garou. However, due to an ancient curse laid on the Garou, any offspring produced this way are deformed and sterile, marking them as obviously different. Their birth can put the life of their mother in jeopardy. Thus the Garou need to take their chances with humans and wolves to continue the line.
The Garou are a divided people, divided along lines of breed, auspice and tribe. Each Garou has a breed, auspice, and tribe and this means that they are not even uniform along a single trait. A Lupus Ahroun Child of Gaia is a far different creature than a Lupus Ahroun Shadow Lord even though they share two traits in common. The most severe divisions are between tribes, but breeds and auspices hold different values as well, which can contribute to conflicts in ideals.
whitewolf.wikia.com/wiki/Werewolf:_The_ApocalypseDer vil komme mere info senere, vi arbejder med Camarilla vampyr, da byen er camarilla styret.
For varulvene er det gældende at alle stammer er i brug, men du kan ikke spille Stargazers, Lost Tribes, Black Spiral Dancers.
Jeg er ikke stærk nok i Mage og ikke sikker på at Changeling lige er dem jeg vil begynde med, men det betyder ikke at der ikke kommer andre WoD racer på et tidspunkt.