ZAINAB JIWA AS GERALT OF RIVIA
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ZAINAB JIWA AS GERALT OF RIVIA

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OK OK, I know that everyone is rejoicing over Occam coming in clutch (rock on ya solar flare flexing bastard) but that took a massive backseat to me compared to how badly Door put his foot in it without even realising.
Letās just recap real quick:
Storytime Did you know that there was a relatively obscure French-only Dark Age V20 book that came out very late in the lifespan of V20 that gave the True Brujah a whole new backstory? The original backstory of the Trujah comes from Dirty Secrets of the Black Hand, and was basically this: once upon a time there was a Brujah Antediluvian. He was very cold and logical and rational, and Embraced childer that were cold and rational like him. Until he met a fiery warrior woman named Troile and Embraced her and she, ungrateful for the gift he gave her, diablerized him and usurped him as Antediluvian, and the Brujah who came after her were as fiery and passionate as her. But the original childer of Brujah also begat childer of their own, and this offshoot bloodline is the True Brujah Then Revised edition came out and said that, no, actually the Trujah are wrong, Brujah only ever had one childer, Troile, and the Trujah were dweebs who discovered the original Brujah's time travel powers and decided they were special (ignore that this explanation makes no sense). Well, along comes France by Night, which, through the backstory of a Trujah blacksmith named Ayr L'Enclume, gave us a completely new backstory of the True Brujah. In this version, Brujah indeed only begat one childer, whose name was Troile. Despite his cold, logical nature, he was entranced by Troile, due to her having the same scholarly disposition of hers which she mixed with a fiery, passionate personality. He Embraced her, and the two had the perfect sire-childe relationship, with Troile happy to receive the wisdom her sire passed down, and Brujah happy to receive the youthful modern experiences of his childe. But then Troile, passionate as she was, discovered herself a woman named Catubodua, who had the passion of Troile and the wisdom of Brujah. Unable to help herself, Troile Embraced Catubodua, breaking the rule of the second city that none of the fourth Generation should Embrace themselves. Her sire, Brujah, rather than punishing her, decided to take Catubodua as his own childe, adopting her, and concocting a story that she was actually his childe, while he secretly educated her together with Troile (probably making this the first co-siring arrangement in vampire history). But, eventually, Troile became paranoid that the lie would be discovered by the other Antediluvians, and, when the other Methuselahs started rising up against the Antediluvians in the Second City, she feared that Brujah was soon to turn on her by revealing what she'd done. So she struck first, diablerizing Brujah in line with the official story that all Brujah know. Catubodua, however, lived on, still bearing the curse of the original Brujah Antediluvian, since she'd been Embraced before Troile became an Antediluvian herself, and thus, the progeny she both sired and educated later on, took more after the original Brujah line, focusing more on philosophy and scholarship, with the warrior aspect being secondary and, of course, cultivating the Temporis discipline. Personally, this is my favorite version of the Trujah backstory
Delia Drow Bordello Queen.
Delia Drow Bordello Queen.

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āYou should only send hearts to ppl youāre romantically involved withā
WRONG! BOUNDLESS PLATONIC LOVE, WARMTH, AND ENTHUSIASM BE UPON YE!!!ā¤ļøā¤ļøā¤ļøā¤ļøā¤ļøā¤ļøā¤ļøā¤ļøā¤ļøā¤ļøā¤ļøā¤ļøā¤ļø
AAHHHH.... AN OPCOMING NEWFORK WIZARD GRAIN....
Moloch is wearing his special crown to mask his horns.
TES OC named Vivayth for the awesome and talented @lambasi
ttrpg games are insane and make you insane in ways that are fundamental and irreparable. sometimes the best piece of fiction you will ever experience will happen to you and your friends over two to five years of your life. it will be your work and their work and yet somehow exist between and beyond you all. there will only be like three or five of you in the room and nobody else will ever be able to experience this in the way you did. it will be ephemeral and immediate and it will occasionally make you feel so bad you see hell. fuck. what a concept

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The push and pull between players' and writers' ideas as to how factions and game mechanics in Vampire: The Masquerade should function, is a neat comment on dehumanization. Mind you, I fully understand the reasons for the recent changes White Wolf -and it's publisher, Paradox Interactive- made to those concepts. The Sabbat, as a faction, are awkward to work with, because they actively flout two of the game's core mechanics: Humanity and Masquerade. And wanting to avoid the discussion of how Kindred fuck minus Blush of Life is also an understandable move. I mean, I get it. Who wants to fuck a cold clammy dead body? I sure don't.
I'd fuck a vampire, though. And that's a reanimated corpse too, isn't it? It's just pretending to be alive. Imitating the motions and speech of a living person so it can manipulate and exploit you and your body and those of everyone you love. And that fear has never manifested in real life, right? So, I'm a trans woman. I'm counted among a category of people essentialized as some monstrous existential threat that has to be contained and eliminated to 'protect the children'. It happens with Jews, it happens with Black folks, it happens to gay people, and it happens to trans people now, too, because humans never learn anything. And excuse you, but I would never sink my fangs into anyone that isn't at least twenty years of age. I have standards. But vampires are different, right? They're parasites, exploiting other people to survive and producing nothing of value of their own! It's kind of sad, really. They're not even really alive. It's practically a mercy to kill them, right? So, I'm also disabled. I trust that I don't have to go on about this. Vampires are part of a wide bestiary of creatures -monsters to robots to aliens- who attract a kind of people who, themselves, are dehumanized. Denied the dignity of 'real' people or, at least, implied that they should be. A fundamental mechanic in Vampire: The Masquerade is Humanity. You are a monster that is struggling against the monstrosity inside of you, clinging to whatever shred of the life you lived before to avoid degenerating into a nigh-mindless creature called a Wight. There are no upsides to having lower Humanity: As it declines, your character will struggle to mimic mortal activities like eating, drinking, having sex; even tasks like handwriting become more difficult as the Beast eats away at all parts of your consciousness not immediately tied to feeding and survival (I am now imagining an EATEOT spin-off depicting a vampire slowly losing their Humanity). But there are vampires who don't walk the Path of Humanity, who have found other ways to fend off the Beast. Paths of Enlightenment, practiced by one of the three major vampire factions: The Sabbat. I know a few people of the otherkin persuasion who are attracted to the concept of the Sabbat specifically because the faction rejects Humanity. They're not human: The Kine would reject and seek to kill them if they revealed themselves. Why wouldn't you reject Humanity, when Humanity did it first? By the way, my pronouns are she/her, but I'm keeping it/its in a cupboard somewhere in case I need it. Don't get it crossed like being Sabbat was some progressive and liberatory option the writers wrote out: Most of the Sabbat Paths are a means for them to justify killing and torturing whoever and whenever they want. Honestly, if this setting were even 0.2% more realistic, the Sabbat would've burned itself out centuries ago. These motherfuckers are having bimonthly murder orgies in Montreal and no one's figured that out? I dunno, maybe that's normal for Montreal, I've never been. Anyway. Uh, I had a point to make here, I think. The design of Vampire: The Masquerade continues to centre Humanity as a core mechanic, and I suspect that will continue for a while. It is a great mechanic and concept: After all, when you're denied personhood, it's a natural thing to want to take it back. But, I dunno, maybe it could be good to have stories in the setting about reevaluating what it means to be human without having to hang out with a guy whose chairs won't stop screaming. Obviously, using walking corpses that drink human blood as an analogue for a minority group is a bit of a fraught idea, and I don't expect the writers to change course too soon. Probably better to leave those ideas in the hands of players wanting to write a homebrew timeline. Maybe a... post-Masquerade AU, huh?
Most Sabbat groups that I know, including mine, play the Sabbat a lot more like you're describing. It's more of an interest in playing with the idea of what it could be like to fully reject your humanity and embrace being something non-human. Humanity rejected you first. Experiments in peaceful co-existence between vampires and humans have pretty consistently failed, so it makes sense to get into the headspace of a character who just fully rejects the Humanity-paradigm. How do you react to being non-human? Do you still find it valuable to act human and benevolent to those that rejected you? Do you focus more on trying to influence their society without caring much what they think, assuming you know better? The problem is that White Wolf is constantly split between writers who are interested in exploring this aspect of the Sabbat. Not as ravening monsters but as deeply philosophical, non-human beings trying to make their own way within and without from human society. I think of Packs like El Calpuli Rojo from Mexico City by Night who have a very interesting philosophy on remaining non-human but also non-violent when possible. But also there are writers who just want the Sabbat to be the evil monstrous faction who serve as a grim reminder of what your PC could be like if they let their Humanity slip. Like most story concepts involving the intersectionality of minority identities, personal morality, and fictional magical beings, it's deeply fraught and it's better to just invent your own sort of cannon for how you want it to work for your own personal table/group/stories, rather than trying to rationalize out some kind of consistent cannon truth for what the Sabbat actually is. I lowkey kind of wish that Vampire would take an approach like the M20 books do where whenever "cannon" elements of the story and world are discussed that they present multiple ideas for what the truth is for Storytellers to play with rather than pretending that the vast, highly contradictory lore built up over the past 30 years is somehow one consistent through line.
A new OC game! A MATCHMAKER GAME!!
Reblog with a bit of details, add a picture, and tell me their preferences*! And I will play matchmaker between my OCs and yours.
*note most of my OCs are women, so please drop your OCās that are attracted to women.
All of my ocās are single in this instant!
RenƩe/Rene Rosemary - Thinblood (They/Them/Any)
A high-humanity ethical vampire therapist who uses phebotomy (blood letting) to help their patients and sustain themselves as the most consensual way they can. Born in post WW2 France to a wealthy family, they are intersex and gendefluid, switching between their female (RenƩe) and male (Rene) identity as they feel, with the pronouns to match. RenƩe a a very compassionate individual with a high passion for life, decency and kindness, which makes their unlife a grueling task of lies, misdirection and constant relocation across the world. A romantic bachelor at heart, they try to give their partners a wonderful time before they are forced to part ways.
I believe that Arietta would make a good match for Renee/Rene would. Though, they may have a difference of opinions on how feed āethicallyā. Mainly because Arietta is very convinced that she is doing a net good by beating up and feeding on incel, redpillers, or people who had gotten off lightly for assault charges. She would get attached either really quickly or rather late, so who knows XD.
Ooh interesting! Renee/Rene does not argue against Ariettaās reasoning for her feeding methods, but cannot condone it. They have too much empathy even for people are awful and refuse to change, which is part of Renee/Reneās tragedy. The relationship between these two may take time, but I think their bond would become deep and passionate, with Renee/Rene offering emotional and financial support for Ariettaās goals.
Well, my very first V:tM chronicle of 2 years had its final session. The Sauk City Losers coterie split tp the winds at the turn of 2008.
-The Tremere Melissa Blight stayed behind in Sauk County, becoming the local Regent and general power player of a new Anarch Barony. The vaccum left behind from the death of the Toreador Prince, Ventrue and Malkavian Primogen allowed her to claim their domains and ghouls for her own. She complains a lot but internally is very pleased.
-The Giovanni/Hecata member Alina Russo followed their sire flight to Toronto, taking her ghouled sister with her and selling off the Hospice she had been in charge off. Setting up a Funeral Home instead which allows her ample access to corpses, wraiths and money. Few years down the line, her ghoul sister Vanessa will give birth to a new Revenant bloodline thanks to Alina and her sireās efforts, becoming a happy creepy aunt.
-The Malkavian Simone Gaiman (me) decided to go on a tour of the United States with their best friend/love interest Rey 'Ratface' of Clan Nosferatu in a van driven by Rey's rat ghoul Renfield. They visit various nerdy conventions, famous land marks, and try to live happy unlifes free from their respective Sires. Finally, Simone is free to live. A very tragic, hilarious and human chronicle exploring the many sides of vampire through three well-written pcs and a fantastic storyline. I consider myself very fortunate to have such a good gaming group for all these years.
V:tM The issue with Low-Humanity
I've been thinking recently about Vampire the Masquerade in regards to the other World of Darkness games, with this post by ProphetCassandra being the main catalyst for it.
In my opinion, one of core concepts of Vampire the Masquerade is the struggle of maintaining one's humanity as an immortal monster. As a player you are expected to lose it over the course of play, either as a result of failed dice rolls or decisions the players make within the story of their chronicle. There is however a gameplay issue within all editions of the game which I believe hampers this concept.
There is no mechanical incentive for characters to risk losing their humanity. It's either the result of players choosing to do so, a bad dice roll or decided by the ST as a result of a character's actions. Losing humanity is a punishment in all versions of the game, either willing or arbitrary. In my opinion, this makes most players less inclined to have their characters act in ways that would put their humanity at risk, which I think hinders the core concept mentioned earlier.Ā
Previous editions had the Paths of Enlightenment as an alternative to the Humanity system, I do not personally think it is a sufficient solution to this problem, in addition to being hard to wrap your head around and portray convincingly by players and ST alike.
V5 does Humanity Tracking and Degeneration far better than previous editions with the Touchstone, Stains and Remorse systems in my opinion. Yet they all are built on the same premise that losing humanity is a failure state to be avoided or is inevitable.Ā
Perhaps that is the point of the game design, and I just donāt get it or enjoy it.Ā
That being said, I do believe there to be more varied story potential in giving low-humanity gameplay benefits that tempt players to consider indulging their Beast and letting their humanity degrade. Expanding on the reasons why so many vampires choose to abandon or refuse to maintain their personhood by having mechanical incentives for it.Ā
Perhaps becoming less human means the vampire can more easily direct what violent actions they do in a frenzy as the line between their personhood and the Beast becomes thinner.
Or that social dice rolls or discipline powers that manipulate a low-humanity kindred mind are made harder as their ability to be sympathetic or feel emotions has grown more numb.Ā
If you disagree with my ideas or wish to share their own takes on this subject, please share or comment below. I am keen to read the thoughts of others either way. Thank you again @prophcassandra for inspiring this thought of mine.
It's an interesting discussion, perhaps more interesting from my perspective because my primary WoD game of choice is Werewolf the Apocalypse, which despite lacking a humanity tracker, I feel like generally does this specific thing better. (Albeit most of my experience is in W20.)
In W20, rage I think fills the role you're describing, the mechanic you want. Interestingly, you aren't really concerned with maintaining your humanity because as a garou, while you may have thought so, you were never really human. And more rage means more utility- you can go faster, take more turns. You want more rage. But that makes you more of a monster. More likely to frenzy to disastrous consequences. If you lose control, you could kill your entire party.
But because of how WtA operates from a plot perspective, you find yourself excusing the wanton murder far more easily. It starts with evil spirits or vampires, but pretty soon, you are eventually faced with a human who maybe did nothing wrong, but is in the wrong place at the wrong time- and because you can't have them sounding the alarm because you *can't* fail your task and them going free means they will summon worse things, or whatever the reason, you're going to mow them down. The anger and the cause consumes you. Heads are gonna pop, and it's *so* easy. And you justify it, because you have to. Even if you don't use Thrall of the Wyrm rules to punish high rage further (and you shouldn't imo) this still generally sustains as a system, I think.
W5 does different things a little and manages the rage state with the dead end given up state, and I think does a little better by offering a trade off to going towards one of your dead end states, but because it's very difficult to remove those as well, in my more limited experience, it made a similar issue by encouraging players to use rage but not encouraging them to go all out- you always want some but never max, and in my, again more limited, experience, tends to similarly discourage as much risk taking.
Interestingly, on the other side of this is KotE. (Everyone boos, I know, I know.) But KotE actually encourages your character to more or less walk a path of humanity and succeed. The ideal winstate of one of the Hungry Dead is to reach a peak understanding of themselves, their struggles, their path, whether that involves causing suffering and becoming more demonic themselves- which it often does. And ideally you want to embrace what you are- being very much a monster as much as you are enlightened. But that requires more introspection and roleplay and more deliberate decisions on the part of the player.
How this ties in to the above ideas on vampire is that both of these systems I think reward the player and advance the character towards this end state, which is more monstrous ultimately, but is still the goal of the player and offers more utility by progressing through a state that is fundamentally less human.
V:tM The issue with Low-Humanity
I've been thinking recently about Vampire the Masquerade in regards to the other World of Darkness games, with this post by ProphetCassandra being the main catalyst for it.
In my opinion, one of core concepts of Vampire the Masquerade is the struggle of maintaining one's humanity as an immortal monster. As a player you are expected to lose it over the course of play, either as a result of failed dice rolls or decisions the players make within the story of their chronicle. There is however a gameplay issue within all editions of the game which I believe hampers this concept.
There is no mechanical incentive for characters to risk losing their humanity. It's either the result of players choosing to do so, a bad dice roll or decided by the ST as a result of a character's actions. Losing humanity is a punishment in all versions of the game, either willing or arbitrary. In my opinion, this makes most players less inclined to have their characters act in ways that would put their humanity at risk, which I think hinders the core concept mentioned earlier.Ā
Previous editions had the Paths of Enlightenment as an alternative to the Humanity system, I do not personally think it is a sufficient solution to this problem, in addition to being hard to wrap your head around and portray convincingly by players and ST alike.
V5 does Humanity Tracking and Degeneration far better than previous editions with the Touchstone, Stains and Remorse systems in my opinion. Yet they all are built on the same premise that losing humanity is a failure state to be avoided or is inevitable.Ā
Perhaps that is the point of the game design, and I just donāt get it or enjoy it.Ā
That being said, I do believe there to be more varied story potential in giving low-humanity gameplay benefits that tempt players to consider indulging their Beast and letting their humanity degrade. Expanding on the reasons why so many vampires choose to abandon or refuse to maintain their personhood by having mechanical incentives for it.Ā
Perhaps becoming less human means the vampire can more easily direct what violent actions they do in a frenzy as the line between their personhood and the Beast becomes thinner.
Or that social dice rolls or discipline powers that manipulate a low-humanity kindred mind are made harder as their ability to be sympathetic or feel emotions has grown more numb.Ā
If you disagree with my ideas or wish to share their own takes on this subject, please share or comment below. I am keen to read the thoughts of others either way. Thank you again @prophcassandra for inspiring this thought of mine.
It's an interesting discussion, perhaps more interesting from my perspective because my primary WoD game of choice is Werewolf the Apocalypse, which despite lacking a humanity tracker, I feel like generally does this specific thing better. (Albeit most of my experience is in W20.)
In W20, rage I think fills the role you're describing, the mechanic you want. Interestingly, you aren't really concerned with maintaining your humanity because as a garou, while you may have thought so, you were never really human. And more rage means more utility- you can go faster, take more turns. You want more rage. But that makes you more of a monster. More likely to frenzy to disastrous consequences. If you lose control, you could kill your entire party.
But because of how WtA operates from a plot perspective, you find yourself excusing the wanton murder far more easily. It starts with evil spirits or vampires, but pretty soon, you are eventually faced with a human who maybe did nothing wrong, but is in the wrong place at the wrong time- and because you can't have them sounding the alarm because you *can't* fail your task and them going free means they will summon worse things, or whatever the reason, you're going to mow them down. The anger and the cause consumes you. Heads are gonna pop, and it's *so* easy. And you justify it, because you have to. Even if you don't use Thrall of the Wyrm rules to punish high rage further (and you shouldn't imo) this still generally sustains as a system, I think.
W5 does different things a little and manages the rage state with the dead end given up state, and I think does a little better by offering a trade off to going towards one of your dead end states, but because it's very difficult to remove those as well, in my more limited experience, it made a similar issue by encouraging players to use rage but not encouraging them to go all out- you always want some but never max, and in my, again more limited, experience, tends to similarly discourage as much risk taking.
Interestingly, on the other side of this is KotE. (Everyone boos, I know, I know.) But KotE actually encourages your character to more or less walk a path of humanity and succeed. The ideal winstate of one of the Hungry Dead is to reach a peak understanding of themselves, their struggles, their path, whether that involves causing suffering and becoming more demonic themselves- which it often does. And ideally you want to embrace what you are- being very much a monster as much as you are enlightened. But that requires more introspection and roleplay and more deliberate decisions on the part of the player.
How this ties in to the above ideas on vampire is that both of these systems I think reward the player and advance the character towards this end state, which is more monstrous ultimately, but is still the goal of the player and offers more utility by progressing through a state that is fundamentally less human.

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In another four hours, we witness THE SHOCK RETURN of the LOWEST-RATED PODCAST OF 2006! And this time? The lads start their quest to find A Real Haunted Video Gameā¦
V:tM The issue with Low-Humanity
I've been thinking recently about Vampire the Masquerade in regards to the other World of Darkness games, with this post by ProphetCassandra being the main catalyst for it.
In my opinion, one of core concepts of Vampire the Masquerade is the struggle of maintaining one's humanity as an immortal monster. As a player you are expected to lose it over the course of play, either as a result of failed dice rolls or decisions the players make within the story of their chronicle. There is however a gameplay issue within all editions of the game which I believe hampers this concept.
There is no mechanical incentive for characters to risk losing their humanity. It's either the result of players choosing to do so, a bad dice roll or decided by the ST as a result of a character's actions. Losing humanity is a punishment in all versions of the game, either willing or arbitrary. In my opinion, this makes most players less inclined to have their characters act in ways that would put their humanity at risk, which I think hinders the core concept mentioned earlier.Ā
Previous editions had the Paths of Enlightenment as an alternative to the Humanity system, I do not personally think it is a sufficient solution to this problem, in addition to being hard to wrap your head around and portray convincingly by players and ST alike.
V5 does Humanity Tracking and Degeneration far better than previous editions with the Touchstone, Stains and Remorse systems in my opinion. Yet they all are built on the same premise that losing humanity is a failure state to be avoided or is inevitable.Ā
Perhaps that is the point of the game design, and I just donāt get it or enjoy it.Ā
That being said, I do believe there to be more varied story potential in giving low-humanity gameplay benefits that tempt players to consider indulging their Beast and letting their humanity degrade. Expanding on the reasons why so many vampires choose to abandon or refuse to maintain their personhood by having mechanical incentives for it.Ā
Perhaps becoming less human means the vampire can more easily direct what violent actions they do in a frenzy as the line between their personhood and the Beast becomes thinner.
Or that social dice rolls or discipline powers that manipulate a low-humanity kindred mind are made harder as their ability to be sympathetic or feel emotions has grown more numb.Ā
If you disagree with my ideas or wish to share their own takes on this subject, please share or comment below. I am keen to read the thoughts of others either way. Thank you again @prophcassandra for inspiring this thought of mine.