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Loading... Wraith: The Great Warby Bruce Baugh
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"The First World War Is Over. For the Dead, the Great War Has Only Begun. Outside the walls of Stygia, the Fourth Great Maelstrom rages. In the skies overhead, ghostly pilots engage in dogfights against shrieking Spectres. The gates of the Necropoli slam shut. And at the heart of the empire of the dead, a traitor works to topple what Oblivion never could. Civil war is about to strike Stygia, and Charon -- the one wraith who can prevent it -- is missing. Wraith: The Great War takes you to an era of innocence newly slaughtered and unimaginable terror unleashed. From the heart of the Labyrinth to the killing fields of the Somme, from the skies above Stygia to the bootleggers' warehouses of Chicago, Wraith: The Great War opens a new chapter in the history of the World of Darkness "RM", in the tradition of Vampire: The Dark Ages. Journey back in time and learn the secrets even the Deathlords are afraid to whisper -- if you dare". No library descriptions found. |
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World War I is a clear choice for Wraith; it is a stark time when death and desolation is ever present. The Underworld is forced to assimilate hundreds of thousands of war casualties and Spanish Flu dead over a short time period. There is literally a storm of ghosts wracking the entire Underworld as one of the “Great Maelstroms” mentioned in the Wraith: The Oblivion core rulebook rages. It also was a time of belief amongst the Quick in theosophy and spiritualism, and this book covers that very well.
Wraith: The Great War provides wonderful in-game setting information including alternate rules for surviving the Maelstrom and rules on how it has affected Acroni, as well as information on political and cultural changes amongst the unquiet dead at that time period. It also covers changes to game stats, such as period weaponry and armor, how to handle the “Drive” skill at a time when automobiles and aeroplanes were fairly new, and so on. The alternate rules for mass combat (read “doomed infantry charges”) are particularly tantalizing. There is a lot of handy real-life historical information on the time period as well. The Nineteen-Teens and Nineteen-Twenties were a fascinating time period, full of intrigue and political unrest and it is very nice to see what the World of Darkness was like back then. In some ways, you can use this book for other WoD games (there are some tidbits on the Giovanni for instance).
Lastly, the artwork is lush, stark, and fittingly inspired by the Fauvists and Die Brüke expressionist artists of the time period. Illustrators Guy Davis and George Pratt in particular do a fine job.
Pin a red poppy on your lapel and roll those bones. ( )