White Wolf Wiki
Advertisement

White Wolf Night Edition Number 20 is a newsletter printed on poster stock and published in March 5, 2001. It is also a fold-out poster for Mummy: The Resurrection.

Contents[]

Cover[]

News, Events and Things Your Mummy Wouldn't Tell You. Free For Your Mind!

Howlings[]

Welcome to the first 2001 issue of Night Edition. This is where you'll find all the news, all the sports, all the weather... Okay, screw the weather, but if it's hockey, this is the place. Waitaminute, this is the Night Edition. Where you'll find all the latest news on White Wolf games, including February's Mummy: The Resurrection and June's thrilling Exalted! That sounds better. Yeah!

Mummy: The Resurrection[]

An Except from Mummy: Sefekhi, The Unbandaged

After the fall of Amenti, the khaibit Temakh tracked down those who possessed weak shadows when they died. They readily found hosts among the timid, the apathetic, and those in rigid control of their untamed side. When bound to the recently dead, the shadows often found no more order or higher purpose than they had before. The terrified souls of the newly dead retreated to the depths of their consciousness, cowering like frightened children before the untempered impulses that flooded their spirits. The khaibit of the Amenti raged towards their home regions in the black Land with no regard for obstacles or individuals so foolish as to stand in their path. Misunderstood and helpless to express their confusion and rage, the shadows of fallen Amenti clung to their reanimated corpses and crushed the life from those who denied their least urge or hunger. Endowed with deathless bodies, supernatural strength and limitless drive, the khaibit Tem-akh carved their way back to their ancient homelands like a lion's claw through thin skin.

The mysterious reign of terror waged by the feral khaibit Tem-akh did not escape the attention of the waiting resurrection cults. A practice began in Adydos, supposedly with the Children of Osiris, and reputedly spread to other sects. Heavily armed groups from the priesthood set forth with the goal of hunting down and capturing the rampaging walking dead. Violent clashes led to instances of hideous bloodshed, but the carefully organized bands of warrior-priests almost invariably returned with their quarry. Haggard hunters dragged the subdued khaibit corpses, often bludgeoned and broken, into secluded tombs and temples and put them through the ritual of resurrection. The bestial shadow-spirits were difficult to bring under control, though, especially for the newly dead. Resurrection granted the opportunity for a peaceful union, but often the khaibit fought to retain complete control, usually even more fiercely than before the ritual. Of all the Tem-akh, the khaibit displayed the most difficulty adapting to the merging of souls. The cults of Abydos, and eventually those who copied them, sought methods of reigning in the dark spirits. The priests carved bloody glyphs into the newly raised flesh and removed sexual organs as a means of tempering the khaibit's dangerous influence. Hieratic symbols cut into the body body bled thick shadowy essence as the priests sought to seat the khaibit firmly in its new shell and create a balance that the younger soul could maintain. In addition to ritual scarification, the priests developed the practice of wrapping the newly revived Sefekhi in bindings of thick treated bandages with necromantic warding spells to keep them immobilized. From time to time, the restored creatures were partially unwrapped allowing the cultists to speak with them and ascertain their state of mind. Only when it was clear that the union was complete, and the Resurrected mummy had come to terms with her shadow would they release her from her linen imprisonment. Thus, the new beings gained the designation Sefekhi, or the Unbandaged.

Mummy Rant by Kraig Blackwelder[]

So, when they asked me to develop Mummy: The Resurrection, I thought they must have made some terrible mistake (or drunk way too much beer over the weekend). I'm the Aberrant guy. I do White Wolf's wacky postmodern game of super-powers and social satire. What do I know about mummies?

Now, granted, I wasn't completely out of my league with all this talk of undead and wizards and assorted things that go bump in the night. I first got pulled into White Wolf's games through the World of Darkness, and Mummy Second Edition was in my library. I used it once in a Mage chronicle I ran three years ago in Evanston, Illinois, to come up with a thoroughly evil mummy antagonist named Ilsa. She rocked. Aside from Storyteller characters, though, I'd never been drawn much to the Undying. Mummy was kind of a neat idea, but it didn't really seem playable to me because I had no earthly idea how to roleplay a being born in ancient Egypt who measured its existence in millennia. So, when the Mummy meetings resulted in people talking about modernizing the whole mummy concept, it seemed a step in the right direction, and, all of a sudden, I was interested.

When the question was asked, I replied, "Sure I'll develop Mummy. How hard can it be?"

Heh.

Well, needless to say that question was answered, and the answer is "Much, much, much harder than you'd ever expect."

Still, that was fine with me. I had a good time coming up with the theme and feel of the game. Being the nonconformist that I am, I wanted Mummy to stand out from the other games set in the world of Darkness, so I made it deviate from the White Wolf norm. Get this: Instead of playing a conniving monster, you get to play (brace yourself) a good guy. Who knows, maybe it'll catch on.

While it was fun to come up with, it was not easy to implement. On top of the fact that Mummy was a radical departure, both stylistically and thematically, from Aberrant, aside from the fact that that it followed hot on the tail of the (enormous) Aberrant Players Guide, and aside from the fact that I'd never developed a World of Darkness book in my life...it's just not all fun and games to create fun games. I learned firsthand just what goes into balancing game systems and building a game from the ground up. It was, I assure you, a very educational experience.

As the first game in the Year of the Scarab theme, Mummy was to be the book that familiarized suburban adolescent white boys to the geography of the Middle East, the history and mythology of Egypt and, for good measure, a little Arabic culture to boot. That's no small task. What good fortune for me that I was also in the midst of writing The Lost Paths (the de facto Tradition Book for the Ahl-i-Batin and Taftani) for Mage. On second thought, maybe calling it good fortune is a bit hasty. I was swimming in Middle Eastern lore for weeks (or was it months?). I was considering changing my name to Kraig Ibn-Allah or something similarly Arabic sounding. There's nothing like an immersive experience to really make the knowledge stick, though. I now know more about the Middle East than 99% of the residents of this continent, a fact of which I am quite proud. Should you ever feel a burning urge to say "Die bloodsucking fiend!" in Arabic, I'm the guy to ask. That's but one of the many fascinating phrases I learned in my little research frenzy. Never let it be said that writing and developing game books isn't an intellectual experience.

Ask Me, I Know Everything[]

By Fred, or a reasonable facsimile thereof

I am the face of terror. Fear me. Feel my dread gaze. Eat my shorts. Read my answers to your questions. I double-dog dare you.

I don't see exactly how a ghoul is made. It is by drinking from a vampire three consecutive nights, or another way?[]

All that is required to make a ghoul is the drinking of vampiric blood. As long as the person, animal, etc., has the blood in their system, they will not age and are bound to their undead master.

A Vampire who has Huge Size Merit has 8 Health levels. If she takes 8 Health levels due to aggravated damage does she meet Final Death, or is she at Incapacitated?[]

That vampire is done. Stick a fork in 'er.

Can a Lasombra see in and through his own darkness? We know they can create their own shadowed areas of darkness, but can they see through their unnatural abyssal substance? On that note, can others use Eyes of the Beast to see through this darkness?[]

Yes, a Lasombra can see through their own darkness (but not others'). Kindred using Eyes of the BEast in darkness generated by Shroud of Night are at +2 difficulty penalties for more actions.

Hope that answers your questions because you're not getting another word out of me, copper. Hey, what's with the bright light?

Fred is not a licensed therapist, but is a member of several 12-step groups.

Intern Profile # 0043218: Matthew O'Conner[]

Filed by [removed for security purposes]

Matthew O'Connor is a not-quite-22-year-old specimen with shine on his shoes and a song in his heart. Currently cowering within the intern cubicle at White Wolf Game Studio, Matt practices the Osmosis Method of learning the publishing business. This generally entails listening to whatever snatches of conversation he can pick up over walls and around corners and staying the hell out of everyone's way.

Despite his recent arrival, Matt greets everyone in the office warmly, saving a blank stare for everyone he meets. Most of his time is spent lovingly answering questions emailed from power-mad twinks who have discovered the secret of getting 42 actions per turn with Celerity and who ask: "Wraith: The Great War and Vampire: The Dark Ages take place about the same time, right?" Matt enjoys this intensely and at no time has pondered removing his frontal lobes with a plastic spork.

Matt doesn't bruise easily, and his skin tends not to scar, which makes him a fine appendix, er, addition to the Editing and Development department at White Wolf. In the event that some his instruction might...get out of hand, he has access to a full array of turtlenecks and large sunglasses.

It looks to be a long but happy road for Young Master O'Connor, and no doubt he'll ride to the end of it, trying not to reveal himself as the pulling, lame, sickly non-Evil Dead 2-memorizing poser who stole this internship from all the kewl gamer dudes who deserve it more than him.

Intern O'Connor was at no time harmed during the collection of this report. He has never been known to hum along to the tunes of Roy Orbison.

Exalted[]

It is the Second Age of Man, the age before the World was bent. The Empire of the Dragon-Blooded stands astride the ruins of the First Age - an invincible colossus. For millennia, the Scarlet Empress kept her fist around the windpipe of the world.

Bu the Empress is no more, and the Realm spirals closer to chaos and civil war with every passing day. It's enemies grow restive - Demon princes, Deathlords, skin-changing barbarians and the twisted and inscrutable Fair Folk hammer at the gates of creation. Into this time of darkness are reborn the Solar Exalted, heroes of legend once slain by the Dragon-Blooded for their cruelty and decadence. Will these living legends herald the return of the Golden Age, or the end of creation?

Exalted is the latest hardcover rulebook addition to the World of Darkness universe. It's a world that you've never seen or even dreamed of before, yet it's hauntingly familiar. Become one of the Exalted, one of the heirs to an Age of Heroes, now cast down and disparaged. Will you rail against the tyranny of the oppressive Realm, seek your destiny in the dangerous Threshold, or throw in with the bizarre creatures of the wilds? The fate of this new world is in your hands.

Coming June 2001.

White Wolf's Spring 2001 Releases[]

January[]

Mind's Eye Theatre: Vampire Storyteller Guide[]

This book combines new Thaumaturgical paths with extensive advice on creating a Mind's Eye Theatre chronicle - information for live-action players and Storytellers alike. Want to introduce a truly different antagonist? Here are the Baali, Nagaraja and True Brujah. Want to try something different in your next game? Here's how to use flashbacks, dream sequences and other storytelling techniques. Trade-sized paperback.

Stock #5021, ISBN 1-58846-503-9, $15.95 U.S.

February[]

Laws of Ascension[]

Mages have warred for millennia to create new vistas, build a better world and decide the future of humanity. Now their struggles focus on the most important goal of all - the choice of their own destiny. Finally, the definitive guide for playing Mage: The Ascension in Mind's Eye Theatre is here. Nine Traditions, nine Spheres and all of the Abilities, Attributes and storytelling ideas you can handle! Everything from the Tellurian to the Technocracy, with all the material you need to begin your own quest for Ascension.

Unlimited Edition Tradeback Stock #5022, ISBN 1-58846-500-4, $19.95 U.S.

Limited Edition Hardcover Stock #5025, ISBN 1-58846-504-7, $33.95 U.S.

March[]

Umbra Revised[]

The spirit world may be invisible to human eyes, but the Garou know that it's even more important than the physical realm. The Umbra contains the sum of all existence, whether the stark horror of the Abyss or the fleeting hope of the Summer Country. Dare to explore the reaches of the spirit world alongside the werewolves. At long last, the ultimate guide to the spirit word has been updated, expanded and revised for the new edition of Werewolf. Umbra Revised covers every aspect of the spirit world in detail, from the wondrous and horrifying Realms to the mysteries of the Penumbra and Dark Umbra.

Stock #3111, ISBN 1-56504-361-8, $19.95 U.S.

NightEdition20Sp2001ASLLawSnelly

Artist's Spotlight on Lawrence Snelly[]

Lawrence Snelly began working with White Wolf in 1994 and later became art director, overseeing such lines as Vampire: The Masquerade, Vampire: The Dark Ages and his crowning achievement Kindred of the East. Today, Snelly works as a freelance artist from the U.S. West Coast where he ponders projects ranging from Magic: The Gathering to Vampire: The Eternal Struggle and Mummy: The Resurrection.

Go online with White Wolf. Check us out at:

  • http://www.white-wolf.com;
  • alt.games.whitewolf and
  • rec.games.frp.storyteller
Previous release White Wolf Next release
WW: Night Edition Q4 2000 White Wolf Night Edition WW: Night Edition Q2 2001
Advertisement