Posted in World of Darkness (Friday, July 25, 2008)
Written by Kraig Blackwelder and Sharon Cichelli and Tim Dedopulos. By White Wolf Publishing.
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No comments about Orpheus Shadow Games (Orpheus).
Posted in World of Darkness (Friday, July 25, 2008)
Written by Justin Achilli and Kraig Blackwelder and Brian Campbell and Will Hindmarch. By White Wolf Publishing.
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2 comments about Victorian Age: Vampire.
- V:tVA has been a long-awaited chapter in the World of Darkness story. It's a brilliant concept, but somewhat lacking in execution. Albeit, my opinion is biased, for I favor the older supplements rather than these newer ones. But it is a bias on the basis of product quality, of which the revised editions of thw World of Darkness games have begun to lack.
The book itself is rather straightforward in its design and execution of Vampire in a Victorian setting. It is a sparse read, even if laced with provocative enough detail to encourage your own research forthwith. Still, for anyone with an interest in the Victorian age as a setting for Vampire, this is an excellent primer, especially with those with little time or inclination to engage in personal research. It is comprehensive, thorough, and provides a snapshot of the Kindred in an age past. When one stops considering its merits, a few flaws become obvious. The art, for one matter, is rather bland and even vague in places- witness one Guy Davis. His work summarily detracts from the piece, and the task of realizing the Dark Victorian age is thus thrust upon the remainder of the artistic staff. Otherwise, the art is excellent, if monotone (yet not entirely inappropriate, given the material and setting). The tone of the narrative is also somewhat pedantic in places (particularly, the in-character dialogue), demonstrating the 'gother-than-thou' attitude prevalent among the subculture. Congratulations, White Wolf, on another just-above-mediocre product. Were you to invest a little more time into writing a guide to literary and artistic achievement, instead of pandering to Azrael Abyss and his ilk, this would truly be a sourcebook 'for the ages.' A true classic has been tainted by commercialism, a sad testament to the American method of publication.
- WW has for many years provided historical settings for its games. Namely, Dark Ages for vampire and other games, this setting takes vampire to its roots in the gothic genre. Of all the historical settings, the gothic era provides the most for the avid roleplaying enthusiast. This is not a setting for power gamers, rather it is a finely developed melieu for sophisticated storytelling and characterization. Of all the WW supplements (this book requires you to have the Vampire: the masquerade core rulebook), victorian age vampire will delight those players that can appreciate the gothic era and its influence on the vampire as metaphor.
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Posted in World of Darkness (Friday, July 25, 2008)
Written by Sean Jaffe and Clayton Oliver and Ethan Skemp and Adam Tinworth. By White Wolf Publishing.
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4 comments about *OP WoD: Blood-Dimmed Tides (World of Darkness Series).
- This book can add an oft-overlooked dimension to any world of darkess game or chronicle, with in-depth descriptions of everything necessary for running what I consider to be one of the most terrifying types of game.
- It's a great book for all those changelings out there. It contains that secrets of the two NEW aquatic Merfolk, yes Merfolk Kiths. From the dark and sinister Thallain, Merrow to the glorious (and a bit conceited) Merfolk. 3 New Arts, 5 introductory treasures, and a bunch on the new brithrights and abilities. Although, the rules are a bit scratchy, but great buy.
And for all those other living in the WoD new information on how wraiths survive in the oceans and the great wars and relic ships and arts of the sea. Aquatic Gangrel and Lasombra. The dark secrets of the Technocracy and Pentex in the deep sea. And the evil activites of the Wyrm and the "Kraken" under the sea, plus information on the children of Kraken, those infected with a powerful virus. The whole book adds new depth and dimension to the WoD.
- When I first saw this book on the shelf of my usual retailer (at that time), I wondered what it could be. I wasn't sure to buy it, but I took a chance, and did so. From the beginning on, it felt really interesting. Who hasn't ever heard stories of ghost-ships? Then, as a Werewolf storyteller, I wondered about the Rokea (at that time their book wasn't out yet). The book grew more and more interesting, and even when I'd never before run chronicles "on the sea", I did so from then on. The book also features the incredible Gangrel Aquarii or Mariners, which are a really interesting bloodline of the Gangrel clan. So, if you liked "Deep Rising", "Jaws", "Moby Dick", and others... you'll probably like to tell your own stories on the furious seas of the World of Darkness.
- A cheeseball, badly written, absurdist play in twinkery, this supplement is an insult to gaming in general. Avoid at all costs.
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Posted in World of Darkness (Friday, July 25, 2008)
Written by Richard Dakan and Markleford Freidman. By White Wolf Publishing.
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1 comments about Dark Kingdom of Jade (Wraith: The Oblivion/World of Darkness).
- This book is one among the better books in the White Wolf's Eastern World of Darkness setting, in my belief it is right next to Kindred of the East. Set in the Dark Kingdom of Jade with its unique family system, eastern philosophies and honor systems, the book greatly expands and completes the view of the Eastern world of Darkness. I find the Dark Kingdom of Jade setting more better related to the idea of the Chinese underworld (less so than the Japanese and Buddhist) than say the somewhat boring and flawed Dark Kingdom of Iron, Stygia in the main Wraith game. I recomend that you get this supplement if you really like the Kindred of the East as it will greatly expand the Eastern World of Darkness. On the downside of the game, they're certain things within the game that doesn't seem to fit. It is somewhat difficult to explain but the world is just somewhat more restricted and the idea of free adventure is somwhat stunted by the feeling of political games between the wraiths. But one thing is true though, the Eastern underworld is much more horryfying than the western one.
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Posted in World of Darkness (Friday, July 25, 2008)
Written by Andrew Bates and Kraig Blackwelder and Jim Comer and Robert Hatch and Steve Kenson and John Chambers. By White Wolf Publishing.
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5 comments about Mummy: The Resurrection (World of Darkness).
- It's an okay sourcebook, assuming your head doesn't swim with the barrage of Egpytian terminology and mythology it tends to shove right into your face. Some tidbits --such as the (horrific) effects drinking mummy blood has on Cainites-- were kind of neat (and _scary_), plus they revised some of the Hekau paths, Sekham cost, and whatnot, but overall, it doesn't truly carry much weight as far as my opinion goes. Some changes, like the different types of mummies and the fact that Asian mummies cannot learn Ren Hekau now (Nomeclature irrc in the revised version) were kind of needless and a letdown. However, Trabbold's artwork is nice, which is mainly why I bought the, but in the end, it just wasn't enough to hold my interest. Maybe it's more suited to your needs, but not mine, I'm afraid.
- I know mummies are far too powerful tu be simply added into a game... but get a good storyteller with a few good players and even the lousy i can do nothing 14th generation vampire can make a fun sidekik for a hundred years old mummy.
If you are into the white wolf storyteller system crossover is the whole idea behind it, so, yeah, it IS worth your money.
- Mummy: The Resurrection, like Kindred of the East, is an add-on sourcebook for the World of Darkness, and also like Kindred of the East, it's hands-down some of the finest work ever done by White Wolf.
The showpiece of the book, of course, is the new breed of mummy which has appeared in the World of Darkness. In the wake of the Year of the Reckoning, Osiris has stirred from his long slumber, and for the first time in millennia, he has sanctioned the creation of new mummies. They are known as Amenti, and are born from the fusion of an ancient soul and a modern one. The Amenti are far more dynamic and interesting than the older mummies you might remember from WoD: Mummy Second Edition. (And no, they don't want around wrapped in toilet paper, either.) The tone of Mummy is also much more positive than that of most other White Wolf games: Mummies are mortals who have been reborn as something more than human and given a second chance. They are beacons of light and hope in the World of Darkness, inspiring others through their example. While one can certainly play an all-Amenti chronicle, Mummy: The Resurrection really shines when used to run a crossover game. The Amenti can interact in the realms of vampires, werewolves, and other creatures in all sorts of interesting and flavorful ways: Adding a mummy to a coterie, pack, or coven will open up some great roleplaying opportunities. In addition, the balance issue present in WoD: Mummy Second Edition have been resolved, and the Amenti are now an excellent complement to other supernaturals. Their powers tend to be very subtle; they are not combat monsters or world-breakers, but they have many useful abilities such as healing, alchemy, and powers of the spirit world. The book also includes tons of information on the Middle East, both in the present day and in the history of the World of Darkness, details on how the Amenti interact with vampires, werewolves, mages, and other supernaturals, as well as a whole chapter on other types of immortals from all around the world. Highly recommended.
- In the spirit of Kindred of the East, this book is an add on for existing World of Darkness games. You need another core book (preferabley Vampire, Mage or Wraith for cross over use, but any of the games work), but fear not, because this has allowed the writers to add a whole bunch of juicer information into the pages.
Essentially, this game allows you to take on the role of a Mummy, just as the previous World of Darkness games put you in the role of other monsters. But these aren't the bandaged wrapped monsters of the cinema. Rather, they are more an amalgam of Boris Karlof's immortal mystic from the original Mummy and Egyptian mythological beings. These Mummies are immortal heros, blessed by Osiris and given the task of restoring balance to the world. As such, this is a much more hopeful tone when compared to, say, Vampire or Wraith, but that only makes the game that much more challenging. Mummies are made of a combination of a flawed mortal and an ancient Egyptian soul, so they are both modern and ancient at the same time. And they are also considerably less powerful than their ancient age would make you think. Therefore, these Mummies are not as unbalancing in cross overs as they might seem. Indeed, even the immortality thing isn't as big an advantage, because it does take considerable time to come back, plus Mummies do not have supernatural endurance on par with some of the other denizens of the World of Darkness. The book is pretty straight forward. Mummies and their role in the World of Darkness (along with some great tips and ideas for better running Mummy games) are all described in great detail, including Osiris, Anubis, Ma'at, the Judges and various Cults of Life such as the followers of Isis and Osiris. There is a lot of usage of Egyptian and even Arabic words, but these only serve to add to the flavor and shouldn't confuse the reader overly much. Theres even a glossary of the major terms used, and some brief descriptions of Egyptian Gods and Goddesses. Plus theres the recommended reading, viewing and listening which give you some more points of reference for incorporating mummies, ancient Egypt and Middle Eastern culture into your games. And many of these sources can be found on Amazon.com, conveniently enough. Like other denizens of the World of Darkness, the Mummies are divided into different splats, in this case based off aspects of the Egyptian soul (plus another one for "unaffiliated" mummies). Each of these splats are given full page write ups, which helps players get a handle on what motivates their characters. Each splat also specializes in a specific Hekau, ancient magics of Egypt such as alchemy or making ushabtis. These are given ratings from one to five, and work kind of like Vampire Disciplines or Mage Spheres, so players should grasp these pretty quickly. Furthermore, although Mummies only get a few new abilities, differing from those presented in the core book, Mummies also have a wealth of new backgrounds to help flesh them out, such as Ba, Ka and Companion, and even a handful of new merits and flaws. As the first book in the "Year of the Scarab" series, Mummy also details the core setting for the game, Egypt and the lands of the Middle East, Africa and the Mediterranean. The histories of Egypt and Saudi Arabia are given, along with an extensive write up of Egypt's geography, from Luxor to Sinai. There are also some description Persia (Iran), Iraq, Kuwait, Kuwait, Israel and the Palestinean Territories, Jordan, Syria, Lebanon, Saudi Arabia, Turkey and Greece. Also, the Lands of the Dead (and beyond) are described, mainly from an Egyptian point of view, but fans of Wraith should be pleased. The back of the book is also loaded with lots of juicy stuff for STs. Not only are there detailed notes for adding Mummies into a game, but there are also some other nasties, both for Mummy only games and for cross-overs. Corrupt "bane mummies", cannibalistic Egyptian cults, undead monsters and other servants of Aphosis and corruption are unique foes specifically for Mummies. Other supernaturals, such as the local Vampires (Assamites and Followers of Set), the walking dead, Wizards such as the Arabian Ahl-i-Batin and Persian Taftani, ghosts and other spirits, Djinn, shapeshifters (not only werewolves, but also werecrocodiles, werecats and even wereserpents) and monster hunters are all given, either as allies or antagonists, along with stats for various mortal animals native to the mid-east, like scorpions and camels. And then there are also other Mummies as well. Ancient Mummies who lived since the dyas of Egypt, non-Egyptian Mummies (created from Greek translations of the Egyptian ritual), Incan Mummies from the mountains of South America and immortal Taoist sages from China are all presented, with just enough for you to play them or incorporate them into your games. All in all, this is an extremely useful book for STs and Players alike, whether you intend to run an all Mummy game or run a cross over game. Or even if you just want to add a Mummy or two into your game as NPCs. Even without Mummies, there is a wealth of information about Middle Eastern culture and settings provided in this book, with a specific emphasis on Egypt. If you run a Vampire game with lots of Assamites, or a Mage game focusing on Hermetic lore from ancient Egypt, you might find this game extremely useful, even without Mummies.
- White wolf has a weird way of tapping into certain Zeitgeists and providing a rip-roaring good time for a short while. I'm guessing this reboot of mummy had something to do with the movies, which I completely missed until a few years ago. So, while some people will probably have a good time, I missed my connecting flight, so I'm walking around in the sand, wondering wtf?
The art is mostly bad. Not just white wolf bad, but bad. Like barely evocative of anything, let alone anything interesting. The stuff that isn't computer generated is at the bottom of the pile of quality contained in their other books.
The mummies just aren't interesting. I can't personally think of any attraction with playing one. Sure, there's a bit of egyptian mumbo-jumbo, but... well, it's kind of mummified.
I guess if I feel masochistic I could sit down and try do a real analysis, but based on how niche market this is, I'm unlikely to find anyone remotedly interested in playing this. So I think I'll give it a pass. Ah, ebay, you have tricked me again.
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Posted in World of Darkness (Friday, July 25, 2008)
Written by Rick Chillot. By White Wolf Publishing.
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4 comments about World of Darkness: Ghost Stories.
- So you wanna play a horror RPG that steers clear of the hack & slash violence prevalent to most RPG's? May I suggest WoD 2.0 Core Rules plus Ghost Stories.
Ghost Stories is an anthology of five Ghost Story scenarios that you can use to introduce your character's into the Monster Hunting world without getting campy, losing mood, or letting players get overly physical.
I always enjoyed the concept of Hunter: The Reckoning, but also disliked the campiness of the powers and the 'Imbued'. Thanks to WoD + Ghost Stories, I finally have a dark, mysterious campaign with monster hunters that are 'real'!
- Whilst I highly enjoy the new World Of Darkness RPG, this book is of little use as far as knowledge goes. Instead of providing information about the game it contains ideas for stories to run.
I myself have no need for stories writen by someone else, when that is the best aspect of running a game as a Storyteller.
So far this is the only book in the series I would recomend avoiding. If you lack creativity or imagination however, and would like to run a game, this would actually help you out.
- If you're in the mood for something different in a role-playing game, why not check out WORLD OF DARKNESS: GHOST STORIES?
This book is primarily for Storytellers, and if you're looking for something beyond the typical hack-'n-slash, [...], shoot-'em-up, blow-'em-up combat games which are fine to play, but can become dull and boring very quickly, this book should fill the bill, because the five stories contained in this slim volume can give Storytellers some good ideas to work with, and build upon.
The introductory chapter gives you a brief overview of the five stories, along with helpful ideas on how to storytell ghost stories, and how to design a ghostly character which will give you (and your players) a good scare. A basic summary of the nature of ghosts and the ways they use to keep a foothold in the mortal world are discussed, as well as the types of ghosts which player characters may encounter during a particular story.
While you can use WORLD OF DARKNESS: GHOST STORIES with the WORLD OF DARKNESS core rulebook to introduce your players' mortal characters to the "unseen world", you can also use it with any of the other World Of Darkness games, including VAMPIRE: THE REQUIEM and WEREWOLF: THE FORSAKEN. I'll be using GHOST STORIES as the prelude to my World Of Darkness: Chicago chronicle, and if you have any of the World Of Darkness city setting books (WORLD OF DARKNESS: CHICAGO, CITY OF THE DAMNED: NEW ORLEANS or BOSTON UNVEILED), you can use GHOST STORIES with them as well. After all, Chicago, New Orleans and Boston are three of America's most haunted cities, and adding GHOST STORIES to any of these city setting books will give your VAMPIRE, WEREWOLF of MAGE chronicle a little more zip.
The ghost stories contained in the book span a wide range of genres; from ghost towns, to the classic "haunted house" genre, to the tale of a man who discovers that death doesn't put an end to his complex domestic drama. A story about malevolent forces who can manipulate nature, along with a tale of unholy revenge are also here, including with ideas on how you can use these stories as either a prelude to your World Of Darkness chronicle, or it can be incorporated into your World Of Darkness chronicle as a one-shot story, a subplot in your current story or as a particular character's backstory.
So, if you want a good way to introduce yourself and your players to the World Of Darkness, without resorting to the usual hack-'n-slash tales, WORLD OF DARKNESS: GHOST STORIES may be just what you're looking for. I highly recommend it.
- This was one of the first World of Darkness books for general use, instead of a specific game line, though it is also intended for mortal games. It has an introduction that expands on using ghosts from the Rulebook, and five stories intended both for use and for showcasing how to create ghost stories for the World of Darkness. Before I go any further, I want to point out that I am very fond of ghost stories. This is one of the first World of Darkness books I bought, and I bought it because I like ghost stories, not, then, because I knew and liked White Wolf's style. So, if I start waffling on about how enjoyable a particular story is, keep in mind that I reading this for the entertainment value, not necessarily the gaming.
Having said that, I thought the introduction opened the book on a high note that kept going. The intro begins a good little overview of why people keep telling, and listening to, ghost stories. After that is a general breakdown of all the elements of Storytelling a ghost story, such as suggestions on types of ghosts, how to balance their attributes, when and how to break the rules for story purposes (primarily to throw off players that think knowing the core rulebook means knowing everything about World of Darkness ghosts), and a guide to the story elements. That also features a comparison of the differences between ghosts in a mortal game and ghosts in a supernatural game.
The stories break down into roughly three types. The first and fourth are more about supernatural sites with ghosts. The second is a haunted house. The third and fifth focus on one ghost. The first story is about a literal ghost town - the town has died, but in so doing has created a lingering presence. This story is one of the classic "trapped and can't escape" types. It is intended as a good story to bring a disparate group of mortal player-characters together. The second story features a big, creepy mansion that is now haunted. According to the author, played at full strength it could wipe out a group of mortal characters, so it is intended as either a stand-alone story or the characters survive a brief initial encounter and return later to (try and) end the haunting. It is also intended as a showcase of how to design a haunted house, with descriptions of the ghostly echoes for each room. My main criticism for this story is that the author created an incredibly detailed and involved backstory for the people that became the ghosts, and also states that the characters are extremely unlikely to ever find much of it out. I love how the White Wolf writers go into such detail for so many of their characters, but this is one time when the type and level of detail seems more than the story would ever require. Also, I think it does better at being a showpiece than as a playable setting in its own right.
The third and fifth stories, focused on individual ghosts, are the "special effect" stories of the book. Each ghost has a particular power used to incredible effect. The third story involves a tangled home life, a corrupt business life, and a series of murders for which the prime suspect is a man already dead. It seems like a good story for investigative characters. The main issue is that a lot of the drama of the story is in the realisation that a ghost is the killer, which may not be that dramatic for players that know to expect ghost stories. The fifth story has no reservations about presenting the ghost immediately. It is the story of a murdered man and about redemption, either for the murderer, or for the community that stood by and watched. It is a good but slightly restrictive story, as resolving the ghost's issues are almost the only way to deal with it, unlike in the other stories.
The fourth story is my favourite. The characters go beyond dealing with ghosts and have to deal with something creates ghosts - a source of evil one might say, instead of just a being that commits immoral acts. This is an investigation story that ends with a battle. As such, it could be used with characters getting their first glimpse of the true World of Darkness, or the number of ghosts could be increased to challenge Mages or even Werewolves. That puts this story in contrast with the others, as I feel they are probably only suitable for investigative supernaturals intent on laying the ghosts to rest rather than just the easier option of destroying them.
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Posted in World of Darkness (Friday, July 25, 2008)
Written by Matt McFarland. By White Wolf Publishing.
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2 comments about WoD Midnight Roads (World of Darkness).
- According to the introduction, Midnight Roads attempts to show the dangers that result in most World of Darkness supernatural creatures clinging to the cities. Does it succeed? Well, the book doesn't showcase danger as much as pure weirdness. It is generally aimed at mortal chronicles, but there is plenty here for any character on the road. The book begins with a good piece of atmospheric fiction. Unfortunately, the fiction also features the Road Gospel, a fascinating concept nowhere else referred to. The introduction and first chapter set the tone and provide an overview of America's road, its history and the many components that make it up. As with many White Wolf books, the authors found a huge amount of weird and dark material before they start adding the fictional shadows of the World of Darkness to it. After the short but interesting history, legend and fetish section, comes a section on the commercial support for travellers, gas stations, diners, truck stops, campgrounds and such, and finally an examination of various types of travel apart from driving, such as buses and hitch-hiking. Each section features plot hooks and plot sidebars.
The second chapter is about character mechanics. It starts off light with a review of basic survival skills of vagabond travellers: finding food in the wilderness or on the streets, conning people, that sort of thing. Then it moves into systems for dealing with cars. Cars and the Crafts skill is a big section all its own, and features Modifications (fun stuff to do to your car) and Sabotage (fun stuff to do to other people's cars). There is good coverage of other things like car chases, combat inside cars and various other issues. It finishes with new merits. It introduces a car 'Fighting Style' as it were, with special maneuvers as you buy dots, such as the Smuggler's Turn and Offensive Driving (and they don't mean tail-gating). It is a short but focused chapter.
The third chapter is about story ideas while the fourth features full-size stories. The third chapter has a few too many "Oh look, there's a Changeling/Promethean/Whatever" types for my taste. Just having a Storyteller character be supernatural isn't enough of an idea. Plus, if the PCs' chances of catching up with their stolen car are remote, why should they care what type of supernatural being stole it? On the other hand, many of these stories are good ideas about how mortals can cause unexpected problems for overconfident supernatural beings. The fourth chapter opens with a section on storytelling on the road. One of the issues it mentions is how to pin down the PCs long enough to have an adventure. The first two stories solve this in heavy-handed fashion, by simply trapping wanderers until they escape. One of the other stories is mostly the introduction to a road trip and framework for using material from chapter three. Another story shows how an area can have a haunted reputation and something genuinely supernatural, without the two actually being directly connected. The last story is one in which the antagonists wander where the PCs do, and on the dangers of prophecy.
- I was looking forward to this one. Honest. But again, it seems a potential thrilla was thwarted by McFarland's paste-like sensibility. This WoD supplement has precious little to offer in the way of mechanics, to expand the canon of design in the Storytelling system, so that leaves us to rely on the book's production and writing. As to the former, the production is top-notch, as usual; White Wolf has some of the best artists and ADs in this (or any) area of publishing.
As to the writing and development... not so much. Despite being one of the more prolific guys in the WW stable, McFarland just isn't very *good* at this sort of stuff. His Werewolf material is solid, but every time he's ventured into core WoD territory (or, heaven forbid, Vampire), he just leaves you dissatisfied, and more often than not, cold, which is the greater crime when one is discussing horror gaming. He's a decent researcher, which is why his work for books like Asylums -- where he's not providing content nor setting up the story so much as doing the reader's real-world homework for him -- comes out well enough. But the aesthetic for WoD games (and thus, WoD supplements) should be evocative and rich, the experience of which should make the player really think and feel. McFarland would have us believe that experiencing the World of Darkness is like eating a bowl of lukewarm oatmeal. With a cold.
And, well, that's always disappointing to real fans of the setting.
Ultimately, this book is worth a look if one is really interested in getting another perspective on the general topic, but truly only worth the buy for collectors and completists.
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Posted in World of Darkness (Friday, July 25, 2008)
By White Wolf Publishing.
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No comments about Promethean Magnum Opus (World of Darkness).
Posted in World of Darkness (Friday, July 25, 2008)
Written by Matt McFarland. By White Wolf Publishing.
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1 comments about Promethean Saturnine Nights (Promethean).
- The last supplement for Promethean: The Created, White Wolf's rpg of playing creatures like the Frankenstein Monster, golems and others, Saturnine Night adds more new ways to create Prometheans, introduces the Unfleshed (Machine or non-living material Created) and fleshes out the Zeka, or Nuclear Prometheans who had been mentioned in the core rulebook. The book also gives Bestowments, Transmutations and Refinements for the radioactive Created as well as sample characters. If you're a P:tC fan, then you must have this book.
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Posted in World of Darkness (Friday, July 25, 2008)
Written by Silhouette. By White Wolf Publishing.
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5 comments about *OP Freak Legion (Werewolf).
- I simply can't believe NOONE took the time to comment on this book! This is the ONLY book I have 2 copies of, (one's worn out, the other's untouched, NEITHER'S FOR SALE!:) and frankly the ONLY book I ever WANTED to have 2 copies of. The artwork is excellent! The rules and details are bone-chilling terror combined with unusual clarity for White Wolf/Black Dog! I read it from cover to cover, had a chance to play a demon-possessed creature twice in my life now (as a plot device). Although I totally ADORE the book, I run a TableTop game and an online game (guidelines don't allow webpages so e-mail for details if you want them:), and would NEVER allow such super-powerful creatures to exist as Player Characters...but they sure do make for FANTASTIC plot devices! You're lucky (and hopefully over 18) if you manage to get this out of print book!!! :)
- Freak Legion is not as gruesome as one might imagine. The material isnt overtly stomach churning(the opening comic is dire but not that bad)but it is still enough to warrant a bit of maturity. A fomori is one of the more tragic aspects of the Wyrm's corruption of humankind; they didnt ask to be made into monsters, and Pentex plays on their helplessness. While a fomori may be very powerful in combat against a Garou, it is ultimately a tragic monster that is manipulated by the evils of Pentex and the Wyrm. Keeping in line with the "Dark Side" aspect of the Wyrm, one is lulled, never forced into bloody service to the Wyrm. This is an excellent sourcebook on playing these tragic yet very powerful lost souls.
- This book is every thing i would expect from yet another exellent release from Black Dog books. Yet another vile manisfestation of the perveted mind of Black Dog. This is defianatelly one of the most gruesome yet best roleplay sourcebooks i have had the pleasure to read in years. As a mature roleplayer who likes to deal with mature themes Black Dog gives me the oppurtunity to feed and corrupt my twisted mind. Thank you to Black Dog for yet another fantastic release.
- I am a staunch White Wolf player, and have purchased 80% of my books right here from Amazon.com. They're faster and more reliable than my local retailer, so I've amassed almost every Werewolf: the Apocalypse book in print, with a large collection of Vampire: the Masquerade. This was my first Black Dog book, and also one of the more useful ones I own.
White Wolf seems to not go so much "adult" in terms of pornography as it does on a "lets see how gross we can make it." The entry comic is enough to turn a weak stomach, so definitely keep it out of children's hands -- just as the company suggests. It had a healthy spattering of profanity which wasn't necessary at all times in this reader's opinion, tossing it in possibly to put the "adult" rating on it instead of for emphasis. In today's era, however, that's easily overlooked. Once you get past the general disgusting aspects, or if they don't bother you, the book itself is an excellent resource. It develops the Formori by leaps and bounds over the Book of the Wyrm First or Second Editions. In Freak Legion, you not only learn the in depth history of various Fomori types and breeds, but you also have a full list of how to create and build them with the special powers (and the taints it costs them to be in servitude to the Wyrm.) It was very informative, and excellent fodder for even the Vampire Storyteller who might want to introduce a new element into their game to throw of players who have already "been there, seen that, done that" with V:tM. Pentex certainly doesn't have to be Werewolf specific with a Malkavian antribu on its board of directors, and the company itself is outlined in some ways which are "political" similar to Vampire, although that isn't the focus of the book. All told, I would recommend this book to any serious White Wolf Storyteller. There is a small chapter with ST Guidelines to go from splatter horror, to possible politics, to a good old fashioned "blaze of glory" situation. There's something for almost everyone. A great companion to Book for the Wyrm Second Edition.
- The other books don't go much into fomori save maybe the book of the wyrm. Fomori are some of the most heavly incountered supernatural nasties in the phsyical world... they are simply everywhere thanks to pentex's spreading of curuption.
Regardless of how you whant to use one in your game this book is a must have for such, there is pages apon pages apon pages of example powers and taints for you to use derectly or as a guide to make your own. There is about as many here as all the werewolf gifts with a wide aray. Rather combative powers, stealthy powers, seductive powers, just about anything you can think of..... and LOTS and LOTS and LOTS of realy SICK ones.
Thats about the only down fall of this book, some people will just down right be groosed out by this book some of the stuff in here is down right horable and wrong.... but this is the wyrms affects on men at it's worce, so what do you exspet.... DEFFENTLY a book for adults only.
One very intresting thing this book opens up is alowing people to have PC fomori rather tring to be good or not, you can let some one play one in your game. Or to make things realy intresting play a game with a buch of humans that start getting fomori taints together... various taints showing up more and more before they sudently found that they got powers along with them. And leave them to deside what to do about it when pentex comes knocking at there door.
Some of the possablites here for bad guys is impresive too, not just the brutish or out right nasty looking fomori there use to dripping with taint... but you can have one that not only feelts taint free with powers, but will feel like there dripping with wyld essence, looking perfectly human... using powers that make them very sugestive, only doing the most terable of horid tricks when they get one of the party members alone.
Overall grate resorce for ANY Word of darkness game, even a game in of it'self, but not for the faint of heart.
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