Mokole: Changing Breed Book 6 (Werewolf: The Apocalypse)
Average customer rating: 5 out of 5 stars
  • the Memory of Gaia
  • Gaia's Memory
  • What Mokole Is
  • Makole by James Ray Comer, et al
  • I love it!
Mokole: Changing Breed Book 6 (Werewolf: The Apocalypse)
James Ray Comer , Steve Prescott , Jeff Rebner , and Ron Spencer
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Paperback

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Skemp, EthanSkemp, Ethan | ( S ) | Authors, A-Z | Horror | Genre Fiction | Literature & Fiction | Subjects | Books
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  3. Bastet the Players Guide to Werecats for Werewolf the Apocalypse (Werewolf: The Apocalypse) Bastet the Players Guide to Werecats for Werewolf the Apocalypse (Werewolf: The Apocalypse)
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  5. Ananasi: Fangs of the Mother-Queen (Werewolf: The Apocalypse) Ananasi: Fangs of the Mother-Queen (Werewolf: The Apocalypse)

ASIN: 1565043065

Customer Reviews:

5 out of 5 stars the Memory of Gaia.......2005-04-25

Mokole is a wonderful book detailing the werecrocodiles and weredragons of the World of Darkness. The writing is superb, truly bringing to life the Mokole, and portraying what it is like to posess a racial memory back to the time of the dinosaurs. The feel of incredible antiquity, the weight of ages of Memory and wisdom, keenly permeates this Breedbook. This book does not merely describe the Mokole and their culture, it builds a vivid atmosphere, describing these ancient relics of a distant golden age, and does an excellent job of immersing the reader in their very unique worldview.

The book focuses most on the Australian Aboriginal culture of the Gumagan tribe, although it also describes the other tribes and their cultures. I hardly know anything about Aboriginal culture, but it looks like the authors of Mokole did a good job of respectfully including it in the book without the dreadfulness of Rage Across Australia, and I am glad to see Australia covered in another W:tA book.

The Mokole are an amazing race, and I am eager to play them someday. Their war-form, the Archid, is a dinosaur or dragon, and it is customizable and completely different for each character. The Mokole have all unique totems, rites, gifts, and fetishes, including ghostly totems from extinct species. Although they posess immense physical power - they are weredragons! - they are truly focused on peaceful functions. The are very different in feel and function from the Garou, and should provide many new opportunites for players and STs. Although the Mokole are usually antagonistic toward werewolves, they can work with Garou in the Hengeyokai and the Ahadi, and the book's metaplot provides possibilities for inter-Breed interaction outside of these coalitions.

Every Breedbook includes the Breed's version of the history of the world and their part in it, but the Mokole's story of history spans 200 million years! The Mokole can remember a previous Apocalypse that wiped out the dinosaurs and an earlier intelligent race, the Lizard Kings, and they know of even earlier Apocalypses that came before that one. They believe that Gaia will survive the current crisis. Mokole revolutionizes the history of the World of Darkness. Even among Changing-Breeds, they take an extremely long view, and their insights and stories are interesting to say the least! The Mokole recall the Wars of Rage like they were yesterday, and their tales describe three entire Changing-Breeds that are now exinct. There are even basic rules for constructing games set in the Mesozoic, mostly intended for stories contained in a modern character's Memory.

Finally, although the Mokole are weredinosaurs and speak frankly about evolution and geological Eras, the entire feel of the book is still as fully mystical as the rest of Werewolf, without drifting into genetics or other Weaverish explanations.

The one major problem is the end of the fictional story. The resolution of the story's conflict makes no sense and is silly. Except for that, this is a totally awesome book!

5 out of 5 stars Gaia's Memory.......2004-05-03

This book is everything you need to play the Mokole, were-reptiles who remember (and embody) Gaia's past, the days of the Dragon Kings (dinosaurs). As naturally, the book opens with a comic adventure telling of the Garou Peter Ward's quest to Australia to meet with the Mokole themselves and learn of his heritage. The book then gives the typical introduction, lexicon of terms and an explanation of what it is to embody the dragons, dinosaurs and sea serpents of the past through your Rage. From there it goes on to a great history, telling of the Mokole's creation and the reptilian civilizations of prehistoric times. The Mokole can even remember previous Apocalypses (like the one that destroyed the dinosaurs) and fully expect to live through this one. Details on the Wars of Rage and the War of Shame are given, along with lost Fera (were-bulls, boars and bats) known only to the Mokole. In addition, brief mention is made of human times, like ancient Egypt, the Slave Trade and so forth ("western" history doesn't really matter, since most Mokole come from the tropics).

The next chapter covers the four Streams (tribes) of the Mokole: the Gumagan of Australia who share ties to the Dreamtime, the Makara priest-kings of India and neighboring lands, the primordial Mokole-Mbembe of Africa, the American Southeast and the Amazon and the scholarly Zhong Lung of East Asia's Hengeyokai. Specifics are given for each (like how the Gumagan have strong ties to the Umbra, differences in Mnesis and how the Zhong Long and Makara follow different auspices). Views on other Fera, vampires and even stranger factions (like mummies, voodooists, tribal shaman and Egyptian magi) are given, along with details on names and Duties (the Mokole Litany). The next chapter gives the crunchy bits, covering the Mokole solar auspices, new Traits, forms (not all are crocodiles or alligators; gila monsters, Komodo dragons and gharials are also represented) and Crinos traits (their Crinos form consists of various traits borrowed from other reptiles, like horns, armor, wings, frills, venom and so forth). Details on Totems are also given, along with new Totems, Fetishes and Merits/Flaws. All of these fit right in, from the reptile Totems to Fetishes drawn from Aboriginal culture.

The next chapter covers Gifts for the Mokole, including general Gifts, solar/seasonal auspice Gifts and Stream Gifts, many of which are quite interesting. A number of useful (and uniquely Mokole) Rites are also presented. In the following chapter, we are given a look at useful information on Mokole breeding, Mnesis (their racial memory), the "Innocents" (ghosts of dead metis), camps and relationships with the Nagah (were-snakes). We also get the standard templates, like the Native Rights guerilla and the rainforest ethnobotanist, and NPCs, including Uncle Monday (a centuries old Florida Conjure Doctor), Sister Rae (who has True Faith in the sun), Morwangu (who was involved in the story in the book) and Braney (a Wyrm corrupted children's show host). The book closes out nicely with details on RL crocodilians, monitors and gila monsters, the hatred for vampires (particularly Setites), Mnesis spirits, the Dragon Kings, prehistoric birds and marsupials that once served as Mokole kin, and stories set in the final days or the War of Rage.

The end also includes the typical template for creating and running Mokole characters. This can be used just as easily for western Mokole as it can for the eastern Makara/Zhong Lung (who follow slightly different creation rules). Needless to say, this book blew me away. The Mokole are probably my favorite Fera, and this book is invaluable for playing them. I also appreciated the strong focus on Australian Aboriginal culture which permeates much of this book. All in all, I think this book is quite useful for any Mokole Chronicles (and quite a head ache for those who want to try and figure out the World of Darkness's "cosmology").

5 out of 5 stars What Mokole Is.......2002-08-19

Mokole is a book for an addition to werewolf the apocalypse. You must have the "werewolf: the apocalypse" book in order to use this one to it's fullest ability. Mokole is a book about and how to play a were-alligator, were-crocodile, were-moniter lizards, were-gila monsters, were-caiman, and most importantly... they are all were-dragons! The mokole gives you mnesis, an ability to remember back to the time of the dinosaur kings. If you want to look like a big lizard, godzilla, dinosaur, sea serpent, fire breathing dragon, or oriental dragon.. then this is a book for you. The werewolves are the warriors of gaia, the mokole are her memory.

5 out of 5 stars Makole by James Ray Comer, et al.......2001-10-22

Out of all the kin books for the Wherewolf The Apocalypse game i like this one the most. It gave the much needed variety in the game and allowed for a great game. Allowing characters with these new and interesting powers is great fun, and by adding new sources and titles to your WW library you can laugh and have more fun with your friends that you play with.
I suggest this book to everyone and hope you take my word on it.
great great fun.

5 out of 5 stars I love it!.......1999-11-19

This is a great book. It helps to portray the true peril that the changing breeds are in and it also shows what those who truly desire to restore the balance, not just destroy the wyrm (dissolver) are capable of. This book has enthralled me since I bought it and now I really want to get an all Mokole game off the ground (too bad that my compadres insist on involving Bastet, Changeling, and Vamps :P). If you're considering buying it to this point, DO!
Rokea: Changing Breed Book 8 (Werewolf: The Apocalypse)
Average customer rating: 4 out of 5 stars
  • Not just another fish story
  • Sea's Defenders
Rokea: Changing Breed Book 8 (Werewolf: The Apocalypse)
Matthew McFarland
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Paperback

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ASIN: 1565043642

Customer Reviews:

4 out of 5 stars Not just another fish story.......2001-08-16

Well I must say Rokea, the Werewolf:The Apocolypse supplement about weresharks, was a much better read than I'd anticipated. The opening story draws one in, and I think it covers it's topic rather well. Their take on the Triat is interesting, if a little too long. That said, I'd gone in terribly skeptical about it. I mean, werewolves are one thing, but weresharks? I wasn't hopeful but ended up pleasantly surprised by it. It's very interesing, and gives the Story Teller good ideas on how to use them in a Chronicle. Might even be fun to run an all-Rokea game!

Per usual though, I was not terribly impressed by the artwork. If you like stiff or over-exaggerated (bad) comic book stuff, you might appreciate it. Being a fan of one or two of the artists in the White Wolf stable (John Cobb and Steve Prescott, to give you an idea on my tastes) I am disappointed that those that get the most play are the poorest. In my opinion of course.

So long as you're not interested in the pictures, I highly recommend this book.

4 out of 5 stars Sea's Defenders.......2001-04-25

Well, this was going to be an interesting read. The brief description of the Rokea (weresharks) in the Werewolf Players Guide sounded intriguing, but problematic. The sharks are the only shapeshifter in the sea, limiting the potential for all-Rokea games, venturing on land is a capital crime amongst them, and weresharks born from humans are virtually non-existant. All of this made them one of the more awkward races to work into a Werewolf game. So does this book solve that problem. In a word, yes.

The Rokean point of view is expanded on. Essentially, the Rokea have one directive: Survive. Until recently, they were happy to let the land-dwellers (pretty much every race in the World of Darkness) take care of themselves until over half their race were wiped out by a nuclear blast in 1955. Since then, they've been split into those who would live with the surface world and those who would live without it.

We also get an insight into the somewhat primal mind of the wereshark. Their directives are simple: Protect the oceans and do whatever you have to to survive. Everything stems from that, and as usual with these books, provide fodder for the method actors among us (how would you see the world if you were born as a tiger shark?)

As usual for the 'Breedbooks', there are a collection of new Gifts, Rites, Merits and Flaws (the funniest of which is 'Tonic Immobility' which means that like normal sharks the Rokea will lapse into a torpor if placed on their back-even if in human form!)

The artwork bears especial mention, capturing the sleek brutality of sharks well (and reminding you why 'Jaws' was so scary) Standouts are the monstrous Black Shark, a horde of Rokea attacking a Soviet submarine and the demonstration of the five Rokea forms (human, muscular, hunchbacked human, the shark-man war-form, the prehistoric giant shark and shark)

At the end, we're given a sample adventure which includes some possibilites for bringing werewolves and weresharks together

Lastly, there is some miscellaneous information on sharks in the real world, the varying perceptions of sharks in mythology and pop-culture and information on the evolutionary role of sharks (they predate even the dinosaurs and the Mokole werereptiles)

Overall, it's an impressive book. Well worth the purchase if you plan to send your Mage / Werewolf / Vampire party near the sea any time soon.
Corax: A Sourcebook for Werewolf : The Apocalypse : Changing Breed Book 3 (Werewolf: The Apocalypse)
Average customer rating: 5 out of 5 stars
  • Awesome book
  • a GREAT book for rpg players anywhere
  • Cabdrivers and Heros
  • Never A Dull Moment
  • Everything you could want in a "tribe" book
Corax: A Sourcebook for Werewolf : The Apocalypse : Changing Breed Book 3 (Werewolf: The Apocalypse)
Richard E. Dansky , Andrew Bates , Brian Leblanc , and Steve Prescott
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Paperback

GeneralGeneral | Graphic Novels | Comics & Graphic Novels | Subjects | Books
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WerewolfWerewolf | Gaming | Science Fiction & Fantasy | Subjects | Books
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ASIN: 1565043375

Customer Reviews:

5 out of 5 stars Awesome book.......2007-02-27

I have used this book many, many times to either make a Corax Character for myself, or to help others make their characters. The book is well written, and takes a turn away from the normal kill first and ask questions later style of the Garou (werewolves). The book is very informative and had a lot of background info for the Corax. If you are looking for a different type of character to play in your tabletop or LARP group, this is a great choice. Besides, how can you go wrong when you can have a character that can FLY?

5 out of 5 stars a GREAT book for rpg players anywhere.......2002-07-27

The wereravens are the messengers and scouts in the world of Werewolf. The history of the breed is narrated by a humorous Corax, who takes things that you think to be written in biblical style writing, and translates it into modern english (VERY funny)
I suggest this book to anyone who plays Werewolf but is getting tired of strictly garou and wants to add some color to the game.

4 out of 5 stars Cabdrivers and Heros.......2001-07-19

I'll say openly that I'm no fan of Werewolf. Don't get me wrong, I understand the system and I've played my share of the characters, but werewolves always seem to be played a bit to slash and kill for my taste. Well, you can imagine my surprise when a friend lent me this book and told me, despite my less the cheerful comments on the subject of werewolves, that it wasn't like the others. He was definitely right. Not only are were-ravens extremely interesting, and the book it's self amusing. It's a wonderful change of style from the typical werewolf characters. Were-ravens aren't slash and kill characters, but they have other interesting skills that lend depth to any game I've seen them in. Not only would I suggest this book to were-creature fans, I would suggest it to people who aren't (like me) because if you think that were-wolves are all about death, be prepared for a wonderful surprise.

5 out of 5 stars Never A Dull Moment.......2000-12-27

Honestly--I picked up this book because I was going to be creating a character to help a friend out and I was immediately hooked! I read the thing from cover to cover and have several times since. The text is written with a great sense of humor and gives valuable insight to the workings of those wacky little were-ravens.

5 out of 5 stars Everything you could want in a "tribe" book.......2000-02-10

The Corax book is everything you could want. It covers just about every angle of the wereravens and what they think of the other residents of the world of darkness. One thing to know is that this book is useful primarily for info on the Corax...it isn't heavy with new abilities but the humorous stuff and info on the Corax and their views are definitely worth it.
Changing Breeds (Laws of the Wild)
Average customer rating: 4 out of 5 stars
  • Mind's Eye Theater Changing Breeds
Changing Breeds (Laws of the Wild)
Peter Woodworth
Manufacturer: White Wolf Publishing
ProductGroup: Book
Binding: Paperback

GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
GeneralGeneral | Fantasy | Science Fiction & Fantasy | Subjects | Books
WerewolfWerewolf | Gaming | Science Fiction & Fantasy | Subjects | Books
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ASIN: 1565047338

Customer Reviews:

4 out of 5 stars Mind's Eye Theater Changing Breeds.......2000-10-27

Very good book if you like the Mind's Eye Theater system. Has very useful information about incorporating Nuwisha, Corax and Bastet into a LARP setting. A worthy read if you like characters other than wolves.
Nuwisha: Changing Breed Book 2 (Werewolf - the Apocalypse)
Average customer rating: 4 out of 5 stars
  • Important notes
  • Dissapointing
  • A Good Book
  • Gotta love those guys
  • An ode to Luna.
Nuwisha: Changing Breed Book 2 (Werewolf - the Apocalypse)
Steve Prescott , and James Moore
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Paperback

GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
Moore, James A.Moore, James A. | ( M ) | Authors, A-Z | Science Fiction & Fantasy | Subjects | Books
GeneralGeneral | Fantasy | Science Fiction & Fantasy | Subjects | Books
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  4. Bastet the Players Guide to Werecats for Werewolf the Apocalypse (Werewolf: The Apocalypse) Bastet the Players Guide to Werecats for Werewolf the Apocalypse (Werewolf: The Apocalypse)
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ASIN: 1565043367

Customer Reviews:

4 out of 5 stars Important notes.......2005-09-25

Nuwisha are a blast to play, but if you're hoping for all you need to play them, this book is Necessary, but not sufficient. You're also going to need the players guide to Werewolf, since the Nuwisha book doe NOT contain all of their gifts. NOR does it contain creation rules. It does however, list their Totems, a few gifts, and Nuwisha Only merits and flaws. It also has their creation mythos, and a few secrets. AND AS AN ADDED BONUS, It has Old-man-manyskins in it. Yay, huh?

2 out of 5 stars Dissapointing.......2005-05-25

This could have been so much better...I like the humor element, but there isn't enough depth to the book, or the nuwisha. I'll stick with the Kitsune and Ananasi as my changing breeds.

4 out of 5 stars A Good Book.......2003-02-04

This book is loads of fun, But is a little sketchy on charter creation.

Even if you don't play a Nuwisha, I recomend this book for pure entertainment value.

4 out of 5 stars Gotta love those guys.......2003-01-05

These are the ultimate Ragabash of the Changing Breeds. Everything you possibly need to know about them is in this book, including ideas on how to sneak them into a werewolf pack.

It's a little skinny, and could use an update.

If nothing else, ask your GM to borrow Nuwisha gifts and traits for use with your Ragabash werewolf; they should mesh well.

5 out of 5 stars An ode to Luna........1999-06-21

White-Wolf really did justice to every ones most loved and hated shape-shifters, the nuwisha. I really loved the art and information presented in whole! This book is a must for any white-Wolf RPer who enjoys to play a wild character!
Nagah: A Sourcebook for Werewolf : The Apocalypse : Changing Breed, Book 9 (Werewolf: The Apocalypse)
Average customer rating: 4 out of 5 stars
  • Another breed of shifters....
  • Great book for last
  • Last Changing breed book, too bad
  • The last Changing breed...and one of the best!
Nagah: A Sourcebook for Werewolf : The Apocalypse : Changing Breed, Book 9 (Werewolf: The Apocalypse)
Kraig Blackwelder , Carl Bowen , and Ethan Skemp
Manufacturer: White Wolf Publishing
ProductGroup: Book
Binding: Paperback

Skemp, EthanSkemp, Ethan | ( S ) | Authors, A-Z | Science Fiction & Fantasy | Subjects | Books
GeneralGeneral | Fantasy | Science Fiction & Fantasy | Subjects | Books
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ASIN: 1565043480

Customer Reviews:

2 out of 5 stars Another breed of shifters...........2002-05-09

Just what we needed. Another sourcebook on another group of creatures that have the need to change at a whim. It would appear the writers at White Wolf didn't learn from their Rokea ( *knock-knock* Land shark) nonsense and slapped together a group of sneaky snakes that can also shift. Lump them with the changing alligators, and wolves, and lions, and tigers, and bears, oh my. The book itself is not as poorly written as some of the shifter material WW shovels out anymore, but it comes across as somewhat unnecessary. The role explained for the Nagah in the World of Darkness can certainly be filled by another breed, or camp within another breed. As with any creative storyteller you can certainly weave the Nagah into your stories, but you could fill the same stories with any of the other numerous shifter breeds already out there. The book is fine for what it is. Though it feels as though the shifter writers at White Wolf have been reaching for a reason to work with these past few releases. Nothing has been inspired, and Nagah is no exception to that sense of apathy.

5 out of 5 stars Great book for last.......2002-03-26

The Nagah are cool. Everyone likes the idea of Assassins, and the snake is the coolest animal to do the job. They are probubly one of the most complex group of shifters as well. People believe that they are extinct, but they still conduct their duties.

See, the Nagah have the job of playing the judge (the every supernatural group in a White-Wolf game has). They are basically a group that hunts down offending shapeshifters and plays judge, jury and exicutioner. Of course, due to past circumstances this can only be done by a group of Nagah, and as such they travel in groups of three.

Rules wise these guys are monsters. They have Venom which essentially makes them killers without anything else, as even one bite of the venom, could kill any person who can't soak aggravated damage. They are also adept at being sneaky and have numerous gifts to hide their passing. These guys would seem perfect for powergamming but ironically, they are rather limited in fighting purpose. This book is a rather good book for a person who really wants to spice up their Werewolf game.

5 out of 5 stars Last Changing breed book, too bad.......2001-08-12

White Wolf overall has done a great job with the other were-creatures and this book is no exspection. If you ever wanted to play white wolf campaign with a cloak and dagger approach this is it. Too bad they don't plan on making any more material like this,the changing breed books are some of the best stuff white wolf has put out.

5 out of 5 stars The last Changing breed...and one of the best!.......2001-08-10

I have been waiting for this book for a LONG time, and it was worth the wait. They did an excellent job on the wereserpents, showing how they fit into the World of Darkness, and how to include them in your games. Definately worth the money if you play Werewolf, to play a Nagah or to use one as an NPC while running a game.
Players Guide to Changing Breeds (Werewolf)
Average customer rating: 4 out of 5 stars
  • Not perfect, but still a great resource for players and storytellers
  • Just too much to cram in
  • Lions and Tigers and Bears Oh My!
Players Guide to Changing Breeds (Werewolf)
White Wolf
Manufacturer: White Wolf Publishing
ProductGroup: Book
Binding: Hardcover

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ASIN: 1588463184

Customer Reviews:

4 out of 5 stars Not perfect, but still a great resource for players and storytellers.......2005-01-06

This is a great book that combines information and revised-edition updates for all 11 Changing Breeds other than Garou, plus a specific look at two regional confederations, the Beast Courts and the newly-formed Ahadi. This book is an excellent overview of the Breeds, providing updated information and rules, comparing them all to each other, and combining all the new Backgrounds and Abilities in one place. There is full information on the renown systems for each Breed, including renown scales that were not in available before. That said, it is not a replacement for the individual Breedbooks, which have much more information.

The chapter on the Ahadi is a real treat, seeing as they had not yet had a comprehensive description, and the Ajaba chapter was badly needed. However, I'm not entirely pleased with the re-worked Ajaba. Being a separate Breed is certainly a great improvement, but they have barely graduated from being second-hand Bastet to being second-hand Garou. Despite having different auspices and forms, otherwise the Ajaba are almost identical to the Garou. They are just another group of "Gaia's warriors" instead of having their own purpose. The original story of their conflicts with the Bastet has been replaced by a plausible but much less interesting concept. I would also have liked more information on them, since they don't have a Breedbook, but I understand that the book could only be so long.

The Bastet needed a re-working, and their Revised purpose for Gaia in this book is very well-done. The original concept has been overhauled with a much better idea for their purpose on Gaia's face. They are no longer redundant with the Corax. The Yava is gone and the Ceilican are dead (YAY!), and the form stats were tweaked to make them more realistic (though the Qualmi stats were misprinted). The "sensuality" from 2E is reduced a lot, however no spark of predatory, ferocious, perfected, feline grace has been injected to replace it. This is probably because like the other Breeds, this one is written entirely in third person, so the Breed's personality is harder to show.

The Corax section is well-written, and meshes well with the original Breedbook while providing some needed changes. This is the only Breed description written in-character, giving it more personality.

The Hengeyokai have not been changed much. The chapters on the Kitsune and the Beast Courts are well-written, summarising the Wheel of Ages, the Breeds, and the Way of Emerald Virtue.

As for the Mokole, the only other Breed for which I have the original book, I do not like the treatment of them at all. The writing is stale and uncomfortable. The author of the Mokole section somehow turned them into bad science-fiction jokes, talking all about mitochondria and purposeless longings for human extinction, without any of the heavy feeling of great antiquity and wisdom from the Breedbook. Making them more monstrous is desirable, but this revision goes too far and makes them evil, hating humanity for no apparent reason. And all the talk of genetics is totally out of place!

I am slightly disapointed with the overall information for the various Breeds, as some vital information is left out for several, such as how they reach the Umbra, and how they relate to totems. I understand that space was a consideration, but a few sentences with this extremely important information would easily have fit. Also, considering how little coverage they have had, I would have preferred slightly more new information and crunchies and less reprinted material. Overall the book feels a little rushed (and the editing is sloppy).

The art in general is great, especially the pictures of all 5 or 3 forms of each breed, and I love the chapter headings showing the Breeds of each Continent, and the Lost Breeds (drool)! Two of my favorite Werewolf artists worked on this: Ron Spencer and Steve Prescott. Considering the short space available, however, they could have taken out a few of the less relevant pictures to make room for more information.

Despite the shortcomings and missed opportunities, overall I am very happy with this book. PGttCB is an extremely useful revision and update of all the Changing Breeds, a very much needed description of the Ajaba and Ahadi, and a wonderful summary for those who don't want to buy all the Breedbooks.

If you want to get all 9 Breedbooks, plus Hengeyokai, for less money, forget it. If you want to know a little something about all the Breeds, get Revised Edition updates on them and the Ahadi, and maybe see if you want the Breedbook for a specific race, this is exactly what you're looking for. Overall, a highly recommended book.

3 out of 5 stars Just too much to cram in.......2004-08-27

I am a big fan of the original changing breed books. This book is almost a travesty to their name. By trying to fit in every single other type of shapeshifter, they give none the space it needed. The book serves well if you plan on using the other shapeshifters as NPCs, but if you want one as a PC, then ignore this book and get the specific book that just covers that one specific type.

5 out of 5 stars Lions and Tigers and Bears Oh My!.......2004-05-03

After a long-time in the waiting, this book finally collects together the previous 10 Changing Breeds splat books and expands on them. This book is invaluable to players and STs, though the individual Changing Breed books are still quite useful (since they have way more Gifts, Rites, Merits, Flaws and info). The book starts with an introductory tale on why the Changing Breeds must cooperate, and then goes on to introduce the Changing Breeds. All 11 species get a look, along with some tips on running all-Fera, Garou-Fera or mixed games (and why some Changing Breeds are easier than others). Mention is also made that players should study the animals and that most Fera games are going to be non-western in part because the Garou don't really exist in numbers in Africa, South America and other such areas.
The book then takes a look at general Fera history, from the War of Rage onward. Then it takes a look at the various continents, telling of how each of the Changing Breeds fits in (ie ebola spreading Ratkin in Africa, Mokole in the south-eastern US, the Bubasti's attempts at retaking Egypt, the Nagah's homeland of India and so forth). This is really great, considering how little WW has published on these more obscure areas in their other books. Then the book goes into introducing a brief write up for each of the 11 Fera, all of which contain enough information, Gifts, Rites and Traits to allow you to run members of that particular Changing Breed, either as an NPC or a player's character. The first one revises the Ajaba were-hyenas of Africa and India, finally making them more than "evil Bastet". They are made a breed unto themselves, the warriors of Africa, complete with their own auspices, Gifts and traits.
Next the book takes a look at the manipulative Ananasi were-spiders and their struggle to save their queen, and a wonderful (and long-needed) revision of the 9 tribes of Bastet were-cats. The "sensuality" of the old book is toned down, making them seem more like predatory cats. Each one is brought up to date, including the Balam (were-jaguar) in the Amazon War and the Simba (were-lions), Swara (were-cheetahs) and Bagheera (were-leopards) in Africa's Ahadi alliance. Also, consideration is given to the RL cat's ranges (ie, lynxes in Spain, lions in India, leopards and cheetahs in the Middle East and pumas in South America) which I found pleasing. Next the Corax (were-ravens) are examined, who also get something of a revision. They now have Tribes and are much more into the role of messangers and spies. From there things move to the Gurahl (were-bear) who seek to heal nature, the cunning Kitsune (were-foxes) of the Far East, the Mokole (were-crocodilians/lizards) who preserve memories of the dinosaurs and the subtle Nagah (were-snakes) who enforce Gaia's laws. A toned down version of the Nuwisha (were-coyote) tricksters is also given, followed by the Ratkin (were-rats) who cull the herds of humanity with disease and death and finally the mysterious Rokea (were-sharks).
Sadly, some stuff was cut out, like the Ratkin's "freak auspices" and the Kitsune's magic, but that sort of stuff can be found in the individual books. The next chapter covers some general new/altered Abilities, Backgrounds and Merits/Flaws, along with combat manuevers, Delirium and Renown. Very brief, but very clear as well. The next chapter does a very brief summary of the Beast Courts of East Asia. Social structure, history, renown and the Laws of the Emerald Mother (their Litany) are covered, along with all of the Breeds; the Hakken (Japanese "Shadow Lords"), Khan (were-tigers), Kumo (Wyrm tainted were-spiders), Nagah (were-snakes), Nezumi (were-rats), Same-Bito (were-sharks), Tengu (were-ravens) and Zhong Long (were-lizards/crocodilians) are given, along with differences between them and their western kin, some new Gifts and other members of the Beast Courts (like the Boli Zouhisze Glass Walkers of Hong Kong and the Stargazers).
The final chapter, and imho one of the most interesting, covers the Ahadi, a newly formed alliance of shape-shifters in Africa. It gives a brief description of the Ahadi's formation following (and Black Tooth's death) along with some general guidlines on it's laws and how it works. The members are all looked at, including the Silent Striders, Bastet (were-cats), Ajaba (were-hyenas) and Mokole (were-crocodiles), aside with affiliated Ananasi (were-spiders), Ratkin (were-rats), Rokea (were-sharks) and Corax (were-ravens; in this case white-necked South African ravens). An updated look at Africa and it's supernatural events, like the conflicts between the Ahadi and Setites in Egypt, Wyrmed taint in Nigeria and a horror lurking beneath the Kalahari. The book closes out with a couple Ahadi rites. Ultimately, this book was long overdue, and is quite useful in my opinion. Even if you have all the Changing Breed books, this book is still useful because of the reivisions, updates on things and the information on the Fera of Africa and India.
Laws of the Wild: Changing Breeds 3
Average customer rating: Not rated
    Laws of the Wild: Changing Breeds 3

    Manufacturer: White Wolf Publishing
    ProductGroup: Book
    Binding: Paperback

    GeneralGeneral | Graphic Novels | Comics & Graphic Novels | Subjects | Books
    GeneralGeneral | Fantasy | Science Fiction & Fantasy | Subjects | Books
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    ASIN: 1588465128
    Chance to Survive: Rare Breeds in a Changing World
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      Chance to Survive: Rare Breeds in a Changing World
      Lawrence Alderson
      Manufacturer: Cameron & Tayleur / Stephen Greene Press
      ProductGroup: Book
      Binding: Hardcover
      ASIN: 0715376322
      Chance to Survive: Rare Breeds in a Changing World
      Average customer rating: Not rated
        Chance to Survive: Rare Breeds in a Changing World
        Lawrence Alderson
        Manufacturer: Stephen Greene Pr
        ProductGroup: Book
        Binding: Hardcover
        ASIN: 082890376X

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