Players Guide to Changing Breeds (Werewolf: The Apocalypse) by Brian Campbell, Jackie Cassada, Nicky Rea, Matt McFarland,

By Brian Campbell, Jackie Cassada, Nicky Rea, Matt McFarland, Chris Campbell, Richard Dansky, Bjorn T. Boe

Beasts in Human Skin

The wolves can't be all over the place instantly, within the deep jungles and large savannas, within the stormy skies and the darkest seas, different werebeasts hunt. Serpents with the crafty of people float within the darkness, jaguar warriors provide bloody sacrifices to their pursuits, and cuning spiders weave their spells to trap prey. the opposite altering Breeds ahve been driven to the edge - yet now they're pushing again. they are going to take their rightful position less than solar and Moon, or die within the trying.

Tiger and Dragon, Raven and Rat

The different werebeasts of the realm of Darkness are introduced totally to gentle, permitting gamers and storytellers to combine shapeshifters right into a chronicle. all of the 11 diverse Changeling Breeds is roofed intimately, besides the mysterious alliances between their sort. Storytellers looking for the suitable new antagonist for a video game or avid gamers drawn to moving into the surface of a distinct werebeast are either welcome right here; now there are extra suggestions for Werewolf than ever.
Players advisor to the altering Breeds contains:

info at the 11 altering Breeds except Garou, from the Ajaba hyenas to the Rokea sharks
personality production info, inclusing presents, rites and fetishes, permitting characters of any breed
information at the Beast Courts of Asia, the Ahadi of Africa, and extra

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Extra resources for Players Guide to Changing Breeds (Werewolf: The Apocalypse)

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That usually means the deeper you are, the more you see and the more you can affect. There *is* a downside, though: The more you can affect the Web, the more it can affect you. Sensory Visitation The fact that you're all here tells me you're at least basically familiar with this method. It's the first way in an Adept learns; for some spinners, it's the only way they'll ever know. Two good things about telepresence (another name for sensory visitation): It's easy, and it's safe. Two bad things about telepresence: It's easy and it's safe.

And neither one can be avoided forever, so keep your eye out for 'em. Void Engineers The Voids are our biggest competition in the Web — even bigger now that everyone's racing to reclaim the digital rubble the Great Crash left behind. To the Voids, the Net is just another frontier to explore, and they do it with a vengeance. Their spinners are almost as good as we are (note I said *almost*), and they've reclaimed huge areas of the Web already. Eight out of 10 times, SRVRZ formats are Void work, and they understand the principles of Correspondence better than their steelhead co-workers do.

By the early '70s, the average VA could project into the Web and find something more than black space, glowing lines and strings of code. A funny thing happened when movies like Star Wars and Tron merged with video games in the human consciousness: the Net began to conform to human expectations of computer space! This verifiable proof that reality conforms to human observation and belief (even when the beholder is not present) gave us the boost we needed to set things on a light-speed course. It took the '70s graphics revolution to lay the cornerstones for online communities.

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