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Had a fun idea for a story/campaign. A Garou pack is at ground zero for an awakening (that they probably caused), and the newly minted mage yeets the whole pack into Avatar the Last Airbender. The main tension is the fact that Garou fill the same basic niche as the avatar, but are a lot more murder-y about it. Additionally is the lovely question of do they have the right to interfere in a world not their own? what happens if they do? What happens if they don't?
They're Garou, the question "Do I have the right to interfere," never enters their minds. This world may not be Gaia's, but if I twist my brain into enough pretzels, it still falls under our dominion because fuck you! The big question is, do they pick a side or just start exterminating the human race again?
 
They're Garou, the question "Do I have the right to interfere," never enters their minds. This world may not be Gaia's, but if I twist my brain into enough pretzels, it still falls under our dominion because fuck you! The big question is, do they pick a side or just start exterminating the human race again?
I mean that depends on tribes. Glasswalkers wouldn't go to kill all humanity, same with honestly most tribes.
 
They're Garou, the question "Do I have the right to interfere," never enters their minds. This world may not be Gaia's, but if I twist my brain into enough pretzels, it still falls under our dominion because fuck you! The big question is, do they pick a side or just start exterminating the human race again?
Obviously if it were a campaign, I'd leave it up to the players, but I imagine it'd vary by tribe. I suspect a pack of furies or Red Talons would be very murder happy, while Fianna or Children of Gaia might not want to even interfere unless the spirits give them a good reason to.
 
Silly thought experiment; Hypothetically how powerful would a vampire be if they had every flaw?

In character creation it's possible to gain more points to spend by taking flaws, which can be spend on a variaty of stuff.
So if a vampire character had literally every flaw a vampire character could have (including the ones unique to other clans), how powerful would/could they be with all those additional points added to their stats, skills, abilities etc?

I think it's funny to think about, because while they might be powerful on paper, they would also be a complete dysfunctional train wreck.
They'd have so many weaknesses that they almost literally wouldn't be able to do anything without encountering one every 10 seconds (if not multiple at once).
 
We have huge news!

Renegede will no longer publish World of Darkness books after 2026! White Wolf will be doing everything in-house

Our publishing partnership with White Wolf will be wrapping up at the end of 2026.

Starting in 2027, White Wolf will be bringing World of Darkness tabletop RPG development and publishing in-house.

We'll continue supporting World of Darkness through the rest of 2026 and working closely with the White Wolf team to make the transition as smooth as possible.

This marks the end of an important chapter for both of our teams, and one we're very proud of. Together, we've had the opportunity to work on Vampire: The Masquerade, Werewolf: The Apocalypse, Hunter: The Reckoning, and other World of Darkness projects with an incredibly talented group of writers, designers, artists, developers, and partners.

Most of all, we're grateful to everyone in the community who has played these games, shared them, talked about them, and supported them over the years. Thank you for being part of this chapter with us.

We wish the White Wolf team all the best with what comes next, and we hope you'll continue to join us for the other games and worlds we're working on.

For questions about World of Darkness going forward, you can reach out to White Wolf at info@white-wolf.com for more information.

World of Darkness FAQ

Why is the partnership ending?

A:
We've decided to conclude our partnership with White Wolf, so they will be bringing World of Darkness tabletop RPG development and publishing in-house. We're working closely together to make that transition as smooth as possible through the end of 2026.

Is there any bad blood between Renegade and White Wolf?

A:
None at all. We're proud of what we accomplished together and wish the White Wolf team all the best with what comes next.

Does this mean Renegade is completely done with World of Darkness after 2026?

A:
Yes. Beginning in 2027, White Wolf will take over development, publishing, and ongoing support for the World of Darkness tabletop RPGs.

What exactly does "supporting World of Darkness through the rest of 2026" mean?

A:
Through the end of 2026, we'll continue offering World of Darkness titles through our webstore and providing customer and community support as usual.

Are any announced products being cancelled?

A:
No. All currently announced Renegade World of Darkness titles are still planned for release.

Will Renegade continue selling existing World of Darkness books after 2026?

A:
No. Renegade will no longer sell World of Darkness titles after the end of 2026.

How long will existing books remain available from Renegade?

A:
World of Darkness titles will remain available from Renegade through the end of 2026, while supplies last.

Will PDFs and digital products purchased through Renegade remain accessible?

A:
Previously purchased World of Darkness PDFs will remain accessible through customers' existing order history on their Renegade webstore accounts. However, these products will no longer be publicly visible or available for new purchase on the webstore.

Will there be any final Renegade World of Darkness releases before the partnership ends?

A:
Yes – Vampire: The Masquerade Courts of the Damned and Werewolf: The Apocalypse Tribes of Gaia both release in October 2026.

What happens to organized play, convention games, community programs, or other support?

A:
Renegade will continue supporting these programs through the end of 2026. Beginning in 2027, ongoing World of Darkness community and tabletop RPG support will transition to White Wolf.

Will White Wolf continue the same editions of Vampire, Werewolf, Hunter, etc., or are new editions/revisions coming?

A:
White Wolf will be sharing information about their plans for World of Darkness going forward, so we recommend reaching out to them directly for details.

Will White Wolf reprint Renegade-developed books?

A:
That will be up to White Wolf as part of their plans for the line going forward. We recommend reaching out to them directly for more information.
 
They'd have so many weaknesses that they almost literally wouldn't be able to do anything without encountering one every 10 seconds (if not multiple at once).
One of the problems you immediately encounter is that a lot of merits are direct opposite of flaws, so many of them will counteract each other.
 
We have huge news!

Renegede will no longer publish World of Darkness books after 2026! White Wolf will be doing everything in-house
Between paradox and white wolf's own foibles I still have minimal trust

Besides the Kuei Jin fan 20th anniversary and dhampire accursed heirs is there any stuff from the vault people recommend?
 
Not at my computer but a like 200 maybe 300 page book that revamps dhampires in a 20th edition format with options for powers in mechanics for "blood inheritance" which varies between Discipline Lite, how to become more like a vampire, or more folkloric vampire hunter type abilities along with playstyles for "how long have dhampires been a thing" and rule sets on how a vampire PC might have a child (with it being very very difficult without magic such as maintaining humanity above like 8 for the entire period and having to eat way more)
 
We have huge news!

Renegede will no longer publish World of Darkness books after 2026! White Wolf will be doing everything in-house

I don't have high hopes, but thank you for the info.

Between paradox and white wolf's own foibles I still have minimal trust

Besides the Kuei Jin fan 20th anniversary and dhampire accursed heirs is there any stuff from the vault people recommend?

There is "Classic World of Darkness Mixed Game Rules" that helps you if you want to do cross-splat games.

Changeling recommendations:

The person who made the Kuei-Jin fan supplement also made one for the Hsien (asian fairies) for Changeling the Dreaming I can recommend.

There is also the Book of Gremayre that helps a lot if you want to make a magic/cantrip oriented character. I could also recommend most storyteller vault Kithbooks too for that matter.

Werewolf recommendations:

The Savage Age book series is amazing, it allows you to play Primal style/Stone Age Fera games (it has books for Corax, Grondr etc.). There are some tips to play them in modern nights too.

It also introduced the "Crinos-Born" moniker for the Metis which kinda makes more sense then the justification the garou use regarding that word.

Mage recommendations:

"Strange Yesterdays: Alternatives to the Revised Metaplot" and "Ascension's Landscape: Setting Refinements and Story Hooks." Both try to make sense of the world and the metaplot which is appreciated.

Hunter/Vampire:

Confidential Affairs: The Second Spanish Inquisition - It's free and it gives some info regarding the usage of hunters.

I heard good thigns about the Mesopotamia series too, but I don't have them so I can't 100% vouch for them.

And there is the The Black Hand: Playing the Sabbat that tries to make sense of V5's bullshit
 
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Besides the Kuei Jin fan 20th anniversary and dhampire accursed heirs is there any stuff from the vault people recommend?
For WtA
Werewolf: The Savage Age and anything by Victor Gloom.
Breedbook Moldwarps (Weremoles) is also good if you like dwarves. There are also Werewhales and Weresquid.
Good horror by Clinton Boomer and Sebastian Lindeberg (including Murderbirds)
Lore of the Wolves is an interesting take on Get of Fenris for W5

For VtM
Lucita's Six and Lucita's Seven (Heists)
The expanded Clanbook bundle (Gargoyles, Samedi and two others)
The Elders and Combination Discipline books (there was a bundle)
Age of the Living Gods, allegedly.

For CtD
The Changeling book by Hsienfan.
Draco: The Hoarding. Bygone Bestiary.
The expansions by the original authors (Book of Gremayre, Harbingers of Winter, Courts of Arcadia) HoW is hit and miss but the good ideas (Dauntain and Tithed) are very good.
Kithbook Swan Maidens and probably a few others. Strega, allegedly.
 
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Kithbook Swan Maidens and probably a few others. Strega, allegedly.

The Strega are interesting they tied them to Lilith, but not bound to her mind you.

My favourite fan kithbook is the Ghillie Dhu and the Dullahan one those are the best in my opinion. The Ghilie kithbook gives you much more freedom to play a nature oriented kith and the Dullahan let's you larp as the Ghost Rider.
 
The mentions of world of darkness gypsie makes me want to look through the blood gifts aka the time they decided to make magic genetic when some of the groups thought of as such like Irish Travelers are their own thing. Along with being more eugenic than the Garou

*looks at the cover art*

Multiple people in White Wolf saw this cover and thought "yeah this is fine"

They made alcoholism a skill

that is somehow worse than the swindling skill that they gave a special name to when it is just subterfuge

I kind of like the bladed scarf thing

WoD: Gypsies have more points in virtues because they are tied to their life force due to "Genetic inheritance", also we are going on about how alcoholism, swindling, and fake magic are key skills for them and they find nothing wrong with swindling people from the out group. What do you mean this sounds terrible?

Blood purity as a mechanic is incredibly weird as well as narratively. Change out the name to Mystic Affinity or whatever and you dodge a lot of the issues tied to that one concept alone while making it something you boost. Basically just have it be gnosis.

blood gifts

dance of knives. Extra attacks but the first dot doesn't actually do anything.

Instinct. Bears the issue of being a word used in multiple splats for different things. Adds to rolls involving "safety" so i guess alertness, awareness, and dodge/athletics.

Luck. Add dice to rolls once per story.

Magic. Subdivived between Evil Eye to curse people, the sight to see past and future, mediumship (which also includes astral projection), and draba making magic items. The third one really should just be a merit since it is a merit in other games.

Truth of the Rom. "The ability to lie truthfully" I sigh. I sigh so much. This should just be skills or a merit. It is also opposed rolls for what just describes subterfuge. Was the writer paid by the word?

Zapaderin: Dance that hypnotizes everyone who is not a romani which is a repeated thing in this book and is bizarre in WOD where most of the time you are going to have to politick with whoever is your splatbook all the time. It takes ten minutes to make someone hypnotized. This is just kind of terrible.

there are also a bunch of powers related to the other splats

Spirit of the World: First dot is spend a willpower to get an action, second is letting people not get hit with the werewolf genocide fear bomb, third is werewolf claws for aggrovate damage, fourth is use a level one or two silent strider or homid gift, five is a howl that causes fear

Faerie Threads: One dot is recognize changelings and get a one use per story per dot (so one dot is once three dots is three times ability to call a faery or spirit or teleport via faerie rings or sing songs that attract spirits

Patteran: Have "Multiple patterns of thinking" which includes understanding crazy people, intuitively understand the truth of a thing, tell a story to give people an extra dice, "Fishing through time" to obtain knowledge, and walk through the spirit world while messing with both realms

Blood Sense: Sense what a person is through sensing blood with the first dot being Are You Roani, second being if someone is a mage, third if they are a vampire or werewolf, specifically being able to track a vampire werewolf or Romani up to a mile, track for three miles along with knowing the person's state
I decided to look at the book again and character creation

Concept: Family, Nature and Demeanour (Optional), Element (Optional). It is pretty similar to ghouls

Attributes: 6 4 3 spread. Pretty normal for mortals.

Abilities: 11 7 4 pretty normal for mortals.

Backgrounds 5.
Virtues 9 dots. Honestly kind of bizarre as it isn't really involved with any of the abilities.
Blood Purity: Sigh. Having a higher BLOOD PURITY makes it so people become racist against you/makes you racist. At rank 3 you have +2 difficulty to your initial interactions with Word that sounds and seems to be a slur for outsiders and have an easier time with romani with a -1 dificulty. This increases to a +3 and -2 later. You can only have a number of affinities up to your purity rank so you can't collect them all. I'm not sure if magic types count as multiple or not for this.
Blood Affinities AKA disciplines 3 points.

Willpower is normal. Humanity is normal but I really question why it is here.
21 feebie points

Elements
Earth: Can spend points of willpower to heal or fix one point of damage to themselves or another including a machine, you do not want to know how this is described in universe. This takes an entire turn. Can have Instinct or Draba form of Gypsie Magic (Yes it is called that) aka sorcery.
Air: The description includes a slur for non-romani and also manages to be incredibly racist to the Romani as well by describing how ones of this element tend to be gambling con artist thieves. Can have Luck or Truth of the Rom blood affinity. Can spend 2 points of willpower to negate any one success of an opponent. This does not have an action descriptor.
Fire: The warrior one. Always get Dance of Knives. Can spend two points of willpower to ignore two wound levels for the scene.
Water: Performers, acrobats, and storytellers. Can have the affinity Truth of the Rom or Zapaderin. Can spend two points of willpower to decrease the effective willpower of Insert Word for Outsider that sounds like a slur aka anyone who isn't a romani.
Spirit: Leaders/historians/matchmakers. Can have their special affinity be any of the four types of Romani Magic. In this case the book actually calls it that. Can spend two points of willpower to increase their skill in any form of magic by one dot for the scene. Ignores blood purity (hurk) level. This can be used for other magic specialties but is not cumulative.

Freebiepoints: Raising Elements costs 7, raising blood affinities is 3, raising blood purity is 4.

Note: Due to the cost ratings. It would cost 16 of the 21 freebie points to boost blood purity to 5 as you get 1 at the start
 

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