RPGNow.com
Close
New Account
 
  
 
 
You will lose your chance to get the free product of the week.
One-click unsubscribe later if you don't enjoy the newsletter.
Close
Log In
 
 Forgot password?
 

     or     Log In with your Facebook Account
Browse
 Publisher Info









Back
Other comments left for this publisher:
Mummy the Curse-Kickstarter Edition
by Jose B. [Verified Purchaser] Date Added: 10/06/2013 12:38:49
In December, Onyx Path, the publishers of the World of Darkness and related table-top games, launched a highly successfuly funded kickstarter for their new role-playing game Mummy the Curse. Icontributed and supported the kickstarter so I got an early PDF version of that book. This is a summary review of the game based only on the core rules (further expansion supplements are planned as tier rewards for the Kickstarter).

Mummy the Curse is a game where you play Immortal and ancient undead creatures from an era prior to the rise of Egypt, roughly 6,000 or so years before recorded history, also referred to as the Nameless Empire. Driven by ancient gods of the Underworld, these immortal beings seek artifacts, destroy unholy monsters, and strive to remember who they once were. Powered by an ancient ritual, the Rite of Return, which reanimates them from death and makes them impossible to permanently destroy, they are the undying servants of the ancient Sorcerer-Priests who made them.

Typicall of Onyx Path’s books, this one begins with some introductory fiction. The material is flavorful and hints strongly at the strengths and weaknesses of mummies. One thing I found interesting was that for the most part the viewpoint character is not a mummy but one of his mortal servants. I think this serves to better highlight the peculiar personality of a mummy who has just woken from its slumber.

As I’ve hinted one of the major themes of the game is the recovery of Memory, which is the template's Morality trait. Mummies, who are many thousands of years old, have lost most of their memories of both their human life and previous periods of activity, which harkens to Vampire the Requiem's Fog of Ages, but more dramatic. Mummies spend most of their existence in a state of death from which they recall nothing. Only when they are summoned by their cult's (or a Sothic Cycle) to perform a task or an intruder disturbs their tomb do these beings Awaken. When they arise, they rise as cadaverous, sometimes mummified remains, of incredible power and almost no vestige of humanity remaining. It is only with time that they recall their human past, and in so doing regain a semblance of their human self's.

So a major focus of the game is the reclaim of its lost humanity and knowledge about who they were. In contrast to other games of the Storyteller system, mummies do not get a prelude, but instead begin as near god-like automatons. They also have Memory codified as a morality trait, one that begins horribly low and can get lower still with further “deaths”. Therefore, players are encouraged to raise their Memory, not only to regain a semblance of their breathing days and make social interaction with mortals easier, but if only to avoid devolving into merciless tools of the Judges of the Underworld.


These 42 Judges have charged mummies with a purpose. All mummies are driven by a purpose and without it they quickly weaken and return to a state of death. Usually this purpose is clear upon a mummy reviving: kill the intruder disturbing the tomb, recover an artifact, or aid the cult who has awakened you. The only time a mummy becomes active without a purpose is the turn of a Sothic cycle. This 1460 year cycle exist to give the game a reason to have multiple mummies all active at the same time. It also cleverly explains why no mummies have been visibly active prior to the release of this game, which is the year 2012.

When a mummy first awakens it is incredibly and god like powerful. In game terms, a mummy's power stat, called Sekhem, begins at 10 unlike other World of Darkness supernaturals who begin at 1. This allows them to boost their Attributes, particularly Strength and Stamina, to superhuman levels in addition to other potent effects. A mummy typically begins in their tomb with their artifacts and easy access to their cult who are charged with protecting them and aiding their work.

As the game progresses their Sekhem decreases reducing them from automatons serving the will of their Judge of cult to supernatural beings with individual agenda's and pursuits, such as fulfilling the functions of their Guild (all Mummies begin with Guild Status 1, which is required to access Guild Affinities).

As with other Storyteller games there is a division of political-social groups (Guilds) and inherent aspects of the character (Decree), a five by five Axis that the mummy fits into. Guilds are the ancient groups of craftsmen that the mummies served in mortal life. Briefly they include the Engravers of Amulets, assistants and secret police of the Nameless Empire; the First Alchemists, workers of potions and the source of the Empire’s wealth; the Inscribers of Texts, scholars and judges; the Shepherds of the Shell, funerary priests who mastered the dead; and the Builders of Effigies, masons and engineers who used monumental architectural to build the Nameless Empire. The guilds give an Affinity, an innate power of the mummy, as well as the ability to handle certain magical artifacts, called Relics, more easily. These represent the typical Archetypes found in many other Storyteller games: priests, soldiers, craftsmen, etc.

Further slots are defined by the Decree, that Defining Pillar of the mummy’s soul which he or she proclaimed before the Judges of the Underworld. In Mummy there are five parts to the soul: Ab, the heart which controls feeling; Ba, the spirit which drives them to do great deeds; Ka, the constant essence of a soul; Ren, the true name of the soul; and Sheut, the shadow that dwells on magic and secrets. This relates to basic Egyptian mythology about the nature of the soul, check Wikipedia :-)

Finally each Mummy picks a Judge who defines their Decree and provides access to Affinity powers and Utterance rituals. There are 42 judges which might seem a bit overwhelming except that most Judges only hear a single type of Decree. The mummy gains another Affinity based on their Judge.

The powers of a Mummy are fairly potent. Affinities cover a range of powers with each Affinity tending to give three or more lesser abilities. These range from being able to interact with ghosts to animal companions to lowering the target number for successes on a die for a certain class of actions.

More potent abilities are Utterances. These potent “words of power” start off weak but their upper levels (powered by mummies with 4 or 5 dots in a Pillar) can cause Biblical destruction. As an example one power allows you to know where you are by looking at the night sky. But with further Pillar expenditures, you can use it call down a meteorite from the sky. At its highest levels, you can use it to learn hidden secrets or call down a swarm of meteors over an large area.

A mummy’s innate abilities are potent as well. As mentioned above they can raise their attributes with Sekhem. As undead, they are resistant to bullets. They also have a potent healing ability that exceeds that of Werewolves. By spending a pot of Pillar they can heal three bashing damage per turn as well as a lethal damage per turn. But more importantly, while healing they can not die. It is impossible to kill them. Only after the healing stops do they finally die.

And dead mummies always come back.

Mummy the Curse has a separate Storyteller section. Since Memory is a strong theme of the game there needs to both be secrets about the setting that the players don’t know and a definite past for them to learn. I’ll be keeping my spoilers to a minimum for this section.

Chapter 1 begins with several pages of exposition by way of a series of letters. I’ve mentioned before how I dislike this. Thankfully this section is fairly brief and does not say much new about the setting. The rest of this chapter then delves into the truth behind what happens when a mummy dies or seeks to break the cycle by reaching Apotheosis.

Chapter 2 of this section discusses the antagonists of the setting. There is little on the hinted sixth guild, the one destroyed while the Nameless Empire still stood. A selection of groups includes some disturbing monsters made from stitched together animals, or Amhkhata, and who haunt twilight looking for relics to feed on.

One type of Lifeless, the Shuanksen, is actually quite similar to mummies (Bane mummies?). These enemies have a serious tie to the darker bits of the mummy back story, things most of them no longer know. They also possess Bane Affinities, cursed affinities with disturbing powers. Other foes include other mummies, mortals, and wayward cults. A sample cult is described: Last Dynasty International, which has become an evil mega-corporation. This details what cults look like at various modes of play (Tier one, two and three, which is introduced in Hunter the Vigil). Finally we get new ghost numina powers, plus the option for playing a ghost as a full character. The new abilities greatly expand a ghost’s capabilities and the character rules would be a great addition for a mixed group of mummies and other “immortals”. As a Wraith the Oblivion fan, this makes me pretty happy.

Chapter 3 details relics, which are artifacts Mummies seek either for their own ends or to take back to the Underworld for their Judges. Many are detailed in this section and can be used as templates for players and storytellers to create their own.

The final section of the book is the Storytellers Handbook, which deals with running the game: building a campaign world, creating a cult for the players, developing antagonists, additional antagonists powers and sample enemies. At the final section of the Storyteller Handbook is a Storyteller Adventure System (SAS) module titled Eve of Judgement. This module also provides details of what a typical Mummy Nome looks like and it details briefly the signature city of Rio de Janeiro in Brazil.


In conclusion, Mummy the Curse is an excellent game. This game harkens to old Hammer horror style of play and there are clear inspirational links to HP Lovecreaft and the pulp era of the Cthulhu mythos. IN fact, one could easily see the Judges as near cosmic Old Ones, who have little interest in human affairs and use their agents to thwart each other. A solid, solid addition to the World of Darkness and one that will become a clear winner come award season.

Rating:
[5 of 5 Stars!]
Mummy the Curse-Kickstarter Edition
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
World of Darkness: Mafia
by Paul H. D. B. [Verified Purchaser] Date Added: 09/30/2013 02:45:34
A solid and well researched piece of work. I only wish the hierarchy of La Cosa Nostra was illustrated in a chart, as it is on certain websites and other literature. This missing element prevent me from giving this product a five star rating, which it otherwise deserves. The rest of the book is insightful and authentic. Anyone who wishes to know the origins of the Mafia will find it here, as well as any answers to who is who and what does what in the organization.

This sourcebook ties in very well with WOD. The first person narrator gives an interesting personality to the text.

Rating:
[4 of 5 Stars!]
World of Darkness: Mafia
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Laws of the Night: Anarch Guide
by Paul H. D. B. [Verified Purchaser] Date Added: 09/27/2013 16:23:38
The end of government as we know it can be well envisioned in this book. Of all the sects of Vampire society, the Anarchs come the closest to resembling human beings at the lowliest and highest levels alike. The aim of their goals, their biggest hopes and fears are all included. Their origins and current standing are expertly covered. Anyone who wants quick, on-hand facts about the Anarchs would find a lot of useful material about organization, method, disciplines, friends and allies in this guidebook.

Once again Mind's Eye Theatre creates another informative piece of literature. Not to be missed.

Rating:
[5 of 5 Stars!]
Laws of the Night: Anarch Guide
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Guide to the Camarilla
by Paul H. D. B. [Verified Purchaser] Date Added: 09/27/2013 06:47:07
The quality of the scan could have been much better. The alignment of the pages is acceptable, but shows a marked disinterest in presentation, which, in the last pages of the book becomes even more profound. Compared to other products that have been scanned in, this book is disappointing from a professional standpoint. Also, the scan-lines in the images make them seem somewhat haphazardly included.

The content of the book is well recorded, nonetheless. All the text is well intact and can be read at high magnification without blurring. The misalignment of the text can be viewed as a very old-fashioned way of presenting manuscripts, which is still used by RPG developers today. The passages are clear and no information is missing from the volume. It is all included and some of the more hand drawn art is actually well preserved and as impressive as the original hard cover ones.

Since the majority of PDF's of VTM on this sight are high quality Original Electronic documents, I feel that an exception can be made in the case of Guide to the Camarilla. It could have been one too, but the original one was damaged and White Wolf had to compensate by scanning in a copy of the actual book. They could have done a better job, but the one they did was satisfactory. I only own the scanned image PDF file, but I do imagine that a print copy of it, thanks in part to the larger paper used, would look alright. It wouldn't be as perfectly aligned as a properly designed book, but it would still be clear and appeal to both the mind and the eye.

Don't let the average quality of the file get you down. Modern printing methods and enough concern to make the book a digital product was put into this book. The content does outweigh the faults.

Rating:
[4 of 5 Stars!]
Guide to the Camarilla
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Clanbook: Toreador - Revised Edition
by Paul H. D. B. [Verified Purchaser] Date Added: 09/25/2013 15:01:43
Groundbreaking and enlightening are the best words to describe this installment of the series. Upon initial inspection, Clan Toreador appears to be a decadent clan of sybarites that leech off human arts, lacking in intelligent judgement. This book redeems the Toreador in my eyes. It fleshes them out and gives them a much greater personality and depth than the Core Rule Books of all editions. The goals of the Toreador become much more tangible once you read about them in this volume, so it is highly recommended that you purchase Clanbook: Toreador. There is more to this seemingly hollow clan than meets the eye.

Rating:
[5 of 5 Stars!]
Clanbook: Toreador - Revised Edition
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Clanbook: Ventrue - Revised Edition
by Paul H. D. B. [Verified Purchaser] Date Added: 09/25/2013 14:55:15
Brilliant in every respect. The history of clan Ventrue is very thoroughly told, in such a way that links to human history very intuitively. The nature of the clan is well described and its organization is explained magnificently. The traits and abilities add fresh and well conceived new options for Ventrue Vampires to choose from.

An ideal writing aid for those want to specifically use this clan in their works of fiction.

Rating:
[5 of 5 Stars!]
Clanbook: Ventrue - Revised Edition
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Ordo Dracul
by Paul H. D. B. [Verified Purchaser] Date Added: 09/25/2013 12:27:31
A well planned piece of work, Ordo Dracul brings into focus one of the men who made the Vampire a success in the first place, Count Dracula. It was always widely assumed that he was a loner, a hermit, isolationist, or any other of the secluded types, but now, this book casts him in a very different light. The notion that he has followers is evocative and a fitting tribute to his name. The history, various titles and how the Covenant relates to other kindred is enterprisingly documented. There are many layers to the followers of Count Dracula and the various clan members who follow the edicts of his organization. Each one perceive each other differently, but well enough to follow the common goal of the covenant.

From the front cover to the very end, the art is explicit and terrifying in places, but superbly designed. The digital quality of this title is nigh on perfect and fans of Vampire could make great monuments of the various images contained within this volume.

Rating:
[5 of 5 Stars!]
Ordo Dracul
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Vampire: The Requiem
by Paul H. D. B. [Verified Purchaser] Date Added: 09/25/2013 12:20:49
The art of the front and inlay covers, as well as various digital pieces throughout have suffered from overt compression, as one of my fellow reviewers has mentioned. This is a pity, because the drawings and graphics of White Wolf have always been very appealing and the ones in this volume are inventively designed. White Wolf should have used the weaker compression method that they used for their future products.

However, the text and original artwork survives and makes the Requiem worth these unfortunate glitches. The information contained in this remake of Vampire reinvents the wheel impressively. The five clans and five covenants add new ideas, as well as reinstate original ones with great flare for the dramatic and intrigue. The Masquerade was more complex and much time is needed to absorb its many concepts, but the Requiem admirably takes the best it had to offer, reduce the overall content and added new organizations and names, to very pleasing effect.

The covenants are a thoughtful invention and help better unify the Vampire Clans. A reduction in the number of clans and bloodlines leads to a slightly narrower focus, which allows readers and writers alike to let the information soak in a little better. The writers preserve the Gothic mysticism and personality of the vampire well and introduce thoughtful new features, such as the Ordo Dracul, created by the legendary Count Dracula and maps of two select venues to place a Vampire chronicle.

Anything done with the intent of bettering a genre, and, or presenting new forms and ways for a society, group, or even an individual is a noteworthy deed. The Requiem writers did both and give the Vampire a new lease on life. Buy this book if you wish to explore new ways the Vampire takes to further his existence and those of his fellow kindred.

Rating:
[5 of 5 Stars!]
Vampire: The Requiem
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Manual of Exalted Power: Lunars
by Charles C. [Verified Purchaser] Date Added: 09/23/2013 20:59:08
The book does suffer from White Wolf's continuing indexing failures, but it is a must for running a game where you intend any Lunar interaction for your group, or if you want to run a Lunar game. Some of the Lunar rules are a bit cumbersome, but considering the nature of the Lunars it's not surprising. A good Index of the Charms especially the Gift and Fury Charms would much improve the book's use.

Rating:
[5 of 5 Stars!]
Manual of Exalted Power: Lunars
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Havens of the Damned
by Paul H. D. B. [Verified Purchaser] Date Added: 09/19/2013 13:28:06
Where the vampires dwell and who decides where to live is unveiled nicely in this volume. From the mystic, Gothic houses to the most urban of settings, Havens of the Damned adorably details what places Vampires chose to call home. Each one is given its own section and is very authentic. The artwork of this book is certainly quite evocative and will give you a very enticing first impression of what a vampire´s den looks like. If you want to use one of the templates offered in this supplement, or use what you find in it to develop your own, Havens of the Damned is a must.

Rating:
[5 of 5 Stars!]
Havens of the Damned
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Laws of the Night (Revised)
by Paul H. D. B. [Verified Purchaser] Date Added: 09/19/2013 13:24:05
Clear and concise, Laws of the Night redelivers the most useful information about Vampire the Masquerade. The clans are fantastically details in the simplest and most straightforward of ways. No elaborate explanations of anything are given. It might seem a little minimalist to the unobservant, but when you read this book in depth, you will quickly realize that it contains the best of the Masquerade synthesized into a smaller volume, keeping the most important details and actually making them easier to understand. At times White Wolf's writers overdeveloped certain ideas, making them seem a little too dense or overtly elaborate, but Laws of the Night cuts them down to perfect size. Buy this book if you want a quick, yet complete reference to Vampire. For people like me, who are currently in the process of reading V20, Laws of the Night will serve as a fine future reminder and refresher of what was discovered before.

Rating:
[5 of 5 Stars!]
Laws of the Night (Revised)
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Counsel of Primogen
by Paul H. D. B. [Verified Purchaser] Date Added: 09/19/2013 13:16:37
Counsel of Primogen excellently develops the concept of the vampires that guide and influence their princes. The titles, internal chemistry of the Primogen, the inner mechanics of each of the different kinds of Primogen, how they relate to their princes and the rest of Vampire society, is expertly revealed. Writers who wish to create stories involving the Camarilla are strongly advised to read this source book. It will highlight how the Vampires relate to each other on the highest levels and explain how their politics work in their various ways. First, read Guide to the Camarilla and then pick up a copy of this book. You will have a well rounded knowledge base to start your stories with.

Rating:
[5 of 5 Stars!]
Counsel of Primogen
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Proverbial Monsters
by Christopher H. [Featured Reviewer] Date Added: 09/19/2013 05:42:27
Proverbial Monster is a short and sweet collection of interesting scenarios and antagonists for the World of Darkness, perhaps best used in Changeling and Mortals games. It gives an interesting air of folklore to the games and helps spark the imagination to go back and look at certain sayings and customs in society and cultures and see how they may have roots in the supernatural.

Rating:
[4 of 5 Stars!]
Proverbial Monsters
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Predators
by Paul H. D. B. [Verified Purchaser] Date Added: 09/10/2013 05:54:56
A continuation of the information on the shadow world from the Core Rule Book, Predators offers aspiring authors the kind of creatures that make worthy foes for the Forsaken to tackle, or allies of the Pure to make. The spirit creatures included in this book are diverse and well thought of. They make admirable use of the imagination and the way werewolves relate to them is well documented. Aside from the Pure, Tribes of the Moon, Signs of the Moon and Territories, Predators helps complete the overall picture of the World of Darkness's Shadow World. It will give you the means to create your own protagonists, and, or, antagonists for your pieces of writing, big and small.

Rating:
[5 of 5 Stars!]
Predators
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Territories
by Paul H. D. B. [Verified Purchaser] Date Added: 09/06/2013 02:37:00
A smaller, but nonetheless necessary addition to the Forsaken library. The examples of territory, totem and pack are well described and, with the right authors, could be a central component of any Forsaken narrative. As always, diversity of ideas plays a strong role in the execution of this book. Buy it if you want to better develop the surroundings and inhabitants for your works of fictions.

Rating:
[5 of 5 Stars!]
Territories
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Displaying 76 to 90 (of 1561 reviews) Result Pages: [<< Prev]   1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates
Powered by DrivethruRPG