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Book of the Wyrm Second Edition | ||
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Book of the Wyrm Second Edition
Capsule Review by Blaque on 02/06/01
Style: 4 (Classy and well done) Substance: 4 (Meaty) Though a bit goofy in terms of art and theme sometimes, the book is a great reasource overall. Product: Book of the Wyrm Second Edition Author: Brian Campell, Sam Inabinet, Deena McKinney, Jim Moore, Justin Achilli and Ethan Skemp Category: RPG Company/Publisher: White Wolf Publishing Inc. Line: Werewolf: the Apocalypse Cost: Page count: 152 Year published: 1998 ISBN: 1-56504-356-1 SKU: WW3109 Comp copy?: no Capsule Review by Blaque on 02/06/01 Genre tags: Modern day Horror |
Book of the Wyrm Second Edition
The Wyrm has been poorly potrayed in Werewolf: the Apocalypse. Until recently, it has always been portrayed in the same sense as Captain Planet villains, which sort of eeked me. Pentex was out to destroy the enviroment because it could, the BSDs were nothing but rabid pychopathes, and Fomori were nothing but monsters to use as cannon fodder. With this book, most of those are squashed. Written by Brian Campell (the Black Sprial Chapter), Sam Inabinet (Cosmology), Deena McKenny Pentex), and Jim Moore (Monsters and stuffs), with additional material by Ethan Skemp and Justin Achilli, this book contains a slew of information. Art is provided by Andrew Bares, Ron Brown, John Cobb, Guy Davis, Steve Ellis, Jeff Holf, Brian LeBlanc, Vince Locke, Steve Prescott, Ron Spencer, James Stowe, and Joshua Gabriel Timbrook, whew, lotsa artists. Now, let's talk about astetics. The cover of the book, done by Ron Spencer, is a damned cool picture, depicting Zyzhak and her rather rabid-looking pack of deformed BSDs in Crinos, her Devil Whip a lashing, and this weird thingie looking up at her. Pretty cool. The full-page plates done by Spencer which adorn the book are just fabulous, and most the other artists succeed in getting the mood of the book across, though the artwork in the second and fourth chapters, as well as the appendix, were a bit too cartoony for my likings. The artwork on the Cosmology and BSD chapters, however, show the sureal insanity that the Wyrm should inbody. The opening fiction Ill Winds is a rather nifty tail starring Zyzhak, and describes things such as cannibalism, rape, mass slaughter, and werewolf organs being spread throughout a tunnel. Very nifty, very disturbing. Some of the prophecy of the book has some interesting forshadowing to it, and I would like to see what happens. The Introduction: Tipping Scales part of the book is a rather useful one. It starts of stating just why they did this, what the Wyrm really is, and what it really is trying to do. It talks about the Weaver's influence in this whole cosmological mess, how to use the Wyrm in a story or chronicle, and what themes are best suited for a Wyrm-antagonist game. Unfortunately, some of the things they try to get across are contradicted later in the book, but that's what you get for more then one author I guess. There is also a nice note on Sense Wyrm, and how to use it in a chronicle. Chapter One: Cosmology goes into the history of the Wyrm, its place in creation, and its fall from grace. In this section are details on the various aspects of teh Wyrm, from the Triatic Wyrm, the Urge Wyrms. it describes how the Wyrm Corrupts, how it breeds, and what its true goals may be. Malfeas is also detailed, here, from how to get there, the Maejin Incarna who rule it, and what sort of nasties you might encounter. A very nice series of plot hocks, and settings to use to mess with players. Chapter Two: Human Pawns is possibly my least favourite part of the book. The part on Pentex seems to paint it as the uber-nasty shadow corperation that is hell ben on destroying the world. The idea that the highest-ups in the company are willing serving the Wyrm is a bit rediculous in my opinion. My suggestion is take the Omega plan into account, say that they use supernatural means to get certain jobs done, and that's that. No bane-worshiping company CEO. The part of this chapter that did catch my eye, however, is the section on Mortal Cults. Detailing the various levels of ignorance, and even giving two sample cults, this came out as the redeeming part of the chapter, and I think I will be using those more then I would Pentex. Chapter Three: In Nomine' Vermis is probably the crown jewel oof this book, a mini-Black Spiral Dancer tribebook. Though not as fleshed-out as some might like, this is a bare skeleton of what the tribe is for Storytellers to build upon. Detailed is the history of the Black Spirals, from their battles against Romans as the Pictish White Howlers, to their descent into hell, and their fall from grace. Described is their spread into Europe, and eventually into the Americas, as well as some of their ties to the Sabbat. Their relations to Pentex and ecoterrorism is detailed, as is there reasons for wanting to destroy Gaia. There is information on the life of BSD Metis, as well as their Dark Litany, and the true course of the Dance of the Black Spiral. As it turns out, the rabid lunatics are nothing but shock troops, mainly because they threaten the Veil, which they probably hold in more regard then even the other tribes do. The basic stereotypes on the other Garou Tribes and how they usually convert is described, as are the usual BSD's thoughts on the Sabbat, Spectres, the Unseelie Fae, and even Nephandi, all of which are very interesting and informative. The chapter concludes with a list of BSD Totems, Gifts, Rites, and Camps, as well as adisclaimer noting that these are not meant for Player Characters, which I am glad White WOfl decided to do, since I get sick at the thought of anyone wanting to play these. The main thing I like about this chapter is the fact that the Black Spiral Dancers actually have a goal, philosophy, and means to get what they want. Their philosophy basically summarizes to the Cntrl Alt Delete solution of things, and this chapter emphasizes it rather well. Chapter Four: The Wretched is a sort of miscellenious list of things from Banes, Fomori, Monsters, and various other nasties. THe Bane stuff is easily converted into Revised Edition rules, and the information of Fomori is probably updated quite a bit with the new corebook, but the information on Monsters is rathe rhandy, and the concept of the Alien was probably my favourite part of this chapter. The possabillities just seem endless. The chapter also details the Fallen, from the likes of Fallen SHapeshifters, how to use vampires effectively, the Fae, Wraithes and even Mages. Also introduced in this chapter is the Carrion Crows, sort of the Corax-equivalent of BSDs. Very nice touch. There is information on these little thing's creation, and their Rites. The Appendix: Dirty Tricks finishes off with a list of various weapons, fetishes, and talens to make any Wyrm minion druel. Some of the items are very interesting, such as Bane Klaives, though things like Silver Nitrate Hollowpoints sort of make me wonder what some players would do with this book. So that's it. Book of the Wyrm Second Edition is probably the deffinative reasource for any beginning Werewolf storyteller. I found this very useful in giving me ideas of making a chronicle, and getting the horror concept of this game across. Though a bit immature at some points this book is still a must have. So if you haven't gotten it, and are planning to start a campaign with the Wyrm as the main antagonist, GET IT!!! | |
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