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Predators (Werewolf: The Forsaken) [Hardcover]

Ethan Skemp


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Amazon.com:  4 reviews
7 of 8 people found the following review helpful
Awwww yea!!! 18 Sep 2006
By Ward Hoelscher - Published on Amazon.com
Format:Hardcover
What can I say about this book except: GET THIS BOOK! It is an absolutely essential supplement for Werewolf the Forsaken, and just about tied with Lore of the Forsaken in terms of its importance to players and storytellers.

The book is split into three portions- the first goes into depth discussing various spirits, their social structure, their basic motivations and behaviors, and gives an example of at least one type of each spirit. The second part talks about various Hosts- the shards of powerful spirits who managed to figure out how to out-think Father Wolf and find sanctuary in the physical world by driving around bodies that they hollow out and live in until the body deteriorates. The third part talks about strange things from the distant past- powerful creatures who, for whatever reasons, are trapped in the physical world.... and very angry about it.

This supplement is also excellent for creating antagonists for mortals, mages and (of course) werewolves. As such, I also recommend it for anyone who just needs ideas for antagonists. I'll say it again- buy this book!
5 of 6 people found the following review helpful
Absolutely ESSENTIAL! 2 July 2007
By J. Burgos - Published on Amazon.com
Format:Hardcover
Werewolf the Forsaken, the second core setting game for new World of Darkness is perhaps one of the best roleplaying games published TO DATE! It's just flexible - you can run a generational game in a small valley, or remake Wolfen, or delve into ancestral blood curses similar to Ginger Snaps, or just play it for the combat fun. Instead of cleaving narrowly to a particular adventure type, it offers room for expansion - it feels together. Predators expands it a little further, detailing spirits and going into more detail about the Ridden.

The core Werewolf rule book went into some detail about the spirit world and what it was like, but it not fully developed - but this supplement expands it like no other.

Predators essentially lays out exactly what spirits are like, broken down by category - mechanical tool-spirits, god-like spirits, animal-spirits, plant-spirits and so on. Instead of describing spirits in vague terms, the book goes into specific, concrete detail about what a spirit's like - where it typically spawns, what they look like and how the storyteller (or game moderator) can use them in a game.

It's worth noting that the book covers the entire range of spirits, from high to low - besides natural and artificial spirits, we also get the Celestial spirits (sun and moon, including lunes), conceptual spirits (apathy, war, dreams) and the bastard hybrid Magath. The Magath get some nice writeups, including a dump-truck/pain spirit who wanders the spirit highways, destroying car-spirits to siphon off their pain, and a dog/information spirit that haunts a library.

We also get to find out how high tec data/technology-spirits work, and how book and computer spirits prey upon them. We also get stats for Ghost Children, the spirit-spawn of two werewolves, who have some pretty nasty stats and a ban that demands that they must revenge themselves upon their parents. The chapter also includes some new spirit-powers, ranging from the generic but useful (Mechanical Possession, Speed, Emotional Aura, Telekinesis) to the specific (Dessicate, Fearstruck, Final Strike, Clasping).

There is also an entire chapter dedicated to the Ridden - spirits who jump into people's bodies and 'ride' them around. The Ridden can fill just about any need in a horror game, ranging from Lovecraftian Innsmouth folk (possessed by fish spirits) to cannibal hillbillies (gluttony spirits) to animals that are too smart for their own good (possessed by a spirit of their own species) to Swamp Thing (plant spirit in a human body) to any shapeshifter that you want as a villain.

This book represents everything that the New World of Darkness, and Werewolf the Forsaken are all about: the took-kit and rules to create a new race without having to create a splatbook, the ability to use what you've already been given rather than having to buy something new. The possibilities are limitless. This book is one of the most essential and valuable books to the Werewolf the Forsaken game line.
Essential to Werewolves 10 Oct 2011
By The Blind One - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
This book is awesome and needed for anyone wanting to roleplay Werewolves the Forsaken. The core book for Werewolves has a section that gives some examples and stats of some enemies that your characters can encounter. Those examples are great and can be used in multiple settings. This book, however, takes enemies that you can encounter to the next level.

This book is split into four different chapters. The first chapter is about the Spirits, second about the Spirit-Ridden, third goes into detail about the Hosts, and the fourth gives the Storyteller some supper evil boss like monsters. What makes this book cool is that it doesn't give you a list of monsters with stats like the core book gave. Instead, each chapter gives you the mechanics to create your own monsters.

Each chapter gives a detailed background for the different monsters it presents. It gives things such as origins, what they do, why they do it, and how they feel about the Werewolves. After giving the background on the creatures it goes into the mechanics to create your own monsters. It gives you a list or attributes and what they do to create your own enemy for your characters to meet. This is what makes this book essential to Werewolf the Forsaken players. It allows one to make unique monsters to make the game more real.

If you really wish to get into Werewolves the Forsaken then this book is essential. It has the mechanics to create the monsters and horrors your characters are going to meet and have to overcome and interact with. This book is worth the money to have.

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