W20 BOOK OF THE WYRM

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W20 Book of the Wyrm - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free. Sourcebook for 20th anniversary WoD. W20 Book of the Wyrm - Coils of the Corruptor From the Umbral realm of Malfeas to the boardrooms of Pentex and its subsidiaries, minions of. W20 Book of the Wyrm is the third edition of the Book of the Wyrm. The Werewolf: The Apocalypse 20th Anniversary Edition version adds new.


W20 Book Of The Wyrm

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Please Note: Once this Kickstarter is funded, we can not accept pledges for the Deluxe W20 Book of the Wyrm. The PDF and physical book. Hi, I have a quick question: is is worth getting the W20 BotW if I already have Subsidiaries: Pentex and Book of the WyrM 2nd edition? The W W20 Book of the Wyrm book. Read 2 reviews from the world's largest community for readers. Coils of the CorruptorFrom the Umbral realm of Malfeas to the.

However, what the vast majority of the Garou do not understand is that each of the Hydras heads is a separate entity, connected to the others only via the mad bulk of the Wyrm. These heads not only cannot communicate, but they frequently end up in conflict with one another, as each seeks to destroy or defile in its own particular manner.

One of their most effective tactics have been causing agents of the Calamity Wyrm to destroy agents of one or both of the other two heads. The Wyrm is an abstraction. If it exists anywhere, it exists as Malfeas; but other than experiencing that sizeable cancerous realm, no one will ever have direct contact with the Wyrm as a whole. The closest anyone comes to knowing the Wyrm as a whole is one of the three branches of the Triatic Wyrm, a broken mockery of the original Triat.

These are also the largest portions of the Wyrm that can manifest in the physical world. Beast-of-War is the corrupted reflection of the Wyld. Instead of a force of endless and varied creation, the Calamity Wyrm is a force of endless and unrestrained destruction.

The full expression of Beast-of-Wars power results in absolute devastation without any possibility for healing, regrowth, or rebirth.

It is the ultimate expression of the Wyrms rage against the Weaver. In its efforts to win free of this cap- tivity, the Wyrm birthed a mindless beast motivated by an unrestrained appetite for violence and an unending hunger for absolute destruction, rather than fear or the need for sustenance. The Silver Fangs have an ancient legend that tells of the whole tribe stopping the Calamity Wyrm from manifesting, but this seems to have been its only attempt.

Beast-of-War has little need to do so, since it can easily transform ordinary conflicts or rivalries into deadly and pointless violence. It exists in the Changing Breeds Rage, which can grow to into a murderous battle-fury that removes any distinction between friend and foe. The Maeljin Incarna known as the Hellbringer, also associated with the Urge Wyrm Baashkai, acts in the Calamity Wyrms name, spreading strife and turmoil throughout the world. Eater-of-Souls is a hideous mockery of the Weaver.

As the Weaver attempts to incorporate everything into its Web, Eater-of-Souls mindlessly devours everything in its path in a vain effort to allow the Wyrm to win free from its bonds.

The Consuming Wyrm is all too common today. Manifesting as the sorts of greed and obsessions that cause people with far more money than they could ever spend to seek relentlessly even more.

It also infiltrates the hearts of jealous lovers who kill previous partners rather than see them be with anyone else. Physically it manifests in cancerous tumors and wasting diseases like HIV. It is also the most active of the Wyrms aspects, as it seeks to satisfy its never-ending hunger.

In the sixteenth century A. The Croatan Tribe of the Garou learned of its impending arrival and lacking any other means of saving the world from destruction, they sacrificed themselves to drive Eater-of-Souls back to Malfeas. The Maeljin Thurifuge associated with the Urge Wyrm Lethargg serves the Eater-of-Souls, and continues trying to find a way for it to manifest once again. The Defiler Wyrm The Defiler is the Wyrms twisted reflection of itself, tainted with self-hatred at having failed in its true pur- pose.

It turns this feeling outward in an effort to destroy the world by inducing a similar self-loathing in every object, spirit and living creature. This is the Wyrms most powerful aspect.

It exists as an insidious force that strikes targets from within, seducing and tempting them to perform all manner of self-destructive actions.

It is the force behind suicide, addiction, self-mutilation, and a multitude of similar ills. Jews, Christians, and Muslims know it as the serpent in the Garden of Eden, and everyone has seen evidence of its work whether they know it or not.

As the most intelligent and self-aware of the Triatic Wyrms, the Defiler has no need of a Maeljin Incarna to act in its service.

It has never attempted to appear physically, but some ancient Garou legends state that it will do so at the end of the world.

Onyx Path Publishing: Many Worlds. One Path.

Another legend speaks of it ap- pearing amidst a group of several thousand people who simultaneously commit suicide. Some Garou keep track of potential suicide cults in order to attempt to prevent the Defiler Wyrms arrival. Trapped in the Web, unable to act, the Wyrm yearned for release.

These desires fed on its desperation and panic until they became separate entities that the Garou know as Urge Wyrms.

The Urge Wyrms embody pathological and extreme versions of normal emotions. A person touched by the Urge Wyrm of despair, not only has all of his feel- ings of despair magnified, these feelings seep into him for weeks and months, eventually becoming a constant part of his emotional make-up. In time, these emotions entirely consume him.

An emotion fostered by an urge Wyrm can become the dominant part of a persons mind, eventually removing all other facets of her personality and utterly possessing her.

Deluxe W20 Book of the Wyrm

The Maeljin Incarna are examples of the most extreme variety of this sort of possession. Their influence extends to all creatures capable of feel- ing emotions. As creatures of pure emotion, they can- not manifest physically.

Intelligent creatures can only confront them in their minds and hearts, and from there attempt to banish them. Dedicated and clever shape- shifters can however find rituals that shield individuals or even entire groups from the influence of a particular Urge Wyrm.

Such efforts are epic undertakings that almost always require a journey into the Deep Umbra sometimes to Malfeas itself followed by a ritual demanding the participation of more than a hundred Garou. Despite the strenuous requirements, these rituals are possible and have been successfully used a handful of times in the past. The Maeljin Incarna Although the Urge Wyrms cannot manifest physically, many of them have physical representatives.

Known as the Maeljin Incarna, or more simply as the Dark Lords, each of these spirits serves as the repre- sentative of a single head of the Hydra. They are the rulers of the Banes, the lords of Malfeas. Every Maeljin Incarna was once a human, possessed by a single Urge Wyrm to such a great extent that it transformed them into an avatar of spiritual malfeasance. Like all of the Wyrms most powerful agents, each Maeljin Incarna is jealous of the power and influence of the other Dark Lords, and is more inclined to plot against these rivals than to work with them.

A Maeljin Incarna serves in its position until either it fails in its duties or a more powerful avatar replaces it. If someone destroys a Dark Lord, eventually another will appear, but the world could be free of her presence for a year or even a decade. Unfortunately, many of those who kill one of the Maeljin Incarna instantly replace the fallen Dark Lord, leaving no more than a few minutes passing between one dying and the killer taking its place.

According to ancient legends, each Maeljin Incarna has a unique weakness. Someone who knows this weak- ness can destroy one of the Dark Lords and prevent another from arising for a century or perhaps destroy it forever. Destroying one of the Maeljin also seriously weakens the associated head of the Hydra. Legends say that until another Maeljin Incarna arises, the associated Urge Wyrm remains considerably weakened.

However, any such weakness would be very difficult to exploit. Destroying even a single Maeljin Incarna should be a major effort that requires time and great risk to accom- plish. Just learning a Maeljin Incarnas weakness would require a significant struggle. Humans wishing to serve the Wyrm often seek out one of the Maeljin Incarna and pledge service and loyalty to them. However, the Black Spiral Dancers prefer interacting with their Totems and with other representatives of the Wyrm, believing that the Dark Lords are more concerned with their own rivalries than service to the Wyrm.

The Maeljin Incarna and the Pen- tex directors view each other as dangerous rivals. The two groups are of similar rank and while most Pentex employees owe their loyalty to its directors, some serve the Dark Lords.

Foebok, the Urge of Fear Most Garou believe that Foebok is the first and oldest of the Urges, born from the Wyrms terror of its captivity. Normal fear allows creatures to be wary of threats.

Foebok takes these fears and magnifies them. It mutates fear into mindless panic, while also inducing a persistent and lingering dread that grows to consume the victims mind. Because it is such a basic and primal emotion, Foebok has no Maeljin Incarna. It will also have obvious and wide- ranging consequences.

For example, killing Lord Steel would lower the level of hatred in the world. Hatred would still dwell in human and shapeshifter hearts without help from any aspect of the Wyrm, but the Wyrm inflames it, and the destruction of Lord Steel would significantly weaken the Urge Wyrm Abhorra. As a result, the level of racially based violence, gay-bashing and similar crimes would decrease, and social tensions and ethnic hostilities around the world would decline. To the bulk of humanity, all of these changes would seem perfectly natural, if somewhat puzzling, but most of the Changing Breeds would know what had actually occurred.

Instead of the normal desire to acquire what they need, victims of Vorus find that anything they acquire just inflames their desire to acquire even more. Today, Vorus is one of the most powerful of the Urge Wyrms. Conspicuous consumption and the drive of the ultra- wealthy to increase their already vast fortunes are both symptoms of Vorus influence. Vorus has no Maeljin Incarna, presumably because sharing consciousness with another entity is as antithetical to the Urge of Greed as any other form of sharing.

Mahsstrac, the Urge of Power The Urge of Power cultivates in its victims the idea that dominance and control are ends in themselves, rather than means to an end. In their lust for power, those in Mahsstracs thrall lose sight of whatever goal they originally wished to achieve.

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Tyrants become ob- sessed with retaining and expanding their power, and employers impose meaningless rules on their workers. The Urge of Power has no Maeljin Incarna, since it lives in the heart of almost all of the Wyrms servants. Karnala, the Urge of Desire Karnala is raw untamed desire.

It can attach itself to any goal; just when victims achieve one goal, they swiftly discover a new, equally pressing desire they must fulfill.

Karnala creates and feeds upon yearning, not at- tainment. It also blinds a victim to anything beyond his desires, including any long-term consequences, which could cause him to lose everything he has gained.

Kar- nala is far more about having experiences rather than accumulation of things, and as such differs from Vorus. Few in the thrall of Vorus gamble unless they are almost certain they will win, because losing deprives them of some of their accumulated money or goods. Gamblers in the thrall of Karnala gain the thrill of risking everything even if they lose the bet. She has a profound understanding of peoples innermost lusts and desires and spurs her victims to act with reckless abandon by falsely assuring them of the lush rewards they will obtain.

She appears as the ideal object of desire to whomever she speaks. She can appear to be an incarnation of wanton sexuality, maternal or paternal nurturing care, or the most loving child imaginable. When she wishes, every person she deals with sees her differently. While almost everyone she encounters desires her, Aliara sees others as nothing more than disposable tools to satisfy her own desires.

Destruction: Only someone Aliara desires can destroy her. To destroy her, someone who is under her influence see Mental Taint, p. As he so swears, he must steal a weapon from Aliara and use it to deliver a killing blow. The most difficult part of this act is failing to kill Aliara; he actually has sworn allegiance to her, thus giving himself over to the Wyrm. A few have tried this tactic, and Aliara enjoys collecting and playing with servants who were failed assassins.

Deluxe W20 Book of the Wyrm

It is pure and potent loathing in search of a target. When it touches someone, all dislike or discomfort that he feels towards individuals or groups of people grows into the mixture of disgust and rage that lies at the heart of all hatred. When in the grips of Abhorra, he sees every action taken by those he hates as loathsome and threatening.

Often this hatred brings reciprocating hatred upon the victim, causing Abhorras influence to spread and grow. He thrives on all forms of hatred, especially that of large groups of people. Devotees offer him sacrifices of burnt flesh in the hopes of gaining vengeance on their rivals. Caring nothing for the political games of the other Maeljin, Lord Steel sits on his Malfean throne lost in the currents of his endless hatred.

He only leaves this throne to lead his Bane armies in war. He wears armor and a contorted mask of black steel. In battle, he rides an iron steed with metal wings. Destruction: Some believe that only an innocent challenging Lord Steel to battle can slay him, but in- nocents merely die. Others have tried fighting the Duke of Hate while filled with hatred for him, but such a vic- tor would simply become the new Lord Steel.

Instead, a would-be assassin must remove his black steel mask, weakening him by exposing the rather ordinary-looking human face beneath. Only then can his attackers capture him.

They must imprison him in a well-lit chamber with mirrors in all directions, forcing him to look always at his own face the shock of which forces him to remain within the chamber. After a full lunar month confined in this fashion, Lord Steel will rip himself apart, dying in the process.

During his imprisonment, his followers will track him and attempt to free him. Tortured by its captivity, the Wyrm seeks to inflict its pain on others. Angu is nothing less than the desire to cause suffering to others. Its touch erodes victims sympathy and compassion. Victims first attempt to justify the suffering they cause and eventually learn to revel in the act itself.

Those under Angus influence may claim that their cruelty has some greater purpose, but they also enjoy it for its own sake.

The Caliph of Pain, Lady Aife Lady Aife cares only about causing as much suffer- ing as possible and often seeks advice from the Countess of Desire as to what her victims care about most. She destroys or threatens to destroy these objects both to inflict suffering and to motivate victims to cause others to suffer. Lady Aife was once an enthusiastic torturer for the Spanish Inquisition. She appears as a beautiful woman who sends shards of glass flying every time she tosses her flaming red hair.

She rides a steed made of rusted metal and wields a pair of jagged glass whips. Destruction: Few can kill Lady Aife: the Nameless Angel of Despair, Pattern Spiders, or any similar entity that is aware of pain but is also entirely indifferent to it can kill her.

W20 Book of the Wyrm

The problem is of course arranging some reason for one or more of these entities to try to destroy Lady Aife. It begins as a drive to use excessive violence in some situations, and becomes a desire to use it to solve and simplify all problems. Vic- tims settle discussions with a fist or a knife and become blind to the consequences of these actions. Baashkai doesnt arouse hatred or even anger; it inflames the bloody and terrible enjoyment of violence for its own sake and the willingness to see violence as the best tool to solve any problem.

Hellbringer is the general of the armies of the Wyrm and the patron of abuse.

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Anyone struck by a bolt from his crossbow at- tacks whoever is nearest. He has never been defeated in battle, and were one to try, they would surely replace him. Hellbringer has another face, that of Malik Harjaq, the Master of Mayhem a Viking berserker with a dozen arms each wielding a different weapon. Minions of the Wyrm know that both of Hellbringers guises wield the full power of an Incarna, but a Maeljin Incarna cannot simply divide in two.

Destruction: Destroying either of these warriors must occur away from battle. Hellbringer must find himself in a situation where he is entirely alone and he is enticed to stab himself with one of his own crossbow bolts. When he does, he attempts to destroy himself. If someone has supplied him with a sufficiently powerful weapon, he can successfully kill himself. However, no one can wield the bolt as a weapon or set it in a trap where it is hurled, shot, or thrown at Hellbringer he must inflict the wound voluntarily.

Malik Harjaq periodically sates himself with violent revelry after a battle, and at this point, he is vulnerable. Even here, he can only die if someone can make certain that he consumes several drops of a poison distilled from the liquid flowing from one of the Wyld Founts in Mal- feas.

The recipe for this poison is a well-guarded secret, and acquiring it is no easy task. Its exact nature is unclear but it represents a breakdown of order. System: Spend one Gnosis point and one Rage point. The Dancer must concentrate for a full turn, at the end of which the transformation occurs.

Additionally, his claws inflict an additional die of damage and are unsoakable. Finally, treat Delirium as three levels worse to onlookers. Balefire, as the very lifeblood of the Wyrm, is very dangerous to werewolves. It often inflicts hideous and life-threatening mutations, as well as tainting the victim heavily. It can only be resisted. This damage is not soakable the resistance roll is the soak roll.

Afflicted werewolves may grow extra useless eyes, lose all of her fur and hair, go blind, deaf or anosmic no sense of taste or smell temporarily.

Until she rejects the mutations and undergoes a Rite of Cleansing, she registers a strong taint to the Gift: Sense Wyrm. Some packmates have been known to horribly maim one another in the process of proving who is worthy to learn this Gift. It takes a full turn to transform, although the form lasts for the duration of the scene. The result, of course, should always be impressive. Source: Book of the Wyrm Madness Rank 5 Galliard Black Spiral Dancer Gift The metis struggles his whole life to find a place, a purpose and a sense of stability in his horrifying existence.

With this Gift, he can force others to face their inner demons, including insanity and madness. The nature of the derangement varies among individuals, but it will always be severe, making it impossible for the victim to function normally. Lunes, along with spirits of trickery and madness teach this Gift. The insanity lasts a number of days equal to the successes rolled on the attempt. During this time, the metis can increase or decrease the effects of the madness, granting the victim lucidity and then driving him into psychosis.

Even after the Gift has ended, the repercussions from the bout with madness often haunt the target for the rest of his life. Psychomachia teach this Gift. For one day per success, the target cannot resist her instincts. She takes what she wants, kills when the urge is upon her, and give in to her least impulse.

If the target possesses Rage, all Rage rolls are at difficulty 4; if the target is a vampire, all rolls to resist or control frenzy are against difficulty 9. The target may reduce the duration of this Gift by 12 hours per point of Willpower spent. Anyone struck by these terrible claws suffers visions of the Apocalypse.

An avatar of the Maeljin teaches this Gift. The victim cannot do anything when so afflicted, and loses one point of Willpower per turn.Unfortunately, many of those who kill one of the Maeljin Incarna instantly replace the fallen Dark Lord, leaving no more than a few minutes passing between one dying and the killer taking its place.

Conspicuous consumption and the drive of the ultra- wealthy to increase their already vast fortunes are both symptoms of Vorus influence. See All Ratings and Reviews. It exists as an insidious force that strikes targets from within, seducing and tempting them to perform all manner of self-destructive actions.

Minions of the Wyrm know that both of Hellbringers guises wield the full power of an Incarna, but a Maeljin Incarna cannot simply divide in two.

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