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White Wolf Night Edition Number 7 is a newsletter printed on newsprint and published sometime in the Fall of 1997.

Contents[]

Cover[]

News, Events and Awkward Stuff About White Wolf. Free! We'll Make More!

Wrap It Up, I'll Take It[]

And why shouldn't you? White Wolf: Night Edition is free!

The holiday season is upon us again, whether you're prepared for it or not. Fortunately we can help. (No, we don't mean by getting you to give White Wolf gifts; that would be shameless marketing and we wouldn't stoop to that. Uh....) We can help out this season by filling some of your holiday free time with game ideas, rules clarifications and hopefully some fun reading...or you could always catch up with Aunt Martha. This paper is intended to keep you informed and to help out with your games. Of course, you could also use it as wrapping paper.

White Wolf Game Q&A[]

Ask Me, I Know Everything by Fred

Can't make heads or tails of the Storyteller rules? Having trouble dealing with crossover World of Darkness games, or new players? Can't get girls to play in your ultracool live-action Vampire game? Just ask me, I know everything. I'm Fred, White Wolf game frother. Even if I don't know the answer to your question, I'll pretend that I do. That's what I do at the office, anyway.

The following is only a sampling of the game questions that we receive every day. Believe it or not, these are genuine. Hope you don't recognize one you've asked. If you have any game questions that i can answer here, write me c/o White Wolf (the address is around here somewhere) or email me at *****@**********.com

Is there any way for a Garou to have True Faith?[]

A homid spends approximately 14 to 16 years living in human society without any knowledge of her Garou nature. During that time, she is exposed to whatever belief systems that her parents and society uphold. When a Garou goes her First Change, she might lose faith in whatever religious doctrine she has been taught simply because her life turns upside down. However, while the change and introduction into Garou society might conflict with her previous beliefs, a truly devout follower could cling to her faith, even at the age of 14. True Faith should be reserved for only the most religious of characters, Garou or otherwise. Being Garou and believing in a higher power, besides Gaia, do not have to be mutually exclusive. It is just extremely rare.

How do I split my Dice Pool for multiple actions?[]

So you want to hack into the Pentagon and shoot someone in the face at the same time. Here's how you split your Dice Pool. Let's assume your character has 10 dice in hacking, thanks to years of CIA training (5 Intelligence and 5 Computer). Of course, your character is also an expert sniper who was trained by the marine corps, so she has an eight-die shooting pool (4 Dexterity and 4 Firearms). So your 19-year-old vampire splits the smaller Dice Pool (eight dice) into two separate pools of four dice each (or whatever other combination you want to use). Got it? Your Storyteller might apply penalties if he feels that your character is distracted, but you also have the Merit: Concentration, so don't sweat it.

If all else fails, skip the hacking, spend a Blood Point to activate your six levels of Celerity, and shoot the guy 17 times. Split your Dice Pool three ways (three dice, three dice and two dice per shot) with each action. That annoying "Rate of Fire" rule might slow you down a tad, but just buy the Storyteller a donut and all is forgiven.

Hypothetically speaking, let's say a drastically point-laden character uses Omniscience (Auspex 9, I think) on another overly point-laden and ridiculously old character (let's say one that was around before the birth of Christ). Wouldn't the character who uses this stupidly impossible Auspex 9 suffer some serious head problems from receiving too much information at one time - say a Derangement or two, or some kind of psychic attack?[]

Yes.

That's all the space we have for now, but don't be afraid to expose yourself to ridicule. I can answer your questions, too. Don't forget: The only stupid question is one that isn't clever.

Æon - Or, How I Spent My Summer Vacation[]

By Andrew Bates

Æon is the new science-fiction game from White Wolf, available this November. We thought it would be cool to give Andrew Bates, developer of the game, a chance to talk about what he likes about it, so that you can learn something more than the hype. Of course you assume that Andrew is more than a two-dimensional caricature, and that he has something worthwhile to say.

Right. Æon isn't even out yet, and I'm already getting questions: Why is White Wolf making a science-fiction game? How does it tie into the World of Darkness? What's it like? Who the hell is this Bates guy, anyway? Does this outfit make me look fat?

The first two questions go hand in hand. We felt we had the World of Darkness covered pretty well with Vampire, Werewolf, Mage, Wraith and Changeling, and the historical games that follow. It didn't really make sense to add yet another major line. (And what would it be? Angels and demons? C'mon. Immortals? Please.) We also wanted to show what else White Wolf is capable of beyond horror. There's a lot of creativity bottled up here, y'know. So Æon came to be, a science-fiction game that's entirely separate from the World of Darkness, but that still bears the hallmarks that make our games popular.

There's a number of things that I like about Æon (which is good, I suppose, since having the developer hate his line isn't good business sense). As a science-fiction fan, I've always been disappointed in the SF games out there. While parts of them are fun, they seem to lack a certain something. They bog down in rules and formulas over characters and settings, or your characters disappear in the shadows of major setting characters.

Æon has a rich, detailed setting (we've created a lot more than we can fit into the book) with all sorts of mysteries and secrets to explore. Characters also have the potential to influence events on a truly cosmic scale, or to simply ramble around getting into mischief, depending on what you like. I really like that versatility within a single setting. You can roleplay an intense, moody character study or a rollicking high adventure, all within the same game (and if you're really good, at the same time).

Additionally, the science makes sense, at least within the context of the game. I'm no great scientific mind, but even I know that you can't ignore basic scientific facts (and if you do, you'd better have a damn good reason). When we designed the technology of the game, we played nice with physics - but didn't get bogged down by it. Æon is a game, not a science course. We don't detail every difference between weak and strong nuclear forces; we give the basics so you can get on with the game.

We have also introduced psi powers. I'm sure we'll catch a lot of flak for it ("Psionics has no basis in science!"), but the way they're presented makes sense in an otherwise solid science setting. There's a lot (I mean, a truly staggering amount) that we don't know about the universe and ourselves. Each time science makes a new discovery, we have to re-evaluate everything we thought we understood. Besides the fact that Æon's psionic abilities are fun to play, the question they raise - "What do we really know to be real, or true?" - plumbs some interesting depths in the setting.

I suppose the strongest, most unique aspect of Æon is that it has multiple layers - from simple SF adventure to dark intrigue to contemplation of truth and reality. So whether you want a high-energy interstellar romp or a deep exploration of "What is humanity?" we've tried to put it in Æon. That amount of scope (and degree of focus) is what makes the game truly special to me.

Oh, yeah. As for me, I don't really exist. I'm one of those computer constructs that are all the rage. Just like that Japanese music star, I'm a collection of bits and bytes, a personality created by committee. And you look great in that outfit; don't let anyone tell you different.

The Face of the Future[]

We've said a lot about Æon so far but have shown you little actual game material. That all changes now. Here's just one of the characters you'll get to know in the Æon universe. This is also a glimpse of how the Storyteller System has been revised for the game.

Hiroko Foster[]

Hiroko Foster was raised in Nippon by her mother (well, actually by her holographic nanny). Her mother, Ryoko, was a Nihonjin executive who had an affair with a UAN official; Hiroko was the result. The liaison brought Ryoko dual shame: There was no denying it now that there was physical proof, and the affair defied Nihonjin purity tenets upheld since the Aberrant War (values inspired to prohibit any future spread of Aberrant Syndrome).

Hiroko's youth was difficult, given her mother's distance, her cold treatment by technological "parents," and the shame of her birth. Thus when Hiroko suspected that she was a latent psionic, she abandoned her former life. She fell in with one of the Psi Nippon enclaves, which routed her to the Æsculapian Order. The vitakinetics triggered Hiroko, then shipped her off to a Lunar clinic for her internship.

Despite her efforts to flee her former life, Hiroko had yet to let go of her anger and proved to be unruly. The order transferred her to a fringe clinic in a poor Lunar neighborhood in hopes that the assignment would mature her. Instead, Hiroko was exposed to the black-market organ trade.

Hiroko's co-workers currently pressure her to join their racket, which diametrically opposes her order's precepts. The Æon Trinity itself has also expressed interest in recruiting her, but for unknown reasons. Hiroko thus finds herself caught between forces beyond her control or understanding. Since she's still young and isn't inclined to trust people, she has no one to turn to - and her quick temper doesn't help much.

Image: 5'8"; slender; mid-20s. Hiroko is half-Nihonjin, half-African; cute, but not beautiful. She doesn't devote much time to her appearance, dressing simply and functionally.

Personality: Hiroko is easy to overlook, but she is alluring to those who know her. She is intense, capable and hotheaded. These qualities are balanced by a practical side; Hiroko is detail-oriented, although her temper usually wins over her reason. She actively dislikes the wealthy, perhaps the product of lingering resentment of her mother.

  • Nature: Rebel
  • Allegiance: Psi Nippon
  • Physical Attributes: Strength 2, Dexterity 3, Stamina 2; Abilities: Athletics 3, Drive I, Firearms 3, Martial Arts 2, Stealth 2, Resistance I
  • Mental Attributes: Perception 4, Intelligence 4, Wits 2; Abilities: Investigation I, Engineering (Bioapps) 3, Linguistics (Nihonjin) I, Medicine 2, Arts I, Mediation I
  • Social Attributes: Appearance 3, Manipulation 3, Charisma 3; Abilities: Intimidation I, Subterfuge 3, Etiquette 2, Savvy 2
  • Aptitude: Vitakinesis: Iatrosis 3, Mentatis 2, AIgesis 2
  • Willpower: 5
  • Psi: 7
  • Backgrounds: Allies (Psi Nippon) 2, Contacts I, Influence I, Resources 3

Kindred of the East[]

For centuries the Kindred have sought the riches and blood of distant Asia. But, though supreme in the West, the Cainites have found their Asian advances haunted by the Orient's own elusive and inscrutable nightstalkers. These entities, seemingly vampires but possessed of inexplicable powers, thwart the Kindred's plots at every turn. Camarilla and Sabbat alike call them "Cathayans": another name for another species of Kindred, exotic and potent on their own soil, but Children of Caine nonetheless.

This time the Kindred are wrong.

The vampires of the East resemble nothing that Western Kindred have ever imagined. They claim no descent from Caine. Though holding family in utmost respect, they know no clans as Kindred understand them. They fear no ancient predators, but they honor their aged as purveyors of wisdom. And they look balefully on those foolish enough to defile their ancestral lands.

From the skyscrapers of Tokyo and the jungles of Cambodia, to the junks of Hong Kong and the alleys of San Francisco, meet these wondrous and terrifying creatures. Discover their exotic cultures and esoteric motivations. And treat them with respect, for they have learned secrets unknown to the Leeches of the West.

Best to greet them now, on your terms. Soon enough, you see, you won't have a choice. May you live on interesting times.

Kindred of the East, a hardcover sourcebook for Vampire: The Masquerade, will be available in February 1998.

How to Educate Your Parents or Friends About the Weird Games You Play So You Don't Get Some Crappy Board Game Under the Christmas Tree - Again[]

By Justin Achilli.

You have to be careful about what you tell folks around the holiday season. One wrong word and you can get stuck with something that you don't want for years to come.

It was Patrick Nagel stuff for me (now, bear in mind this was years ago, and Nagel was all that and a chicken wing at the time). I bought one framed print, my mother saw it, and it was all downhill from there.

"Do you like Nagel?"

"Uh...I guess." (My typical too-cool-to-be-bothered-with-it response.)

The result: years of Nagel calendars, T-shirts, coffeetable books - you name it.

What the hell am I getting at here? If you want the good loot, it's worth the time to let potential gift-givers know.

The best way to avoid imminent confusion is to sit down and talk to your folks, siblings and friends about your hobby. This is a good idea because it not only lets them know that you still love them, but it also reassures them that you are not a cloak-waring, goat-fornicating, crackhead Satanist - unless you are, of course.

If you're lucky, they'll smile and nod and have some inkling of what this whole gaming thing is about. If you're really lucky, they'll even take a look at this pastime that eats up every one of your free minutes. My mother even played Dungeons & Dragons after I talked her into checking it out!

In short, give a little and let your gamily get to know you. that's what the holidays are all about, isn't it?

Ten Christmas Gifts For Gamers[]

Or, What to Get the Person Who Has Everything, and That Doesn't Exceed His Encumbrance Allowance by Ash Arnett

Here's a list that you might find helpful when picking out this year's Christmas gifts. Of course these gifts don't suit you or your friends, but we'll bet you know people that they do.

Listed in no particular order; roll a d10 and consult this table to make your selection.

  1. A Belt. There are some things that the world just doesn't need to see, and securely hiked pants may prevent the world from seeing them.
  2. Soap. And water, if there's not a convenient source nearby. And a (very) private place to use the two.
  3. A Copy of Gray's Anatomy. Gamers need to know that real human beings do not have infravision; do not have huge anime eyes; do not have fangs; do not have point ears, tails or any other feline features; and do not look lie Lady Death, Savage Dragon or Klingons.
  4. Shoes. Other than black Reeboks, combat boots or knee-high moccasins, that is. Where do you find these things? Just some regular shows. Please.
  5. Backpack. Without holes. Who hasn't nearly broken his neck on the insidious pieces of polyhedral plastic that seem to stream forth from some misguided 3-Day-Passer's dilapidated rucksack (Bigger is better in this category; these seems to be no such thing as too much free crap.)
  6. Music. Something other than a soundtrack to a James Cameron film, or "Tunes Inspired by The Crow IV: Legacy of the Zombie." (Please note that anyone who has ever participated in "filking" may be beyond the help that a mere CD might provide. Roll again.)
  7. Clothing. Articles purchased at conventions and comic shops do not qualify; the gamer's wardrobe consists almost exclusively of these already. Anything airbrushed, silk-screened, autographed or made of chainmail is also discouraged.
  8. Dream Date with [inset game designer genius here]. What could be better than an opportunity to talk endlessly and unconditionally about recent events in the space marines' campaign against the Malkavian prince and his evil mech' minions?
  9. Everything White Wolf has ever published. Self-serving? Damn right. It's our column.
  10. A drink. Actually, this is for me.

Ash Arnett is an Art Director for White Wolf who will prattle endlessly if you ask about his character, but has nothing to say if you ask about his "character." Send angry letters to The Particular Dept, c/o White Wolf.

Your Turn at Interning[]

Ever wanted to work at White Wolf, even just for a little while? Ever wanted to come into the office, trade insults with White Wolf employees and work together on games and fiction?

Well, you can.

White Wolf is always looking for interns who can help us create our books and games. We need help in every department. from Game Development and Editing to Production to Marketing to Computer Support to Sales. We're looking for people with education or training in fields related to any of these departments, and for people who want to have fun making entertaining products.

There are some guidelines, of course. Intern positions are not paid, although they can be worth credit if you're still in school and your school offers such a program. Internships last anywhere from a month to six weeks, or longer; whatever works best for everyone. You do have to provide your own housing and transportation.

Interning is a lot of fun (just ask one of our survivors), it looks great on your résumé and it's a foot in the door into the publishing industry (White Wolf alone has hired nearly a dozen of its interns for full-time and freelance employment). The comic strip "Intern: The Exploitation" is an exaggeration...mostly.

Interested? Send your résumé and a cover letter that describes a little bit about you to "Internships," c/o White Wolf (the address is on the back cover of this rag).

White Wolf Presents: Intern: The Exploitation Comic Strip by Andrew Bates[]

WWPItENumber7

White Wolf's Autumn Releases[]

October[]

Vampire: The Masquerade CD-Rom[]

Vampire: The Masquerade is now available in CD-ROM format. It includes all of the essential rulebooks for playing: the Vampire rulebook, The Vampire Players Guide, The Storytellers Handbook, A Players Guide to the Sabbat and The Storytellers Guide to the Sabbat. It also contains hypertext links for easy reference to important terms, rules and powers; a word-find function for locating any reference to any word in any book; and all of the original artwork from these lavishly illustrated game books. For Windows 95.

Stock #5706, ISBN 1-56504-514-9, $49.99 U.S.

November[]

Æon[]

A century-and-a-half in the future, humanity ventures into space and encounters strange alien races and diverse new worlds. Even as mankind struggles to find its place in this new age, Earth is assaulted by a menace from its past - twisted, once-human creatures called Aberrants. The world's greatest defenders against this menace are psions - men and women who possess formidable psychic powers, and who wield unusual biotechnological devices. With guidance from the enigmatic Æon Trinity, psions hope to protect humanity from its own twisted reflection so that Earth's peoples may take their rightful place among the stars.

Hardcover Color.

Stock #9000, ISBN 1-56504-757-5, $30.00 U.S.

A Dozen Black Roses[]

Sex, Violence and Violent Sex

That's the promise that author Nancy Collins delivered upon when this successful novel was released in hardcover in 1996. And she delivers again, as only Nancy Collins can, when her famous vampire Sonja Blue (whose own adventures are detailed in Midnight Blue) takes on the Kindred of the World of Darkness in a hair-raising, balls-to-the-wall, carnage-filled crossover. Now available as a trade-sized paperback.

A World of Darkness/Sonja Blue crossover

Stock #11019, ISBN 1-56504-873-3, $11.99 U.S.

December[]

The Long Night[]

Live action in the nights the Masquerade. The Long Night takes you into the Dark Medieval world and turns you loose on the stage of your imagination. With information on the clans and bloodlines of Vampire: The Dark Ages, this is the essential resource for Mind's Eye Theatre players and Storytellers who want to rise to the Long Night.

Stock #5008, ISBN 1-56504-509-2, $10.95 U.S.

Stargazers Tribebook[]

Open your Eyes, Cub!

The mysterious Stargazers finally get their say, and you'd better listen. The lore of this reclusive tibe, from the ways of the Elemental Mind to the martial path of Kailindo, is compiled at last in Stargazers Tribebook. Their secrets, philosophies and mystical talents are laid bare - miss this book and remain forever blind to the Way.

Stock #3061, ISBN 1-56504-332-4, $10.00 U.S.

NightEdition7ArtistSPLeifJones

Artists Spotlight on Leif Jones[]

Leif was born and raised in California, and started out wanting to do comics, but he got sidetracked into games. His first published work as a comic artist was in a series called Blood & Kisses, which he wrote and drew. Leif's other comic book work includes short stories for Windows #18 (Cult Press), Shock the Monkey #2 (Millennium), Inphobia magazine (White Wolf), Verotika #6 (Verotik), and Aliens Special and Aliens: Havoc (Dark Horse).

His work for White Wolf can be found in a crap load of books, including Vampire: The Dark Ages, Dark Ages Companion, Wraith: The Oblivion Second Edition and (gasp!) Æon.

Go on-line with White Wolf. Check us out at:

http://www.white-wolf.com; alt.games.whitewolf and rec.games.frp.storyteller

More virgins than a Star Trek convention.

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