Current
Let's get this Grey dust guy out of here, the dust gathering guild is taking new members. (Get it?)
10 mos ago
Hey raavendaas my status wasn't about you little guy you need to actually have 1x1s to be considered a 1x1 player not 10 pages of bumps π
1
like
10 mos ago
Just saw the most unwanted 1x1 RPer lose it all on the status bar. In more cordial news bloodlines 2 has been preordered
2
likes
11 mos ago
Like if you enjoy SFW RP.
6
likes
1 yr ago
CHICKEN JOCKEY!!!
5
likes
Bio
Hey @everyone
White Wolf Returns: A Homecoming for World of Darkness
For over three decades, White Wolf has stood at the bleeding edge of supernatural and horror storytelling. From Vampire: The Masquerade to Werewolf: The Apocalypse and Mage: The Ascension, our games helped shape generations of roleplayers, writers, and dreamers who sought meaning in the shadows.
Today, we are proud to announce that World of Darkness will once again be guided under the name that birthed it: White Wolf.
This isnβt just a name change. Itβs a return to our rootsβand a commitment to the future. A future where mature horror stories are told with care. Where community and collaboration are central. Where fans, creators, and licensees can find clarity, support, and inspiration under a banner they trust.
Simultaneously, we are announcing today that White Wolf will now be a publisher, as well as a licensor, of World of Darkness games. This means that we will continue to work with our network of licensing partners who bring you all the great video games, tabletop roleplaying games, card games, and more -- but we will also develop some new games internally, and publish them.
The first game that we will publish as White Wolf is Vampire: The Masquerade Bloodlines 2 as co-publisher with Paradox Interactive. We will announce additional games from White Wolf as the publisher later this year.
As White Wolf, we will: β’ Reinforce our legacy as pioneers of narrative-driven horror and emotional roleplay across all our products. β’ Provide clear leadership across all World of Darkness media and products. β’ Support creators with improved tools, transparency, and canon guidance. β’ Maintain rigorous standards for inclusivity, sensitivity, and collaboration in storytelling.
The night belongs to us all. Welcome home, Vamily.
@DeadDrop I wouldn't consider there to be one given the current size of my player base. Between that and perhaps generic engineering crew I'd consider those to be the repositories for characters that wouldn't fit in as officers.
What's up w/ earth? Is it owned by some big alien boys or are they existing :>?
Twenty-three | San Francisco, United States| 5'9 / 157 LBs | Female
A P P E A R A N C E
Standing at five foot nine, this blonde woman appears to be of average build. She has short blonde hair which is tied in a bun regularly, when she isn't in a suit she is adorned in mobile infantry fatigues. Her fatigues appears to be well in order, creased and clean as well. Her skin tone is fair, while it compliments her blue eyes she always stood in a firm and attentive stance. Her hands are usually by her sides and rarely in her pockets, her boots - black in nature are shined to a fine finish.
R A N K Private Second Class
S U I T Marauder Suit
P E R S O N A L I T Y Rather cold and to the point, Alex usually distances herself from closer relationships with others. She isn't one to get attached or to form deep connections with others. Dedicated to her work as a trooper she lacks ample time to indulge in social escapades. Relying on herself she is often found reading or by herself. The odd one out, she's neither liked or hated by most and she enjoys the neutral disposition.
H I S T O R Y Born into a military family Alex Fusco only ever saw Federal Service as a way to make herself known to the Federation. Her family wasn't affluent, they too served to become a citizen of the Terran Federation and it was Alex's duty to do the same. With the ever-looming threat of Skinnes and Bugs, there was an ever-increasing amount of positions within the Terran Armed forces. Someone had to fill the boots of the last guy, and Alex would be one of the many to do so. Boot camp was grueling, as it was designed to be. Alex was average and pushed through despite the harsh nature of the drill instructors and the physical and mental demand boot camp had Alex on the edge of her sanity.
However, due to an unforeseen circumstance - Erik Edwards, a renegade, and leader wrapped up into one - boot camp didn't seem as bad as it was to start. With the guidance and leadership of Edwards, Alex's platoon was lead to success with his leadership and charisma. Personally, she held disdain when he was put through OCS. While her feelings to Edwards are mixed, especially to his sense of humor. It would be an ironic reality to see him lead Erik's Eagles when she was transferred from her previous unit. It would be on Klendathu, Alex's first that she'd taste the thrill and horrors of combat.
Death and despair were what the whole operation was, it was a failure and one that could cost a lot of brass their hats. The drop was off, sloppy, the unit wasn't organized. Communications broke down and the bugs came out, soldiers were slaughtered like fish. Some formed into groups and fought off what they could, of course, Alex was involved with one of these holdouts. Fighting for every inch, the troopers pressed on into the hordes of the arachnids. In the end, Alex and a few from her company survived - some paperwork later and the flag and insignia of the company were folded up and retired for better or worse. Now apart of a company with an old face and a new sky marshall, things were looking up.
Maybe.
R E L A T I O N S ~
Tarot Card / A Quick Consensus
The woman on the Nine of Pentacles is taking a leisurely stroll through the gardens of her estate. She is clearly a lady of refinement and grace, so it is incongruous to see on her left hand a bird trained to hunt and kill on command. Falconry is an unusual hobby for a gentlewoman, but it is the key to the special nature of this card.
On one hand, the Nine of Pentacles represents all that is most gracious, high-minded and civilized. Art, music and other forms of beauty are very much part of our physical world. Coins are present in this scene, but they are toward the ground. The business of life is important, but we don't have to focus on practical matters all the time. We can also enjoy the finer things of life. In readings, the Nine of Pentacles can imply an interest in these areas. It is also a sign that you may need to reject the coarse or offensive and seek the highest.
The Nine of Pentacles can also be a sign of discipline and self-control. This woman enjoys her cultured life because she has mastered her baser instincts. Her impulses work for her because they do not rule her. The falcon symbolizes all that is dark and unruly in human nature. Our shadow side can serve us well, but only when it is directed. Sometimes the Nine of Pentacles suggests that you must show restraint and self-control if you are to achieve your best efforts. You may have to "sacrifice" for the moment, but the results will be worth it.
Amy stands at about five foot nine and weighing in at 150LBs, she has dark black hair and blue eyes. She appears to be of average build and is usually seen adorning various sweaters depending on the weather. She usually sticks to a burgundy University of California sweater. Accompanied by whatever she is wearing is a pair of black American BDUs and black combat boots. She dons a pair of square frame glasses, whether they are prescription or aesthetic is unknown. She is usually geared up in whatever she's issued for the day or patrol, her skin is fair in tone.
P E R S O N A L I T Y
Perhaps bubbly at times but for the most time serious, mature and dedicated to those and Last Hope itself. She is fond of jokes, however corny they may be and conversation to an extent but rarely does she break her serious demeanor. There have been instances where Amy has physically started fights with others over something that may have been small, besides these hiccups she appears loyal to the municipal leadership - which is all she knows.
H I S T O R Y
Born in the bustling coastal city of Seattle, Amy was born to an affluent family of businessmen and woman. Her parents both worked in the real estate game, high stakes and high payouts. Unfortunately what little time she did have with her parents was spent in the middle of a messy divorce. Domestics every other day, the police were in and out of the house all the time breaking up the drunken stupors her father would fall into. The beaten face of her mother was a sight Amy had trouble getting out of her mind, near the end of society Amy was seeing a shrink and the family saw a marriage counselor - to no avail.
It would be her father who would be her savior, driving to on the way to Portland when the outbreak hit the mainland. Leaving his wife for dead, Michael Walker would do his last best act as a father to Amy. Try to get her to safety - while admirable as it was the car was stopped by the California National Guard. Amy has pulled aside and carroled with other children as shots rang out to the kneeling, restrained real estate agent. That was the last time Amy ever saw her father, as she soon found herself at a new home. Portland, with the group known as the Portland Pirates - a mix of army, criminals and other filth. Living in poor conditions and under an authocratic regime, down the line Amy would find herself up against Last Hope.
In the Battle of the Locks.
Referred to survivors of the battle as the Massacre at Last Hope, Amy found herself alive at the end of it. Conscripted with other children, she found herself at the frontline of the battle. Last Hope guardsmen, still retaining their humanity spared the children and teenagers of the battle while dispatching the adult combatants who drove the minors forward. Imprisoned for questioning, Amy was later deemed not a threat by the Last Hope Regime. At first, she was opposed to the township, as she had known Portland for what little time she had after the outbreak. However, over time she grew to living, co-existing and showing her loyalty to the township that let her in and spared her an early death.
As she grew older she found herself drawn towards mechanical equipment and electronics, she'd apprenticeship as a technician and eventually become a full-fledged techie. She now accompanies patrols to provide combative assistance and to help field and solve complicated mechanical or technical problems that may arise from gear, weapons or the environment.
R E L A T I O N S
J. Roe
"Loud, in charge and the leader of the expedition. I don't really know her that well, she's for the council which is fine I suppose. I'm for the council aswell, but I don't really like her. Maybe it's the way she talks of her aura, it's off - something is off."
M. Palmer
"I don't like her, I'm pretty sure she dosen't like me. She's part of the problem, with alienating me. Arrogant and undeserving of being the Beta squad leader/Expedition XO. Calls Rizen her own little word, Crazy or something. Honestly, idiotic."
A. Wintergarden
"I've worked at her farm, a couple times. Just to service machinery, repair infrastructure and run other duties. I'm not fond of her status in Last Hope, the council should just move the horses closer to town. She dosesn't need all of them, but who am I to complain. I don't know her at all, I've seen her a few times and that's as much as I know."
J. Blaise
"James always tries to talk to me and to make me feel welcomed. I appreciate it, albeit no one else treats me the same so it feels as it's all for naught. We don't talk much as I'd like, I'm dedicated more to my work than being liked by everyone so leaving him is a frequent action of mine."
R. Harrington
"A scout, I don't really know the scouts and Harrington isn't an exception."
A. Hayes
"The second in command for scouts, don't know her - nor do I really care. She's a scout, I'm not."
A. Jones
"The doc, I've seen him a few for non-serious injuries. He's alright, he isn't judging and he does his job well. I respect him."
H. Miles
"I've worked with Miles for a few years, he's always been accepting even though those under him may not be the same. We work well together, outside of work I've never talked to him about anything personal. I prefer it that way, I respect him for his leadership even though he gets stuck with a lot of idiots he does his best to take care of them. He could be on the council if he tried."
L. Scott
"A techie who was victimized by Portland, she's junior to me in the technical field. Holding resentment towards my previous affiliation she's really tried my nerve, god only how long I can withstand her. She'll try to outdo my every action, how long that will last? Hopefully not long, I'm senior around here for a reason."
S K I L L S
Technical Knowledge and Application - after spending years tinkering, reading and applying what she has learned. She has a great extensive knowledge of electrical and mechanical systems and operations.
Disciplined - Drilling, conditioning, and training have molded Amy to be a physically fit and disciplined soldier.
Land Navigation - Reading maps, using a compass finding the way? Check.
Tarot Card / A Quick Consensus
On the positive side, the Knight of Pentacles is like a bulldog. Once he bites down, you can be sure he won't let go. He's dogged in pursuit of his goals. A hard-worker, he has tremendous stamina and dedication. Every job is always completed down to the last detail. He's careful and prudent, never wasteful. He knows the facts and is immune to false promises. On the negative side, this Knight is a bit stodgy and dull. He's not known for his playful sense of humor. Work always comes first. He tends to be inflexible and obsessive about little details. Stubborn to a fault, he refuses to give in even when wrong, something he'll never admit. he doesn't like change or risk and will always take the gloomiest view.
[center][img]https://i.imgur.com/QZPXCu5.png[/img]
[youtube]https://www.youtube.com/watch?v=Pv0rUwqLsgk[/youtube]
[code]Hey @everyone
White Wolf Returns: A Homecoming for World of Darkness
For over three decades, White Wolf has stood at the bleeding edge of supernatural and horror storytelling. From Vampire: The Masquerade to Werewolf: The Apocalypse and Mage: The Ascension, our games helped shape generations of roleplayers, writers, and dreamers who sought meaning in the shadows.
Today, we are proud to announce that World of Darkness will once again be guided under the name that birthed it: White Wolf.
This isnβt just a name change. Itβs a return to our rootsβand a commitment to the future. A future where mature horror stories are told with care. Where community and collaboration are central. Where fans, creators, and licensees can find clarity, support, and inspiration under a banner they trust.
Simultaneously, we are announcing today that White Wolf will now be a publisher, as well as a licensor, of World of Darkness games. This means that we will continue to work with our network of licensing partners who bring you all the great video games, tabletop roleplaying games, card games, and more -- but we will also develop some new games internally, and publish them.
The first game that we will publish as White Wolf is Vampire: The Masquerade Bloodlines 2 as co-publisher with Paradox Interactive. We will announce additional games from White Wolf as the publisher later this year.
As White Wolf, we will:
β’ Reinforce our legacy as pioneers of narrative-driven horror and emotional roleplay across all our products.
β’ Provide clear leadership across all World of Darkness media and products.
β’ Support creators with improved tools, transparency, and canon guidance.
β’ Maintain rigorous standards for inclusivity, sensitivity, and collaboration in storytelling.
The night belongs to us all.
Welcome home, Vamily.[/code]
[/center]
<div style="white-space:pre-wrap;"><div class="bb-center"><img src="https://i.imgur.com/QZPXCu5.png" /><br><br><iframe src="//youtube.com/embed/Pv0rUwqLsgk?theme=dark" frameborder="0" width="496" height="279" allowfullscreen></iframe><br><br><code>Hey @everyone <br><br>White Wolf Returns: A Homecoming for World of Darkness<br><br>For over three decades, White Wolf has stood at the bleeding edge of supernatural and horror storytelling. From Vampire: The Masquerade to Werewolf: The Apocalypse and Mage: The Ascension, our games helped shape generations of roleplayers, writers, and dreamers who sought meaning in the shadows.<br><br>Today, we are proud to announce that World of Darkness will once again be guided under the name that birthed it: White Wolf.<br><br>This isnβt just a name change. Itβs a return to our rootsβand a commitment to the future. A future where mature horror stories are told with care. Where community and collaboration are central. Where fans, creators, and licensees can find clarity, support, and inspiration under a banner they trust.<br><br>Simultaneously, we are announcing today that White Wolf will now be a publisher, as well as a licensor, of World of Darkness games. This means that we will continue to work with our network of licensing partners who bring you all the great video games, tabletop roleplaying games, card games, and more -- but we will also develop some new games internally, and publish them. <br><br>The first game that we will publish as White Wolf is Vampire: The Masquerade Bloodlines 2 as co-publisher with Paradox Interactive. We will announce additional games from White Wolf as the publisher later this year.<br><br>As White Wolf, we will:<br>β’ Reinforce our legacy as pioneers of narrative-driven horror and emotional roleplay across all our products.<br>β’ Provide clear leadership across all World of Darkness media and products.<br>β’ Support creators with improved tools, transparency, and canon guidance.<br>β’ Maintain rigorous standards for inclusivity, sensitivity, and collaboration in storytelling.<br><br>The night belongs to us all.<br>Welcome home, Vamily.</code></div></div>