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Really enjoyed this look into prehistory of the World of Darkness. This book proved to be both educational ( I did not know about the Synapsids) and chock full of great ideas. Going into why would Gaia make the first shapeshifters is a good question often left unspoken. Having the great threat be plants, was perfect. While the modern age is focused on the Wyrm, 275 million years ago there was effectively no gauntlet and Wyld infused plants were the greatest threat to all non-plant life. "The Green Tyranny," even that name that inspires interest. Sprinkle that a few times into a chronicle and see the players chase after this hidden foe no one has heard of.
The art is excellent and nearly every page features new, unique art. Instead of bland pages with a wall of text, this book is great to peruse with art breaking up the sameness of the pages.
And then there's a way for them to be in the modern age. Of course some mention of modern age was made, as the mass majority of games are set in that era but this doesn't feel too cheap. Being a proto mammalian reptile is pretty great but they suffer from many drawbacks and difficulties in the current day.
Great book, fully recommend.
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Really enjoyed this book. You can tell the care that was taken to craft this setting. Of course we all know how the Garou are in the modern day and age but here in the time long before the Imperigum we get some very unexpected changes. Different Canid shifters coming together (not everyone was using wolves) uniting with cave bears to form a game changing union.
This line has benefited from the consistant vision of one artist providing many, many pieces of art. The prolific use of exclusive art throughout this book (and this whole line) can not be understated. The quality is always top notch and of a high detail.
New Gifts. New totems. Rules for playing Gurhal cave bears. New, Custom art. Great resource for any table.
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This booklet is similar to the first volume in design and layout; one page for the cover, two pages for new gear, last page for legal & copyright declarations.
On average each item description is one paragraph, however some paragraphs are much longer than others. The descriptions are good, giving a visual impression of the the new tech along with what it would be used for.
On the negative; again none of the items have images, but also this time, everything feels more niche and gimmicky. While potentially filling holes in the Eberron world these mostly give the impression of items a character will only use once. Not because the item broke or had a mechanical failure, but rather there is no use beyond that one trick.
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An enjoyable little booklet. Actual content is only 2 pages. Every Item is given a brief one to three paragraph description. But honestly that's all you need; a quick description and then the reason (mechanical perk) to use this item. Items are clever (I'm going to make use of the ceramic shard) and usable in most tech advancing setting.
The major negative for this product is the lack of art for each item. It's not a major problem, and the written descriptions are fine, but being able to see a representation of new gear makes it a lot more desirable.
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The Good - Very fun mechanics, absolutely love the gambits. All the classes are recognizable adaptions from the 5E PHB but reimagined in a broken world. Easy and fast NPC / monster building system. Interesting races (called origins here) that give the player choice in crafting the unique creature they are. Great choices for art.
The Neutral - No setting. By default this book is a collection how-to's not what-to's. As with the D&D core books no assumed or implied setting is the default. Rules are given for surviving and perservering in a broken world, not how the world broke. Zombies, robots, aliens and multiple other threats are all included within.
The Bad - Really, really needs a few more editting passes. Numerous typos, a few mentioned but then not described gambits (think I counted 2).
Super enjoy this supplemennt. The group I'm in has two alternating games currently encorporating these rules - a lighthearted 5E version of After the Bomb, and a more gritty zombie survival game.
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Love this book. Just that simple. Amazing ideas on practically every page. I had never considered a campaign in such a long gone age, but this really makes me want to slip into the time when languages are just forming, the dominance of man is a joke and the Wyld is a tangible threat to all that is.
Accounting for the Dead is the meat of the book and well worth it. The Apis feel much more fleshed out, givng them depth instead of just being generic healers and caretakers. The surprise new breed of Anupu-Ba-El was an unexpected detail in the creation of the Garou nation.
New Gifts, Rites and Abilities all await within. This is the sort of historical book I've been waiting for. By adding details to what we already knew, the authors have created an exciting new setting to play in.
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Really love this series. 100 unique character one paragraph writeups with interesting and different hooks for all of them. Most all of these would work great as Garou, just add some stats and they're ready.
Happily buying all of this series. Every single one worth the cost. None of the writeups have stats but most NPCs never need them.
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Really love this series. 100 unique character one paragraph writeups with interesting and different hooks for all of them. Most all of these would work great as Garou, just add some stats and they're ready.
Happily buying all of this series. Every single one worth the cost. None of the writeups have stats but most NPCs never need them.
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Really love this series. 100 unique character one paragraph writeups with interesting and different hooks for all of them. Most all of these would work great as Garou, just add some stats and they're ready.
Happily buying all of this series. Every single one worth the cost. None of the writeups have stats but most NPCs never need them.
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Really enjoyed this book. Good addition to the history of the World of Darkness. Interesting to read about those who are similar to Garou yet not them. Good mission for them also, the purging and controlling of wyld places. Makes sense for those ancient times to have too much wyld. A tragic story for these not-quite-Garou, punished for looking like Garou.
I fully plan to introduce some of these gifts, fetishes and lore into my game. Maybe it's time for long slumbering spirits to awaken.
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An interesting collection of very non-traditional totems. 5 totems are included; the Shrew, Florida Man, The Ghost House, Superhero, and the Confessor. Probably best for light-hearted or one shot campaigns.
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I'm enjoying this series of quick entries for npcs to have in your campaign. No stats, but most of the time, that's not what you need. A quick name, fast description, and an idea of what the person (or wolf) would be into, is all that you really want.
Sure the title says Kinfolk, but these can be anyone; kinfolk, garou, or random npc. Excellent series when I need help at the table to flesh out a NPC that I did not realize I would need, or when building an adventure and needing just a little spark to bring an NPC to life.
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I'm enjoying this series of quick entries for npcs to have in your campaign. No stats, but most of the time, that's not what you need. A quick name, fast description, and an idea of what the person (or wolf) would be into, is all that you really want.
Sure the title says Kinfolk, but these can be anyone; kinfolk, garou, or random npc. Excellent series when I need help at the table to flesh out a NPC that I did not realize I would need, or when building an adventure and needing just a little spark to bring an NPC to life.
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I'm enjoying this series of quick entries for npcs to have in your campaign. No stats, but most of the time, that's not what you need. A quick name, fast description, and an idea of what the person (or wolf) would be into, is all that you really want.
Sure the title says Kinfolk, but these can be anyone; kinfolk, garou, or random npc. Excellent series when I need help at the table to flesh out a NPC that I did not realize I would need, or when building an adventure and needing just a little spark to bring an NPC to life.
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I'm enjoying this series of quick entries for npcs to have in your campaign. No stats, but most of the time, that's not what you need. A quick name, fast description, and an idea of what the person (or wolf) would be into, is all that you really want.
Sure the title says Kinfolk, but these can be anyone; kinfolk, garou, or random npc. Excellent series when I need help at the table to flesh out a NPC that I did not realize I would need, or when building an adventure and needing just a little spark to bring an NPC to life.
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