From: [p f strack] at [email.unc.edu] (Paul Strack) Newsgroups: rec.games.frp.storyteller Subject: FAQ - second draft Date: 16 Oct 1995 19:36:25 GMT Here is a second draft of the FAQ I've been writing. I've received a fair amount of commentary, and have tried to incorporate most of it, but some of it may have slipped through the cracks. If so, I apologize. Give me a gentle reminder, and I'll try and put it in the third draft. Some things I intend to add, but haven't figured out yet: FTP references: can anyone help me with this. I'm not very ftp savvy. Refences to some of the "bigger" net supplements, especially Highlander Anyhow, here is the second draft +++++++++++++++++++++++++++++++++++++++++++++ + A World of Darkness FAQ + + by Paul Strack ([p f strack] at [email.unc.edu]) + + Version 0.2, October 16, 1995 + +++++++++++++++++++++++++++++++++++++++++++++ Disclaimer: Storyteller, World of Darkness, Vampire: the Masquerade, Werewolf: the Apocalypse, Mage: the Ascension, Wraith: the Oblivion, Changeling: the Dreaming and a multitude of other terms herein are all trademarks and copyrights of White Wolf. Their inclusion in this FAQ is not a challenge to the trademarks or copyrights concerned. Table of contents Entries that have been added or changed since the last version are marked with a *. The order and number of some questions more have changed since the last version as well. 1 General Questions *1.0) How do you use this FAQ? 1.1) What is this newsgroup about, anyway? 1.2) What is a roleplaying game? 1.3) What are the Storyteller games? 1.4) What should I get if I want to play these games? 1.5) What if I can't find the games in stores? *1.6) What is this IC and OOC stuff? 1.7) How do I get Writer's Guidelines from White Wolf? 1.8) What is this about the Golden Rule? 2 Internet Resources Questions 2.1) Are copies of the games available on the internet somewhere? 2.2) Is there anything at all about the games on the net? *2.3) Who is the official White Wolf netrep? *2.4) Are there any mailing lists for the World of Darkness? *2.5) Are there any World of Darkness MUSHes? *2.6) Is there information on the net about upcoming White Wolf releases? 3 Vampire Questions 3.0) What is Vampire: the Masquerade about? 3.1) What are the names of the Antediluvians for each clan? 3.2) How do Caitiff, the clanless vampires, come to be? 4 Werewolf Questions 4.0) What is Werewolf: the Apocalypse about? 4.1) What happens to Werewolves that are born under an eclipse? 5 Mage Questions 5.0) What is Mage: the Ascension about? 5.1) What exactly is Paradox? 5.2) If Paradox is supposed to punish obvious magick, why are Paradox flaws so flagrantly abnormal? 5.3) How do coincidences work? 5.4) Why don't (fill in the blank) get Paradox? 6 Wraith Questions 6.0) What is Wraith: the Oblivion about? 6.1) How do wraiths become insubstantial? 7 Changeling Questions 7.0) What is Changeling: the Dreaming about? 7.1) How do Changelings age? *7.2) What do the Levels on Bunk cards mean? 8 Crossover Questions 8.0) How can I use the games together? 8.1) Can I have a vampire/mage, wraith/changeling, etc? 8.2) What sort of crossover creatures can I have? 9 Rules Questions 9.0) What is the Storyteller rules system? *9.1) I have heard that GURPS rules exist for the World of Darkness. Is this true? 9.2) How does splitting dice pools work? 10 Live Action Role Playing (LARPs) 10.0) What is Live Action Role Playing? 10.1) Do LARP versions of the Storyteller games exist? *10.2) Where else can I find discussion of LARPs? 11 Miscellaneous Questions 11.0) What is this section for? *11.1) What are Mummy, Hunters Hunted, the Year of the Hunter and Gypsy About? *11.2) What is Streetfighter? *11.3) Where can I get this FAQ? Section 1: General Questions ---------------------------- *1.0) How do you use this FAQ? If you are completely new to the Storyteller games, read Section 1 and 2, and the first question from each of Sections 3 to 7. This will give you a good overview of what is going on. The other questions tend to be of a technical nature, and difficult to understand without knowing more about the games. 1.1) What is this newsgroup about, anyway? Well, rec.games.frp.storyteller is a newsgroup for discussing various aspects of the World of Darkness roleplaying games, put out by White Wolf Game Studios. All these games use the Storyteller rules system, and thus the name of the group. 1.2) What is a roleplaying game? A roleplaying game is make-believe for older people. You create an imaginary character, and together with your friends with their characters, you describe your characters' adventures in some imaginary world. Usually one person is designated a "referee" of sorts, called the "Storyteller", who makes rules judgements, and controls the rest of the imaginary world outside of the main characters. There are a multitude of different roleplaying games, going back all the way to Dungeons and Dragons. Discussion of other role-playing games can be found elsewhere in the rec.games.frp hierarchy. The best place to start is probably rec.games.frp.misc, which is sort of a catch-all group for discussing these sorts of game in general. 1.3) What are the Storyteller games? There are five: Vampire: the Masquerade Werewolf: the Apocalypse Mage: the Ascension Wraith: the Oblivion Changeling: the Dreaming Each game stands alone, but all are set in the same world, a twisted version of our world, called the World of Darkness. The first two games (Vampire and Werewolf) are now in their second edition of rules, and Mage soon will be. As for what each game is about, see the first question of Sections 3 through 7. 1.4) What should I get if I want to play these games? The Storyteller games are available at hobby and book stores across the world. Each game has a basic rulebook, costing roughly $25, which is almost all you need to play. You will also need some ten-sided dice, which should be available at the same store. Though the main rule book is all you need, the Players Guide for each game is also pretty useful, and probably should be the second book you get. After that, there are various supplements available for each game, depending on your interest. In addition, each game expands on the others, since they are all set in the same world. 1.5) What if I can't find the games in stores? You can order directly from White Wolf by calling 1-800-454-WOLF, that is, 1-800-454-9653. *1.6) What is this IC and OOC stuff? Many people like to post to this newsgroup speaking as if they were their character from one of the Storyteller games. This is referred to as posting "in character" (IC). Other people responded to such posts in character as well, and over time a shared, imaginary universe has developed. To distinguish the "in character" posts from general rules and setting discussions, people put an "IC:" at the beginning of their subject line. If you want to post on this group in character, feel free to do so, but try to remember to put the "IC:" at the beginning of your subject line. There aren't any other rules for what you can and cannot do while posting in character, but if you claim to be an ancient Methuselah with god-like powers, don't be surprised if other people fail to take you very seriously. Some IC posters preface the subject lines of their non-IC post with "OOC:" for "Out of Character". This helps other IC posters realize that what is being said doesn't applied to the shared IC universe. This subject header is not as important as the "IC:" header and seems to be becoming obsolete. 1.7) How do I get Writers Guidelines from White Wolf? Send a SASE to: Writers Guidelines White Wolf 780 Park North Blvd. Suite 100 Clarkston, GA 30021 This has to be done over snail-mail, since you need a disclosure form for each submission. Rather than write up a full supplement, it is better to write up a proposal and send that first. If White Wolf is interested, you can get down to writing the whole thing. IMPORTANT NOTE: White Wolf (and most companies for that matter) will not accept material that has been published on the net. The net is sort of a legal morass when it comes to copyright laws, and companies don't want to have to deal with it. If you want to submit something to White Wolf, do not put it on the net first. 1.8) What is this about the Golden Rule? The Golden Rule of all Storyteller games is that you can make them your own. Anything you do or do not like about them you are free to change. That applies to everything in this FAQ as well. A lot of the answers in the FAQ are just my opinion, and if you disagree then do things differently in your games. Better yet, write me, and I'll try to include your opinions in the next edition of the FAQ. Section 2: Internet Resource Questions ------------------------------------- 2.1) Are copies of the games available on the internet somewhere? No. Putting a copy of one of the games on the net without permission would be a copyright violation, and I don't know of anyone whose has done it. 2.2) Is there anything at all about the games on the net? Plenty. White Wolf has a pretty enlightened policy about people putting amateur supplements on the internet. Rather than waste bandwidth with a long list, I suggest you look at Abe Dashiel's World Wide Web site, which has plenty of links: http://silver.ucs.indiana.edu/~adashiel/wod/otherwww/otherwww.html Before you go on, you might look around Abe's site, too. It is pretty extensive. *2.3) Who is the official White Wolf netrep? A long time ago it was Sam Chupp, but he left White Wolf in 1994. For a while Jennifer Hartshorn was the netrep, but when she became the Vampire developer, she no longer had time for it. At the moment, there is no official netrep for White Wolf. Still, various White Wolf employees read this group, and will post occasionally. If you post a question, you will sometimes get an "official" answer. These people are doing this in their spare time, so be kind. Of course, even if you don't get an official answer, you will likely get half a dozen responses from opinionated gamers such as myself. *2.4) Are there any mailing lists for the World of Darkness? The are several World of Darkness mailing lists at wizards.com. They include: vampire-l werewolf-l mage-l wraith-l changeling-l wod-l To subscribe to any of these mailing lists, send a message to: [l--ts--v] at [wizards.com] The body of the message should be: subscribe In the above, replace with vampire-l, werewolf-l, etc, depending on which list you want to subscribe to. Do not include the <>. Replace with your name. For example, if I wanted to subscribe to the vampire mailing list, I'd send: subscribe vampire-l Paul Strack If you get tired of the list, you can unsubscribe by mailing unsubscribe *2.5) Are there any World of Darkness MUSHes? There are a good number out there. Many of them advertise periodically on this newsgroup. You can also check the Storytellers Circle, a MUSH with a list of other World of Darkness MUSHes on it. You can get to it but telneting to: cklaw.com 6666 *2.6) Is there information on the net about upcoming White Wolf releases? Every now and again someone from Whitewolf will post something on this newsgroup about the books and supplements they are planning on releasing in the near future. Most of this information is recorded in the Coming Attractions FAQ maintained by Rick Jones. It can be found at: http://www-ece.rice.edu/~rickj/Coming.Attractions.FAQ.html The information in the Coming Attractions FAQ falls under the category of rumor. While a fair amount of it is accurate, don't blame either Rick or White Wolf if things don't pan out the way the Coming Attractions FAQ says it would. Section 3: Vampire Questions ---------------------------- 3.0) What is Vampire: the Masquerade about? The game is set in a world like our own, in which immortal undead creatures live in secret societies, maintaining a "Masquerade" to hide themselves from mankind. There are several vampiric clans, which are sort of extended families, or vampiric "races". The Kindred (as vampires call themselves) live in a rigidly hierarchical society, with elder vampires of more powerful blood ruling over younger and weaker vampires. Players take on the role of a vampire, seeking to survive and advance themselves within their secret world. 3.1) What are the names of the Antediluvians for each clan? This seems to be the most common question about the vampire game. The information given in the various supplements about Antediluvians is scanty and speculative, so all of the following might be incorrect. References are given in brackets []. The notation (m) is added for males, (f) for females. 1st Generation Caine (m) [Vampire: the Masquerade, 2nd Ed, p. 13] 2nd Generation [Book of Nod, p. 49] Enosh/Enoch (m) Zillah (f) Irad (m) 3rd Generation, the Antediluvians, by clan Brujah: Troile (m?) [Clanbook: Brujah] Gangrel: Ennoia (f) [Clanbook: Gangrel, p. 11] Malkavian: Malkav (m?) [Clanbook: Malkavian] Nosferatu: Absimiliard (m) [A World of Darkness, p. 57] Toreador: Arikel (f) [Clanbook: Toreador, p. 12] Tremere: Tremere (m) [Clanbook: Tremere, p. 15] Ventrue: Veddartha (m?) [A World of Darkness, p. 32] Assamites: Haqim (m) [Clanbook: Assamites, p. 13] Giovanni: Augustus Giovanni (m) [Vampire Players Guide p. 124] Ravnos: Ravnos (f?) [best guess] Setites: Set/Sutekh (m) [Vampire Players Guide, p.122] Lasombra: Lasombra (m) [Children of the Inquisition, p. 39] Tzimisce: Tzimisce (m) [Children of the Inquisition, p. 44] Diabolized Antediluvians Salubri: Saulot (m), diab. by Tremere [Vampire Players Guide, p. 128] Cappadocians: Cappadocius, diab. by Giovanni [The Last Supper, p. 7] True Brujah: Brujah, diab. by Troile [Clanbook: Brujah] It generally believed that Lasombra has been diabolized by an unknown Anarch, and it is possible Veddartha has been diabolized as well. Other Names given for Antediluvians Lucian and Mekhet [Vampire the Masquerade, p. 52] Loz (m), Ninmug, Nergal (f), and Aralu [Dirty Secrets of the Black Hand, p. 95] 3.2) How do Caitiff, the clanless vampires, come to be? There are two primary opinions on how Caitiff come to be. The first is that Caitiff have thin blood, not strong enough to carry the powers or weakness of a vampire's clan. This means that all Caitiff should be of a high generation. The second assumes that most clan weaknesses and powers are learned traits. Caitiff are created when a vampire is not properly initiated into a clan, and never learns the clan's ways. Under this interpretation, Caitiff can be of any generation. This works fine for clans with more "social" weaknesses (Brujah, Toreador, Tremere) but doesn't make as much sense for clans with more "physical" weaknesses (Malkavian, Gangrel and especially Nosferatu). Very likely, both methods work. Another method for deliberately creating Caitiff is to have multiple sires for the new vampire. That is, when a the new vampire is embraced, rather than feeding her the blood of a single vampire one feeds her the blood of several vampires of different clans, mixed together. This happened a great deal in the early days of Sabbat, until their laws changed to compensate for it. Section 4: Werewolf Questions ----------------------------- 4.0) What is Werewolf: the Apocalypse about? Werewolves are a dying race, locked in an eternal battle against a powerful, malevolent being known as the Wyrm. Werewolves are creatures of a dual nature, half-man, half-wolf. Unlike werewolf legends, the Garou (as they call themselves) are born rather than made, into one of various werewolf Tribes. These Tribes have ancient disputes with each other, and often fight among themselves as well as against the Wyrm. The players take on the roles of werewolves, struggling against both the Wyrm and others of their kind. 4.1) What happens to Werewolves that are born under an eclipse? There is no general consensus on this. Some answers include: they will have an ordinary auspice, they will have no auspice, they will switch between various auspices with the changing moon, they will be mentally unstable, or they will be a new beacon of hope for the Garou race. Two things to consider, though: a Solar Eclipse is brief (a few minutes), and will only occur when the moon is new. A Lunar Eclipse is longer (a couple of hours or so), and will only occur when the moon is full. All in all, this will be a rare event. Section 5: Mage Questions ------------------------- 5.0) What is Mage: the Ascension about? Mages are powerful humans that see a deeper truth underlying reality. They are "awake", aware of how to alter reality at will through Magick. Mages have a long history of meddling in the affairs of mankind, trying to shape reality to their liking. The modern world is under the control of the Technocracy, a group of mages that strengthens the power of science and attacks other forms of magick. The players take on the role of mages from the Traditions, who practice older styles of magick. The Tradition mages fight to weaken the grip of the Technocracy, and against other powerful and mysterious beings that threaten the world. 5.1) What exactly is Paradox? This is probably the most common topic of debate about mages. In fact, even within the game, mages argue about the nature of paradox. There are several common theories, any or all of which could be correct. a) Paradox is the manifest will of the human collective unconscious, trying to return reality to its natural state. b) Paradox is a creation of the Technocracy, to protect their dominant paradigm from the manipulation of magick. c) Paradox is a sort of magickal backlash, that happens when reality is pushed too hard, and thereby snaps. d) Paradox is the manifestation of a mage's own self-doubt, his lack of faith in his own power. In any case, Paradox is the force that punishes mages for using magick that is too obvious and vulgar. 5.2) If Paradox is supposed to punish obvious magick, why are Paradox flaws so flagrantly abnormal? It depends on which theory of Paradox you subscribe to. The most basic explanation is that Paradox flaws are some sort of magickal hiccup in reality, and tend to make things even more strange. As to why Paradox doesn't make more Paradox, that's an more difficult question. 5.3) How do coincidences work? There are two schools of thought on coincidental magick: a) The Soft School: The mage only needs magick to create the effect itself. Reality itself takes care of the coincidence. For example, suppose a mage used Entropy to force a bullet to miss him, and defined the coincidence to be a whisky flask in his pocket that deflected the bullet. Reality bends under his magick, and a flask "coincidentally" will be in his pocket, whether or not he put one there earlier. b) The Hard School: In order to manifest a coincidence, all the necessary components for the coincidence must already exist, or be created by magick. That is, if a mage has a whisky flask in his pocket that deflects a bullet, then he had better (1) actually have a flask or (2) use Matter and Prime to create it. Something between the two schools is probably best for a game, letting mages fudge things a bit that might not really be there, but preventing them from going to extremes. Killing your target by "coincidentally" having a plane crash on them may be going a little too far. 5.4) Why don't (fill in the blank) get Paradox? Another common subject for debate: why don't Vampires, Werewolves, Wraiths, Changelings, etc, get Paradox for using their special powers. There are again several different schools of thought: a) Mankind subconsciously believes in all these different supernatural races, so that their magic-seeming powers are thereby "allowed". b) These races are allied with powerful spiritual beings, that protect them from Paradox. c) These races hide themselves from mankind, making their powers more "coincidental". The above are the sort of answers that mages come up with themselves. My favorite answer comes from rephrasing the question: Why is it that mages get Paradox, and nobody else does? Put this way, one simple answer presents itself: True Magick is so powerful that it (and it alone) invokes the extreme backlash of Paradox. To use an analogy, most supernatural powers are like opening a bottle with a cork screw. True magick is like opening it with a sledge hammer. Paradox happens when your hammer slips. Section 6: Wraith Questions --------------------------- 6.0) What is Wraith: the Oblivion about? Wraith are ghosts, the spirits of humans that linger on after death. They exist in a spirit world called the Shadowlands, near but not quite touching the living world. Wraiths can see and hear everything that happens in the living world, but are insubstantial, and can touch nothing. Wraiths live in terror of the power of Oblivion, which seeks to suck their souls away to destruction. Wraiths in the Western world exist under the iron fist of the Hierarchy, an ancient and tyrannical government built on soul-slavery and devoted to staving off Oblivion. Players take on the roles of recently dead wraiths, struggling to survive and find meaning in their bleak afterlife. 6.1) How do wraiths become insubstantial? According to the rules, wraiths become immaterial whenever they are hit with something that could damage a normal human. The wraith merely loses a point of Corpus, and object passes through them. Objects that are too light to hurt a normal person (like rain or paper airplanes) simply pass through the wraith. My personal view is that wraiths are insubstantial all of the time, but they take a slight amount of damage when large object pass through them. The net effect is the same as the original rules, and avoids the question entirely. Section 7: Changeling Questions ------------------------------- 7.0) What is Changeling: the Dreaming about? In the late middle ages, the world became increasing hostile to magical creatures, including the various Faerie races. Most Faerie chose to leave this world but a few stayed, or were left behind. To survive in a world that no longer wanted them, they took on human form and mingled with mankind. They became partly human, calling themselves Changelings. They lived a hand-to-mouth existence for centuries. Then, in 1969, the Sidhe, rulers of Faerie, came back. Since then, things have gotten more active and a lot stranger. The players take on the roles of Changelings, either a Commoner descended from those who stayed behind, or one of the Sidhe lords. The Changelings explore and play in a world of secret wonder that only they can see. 7.1) How do Changelings age? Changelings consist of two joined parts, their human seeming and their Faerie Kith. Their human seeming ages like any ordinary person, while their Faerie Kith is immortal. Eventually, their human body dies, but many Changelings believe their Kith reincarnates, coming back to a new human body and a new life. *7.2) What do the Levels on Bunk cards mean? There are two sets of dots on Bunk cards: one set before the description and another set after. The first set of dots is the Level of the Bunk, and the second set of dots is the number of successes you get if the Bunk is completed properly. The Level of the Bunk determines which bunks you can have in your Bunk deck. You are allowed to take one Bunk of each level for each dot in the Arts you have. That is, if you have Chicanery 3, you can take three Chicanery Bunks, one of Level 1, one of Level 2 and one of Level 3. After Bunks are chosen, the Level no longer has any effect. Some people use looser rules for choosing Bunks. For example, you might allow someone with Chicanery 3 to have 3 Bunks, each of any level up to, but not exceeding 3. Whatever works for you. Section 8: Crossover Questions ------------------------------- 8.0) How can I use the games together? Despite the fact that the various games are nominally in the same world, they contain numerous small contradictions between them. Each game has elaborate cosmology which is not completely compatible with the other games. Many people feel that by combining the games, you lose a lot of the coherence and power of the individual settings. Others feel that crossover games add variety and excitement. Going by the Golden Rule, do what you like. If you combine the different games, be prepared to make numerous small rulings to handle the problems that arise. 8.1) Can I have a vampire/mage, wraith/changeling, etc? In general, the various supernatural races are not compatible. A mage must be human, and cannot be a vampire, werewolf, wraith or changeling. A supernatural creature that dies might become a wraith, but even if they do, they would lose all their special powers. Changelings are a special race, completely separate from the race of Werewolves. The one exception is that Vampire-Werewolves are possible. Such creatures are called Abominations, and are detailed in Under a Blood Red Moon. They are very rare, as most werewolves that are embraced simply die. The werewolf must botch a gnosis roll to suffer the ignominious fate of becoming a vampire. They are definitely not recommended as player characters. 8.2) What sort of crossover creatures can I have? Most of the various supernatural races have lesser "companion" groups: ghouls, kinfolk, acolytes and kinain. These secondary supernaturals can crossover, for the most part. Thus, you can have a ghouled mage, or a werewolf with Faerie blood. Such creatures are rare, but possible, and certainly viable as player characters. Most of the Players Guides have Merits and Flaws to cover these sorts of situations. Section 9: Rules Questions -------------------------- 9.0) What is the Storyteller rule system? The Storyteller rules are a general system for resolving actions that is used by all the different games in the World of Darkness. Most of these rules, including the rules for combat, are the same for each game. It is possible to ask questions about just the basic Storyteller rules apart from the individual games. *9.1) I have heard that GURPS rules exist for the World of Darkness. Is this true? Steve Jackson games put out supplements for Vampire, Werewolf and Mage using the GURPS rules. Many people here are fans of those rules instead of the Storyteller system. As both sets of rules use the same World of Darkness setting, it is possible to have discussions on non-rules related questions that apply equally to the White Wolf and Steve Jackson Games versions. If you have a more rules specific question about the GURPS versions, you might try asking over in rec.games.frp.gurps. 9.2) How does splitting dice pools work? Splitting your dice pool allows you to do two (or more) things using only a single action. For example, suppose you wanted to shoot somebody and then dodge out of the way of the return fire. To do both of these in the same turn, you would need to split your dice pool. Your dice pool is the least amount of dice you would have from each of your individual actions. If you got 7 dice to shoot and 6 dice for dodging, your dice pool before splitting is only 6 dice. Split your dice however you want between the different things you want to do. You could devote 2 dice to shooting and 4 to dodging, or split it 3 and 3 or whatever. Section 10: Live Action Role Playing (LARPS) -------------------------------------------- 10.0) What is Live Action Role Playing? Live Action Role Playing (LARP) is a cross between regular roleplaying games and improvisational theater. Rather than sitting around a table and talking about what your characters does, you walk around and act it out. You take on the role of your character the same way an actor does. LARPs can be rather large affairs, involving hundred of people. 10.1) Do LARP versions of the Storyteller games exist? White Wolf has published Live Action versions of both Vampire and Werewolf, using the Minds Eye Theater rules system. Live Action Vampire is very popular, and many people run games in different place across the world. *10.2) Where else can I find discussion of LARPs? The newsgroup rec.games.frp.live-action has discussions on LARPs in general. Section 11: Miscellaneous Questions ----------------------------------- 11.0) What is this section for? This is a catch all section I've included to cover questions that don't fall into the above categories. *11.1) What are Mummy, Hunters Hunted, the Year of the Hunter and Gypsy About? Each of these supplements are secondary "games" set within the World of Darkness. Each supplement focuses on a small group within the larger World of Darkness, generally less powerful than the creatures in the main games (with the exception of Mummy). Unlike the main games, the supplements do not have all the rules needed for play, so you need at least one of the main rule books to use these supplements. a) Hunter's Hunted: The original game for playing a Vampire Hunter. It is now out of print, but see Year of the Hunter below. b) Mummy: Play one of the very few Mummies left in the world. Mummies alternate between living and dying, and have power equal to (or greater than!) Vampires. Many are locked in an ancient war against Set. c) Gypsy: A supplement for playing one of the Rom, or Gypsies. The Rom have many unusual talents and abilities. d) Year of the Hunter: In 1995, White Wolf republished the material in the Hunter's Hunted by creating a series of "Hunter" supplements for all five of the main games. They are: The Inquisition - Religious hunters of Kindred. Project Twilight - Government organizations seeking Garou, Vampires and other supernatural creatures. Halls of the Arcanum - A scholarly society with secrets. The Arcanum seeks to learn all they can about supernatural creatures. The Quick and the Dead - Religious and Occult groups that interact with Wraiths. The Autumn People - Hunters of Changelings. This book is planned for production, and should be released in the next couple of months. *11.2) What is Streetfighter? Streetfighter is a roleplaying game published by White Wolf based on the popular video game. Although Streetfighter uses the Storyteller rules system, it is not a part of the World of Darkness. Since this newsgroup focuses on discussions of the World of Darkness games, Streetfighter doesn't come up all that much. *11.3) Where can I get this FAQ? I hope to post this FAQ at least monthly to rec.games.frp.storyteller. I'll also have a copy on my web page at: http://www.math.unc.edu/Grads/pfstrack/wwfaq.html Special Thanks: Stacey Lawless for editing the early drafts and being all around wonderful Abe Dashiel for letting me reference his www site Dierd're for writing the original FAQ's, and then sending them to me Rick Jones for the Coming Attractions FAQ Erik Robbins for given me a reference for Augustus Giovanni Geoffrey Brent for telling me how long lunar eclipses are Eddie Maise for giving me pointers to rec.games.frp.live-action John Thompson for giving me a write-up of the secondary World of Darkness games Torsten Beck for giving me some www links and general commentary Erik for giving me MUSH references Chris Davies suggesting I talk about the new World of Darkness "races" on the net, and giving me some references Allan T. Grohe, Jr for giving me a reference to the old FAQ -- ~~~~~~~~~~~~~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Paul Strack | Madness takes its toll. [p f strack] at [email.unc.edu] | Please have exact change.