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Werewolf: The Forsaken Rulebook

Werewolf: The Forsaken Rulebook
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Full Moon Rising

The world is in shadow. To one side stretches the forest, to the other the city. Your claws are stained with blood. Your senses whisper of prey that runs before you, and of predators who stalk even the likes of you. You hear the howls of your brothers and sisters. Luna rises. Your blood boils. It is time to hunt.

Wolves at the Door

Werewolf: The Forsaken — the game of bestial violence and supernatural terror — is the second core setting sourcebook intended for use with White Wolf’s new Storytelling System™. Werewolves are creatures of original sin, tainted by ancestral crimes and driven to hunt by the shame of being abandoned. This book details what it is to be Forsaken, one of the Tribes of the Moon. Create your own werewolf pack and seek redemption or give in to your savage nature. Hardcover. For use with the World of Darkness Rulebook.

U.S. Page Count: 320

Authors: Carl Bowen, Rick Jones, James Kiley, Matthew McFarland, Sean Riley and Adam Tinworth Developer: Ethan Skemp Artists: Steve Prescott and Ron Spencer


ISBN: 1-58846-324-9

Purchase a PDF version at DriveThru RPG.

Learn more about this product at White-Wolf.com.

Item #: 30000
Our Price: $34.99
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Product Reviews

Average Rating: (based on 3 reviews)

Showing 3 Reviews:

by Wes
on 5/28/2009
Werewolf the Forsaken
Forsaken is perhaps the biggest dissapointment out of the entire series. Werewolves in Apocalypse took the one-dimensional "Wolfman" concept and fleshed it out into an intelligent tangent of mother nature, ascribing an animalistic connection to therianthropic peoples, with a clear reason for existence, as well as incorporating culture and beauty. Werewolf the Forsaken strips away the title of Gaian Warriors, and makes them a simple half-spirited police force that patrols the wilderness and cities, and suppresses rogue spirits. They happen to be related to humanity (being a werewolf is still genetic, which makes no sense since you don't have the same connection with Gaia) though you can no longer be born as a wolf, or even the tabooed hybrid (shifting the focus from a 'state of being' to a 'random bag of spiritual benefits'). Their creation myth revolves around Father Wolf and Mother Luna: a long time ago, some of Father Wolf's children decided to take him down; those that rose up against him were called the Forsaken, and those that did not were called the Pure, which sets up the only redeemable conflict in this game as these two groups battle each other. Systematically, the ability to shift between forms is temporary, thus fluctuating your character's Health level (proving to be a minute speck of a benefit). The Delirium is still active, and you are able to learn Gifts (though WHY Mother Luna would offer you her gifts after cursing you for killing her lover also makes no sense). Overall, Werewolf the Forsaken feels like White Wolf changed the focus from its predecessor but did NOT put in the work for literary coherency or believability. Granted many people were turned off by the "Righteous Green" message of Apocalypse, but at least it fit what it was trying to accomplish.
by Nathan B Ortega
on 4/20/2009
:}
A Great Game. :}
by Anna T
on 4/6/2009
Werewolf Forsaken Review
In Werewolf the Forsaken, the themes have changed from Apocalypse greatly, you still have Luna, but in addition to her now, you have the mythos of Father Wolf, gone now is the theme of end of the world and protect the earth, the game focuses now on Savage Horror, the Hunter and Hunted as Uratha claim and protect territory. Gone now are the Metis and Lupus born concepts of werewolf, its now only Humans. One of my major complaints with the game is the cumbersome new lexicon for the werewolf language. I still find myself wanting to use older terms from Apocalypse or falling back on those in the heat of the moment. The game is still very good, it's the new lexicon that takes the most getting used to and about really the game's only drawback.
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