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The Dark Requiem: New York

My upcoming custom world of darkness campaign has 2 spots open.

About Me: I am a veteran game manager of 30 years. I have ran countless campaigns, met hundreds of new players and forged memorable experiences. I currently run three long term campaigns per week [40+ sessions, at least a year or more], but on occasion, one shots for new players.
You do not need to know about WoD to apply. I run an intuitive, easy to learn campaign. I also provide hands-on assistance to make your PC, as world building when making characters with the GM is what makes role-playing great.

The Dark Requiem: New York 2015

The Dark Requiem is my custom world of darkness setting.

Day: Tuesdays.
Time: 5:30 PM EST to about 10:00 PM EST.

The system is based on the old and new White Wolf WoD systems, but has many differences, so if you are a diehard WoD player, expect something totally different. It uses no books, only custom docs that show all the rules.

If you're new to the world of darkness, then it will be very easy to learn the rules.

The Settings:
*The Dark Requiem: New York * allows you to play a supernatural character [Or a human if you like] in the city of New York.
Chapters of NYC over the years.
1664 to 1854: Rising of Prominence
1854 to 1864: Stirrings of Chaos.
1864 to 1904: War for New York.
1904 to 1960: The Petty Princes.
1960-2015 [Now]: The Rise of the 5 Princes.
After almost 200 years of prominence, NYC was engulfed in a war with the Sabbat. Many supernaturals allied with the Sabbat out of fear, while some resisted. For most that did resist, they suffered fates worse than death.
Eventually, the city was freed, but the cost was corruption as a reign of petty princes ruled as a figureheads, while the Primogen [and other supernaturals allied with them] grew to power.

By this point the Kindred masses and several moderately powerful Kindred of the city had endured the power plays of the Primogen long enough, their greed, power and machinations had reached a zenith. The city Kindred were fed up with the string of weak Princes and of the sway the Primogen held. With insurrection imminent, the Primogen knew they had no choice but to solidify their power base. While they all possessed great influence, they could not fully control a city filled with rivals and enemies, so the Primogen all declared for independence, splitting New York into 5 Domains.
For the next 55 years, the Princes ruled each Borough like small Domains, holding the most power in the city. They have kept this power using blackmail, intimidation and force.

Owing to decades of greed, hubris and poor leadership, corruption, anarchist thin bloods, and even Sabbat began to sprout back into the city.

New York City Now
Currently, New York City has fallen into grinding stagnation.

The 5 Princes and other powerful Kindred are locked in a brutal game of whack-a-mole, continuously fighting over the same territory, position and influence.

The discord and divisiveness stretches down into the Covenants themselves, with the Invictus and Carthians stuck debating their very nature and destiny.

Even the thin-bloods lurking in the alleys can barely function. Coteries spend as much time battling each other as they do the mutual dangers of unlife.

New York City is the front line of all the bloody civil conflicts affecting the Dark Requiem.

The Covenants have valiantly maintained an impotent, but resilient and remnant presence in the city, but teeters on a thin line between a momentous power struggle and a catastrophic leadership vacuum.

The Sabbat is poised to seize control of the globalized megacity again after a 111 year absence and the other supernaturals stand ready to take advantage of the deteriorated Kindred infrastructure...

The System:
The system is easy to learn, fast paced and somewhat unpredictable. I run a sandbox style of game, where every choice matters, good or bad, which makes the suspense all the more palatable.

The fundamental home-brew changes to the system is what dictates the setting and facilitates the world and its inhabitants.

The system also encourages varied ways to play. Combat is more than just physical, with high mental and social characters able to help in fights as well.

Playable types in the Dark Requiem: As a note, the descriptions below represent the stereotypes of those beings in the setting, but as a player, your character does not have to be like them.

Butoka: Basically humans that must transform into hulking monsters during the full moon or when angered. This type is most fun to play if you enjoy the classic werewolf of cinema or like the comic character Incredible Hulk, but with a world of darkness flair.

Demons: Immoral, foul and degrading creatures, demons have varied forms from hideous to attractive, but all humans see them as normal people. They are normally manifested from areas of heavy magic, but can also breed with almost all other types. They have the highest population of all the supernatural, but they also have a high mortality rate as they often kill each other and sustenance is scarce. They are living immortals. This type is incredibly fun to play due to the varied demon types which offer cost effective abilities. Popular choice among my campaigns.

Faithful: Humans with the power of divinity. They can heal mortals and harm demons or undead with their magic. Their blood is poison to vampires, but they are food for demons. Most fun to play for a group with a majority of mortals, who enjoys more divine like magic, or to play a character that is versatile.

Ghost: Mortals who have died in some tragic way, now cursed to remain between the worlds of the living and dead. They are tied to anchors; places, people or things that had meaning to them while alive. Fun for players who enjoy unusual mechanics.

Ghouls: Addicted and mindless minions for vampires. They will do anything for that vampire and will always need, want and think about their master. While a ghoul is still mortal, they are stronger, faster and tougher than a human. Ghouls don’t age. *Fun for players who want to play a mortal type, but with a long life span."

Humans: The innocent sleepers of the Dark Requiem. Most don’t know or ignore the supernatural world. Playable humans are a step above the average sleeper. The most challenging to play, but offers some interesting story ideas.

Lupines: Humans that can transform into a wolf or a tall, feral human when angered. They are essentially weaker Butoka, but can control their transformations and when in their feral form, they appear more savage, rather than all furry. They are fun to play if you want a balance of enhanced physical abilities and enhanced senses.

Magi: Humans with the power of arcane. They can harm creatures and imbue items with their magic. Their blood is poison to vampires, but they are food for demons. This type is totally different from the White Wolf Mage. Popular for players who like arcane type magic or being very versatile in abilities.

Nymphs: Obedient sex slaves to the demons. They are born and bred to sexually serve others and suffer numerous abuses from their demonic overlords. Gentile and demure, they are generally content in their captivity. Surprisingly, a pretty popular choice in my previous campaigns despite how weak the type is compared to others, but if you like playing the underestimated or enjoy social intrigue, they can be a good choice.

Succubae: Similar to Nymphs, these females are generally pariahs of the supernatural world. They are attractive females who must consume male semen or die. This process usually kills the victim. Since they kill who they feed on, all the supernatural creatures avoid them. Only vampires can survive their life-drain, but most Kindred prefer not to be weighed down by a hungry mouth to feed all the time. This type is the same as nymphs, being a surprise how many players have chosen this type over the years in my games. Similarly, they are ideal for social characters, but can fill many roles due their abilities.

Shikari: A human that knows about the supernatural world and has been affected by it in a special way. They are enhanced compared to a human, but not as strong as the other supernaturals. A popular choice for a player who wants to play a human that has supernatural powers.

Vampires. Due to their powers, durability, enhanced senses and immortality, vampires are arguably the most powerful of all the supernatural creatures. They control and rule nearly every city in the world and hold dominion over the rest of the supernatural denizens. They have had setbacks, but no real losses, as a vampire has eternity to wait and cultivate revenge. Vampires consist of numerous factions where politics and power-play are constant.
Strict hierarchy comprises the vampire’s society and the greatest threat to Kindred are themselves.
Vampires have many powers, including the Kiss [their bite causes lethargic ecstasy] and their Vitae [which is addicting and can enslave].
While arguably the most powerful type, vampires have the most weaknesses in the game. Vampires are not as versatile as Faithful or Mages in the setting, or as efficient in powers as demons, but the powers they do possess are more potent than the others types.

Vrekener: Winged, spiky creatures that are descended from magi and demon crossbreeding. Like demons, they are living immortals. They have the unique ability to copy the powers of other supernaturals. Fun to play if you enjoy having a variety of powers each session.

Yata: Similar to the butoka and lupine types, they can transform into a cat or a humanoid-catlike creature. They are very dexterous. Fun to play if you enjoy cats or want to play a lupine, but prefer a feline theme.

Info:
New players are very welcome as the setting is easy to teach.

Content Warning: This setting deals with mature subject matter. Age 18+ only.

Voice: This campaign uses Roll20 for maps/sheets/rolls and Discord for voice chat, so a decent mic is required. Background noise should be minimal.

Want to join this game? Make a post in the discussion forum below and let the GM know!

6 Players (9 Open Slots)

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