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WEREWOLF BOOKS
Posted in Werewolf (Monday, October 6, 2008)
Written by Bill Bridges and Brian Campbell and James Moore and Ethan Skemp. By White Wolf Publishing.
The regular list price is $18.00.
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4 comments about *OP Axis Mundi: The Book of Spirits (Werewolf: The Apocalypse).
- This is a must-have for any Storyteller that deals with the Umbra and spirits, for Mage or Werewolf. It is a very information-rich sourcebook, full of guidelines and expanded rules on spirits, and packed with information on the spirits themselves. There is a spiritual history of the Garou that is very informative
- I thought Axis Mundi would be a valuable aquisition to my werewolf stories, but wasn't. The mage storytellers will not understand why, whitewolf told that book would be useful for Mage campaigns. I wasted my money... Don't do the same mistake
- This is a pretty good book. If you are looking for information on some of the spirits who support the totems of the werewolf tribes, then this book is for you. You won't be disappointed.
However, I was disappointed with this book. The main reason for this is that I thought this book wasn't far reacing enough. According to the Werewolf universe, the Umbra is populated with thousands, if not millions, of different kinds of spirits, each with their own personality archetypes, wants, desires, interests, etc. But this book focuses mainly on the small number who serve the major tribe totems. This small slice of the spirit world is hardly fulfilling. Another problem is that the book makes no attempt to describe how the spirits interact with each other, how any of the hierarchies of the totems work, or how any other spirits really behave or act out in the day-to-day life of the Umbra. Spirits are described as if their only purpose is to interact with the werewolves and not as if they are each self-sufficient entities. So this book is good for what it is, but like many other White-Wolf supplements it fails to be all it could be. A much better book would have given more over-arching spirit information on a macro level so us creative-types could use the information they provided to populate our games with interesting individual spirits on a micro level.
- As much as I enjoyed reading this book and think it's a nice supplement for Werewolf, I can't see why White Wolf recommended it for Mage. Other than a short little paragraph in an info box, the book made little reference to Mage.
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Posted in Werewolf (Monday, October 6, 2008)
Written by Matthew McFarland. By White Wolf Publishing.
The regular list price is $17.95.
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3 comments about Rokea: Changing Breed Book 8 (Werewolf: The Apocalypse).
- Well, this was going to be an interesting read. The brief description of the Rokea (weresharks) in the Werewolf Players Guide sounded intriguing, but problematic. The sharks are the only shapeshifter in the sea, limiting the potential for all-Rokea games, venturing on land is a capital crime amongst them, and weresharks born from humans are virtually non-existant. All of this made them one of the more awkward races to work into a Werewolf game. So does this book solve that problem. In a word, yes.
The Rokean point of view is expanded on. Essentially, the Rokea have one directive: Survive. Until recently, they were happy to let the land-dwellers (pretty much every race in the World of Darkness) take care of themselves until over half their race were wiped out by a nuclear blast in 1955. Since then, they've been split into those who would live with the surface world and those who would live without it. We also get an insight into the somewhat primal mind of the wereshark. Their directives are simple: Protect the oceans and do whatever you have to to survive. Everything stems from that, and as usual with these books, provide fodder for the method actors among us (how would you see the world if you were born as a tiger shark?) As usual for the 'Breedbooks', there are a collection of new Gifts, Rites, Merits and Flaws (the funniest of which is 'Tonic Immobility' which means that like normal sharks the Rokea will lapse into a torpor if placed on their back-even if in human form!) The artwork bears especial mention, capturing the sleek brutality of sharks well (and reminding you why 'Jaws' was so scary) Standouts are the monstrous Black Shark, a horde of Rokea attacking a Soviet submarine and the demonstration of the five Rokea forms (human, muscular, hunchbacked human, the shark-man war-form, the prehistoric giant shark and shark) At the end, we're given a sample adventure which includes some possibilites for bringing werewolves and weresharks together Lastly, there is some miscellaneous information on sharks in the real world, the varying perceptions of sharks in mythology and pop-culture and information on the evolutionary role of sharks (they predate even the dinosaurs and the Mokole werereptiles) Overall, it's an impressive book. Well worth the purchase if you plan to send your Mage / Werewolf / Vampire party near the sea any time soon.
- Well I must say Rokea, the Werewolf:The Apocolypse supplement about weresharks, was a much better read than I'd anticipated. The opening story draws one in, and I think it covers it's topic rather well. Their take on the Triat is interesting, if a little too long. That said, I'd gone in terribly skeptical about it. I mean, werewolves are one thing, but weresharks? I wasn't hopeful but ended up pleasantly surprised by it. It's very interesing, and gives the Story Teller good ideas on how to use them in a Chronicle. Might even be fun to run an all-Rokea game!
Per usual though, I was not terribly impressed by the artwork. If you like stiff or over-exaggerated (bad) comic book stuff, you might appreciate it. Being a fan of one or two of the artists in the White Wolf stable (John Cobb and Steve Prescott, to give you an idea on my tastes) I am disappointed that those that get the most play are the poorest. In my opinion of course. So long as you're not interested in the pictures, I highly recommend this book.
- Absolutely worth the dough. Everything from both the role-playing and rules sides of playing weresharks is in this book.
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Posted in Werewolf (Monday, October 6, 2008)
Written by Brian Campbell. By White Wolf Publishing.
The regular list price is $14.95.
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1 comments about *OP Tribebook: Bone Gnawers Revised (Werewolf: The Apocalypse).
- At first, I was hesitant to buy this book. After all, I already had the original edition, would there really be much of a difference? Absolutely! The history is deeper, their views on breeds and auspices as well as the other tribes is more thought out, and it is made abundantly clear that these are not just the down-and-out cousins of the Glass Walkers.
The Bone Gnawers are looked down upon by the rest of the Garou Nation, and it's easy for players to turn their noses up at them as well. But after reading this new look at the tribe, it's easy to see that they as a family of outcasts, they have created a new way to insure their survival. They can also use the new totems, rites and gifts that didn't show up in the first edition (there are also rules for using the gifts and rites in a live action game). As for Storytellers, Bone Gnawers are more numerous than their Glass Walker counterparts and would therefore be more prevelant as NPC's in an urban setting. Additionally, after reading this, you'll have a better understanding of how to make cities more dark, foreboding and dangerous. The artwork is great, though some artists tend to make these Garou almost as hideous as Nosferatu. And be aware that, since these Garou tend to live rough lives, they use rough language (in case you are easily offended). Easily surpasses it's initial edition.
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Posted in Werewolf (Monday, October 6, 2008)
By White Wolf Publishing.
The regular list price is $14.95.
Sells new for $6.77.
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3 comments about Werewolf Storytellers Companion.
- The Werewolf Storyteller's Companion is all the extra items that just wouldn't fit in the main Werewolf: the Apocalypse rulebook. This slim volume contains 60 pages of extra information that you can use to enhance your game and provide new opportunities for your players to enjoy.
It is divided into four chapters: 'The Beast Blooded', detailing the recently seperated tribe of werewolves (the Stargazers), a brief summary on other shapshifters and some optional rules for tribal weaknesses; 'Caerns and Septs', briefly overviewing these two fundamental parts of werewolf life; 'Rivals and Enemies', providing new antagonists to torment your players with; 'Odds and Ends', which has rules for underwater combat, new weapons, a timeline of history and expanded Renown rules, as well as a 4-page spread of character sheets. Also included is a fold-out 5 page Storyteller's Screen, which provides many of the charts and rules you need all in one place, as well as providing a shield for making secret rolls or just hiding your notes from potentially nosey players. The information in these chapters is very helpful, and this should be considered extra material that would have been in the main rules if not for lack of space. If you are new to Werewolf, this book is a great addition to the main rules. However, if you have the full Storyteller's Handbook, this may simply be repetition of things you already knew. While some of the rules provided here are newer than those in the Handbook, most of the 'flavor' is the same. For the price, the Storyteller's Companion is a great deal, and useful to anyone playing Werewolf: the Apocalypse, even if you have the older Handbook. These extra pages that belong in the main book, so pick up a copy and complete your Werewolf experience!
- On my first glance, I was extremely annoyed at this book. Very little of it was original, most of the information simply glossing over what's to be found in other books. But as I read through it, I softened up a bit. True, those of us who have been with Werewolf since first edition (remember page XX?) can safely pass this volume by. But for newcomers, especially those who's first taste of the game is from the Revised edition, this is a useful source.
There is information on the newly departed Stargazers which is good reading if you are following White Wolf's metaplot, otherwise just refer to 2nd edition or tribebook. Enough information is given on the other werecreatures (Nuwisha, Bastet, etc.) to come up with a one-shot NPC, similar to the information the core rulebook gives on Vampires, Mages, Changelings, etc. If you want the troupe to become more entangled with the other Fera, you'd be better off getting the Players Guide or the various Changing Breed books. The information given on caerns, septs and moots is a must read if you don't already have the Players Guide. This is stuff that really should have made it into the core rulebook as it is the basis for much of Garou society. Also included are stats for animals ranging from foxes to anacondas, more suggestions for what acts garner what Renown, and how much the Garou know (and how they view) the other supernatural denizens of the World of Darkness. These are useful tools for those already familiar with Werewolf. I have a hard time buying that there wasn't enough room in the core rules for this information (especially the eight or so pages of caern info), but in the end deciding whether to purchase this depends on your familiarity with the game. Old hands should probably save their money for another sourcebook. Novice storytellers who are already running successful campaigns might pick up some interesting ideas. True newcomers would probably benefit since the gaming screen provides the most needed charts and the book helps flesh out the background and provides ideas for interesting NPC's.
- I know that you don't forcefully need this book, and that you might be able to handle a chronicle without the companion, but admitt that to get the animals, the stargazers and other things included in this little book, as well as the weapons table on the screen and the full explanation on the littany and reknown you will either need to work on the net for a month or get your head spinning with different sourcebooks and table creations, sure the book is not forceful, but it sure gets some weigh of a storytellers back, besides, the screen is quite cool.
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Posted in Werewolf (Monday, October 6, 2008)
Written by James Moore. By White Wolf Publishing.
The regular list price is $15.00.
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2 comments about Outcasts: A Player's Guide to Pariahs.
- Its fantastic to finally have a source book for the "forgotten" characters... the social outcasts and eyesores. These characters are the most challanging to play and this author brings new depth to role playing a pirah. James Moore's constant tongue in cheek humor keeps the book interesting and enjoyable. The new information available makes creating a "socially unacceptable" character much easier and offers many new avenues to choose from
- One another great hing about this book is that you can mix up a little the enviroment the players are used to play. Getting Vampire and Werewolf players to play togueter was a great idea, except for the fact that the vampire players were complaining that the "Lupines" were kicking their asses, but it was fun anyway. It's a great book.
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Posted in Werewolf (Monday, October 6, 2008)
Written by Richard Dansky and Shannon Hennessy and Lisa Clark-Fleishman and Rick Jones. By White Wolf Publishing.
The regular list price is $17.95.
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2 comments about *OP Book of the Wyld (Werewolf: The Apocalypse).
- " and the Wild was off picking it's toes or something." This the general stereo type I held of The Wyld. Yes it's the fountain of creation, but it had not been given the personification that the other members of the triad had.
Well no more. The down side of this book: It tries to explain the unexplainable. The Up Side: It gives insight to what is often the most misunderstood element of the WereWolf game. The book has a good selection of Wyld Fetishes and a couple (2) Rites that can work as good background material. The selection of Wyld spirts is good (20 pages worth, and the Gorgans), and can act as excelent additions to any game (be forwarned some are reprints though). It also incluedes a section on The Storm Eater, if any one was wondering more about it, you'll find some answers. The addition of "thresholds" is also something new to me. And finaly the warning "The Wild is a doble Edged Sword." Under this topic there is a good section explaining the chaos that is The Wyld. As well as an discusion on insainity (The freind of Chaos) and how close association wiht the Wyld can lead your characters to the depths of madness, and how to deal with it as a storyteller, and player. All in all a good addition to the White Wolf line-up.
- "Book of the Wyld" left me with mixed feelings. The book did contain some interesting and useful information; all the new rules would add just the right amount of flavor to any Werewolf story. Unfortunately, this book left me wanting for more; I don't think it was as good as the two previous books about the Wyrm and the Weaver. "Book of the Wyld" could have definitely use some more work, but I think it is worth having in the end if you want add more the Wyld element to your stories.
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Posted in Werewolf (Monday, October 6, 2008)
Written by Chris Howard and Matthew McFarland. By White Wolf Publishing.
The regular list price is $17.95.
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2 comments about *OP Rage Across Egypt (Werewolf: The Apocalypse).
- Since I started playing Werewolf: the Apocalypse, one of my favorite tribes has always been the Silent Striders. They are so enygmatic, so tragic. Now, there comes a time for this tribe to get payback! The coming of the Red Star has given hope to the Striders to gain back their ancient homeland. And they have allies in this war!
From the moment you take this book in your hands, it's amazing. It has one of the best cover arts in any Werewolf product I have ever seen (except, perhaps Werewolf: the Dark Ages). The book details the role of the denizens of the World of Darkness in Egypt, from the point of view of the Garou; it tells us more about the Curse that was laid upon the tribe; their connection to the origin of the Setite vampires; a very special kind of Bane that haunts the Egyptian deserts and their relationship towards other supernaturals (other Fera ans the Mummies, for instance). If you are a fan of this tribe, or if you want to take your Werewolf chronicles into the lands of sand, buy this book!
- Perhaps one of the most interesting setting books for Werewolf: the Apocalypse, this book ventures into Egypt, the ancient homeland of the Silent Striders. After a wonderful piece of fiction telling the tale of Nepthys, kin to the Silent Striders who fell into vampirism and the punishment she recieved, this book starts out with a nice introduction to the themes and mood of the setting, complete with a lexicon of Garou specific words for Egypt, the Middle East and Africa. The next chapter covers the history of Egypt from the Garou's point of view (with input on the Mokole and Bastet), starting from Set and Osiris' war in ancient Egypt to the coming of Islam to the British, French and Turksih occupations to the modern era. Theres even a nice little timeline of Egypt's history with dates, and a chronology of rulers (the various Egyptian Dynasties, the Roman and Byzantine Empires, Arab Caliphates, etc).
In the subsequent chapter we get a look at major elements in Egypt's culture, politics, geography and environment including a look at Islam, political parties, indigenous wildlife, minorities like the Copts, ancient ruins, cities like Cairo and Alexandria and places such as Lake Nasser or the Sinai. More importantly, there is an examination of the supernatural side of Egypt, including a look at the Tuat, Egypt's unique cultural spin on the Umbra, which includes four Umbral Towers (one for each element and direction, spiritually marking the boundaries of Egypt's borders) and the Twelve Hours of the Night (twelve Umbral Domains from Egypt's mythology). There is also a look at major Garou and Wyrm Caerns in Egypt. The next chaper goes onto to cover major NPCs for each Tribe, including Cairene Glass Walkers and Bone Gnawers, the Silver Fangs of House Wise Heart, Bedouin Uktena, Red Talons in the Western Desert, Sufic Stargazers, British Fianna and, of course, the Silent Striders. The fourth chapter looks at major storyteller devices in Egypt, such as Jackal Fever, the Eaters of the Dead, the Egyptian Umbra, Sutekh's Curse and a secret Rite developed by the Children of Gaia that allows the Silent Striders to briefly return to Egypt. Theres also an examination of the Ahadi, an alliance of African Fera which includes Egypt in it's territory, and a look at the native Shifters of Egypt (Mokole, Bastet, etc), as well as some information for games set in ancient Egypt. Following this is a chapter on various antagonists in Egypt, such as the vampiric Followers of Set, Endron Oil (a subsidiary of Pentex), the Black Spiral Dancers, the Ratkin of Suez and even a few horrors unique to Egypt. This book does a wonderful job covering Egypt (and the Middle East in general), especially with the metaplot of the Striders trying to retake their homeland from the Leeches. Not only that, but your players can get in on everything from Jackal Fever and the fall of House Wise Heart to the sealing of the Ahadi. A great resource, and it fits in well with other Mummy and "Year of the Scarab" products in representing Egypt and the Middle East.
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Posted in Werewolf (Monday, October 6, 2008)
Written by Ethan Skemp. By White Wolf Publishing.
The regular list price is $10.00.
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3 comments about Silent Striders Tribebook (A Sourcebook for Werewolf: The Apocalypse, Tribebook 9).
- This Tribebook is very nicely put together. It includes a lot of history and cultural information on the Striders as well as the usual new Merits and Flaws and Gifts. I learned quite a bit just reading this one, and I consider it to be money well-spent. The Totems offered were interesting too. I'd say this is a must-have for Storyrellers and dedicated players alike
- The book contains an introduction to being a silent strider in a masterful manner, taking you on a head-first tour of trailblazing fun. The allusions to many epic Egyptian tales and their modified form in the World of Darkness makes this book an uptmost intriguing book to read. For mechanics, the book provides some interesting but balanced fetishes, gifts, and totems. Even the five basic auspice archetypes aren't silly. A good buy overall.
- This book gave me tremendous respect for the Silent Striders, the least respected of the Garou Tribes. Learn all about their spiritual roots and why exactly there are no Garou in egypt. Very interesting crossover possibilities into Vampire: The Dark Ages and The Masquerade. This text goes into so much detail about the tribe, even revealing how to name your Strider, and which Egyptian gods were Garou and which were Leeches. Learn about the War of Rage and the reason that Stiders attract wraiths. A definite must-read for fans of The Apocalypse. The best character I ever played was a direct result of reading this book.
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Posted in Werewolf (Monday, October 6, 2008)
Written by Aaron Dembski-Bowden and Chuck Wendig and Wayne Peacock. By White Wolf Publishing.
The regular list price is $26.99.
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3 comments about Werewolf Blasphemies (Werewolf the Forsaken).
- The deceptively titled Blasphemies presents only a few pages of alternate creation myths and a few supporting Lodges. By far the book is focused on Storyteller ideas and potential antagonist groups, especially cults and the corrupt Bale Hounds. New Lodges unconnected to anything are presented as well, so there is some material for players too.
The information on spirit cults is, by far, the most interesting part of the book. It is very evocative and does a perfect job of filling the reader with those creepy ideas that work so well in the World of Darkness. Discussion of spirit motivations and why spirits interact with the world is extremely helpful given that spirits are a major part of any Werewolf: The Forsaken game.
The alternate creation myths are interesting and creative. The Lodges are flavorful and have an aura of mystery about them, though they are narrowly focused. The chapter on Bale Hounds, corrupt Werewolves dedicated to the seven deadly sins, provides a more subversive antagonist for Storytellers who want a more tangible foe than most spirits provide.
- This book is a wonderful addition to the almost flawless stable of Werewolf the Forsaken supplements. While not quite as broad in scope as Lore of the Forsaken or Blood of the Wolf, this book still has its uses.
First and foremost among these is the in-depth treatment of the Bale Hounds. Werewolves sworn to various archetypical spirits of do-badding (Wrath, Sloth, Lust, Greed, and so on), they feel that the world is on its way to being mastered by negativity, and that they want to be on the winning side. They basically swear to do as much harm as possible and to bring the world closer to what their masters want.
The second focus of the book is on spirit cults- how and why a spirit from the Shadow would want to be the focus of human worship, what sort of benefits and risks come from this activity, and so on. This builds on the spirit stuff talked about in the core book and various supplements, and is another great thing about this book.
The third focus, and something that could have been a bit more in-depth, are various alternate creation myths and the Lodges and Mots (local party-oriented Lodges) who back them up. They're great, and do a fine job of explaining the origin of the Uratha, but the Pure don't really figure in to most of the stories.
This is a fantastic book, especially if you're looking for something to really shake up your players' RP world- nothing says "Apocalyptic doom" like a bunch of werewolves shoring up the power of a local Wound, or a Lodge saying that werewolves are really descended from a king cursed to live as a wolf for his wrongdoings.
- The alternative myths concerning werewolves are a good start, but I feel like they didn't go far enough and tended to be a bit more wordy than needed. I would have liked a bit less narrative and more actual concepts. The lodges and mots are alright, but nothing spectacular. The Bale Hound section is the best, offering three different options on what they are and how they operate with the option to mix and match elements of the three to complicate matters further. I would have liked less attention on the descriptions of Bale Hounds dedicated to a specific Maeljin, though, and maybe a few more options.
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Posted in Werewolf (Monday, October 6, 2008)
Written by Jackie Cassada and Earle Durboraw and Heather Grove. By White Wolf Publishing.
The regular list price is $15.95.
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No comments about *OP MET: Book of the Wyrm (Mind's Eye Theatre).
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*OP Axis Mundi: The Book of Spirits (Werewolf: The Apocalypse)
Rokea: Changing Breed Book 8 (Werewolf: The Apocalypse)
*OP Tribebook: Bone Gnawers Revised (Werewolf: The Apocalypse)
Werewolf Storytellers Companion
Outcasts: A Player's Guide to Pariahs
*OP Book of the Wyld (Werewolf: The Apocalypse)
*OP Rage Across Egypt (Werewolf: The Apocalypse)
Silent Striders Tribebook (A Sourcebook for Werewolf: The Apocalypse, Tribebook 9)
Werewolf Blasphemies (Werewolf the Forsaken)
*OP MET: Book of the Wyrm (Mind's Eye Theatre)
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