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| Hunter Witch Finders (Hunter) | 
enlarge | Author: White Wolf Publisher: White Wolf Publishing Category: Book
List Price: $31.99 Buy New: $19.95 You Save: $12.04 (38%)
New (16) Used (3) from $19.95
Avg. Customer Rating: 1 reviews Sales Rank: 96594
Media: Hardcover Number Of Items: 1 Pages: 224 Shipping Weight (lbs): 1.8 Dimensions (in): 10.9 x 8.4 x 0.7
ISBN: 1588467228 Dewey Decimal Number: 793 EAN: 9781588467225 ASIN: 1588467228
Publication Date: September 10, 2008 Availability: Usually ships in 1-2 business days
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Product Description The first supplement for Hunter - Suffer not a Witch to live. How Hunters deal with Magic and Mages.
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| Customer Reviews:
Thou Shalt Not Suffer a Witch to Live! September 28, 2008 4 out of 4 found this review helpful
The first supplement for White Wolf's 'Hunter: the Vigil' RPG, this book marks a brilliant new move in their releases. Appearantly, each supplement will detail how Hunters fight a particular supernatural threat - slashers, the undead, shapeshifters and, in this case, witches! Note that I said witches and not mages. That is intentional, because although this book details magic users of all kinds, you don't need 'Mage: the Awakening' to use this supplement. In fact, you don't even need to acknowledge the existence of M:tA if it doesn't suit your chronicle.
Everything in this book is optional and customizable, allowing you to easily plop mages, witches, sorcerers and the like into any Hunter game and still make them scary and new to your players. The book looks at how Hunters have interacted with witches over the centuries, including write-ups for each of the Compacts and Conspiracies from the core and how they view witches. Each of the Conspiracies also gets a new Endowment, specifically aimed at hunting witches, and there are several new Tactics as well, like Excision (lobotomy that prevents a witch from using magic) and Corruption (changing the 'feng shui' of a site so it doesn't generate power for a witch).
The book also provides us with three new Compacts - the Keepers of the Source (hippies who believe witches drain power from Mother Earth), Division 6 (who believe they are a secret government agency protecting reality) and the Promethean Brotherhood (who sacrifice witches in order to steal their power) - and a new Conspiracy - the blasphemous Knights of St. George and their Goetic Gospels, strange powers that help them in combatting witches and their spells. All four groups are dedicated to hunting witches in particular. The Knights of St. George receive a fair amount of coverage in this book, as well they should, and they fit the World of Darkness perfectly!
The book also details how to run witches in your chronicle, including a system of 'Gutter Magic,' which basically allows you to replicate their spells and magical powers. It's not quite the same system as Mage: the Awakening; more like a 'magic lite,' but its great for incorporating witches into other World of Darkness games, not just Hunter by the way. It includes details not only on running witches, but also on the occult scene in Philadelphia (Hunter's signature city) from the Lene Lenape shaman to Pennsylvania Dutch hex-masters to African-American Hoodoo, and includes several NPCs and antagonists for players to encounter.
To be honest, I'm really loving this new approach that Hunter is taking. Not only does it give enough information that storytellers can easily incorporate mages into a particular game without owning the respective corebook for another game line, but it also contains JUST ENOUGH crossover potential that lovers of Mage: the Awakening can use some of this stuff as well. In fact, the write-ups for Gutter Magic and Philadelphia are great for new Mage antagonists as well! I look forward to seeing how they will cover vampires, werewolves and other creatures down the road.
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