I
never really got into the whole idea behind Orpheus, truth be told. I loved a
lot of Wraith, especially the fantastic horror of Doomslayers and the nature of
Oblivion and so forth, but there were a lot of concepts that you had to wrap
your head around to play the game – and many of them were more bizarre than
useful, like soulforging, or the entire slogging mess of the Hierarchy. Orpheus
was a great game, mechanically speaking, but the suspension of disbelief was a
bitch. The central concept was that the Orpheus Corporation was selling the
services of ghosts, and those who could step out of their bodies, to the
general public. Not only was there no Masquerade, in other words, but the
supernaturals in question could hire their own publicity agent. It’s a bit of a
switchup, you can imagine.
Now,
to my mind, I figure that this is the kind of thing that’s going to cause
major-league upheaval in any world, much less the World of Darkness. If you’re
playing in the canonical World of Darkness, then you’re going to have vampires
coming down on you like the Stark Fist of Removal,
along with every human crazy and/or religious nut with a grudge. As a matter of
fact, Unknown Armies summarized it best with what I like to call the Black
Ant/White Rice syndrome: If you display supernatural powers to the public, then
the crazies will be on you like black on an ant, and the press will be on you
like white on rice. Orpheus sort of hand-waves it off in the core book, but
it’s still something that made me say “Huh?” when I read the game for the first
time.
Anyways.
Endgame is the last of a six-book supplement series. Essentially, the six books
were like a short-term metaplot, originating with the raiding and destruction
of the Orpheus corporation, continuing with a spiritual comet strike, the
distribution of a drug made out of Spectre plasm, and the rise of a subgroup of
ghosts who were able to redeem themselves from the grip of the spiritual
malaise known as Oblivion. With the sixth book, the metaplot comes to an end.
And
it’s a doozy, basically resolving to a civil war between the Neverborn Malfeans
and the thing that spawned them in the first place, dubbed “Grandmother” by parties unknown. You know
all of those evil, Great Old One-esque threats that have lingered in the
background of White Wolf’s cosmology all that time? Those things send
Grandmother Mother’s Day cards. As the characters investigate, they’ll find
themselves drawn into the Underworld, Wraith’s primary setting, and find a way to prevent
Grandmother from kicking the wall between the living and the dead down.
The
book does open up on a fairly blasé note, involving a description of the office
building where a major Spectral hive is being built in the building’s spiritual
reflection. While the crucible may be brought in to deal with the problems
caused by having Spectres living “next door” to the building, the hive is torn
open when Grandmother attempts to tear her way into the real world. The resulting
spiritual storm causes those within the area to get sick with a weird disease,
which in turn results in the government bringing in the CDC and USAMRIID – in
other words, treating the results of the spiritual plague as if they’re a
physical disease.
There’s
some flaws in this setup – not huge ones, but they’re there. For one thing, the
people who work for TermsCo are described, along with their personalites and so
forth – and while a good scenario could be gleaned from spiritually “cleaning
up” such a place, and helping the various people within with their problems by
using various ghostly powers, it kind of strikes me as playing something along
the lines of Werewolf: The Stress Counsellor and Ergonomic Analyst. If you’re
going to have an event as major as the barrier between Earth’s afterlife and
the Maelstrom broken, then the people who work at the site should be, I’m
thinking, relatively anonymous – important, but not the center of attention.
The character do get the chance to close up the rift between the Maelstrom and
their world, which is cool.
In
addition, the chapter also has the government stepping in with the whole
Outbreak-style management – blood tests, camps for the sick, and so forth. The
problem is that the government doesn’t have the faintest idea of what it’s
doing, since the illness is purely spiritual, and the characters may wind up
detained or even imprisoned if the government happens to get in their way. (As
a matter of fact, if they’re still wanted, then the characters could encounter
a lengthy roadblock before they can continue.) On top of that, there’s nothing
to do in a situation where there’s a plague and the government has stepped in –
you can either lounge around shooting blood out of every orifice in your body,
or you can frown in a concerned fashion at a test tube. Neither scenario really
strikes me as an entertaining option. Furthermore, keeping the government out
of your business is one of the primary rules of horror games, because they’ll
seize conrol of the situation from the player characters. It’s hardly a
crippling flaw, but it’s the kind of sticky-trap that can foul up the game if
you don’t realize the implications of having the characters caught.
The next chapter deals with the place
where the Maelstrom lives, which Wraith veterans
will immediately recognize as their old stomping ground, the Underworld. Since Ends
of Empire, though, the place has basically
been levelled, with huge chunks of the Labyrinth being pushed into the
Underworld and the Maelstrom scraping everything into dust. It’s a bit of a
switch from Ends of Empire,
where the PCs became the new Deathlords and the Underworld was still –
relatively – intact, but since the characters were presumed to be going
“somewhere else”, perhaps they got relocated to yet another layer between the
Labyrinth and the real world.
The
Dead Cosmologies chapter describes the Wasteland, and in many respects, it’s a
dilly. Some of the eerie originality that made Doomslayers such a must buy is here as well. For example:
A
stream of blood. It’s about three to five feet wide and one foot deep. If
followed upstream, it narrows until it comes to a point, where a scythe is
buried, point-down, in the ground. If the scythe is removed, the blood flow
stops. Downstream, one can find three to five Spectres building a crude dam.
As elegant a tribute to the Ferrymen as you’re likely
to find. Or:
A
building, split in half. Though it’s tilted precariously towards one side,
entry is possible. It’s a library. But every letter on every page has been
scratched out, by hand, with an angry X.
Or:
An
area, about fifty feet on a side, enclosed with string…Inside the enclosure are
over a thousand jars and bottles. In each is a lumpy wad, appropriately suited for
its container…Anyone with appropriate medical experience recognizes them as
tumors.
Nice. That’s the kind of awesome
imagery that makes Wraith sing, the idea that the afterlife is a gigantic
clearinghouse for all of the psychic detritus that mankind accumulates – like
Jacob’s Ladder, except on a huge scale.
At
the same time, there’s a maddening theme throughout of refusing to just haul
off and call things by the names that they were called in Wraith. For example, the nameless leader of the Underworld
is described, and it’s mentioned that he’s called by many names – but there’s
only one name that he has in Wraith,
and that’s Charon. Admittedly, the Nameless City may have had its name eaten
away by Oblivion, but to call it Stygia is to establish a link to a game that
acts as Orpheus’s grandparent, and it would be nice to see some kind of firm
link made between the two games. The scythe is a nice touch; it would be even
nicer to meet a Ferryman with one hand studded with office pushpins. It’s like
playing a game of Jinx, with any mention of Wraith being rewarded with a punch in the arm.
The
rest of the chapter deals with the nitty-gritty of the Wasteland, including
rules for sinkholes, aggravated damage – a new addition to Orpheus – travel, which includes rules for jury-rigging
relic vehicles, and a section on the Labyrinth.
But
the Labyrinth, in my opinion, has a lot of its primary horror removed by the
way that it’s described within the book. Basically, the Labyrinth – the parts
under Grandmother’s control – becomes subjective. If three different wraiths
step into one room in the Labyrinth, they’ll see it as three different things –
one sees an operating theater, one sees a Middle Eastern marketplace, another
sees a ‘Nam jungle. Even though all three see different things, it’s basically
the same thing.
That
removes a lot of the horror, in my opinion. Nobody sits through the hospital
section of Jacob’s Ladder and thinks
“Hm, that’s scary, but I would have been more scared by a depiction of a room whose
walls are lined with marzipan cookies, which I personally loathe.” Horror
revolves around reinforcing commonality, not in emphasizing the difference
between people. In other words, you are not a goddman unique snowflake. You are
walking through the worst place on earth, and the GM shouldn’t have to come up
with something custom-tailored to each player just to scare them.
And
the genuis of the Laybrinth was particular. The Labyrinth didn’t have meaning;
it ate meaning. You would never find a Middle Eastern marketplace in the
Labryinth because the Labyrinth would have broken things up into their
component parts. Maybe you’d find a shard of pottery, or an age-crumbled,
water-blurred, illegible page from the Koran on the floor, but you would never
find anything that would remind you of Earth. The Labyrinth isn’t supposed to
be designed to scare you; it’s not designed to play upon your worst nightmares;
it does not care about you; you are not important You are playing around in the
crumbs between its teeth. Instead of being all about you – I.E playing to your worst fears – the Labyrinth just wants to erode you
away and then eat you. And the only viewpoint that matters is Oblivion’s.
The
third complaint is that creating subjective horror means that the GM has to
come up with as many new scenes as there are PCs, which in turn means that he’s
going to have to do a ton of work every
time they round a corner. It’s also a recipe for confusion. If one PC demands
to pick up the broken radio that was just thrown, and the GM tossed off a
reference to it being a shattered pot to that PC’s character, that’s going to
cause confusion – I’ve seen it happen in my own games many a time.
Finally,
the Labyrinth already had a fantastic visual scheme of its own, at least in my
head: Gray wood, broken glass, sprays of dirt, cold winds or stagnant air,
dust, windows caked with dirt, faceless mannequins, body parts thrown into
corners, broken toys, exposed steel beams. Broken records. A plain of broken
schooldesks, a numbered porcelain mannequin sprawled across each. Blubbery,
eroded Spectres sliding through the sky like melted fat. Doomslayers made all of this stuff perfectly clear, and while I
understand the impulse not to rewrite that book, it’s a darn shame that they
didn’t take more from that book.
I
will say that the description of how Grandmother is presented makes up for
that. Rather than being described as some massive thing, Grandmother makes her
influence known – as the book describes – as a condition; stagnant air, a patch
of shadow, a particular color. As they get closer to Grandmother, that
condition intensifies until it’s all that they can see. That’s beautiful work,
an excellent way of describing something that would otherwise just come off as
another yucko blob of tentacles.
After a brief description of how the various powers of ghosts/wraiths
work in the Wasteland, we hit the next chapter.
The
Unearthed Player’s Guide is the cookie for the players who have been in it from
the beginning – a chance to lay hands on Level Four powers, Vitality Emblems,
and the addition of a new Shade, the Marrow. The Marrow shade basically draws
from the Moliation Arcanos from the original Wraith – they’re constantly
shifting shape, ranging from minor shape-changes all the way to bursting into
clouds of vermin or birds. If they combine their powers with the rest of their
crucible, they can actually create short-lived zombies. It might have been
helpful to have this Shade at the beginning of the campaign, back when hiding
and disguising oneself would be worth its weight in gold, but hey, I’m not
complaining. (Well, I am, but…)
The
Level Four powers – “Fourth-tier Horrors” are where the real meat of the game
lies. There are some nice, nice powers here. Among others, Banshees become able
to spontaneously create and manipulate nihils; Marrows incorporate organic
matter into their bodies, including living creatures; Orphan Grinders become
able to spontaneously redeem Spectres (!); Phantasms yank your worst fear into
a hallucination; and Haunters become able to turn themselves into a monster
truck WHAAAAAAAAAAAA?
Now:
just to be clear, I’m the originator of the corpse balloons, something that
could very easily come off as silly as hell if you don’t play them just right.
(They were in Midnight Siege.) That
being said, I’m trying very hard to figure out just how you introduce a
spectral monster truck to an otherwise scary campaign without making everybody
bust out laughing. (Come at the player with rows of Spectral cars for him to
crush?) Personally, I’d replace it with a pair of titanic wings, with hooks on
chains that other members of the Crucible can dangle from if they want
transport – sort of a play on the original transport-based powers of the
Harbingers, from the original Wraith. With the sole exception of the Haunter’s
fourth-tier power, all of the powers that you can lay hands on are really cool,
and they’re going to be in high demand once the players get
their hands on the book.
The
Vitality Emblems, to my mind, are a little more problematic. Essentially,
they’re spontaneously generated magical items, falling into four general
categories – protection, combat, illumination and restraint. If you spend the
Vitality, and the experience points then you can manifest the emblem spontaneously
out of thin air. However, they are fairly powerful things to grant to a player
character; five Vitality gives you a weapon with a +8 initiative bonus, a –3
difficulty to hit, and does your Strength + 9 in damage to whatever it hits. Even at two vitality, you’re doing
+4/-1/Strength + 7, which is a lot
of damage. The Emblems of Protection grant two dice of soak to all kinds of damage, including aggravated, and can
inflict four levels of lethal damage for every additional point of Vitality you
channel into it. While I understand that one of the primary complaints of the
original Wraith was that the
characters were severely underpowered, this might be going in the other
direction entirely. I’d advise that Storytellers have a look at these and give
it some thought before they allow PCs to buy them.
The
adventure section deals with what the characters find when they finally enter
into the Wasteland. We see the ranks of Oblivion broken down, including – JOY! – my favorite Spectral type, the Hekatonkhire,
massively powerful Spectres who almost made it to the top, only to slowly
degrade – they’re massively powerful, but only have two or three thoughts left
to themselves. Thanks to a really excellent fiction piece in Doomslayers, they’re my personal favorites, and I’m glad to see
them here.
But,
in any case, the characters find themselves exploring the Wasteland as they
investigate the war between Grandmother’s forces and the original Malfeans.
There’s a lot of good information in here, all of it good, ranging from what
it’s like to work with a Spectre (like working arm-in-arm with a child
molestor) to the fate of Stygia (it’s ruined, but the Spectral hive-mind can’t
exist within it) to the various ruined Necropoli that mirror the real world.
Even the World Trade Center appears, as a spiritual maelstrom where spirits can
resolve their demons through a Harrowing. There’s adventure snippets for the
Grandmother/Malfean war, including the results and how the characters can
affect the outcome, as well as descriptions of the Malfeans – including some
old favorites, like Rabark the Inhabited.
The
climax is worthy of the various end books of the line; the characters have a
chance to stop Grandmother directly, but they’ll have to pay one hell of a
price to do so - and it’s not them paying it, so they don’t get the chance to
go out nobly. As a tribute to Vampire, they may meet somebody who’s
consistently been associated with the Wraith line, but who never showed up until now – you probably know him, name
starts with an A, and his mother is the Lady of Fate. Another scenario has them
trying to communicate with Grandmother directly, a being which has absolutely
no experience with single intelligences, like ours. It’s not quite the gut
punch of the first option, but it could make for some nice role-playing
opportunities.
Overall,
it’s a good book that misses some opportunities. It’s a little too cautious for
me – too cautious to raid Wraith for
the good bits, overgenerous with bonuses and power-ups for the characters, and
not really up to the challenge of portraying the sheer nihilistic horror of the
Wasteland. That being said, it’s also chock full of good ideas, and it’s worth
it just to see the new Horrors that player characters can lay hands on. If
you’re into Orpheus, then it’s
worth picking up; if not, you may want to browse through it before you buy.
-Darren
MacLennan