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Umbra: The Velvet Shadow (Werewolf - the Apocalypse), by Harry Heckel Daniel Greenberg
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Product details
Paperback: 152 pages
Publisher: White Wolf Publishing; First Edition edition (December 1, 1993)
Language: English
ISBN-10: 1565040767
ISBN-13: 978-1565040762
Product Dimensions:
8.5 x 0.4 x 11 inches
Shipping Weight: 12 ounces
Average Customer Review:
4.2 out of 5 stars
5 customer reviews
Amazon Best Sellers Rank:
#1,353,793 in Books (See Top 100 in Books)
Since there has been a huge resurgence of Werewolf the Apocalypse thanks to the 20th Anniversary release of the game, I thought I'd turn back the clock and review one of my favourite sourcebooks I ever had the pleasure to work with. For those of you getting one of the W20 core books, this book has a tonne of stuff you're likely going to need to round out what is one of the most pivotal settings for Werewolf.For those of you without knowledge of Werewolf: the Apocalypse, grab a copy of this: Werewolf: The Apocalypse - they're cheap, and the game is great! You still might want to look at this book.Werewolf fans know that the Umbra, or spirit world, is a lot more than window dressing. It is a complex venue to raw emotion, pure creation, and nihilism. Each of the 13 tribes knows of a Tribal homeland, a specific sort of pocket dimension wherein the power and spirits of that tribe dwell. Criss-crossing the Umbra are Moon Paths, trails that werewolves can take, akin to wormholes, shortening the travel time between any two locations. There are numerous realms, all detailed, and all listing several possible plot lines to help insert this vibrant book into your own games. It also has a chapter for Storytellers, offering advice on how to run a session in the spirit world; another chapter is host to Gifts (supernatural powers), Rites (spiritual magics), and the spirits themselves.While any Werewolf core rule book may host information about the Umbra, this book is still indispensable. If I could choose only one Werewolf sourcebook to use beyond the core rule book, this would be it. It adds whole vistas of spiritual magnificence to a game that is dark, dangerous, and tragic. But a werewolf finding his way through the Umbra just might find what he needs to win a vital battle, or save the lives of his pack.Change a subplot for the better. Inject a bit of this book and the Umbra to add creepy surrealism to your games. But whatever you do, don't let your character get lost....
It's been great for adding to our gaming ideas and campaigns and I have even been able to use it as a cross-over into Forsaken. But I am an Apocalypse fan over Forsaken so it's an easy to read, easy to understand, and easy to execute book.
And your Werewolf the Apocalypse campaign will be at the same time brightened and darkened. This paradox is typical of the Umbra - the spirit world. There everything is shown with stronger stances. Few things can be more beautiful or heart filling as the love of Gaia in the summer country, but in the Scar Realm the full depths of depravity of the weaver corrupted by the Wyrm is shown in the most despairing way.So the Umbra is a place of infinite possibility, stories that can enhance any aspect of a campaign. From philosophic lessons to gut wrenching battle.The base rulebook had a nice description of the Umbra, but it was very short and left many doubts. In this supplement much is detailed including all the 13 near realms, sub-realms, Domains, Zones so the Tellurian won't be such an huge mystery for the storyteller (although it will always be a mystery for the players). What is the difference between Penumbra and Soft Umbra? Can normal humans have access to the spirit world? What fabulous and terrible opportunities can a storyteller get from the Mirror Zone? Know thy answer with Umbra, the velvet shadow.It includes story threads, laws for each specific Near Realm (for example, in Wolfhome you are stuck in Lupus form!), Stats for some interesting Umbra inhabitants or travellers and great fetishes, rites, etc.The Near Realms where you will make your stories after getting this book are: Abyss; Aetherial Realm; Arcadia Gateway; Atrocity; Battleground; CyberRealm; Erebus; Flux; Legendary Realm; Pangaea; Scar; Summer Country; Wolfhome and tribal homelands.This book includes a poster-map with an interesting systematization of the Tellurian. Very good and moody cover art by George Pratt, and nice interior art (for 1993 pattern). Remember, this book is for the first edition of Werewolf the Apocalypse, it will need some adaptations to play in the revised system.
For a book that is 17 years old this is a MUST HAVE!!! Don't let the age fool you, it is packed with all the ins and out of the Umbra for all those feisty werewolves out there.Be aware that the book will have yellow pages because it is not printed on acid-free paper. But seriously, who cares??? And it gives it a tome-sort-of-feel to it. I bought the book for the content anyway.
This book is a wonderful tool for any storyteller who wants to run a game which goes further than just going out and beating things up. It gives a glimpse of the other side of the gauntlet which allows you to run games full of depth, symbolism and meaning. It also give new locations for going out and killing people if you need them.With a description of how the werewolves see the umbra, the near realms, rules systems, story seeds and insights in how to do the umbra justice in the game, this book can transform your games for the better. It did mine.
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