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<blockquote data-quote="Kesh" data-source="post: 1100218" data-attributes="member: 1308"><p><strong>Book of the Weaver</strong></p><p></p><p><strong>Book of the Weaver</strong> is a supplement for <a href="http://www.white-wolf.com" target="_blank">White Wolf Game System's</a> <em>Werewolf: the Apocalypse</em> setting. This setting allows players to take on the role of werewolves, beings that have been charged with protecting the planet from those who would harm it, while struggling with their half-human/half-spirit heritage.</p><p></p><p>BotW is a supplement detailing those mortals and supernatural beings who are slowly bringing stagnation into the world through technological advancement. Essentially, it's a book of the 'bad' side to technology. While there are good aspects of modern technology, such as medical assistance, instant communication and ease of transportation; there are also drawbacks. This book takes those drawbacks to supernatural proportions.</p><p></p><p>As part of the game setting, this supplement discusses The Weaver, a powerful entity that assists in the creation of our world. It is part of a triumvirate of spirits: the Wild creates spontaneously, the Weaver binds that material into useful form, and the Wyrm destroys the excess and the old. Unfortunately, the Weaver has gone mad. Now, rather than simply creating order, it seeks to create perfect stasis.</p><p></p><p>The Weaver wants to bind reality into one, unchanging, 'perfect' form.</p><p></p><p>This can provide the basis for a <em>d20 Modern</em> campaign, or even a series of campaigns. Though in the <em>Werewolf</em> game this being is simply unstoppable, you could make it a more tangible villain for your Modern campaign. Or, make it just as godlike and untouchable. Either way, it presents an excellent 'super villain' in this role.</p><p></p><p>With that out of the way, let's get to the meat of it. This book is intended to detail the various ways the Weaver is attempting to bind our world into stasis. Mortals, organizations and supernatural beasties are all given the treatment here.</p><p></p><p>Most of the new equipment described in Chapter 2 of the book would make for interesting additions to a Modern campaign. While some are obviously magical in nature, others can be reproduced almost entirely through modern (or post-modern) technology. Of course, the stats given are unusable in a d20 system, so you would have to essentially rebuild those from scratch.</p><p></p><p>Chapter 3 details spirits and beings loyal to the Weaver, many of which would have interesting uses in an Urban Arcana game. Plastic and Nuclear elementals, for instance, provide some new twists on an old idea. Spider-spirits are the Weaver's main workforce, invisibly guarding technology and adding even more rigidness to existing infrastructures (such as the Internet). If you allow Astral travel in your campaign, these beings exist only there and are likely to attempt binding an unwary astral traveller into their webs.</p><p></p><p>In addition, the spider-shapechangers in the book have an excellent flavor as servants of the Weaver, with plenty of plot-hooks in place. This could make an interesting flavor twist to any shapechanger race you want to use, or you could homebrew a were-spider template for your game.</p><p></p><p>Drones are humans posessed by Weaver-spirits. These enhanced beings effectively become supernatural 'Terminators', magically enhanced to track down and destroy (or bind) enemies of the Weaver. That likely includes the PCs! A template granting the listed abilities and immunities (translated to d20) would make for a dangerous opponent.</p><p></p><p>Finally, corporations and organizations are given. Perhaps the most frightening is Developmental Neogenetics Amalgamated (DNA), a company which has <em>almost</em> discovered the existance of werewolves. However, they believe werewolves to be a mutation of normal humans... and a threat to humanity. One that needs to be eliminated.</p><p></p><p>You can easily use this in an Urban Arcana campaign, as a company which has found strange supernatural species (drow, gnolls, etc.) and is attempting a 'cure' for such malformities. Entire Modern campaigns could be formed around shutting this company down, or at least distracting it from the truth... or helping them destroy all the creatures of Shadow.</p><p></p><p>Overall, this book has plenty of hooks for a Modern campaign, especially if one wants technology with a supernatural twist. Many ideas could also be incorporated into a <em>Genetech</em> or <em>Agents of PSI</em> campaign. DNA could be attempting to rid the world of Moreaus; while foreign governments experiment on injecting their telepaths with nanites to form Drones. The book is likely too over-the-top for a completely non-FX game, however, aside from some of the more mundane equipment and organizations.</p><p></p><p>The book is in print, and available <a href="http://secure.white-wolf.com/catalog/results.tpl?action=full&cart=31452077352814330&--eqskudatarq=03209" target="_blank">here</a> or through Amazon.com online.</p></blockquote><p></p>
[QUOTE="Kesh, post: 1100218, member: 1308"] [b]Book of the Weaver[/b] [b]Book of the Weaver[/b] is a supplement for [url=http://www.white-wolf.com]White Wolf Game System's[/url] [i]Werewolf: the Apocalypse[/i] setting. This setting allows players to take on the role of werewolves, beings that have been charged with protecting the planet from those who would harm it, while struggling with their half-human/half-spirit heritage. BotW is a supplement detailing those mortals and supernatural beings who are slowly bringing stagnation into the world through technological advancement. Essentially, it's a book of the 'bad' side to technology. While there are good aspects of modern technology, such as medical assistance, instant communication and ease of transportation; there are also drawbacks. This book takes those drawbacks to supernatural proportions. As part of the game setting, this supplement discusses The Weaver, a powerful entity that assists in the creation of our world. It is part of a triumvirate of spirits: the Wild creates spontaneously, the Weaver binds that material into useful form, and the Wyrm destroys the excess and the old. Unfortunately, the Weaver has gone mad. Now, rather than simply creating order, it seeks to create perfect stasis. The Weaver wants to bind reality into one, unchanging, 'perfect' form. This can provide the basis for a [i]d20 Modern[/i] campaign, or even a series of campaigns. Though in the [i]Werewolf[/i] game this being is simply unstoppable, you could make it a more tangible villain for your Modern campaign. Or, make it just as godlike and untouchable. Either way, it presents an excellent 'super villain' in this role. With that out of the way, let's get to the meat of it. This book is intended to detail the various ways the Weaver is attempting to bind our world into stasis. Mortals, organizations and supernatural beasties are all given the treatment here. Most of the new equipment described in Chapter 2 of the book would make for interesting additions to a Modern campaign. While some are obviously magical in nature, others can be reproduced almost entirely through modern (or post-modern) technology. Of course, the stats given are unusable in a d20 system, so you would have to essentially rebuild those from scratch. Chapter 3 details spirits and beings loyal to the Weaver, many of which would have interesting uses in an Urban Arcana game. Plastic and Nuclear elementals, for instance, provide some new twists on an old idea. Spider-spirits are the Weaver's main workforce, invisibly guarding technology and adding even more rigidness to existing infrastructures (such as the Internet). If you allow Astral travel in your campaign, these beings exist only there and are likely to attempt binding an unwary astral traveller into their webs. In addition, the spider-shapechangers in the book have an excellent flavor as servants of the Weaver, with plenty of plot-hooks in place. This could make an interesting flavor twist to any shapechanger race you want to use, or you could homebrew a were-spider template for your game. Drones are humans posessed by Weaver-spirits. These enhanced beings effectively become supernatural 'Terminators', magically enhanced to track down and destroy (or bind) enemies of the Weaver. That likely includes the PCs! A template granting the listed abilities and immunities (translated to d20) would make for a dangerous opponent. Finally, corporations and organizations are given. Perhaps the most frightening is Developmental Neogenetics Amalgamated (DNA), a company which has [i]almost[/i] discovered the existance of werewolves. However, they believe werewolves to be a mutation of normal humans... and a threat to humanity. One that needs to be eliminated. You can easily use this in an Urban Arcana campaign, as a company which has found strange supernatural species (drow, gnolls, etc.) and is attempting a 'cure' for such malformities. Entire Modern campaigns could be formed around shutting this company down, or at least distracting it from the truth... or helping them destroy all the creatures of Shadow. Overall, this book has plenty of hooks for a Modern campaign, especially if one wants technology with a supernatural twist. Many ideas could also be incorporated into a [i]Genetech[/i] or [i]Agents of PSI[/i] campaign. DNA could be attempting to rid the world of Moreaus; while foreign governments experiment on injecting their telepaths with nanites to form Drones. The book is likely too over-the-top for a completely non-FX game, however, aside from some of the more mundane equipment and organizations. The book is in print, and available [url=http://secure.white-wolf.com/catalog/results.tpl?action=full&cart=31452077352814330&--eqskudatarq=03209]here[/url] or through Amazon.com online. [/QUOTE]
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