The Everlasting: Book of the Unliving
I volunteered to review The Everlasting: Book of the
Unliving when Chip Dobbs, owner of Visionary Entertainment Studios Inc, posted
a request asking for reviewers.
Little did I know what I was getting into.
My prior experience with the Book of the Unliving had been a
brief browse through it at the local game store, then putting it back down
considering it to be just another Vampire clone. I carried this misconception with me until I actually began
reading the game after it arrived.
So what is The
Everlasting: Book of the Unliving?
Set in a modern backdrop, the world of the Everlasting is
one of the fantastique. Immortals
live and walk among humans, places of fantasy exist alongside normal
establishments. Not that normal
humans can see this. No, only the
Everlasting and other magical kin can see the true world of the Reverie.
The Reverie, the true world as it is in the Everlasting, is
a larger world than our real world.
The real world exists as a part of the true world. Those who have some psychic or magical
talent can see the Reverie, though they may not even be aware of it unless they
discuss with others and discover the differences in perceptions. The book posits that those who have
visions, hallucinations, or schizophrenia may actually be seeing the Reverie,
but because it differs from the real world, they are treated or locked up as
insane.
One nice side effect of this is that you can use any real
world location as a backdrop and insert a dungeon or an elven village or a ghul
cryptorium next door. The fact
that the Reverie goes ‘deeper’ than our reality sets up many options that seem
to be left out of a lot of modern-day horror games. You are not limited to just using our world with monsters
alive. You use the real world and
can add whatever fantasy world in the background, which only a small percentage
of mortals can see, but with which the Eldritch can interact.
The Book of the Unliving is the first of four foundation
books in the Everlasting series. Each book introduces different archetypes into the world of
the Everlasting. The other
foundation books are Book of the Light, Book of the Spirits, and Book of the
Fantastic.
What can I be in The
Everlasting: Book of the Unliving?
In the Book of the Unliving, we get, well, the
Unliving. Sometimes called Undead,
which isn’t too accurate a term, since some of these are dead. Just mobile dead. This book introduces three primary
types of Unliving, as well as two secondary types of Unliving. For the three main types, you have
Ghuls, Revenants, and Vampires. In
addition to these primary races, there are also Dead Souls and Reanimates. Each of these races, called gentes in
the game, have subraces.
Ghuls are created when individuals drink an Elixir of Immortality. This elixir is a mixed blessing that is
foisted upon the unsuspecting mortal looking for immortality. Drinking the elixir causes a mortal to
live the rest of their life in the next few hours, then grow weak and die a
painful death. They wake hours
later with a hunger for flesh.
Human flesh, to be precise.
Most other types of flesh are unpalatable. Also accompanying their new unlife is a stench of the grave,
which can barely be covered by perfumes.
Ghuls are divided into five subraces, though only four of
them are available as player character races. There are the Bhuta,
which are the standard ghul. Their
appearance and mind degenerates over time, until they eventually become
mindless beasts with the stench of death.
Next are the Faitour, ghuls
who do not degenerate physically, only mentally. They can still pass in the world of the living, as long as
they can cover up their stench.
Then there are the Grotesquery,
a breed of ghuls that become horribly disfigured by their transformation into
unlife. With this physical
deformity comes great toughness and strength. The Vetala are a
special breed of ghul that become leaders among their kind. They are smarter, stronger, and bigger
than they were in life as well as most other ghuls except Grotesqueries. Last
are the breed that are unplayable as characters, the Mindless Ones. A
portion of ghuls are born to this breed from their birth into unlife. Their mental degeneration is complete
from the start. Other ghuls always
have the danger of degenerating into mindless
ones. When this happens, they
become mere animals living by instinct rather than intelligence and reason.
Revenants are dead souls who have managed to return to the
real world clothed once again in flesh.
They have different ways of doing this, one of which is buying the body
of a living being in the Underworld.
Others will even seek their own bodies out. What they all have in common is that they feed off of the
life force of the living, kind of like a spiritual vampire. When they feed off the mortals, they
age them. However, they are able
to feed off the life force of animals and plants as well.
Revenants are divided into two subraces, Sarkomenos and Ekimmu. Sarkomenos are walking dead, that is,
souls that have animated dead bodies.
These are the ones who occasionally look for their own corpse to
reanimate. Ekimmu are souls that have possessed the bodies of living
beings. Among the Ekimmu, there are a few groups. There are the Salariat, members who play in the power games of the undead
realm. There are the Renunciates, those who refuse to play in
the power struggles of the realm.
Last are the Abaddon, kind of
like Death’s own enforcers. This
breed is the avenging angel of death, doing double duty as the Grim Reaper taking
the souls of mortals into death, as well as hunting down other Revenants. Other revenants are considered to be
great traitors to death, having cheated the big guy, so the Abaddon seek them down and destroy them.
Vampires are, well, vampires. Chances are you know what a vampire is. On the off chance you don’t, vampires
are normally undead that feed on the blood of the living. I say normally because there is a subtype
of vampire in the Book of the Unliving which are actually living. This subtype is known as the dhampir. The other subtypes are genitors,
the originators of the vampiric bloodlines, and the scions, the standard kind of vampire.
Each of these subtypes belongs to a bloodline, or consanguinity as they are called in the
Book of the Unliving. There are
twelve different bloodlines given detailed descriptions in the main book,
though there are other bloodlines.
The bloodlines presented are the Bathora, Cihuateteo, Sakinis, Dracul,
Kingu, Lamiae, Lilim, Nosferatu, Obayifo, Penanggalans, Tantalusi, and Xiang
Shi. The Bathora are descended of
Countess Bathory. They have no
fangs and tend to practice blood magic.
The Cihuateteo are descended of an ancient Aztec Decapitator god. They become more and more spider-like
over time. The Dakinis are the
descendents of Kali. Many carry on
as assassins in Kali’s service, and some even develop the ability to mimic
their progenitor and grow six additional arms. The Dracul are descendents of Vlad Tepes, Dracula. Dracul are the typical vampire from
movies and television.
The Kingu are descendents of the ancient Babylonian god of
darkness. Members of this
bloodline are masters of illusion and darkness. The Lamiae descend from an ancient Libyan queen named
Lamia. They are the children of
the White Worm, and actually transform into white serpents for periods
throughout the year. The Lilim are
descended from Lilith, the ancient goddess demon. The Lilim have become known as succubi and incubi over the
ages, many having demonic aspects.
The Nosferatu are descended from an ancient plague bearer known by many
names, the most common of which is Czarnobog. The Nosferatu develop distorted countenances, their faces
turning rat-like, along with other physical degeneration.
The Obayifo are descendents of Asema, an ancient African
witch that lived a life of decadence torturing and killing others for
pleasure. They have no fangs, but
can develop the ability to be come floating balls of light. The Penanggalans are descended of an
ancient Malaysian sorceress named Langsuyar. They have the ability to detach their body parts and control
them telekinetically. The
Tantalusi are descended of a mortal by the name of Tantalus, who in jealousy of
the immortals turned to cannibalism to capture immortality. Their white hair, brass colored eyes,
and their unnerving effect on animals mark members of his bloodline. The Xiang Shi are descendents of an
ancient Chinese warrior-king. They
resemble typical vampires (or the Dracul, if you prefer).
The first of the secondary types of undead actually has some
cross-over with the Revenants.
These are the Dead Souls.
There are a few varieties of dead souls, one of which is the ankou. The ankou are
actually the same as the Abaddon of
the Revenant breed. They are
the grim reapers, the agents of death.
The other types of dead souls are ghosts,
phantoms, and shades. One thing they all have in common is
the ability to shift between four different forms. They can appear as they did in life, how they looked at
their time of death, how they looked at their burial, and how they would appear
now (in whatever state of decomposition).
The other secondary type of undead are the Reanimates. Fleshfreaks are creatures composed of
body parts from different sources, sewn together and reanimated with a dead
soul. Deathmechs are combinations
of machinery and corpses, animated by dead souls. Golems are creatures of clay with dead souls bound within
them, animated by magic. Most
reanimates have enhanced strength and resilience, some with enhanced speed as
well.
What about creating a character?
The first step in character creation is determining what
race you will play. Choose a gente
and a subtype. Then develop a
character concept. The character
creation section provides a handy list of 20 questions to help in developing
the character. Then you choose
your character’s ethos, basically what the ideology behind the character
is. This could be Child, which
means the character will go through a period of growth in the game. An ethos of Martyr means the character
will be going through a story of sacrifice for the greater good. Essentially, the ethos gives the Guide
a huge plot-hook to build on with the character.
Next you choose a character’s persona. There are 4 categories of persona:
Beliefs, Passions, Outlook, and Relations. Beliefs can be things such as “Mortals are weak”, Religion,
or Pacifism. Outlooks are
qualities such as Hedonistic, Calm, or Greedy. Passions are qualities such as “Become leader of a
household”, “Become a media icon”, or “Find missing brother”. Relations are qualities such as “Love
sister”, “Harm the weak”, or “Attack demons on sight”. You can also take Dementia with persona
points. A character can have from
4 to 9 points of personas, but must have at least one point in each
category. The scores in personas
range from 0 to 7, though a starting character will range from 0 to 6. 0 indicates the character is typical
for humans in that particular quality.
There are 3 methods given to generate the persona scores. First, there is a point-allocation
method where you get 15 points to divide among 4 to 9 qualities. A random card-draw method where you
draw 2 cards and total their values for the number of points to divide among 4
to 9 qualities. Last you have a
random dice-roll method where you roll 2d12 and total the results to get the
number of points to divide among 4 to 9 qualities.
Next come the Aspects.
Each character has nine Aspects, divided into three families. There are the Mind (Mental) Aspects
consisting of Instincts, Intellect, and Perception. The Body (Physical) aspects are Dexterity, Resilience, and
Strength. The Soul (Spiritual)
Aspects are Inspiration, Presence, and Spirit. Each Aspect for protagonists ranges from 1 through 12,
though starting characters will rarely have anything beyond a 6. You are given 3 ways to generate
Aspects.
The first is a point allocation method where you assign one
aspect a score of 6 and have 30 points to divide between the remaining 8
aspects. Second is a random card draw
where you draw nine cards, dividing the result for each card by 2, and having
that many points to divide between the aspects. The third method is a random dice roll, where you roll 9d12,
dividing the result for each die by 2, and having that many points to divide
between the aspects. In the random
card and die methods, you get a bonus draw or roll, again divided by 2, that
gives you bonus points to assign.
In each of these, no aspect may start off higher than 6.
In addition to Aspects, there are Aptitudes and Skills. Essentially, Aptitudes are broad skill
groups. They consist of qualities
such as Athletics, Criminal, Sciences, and Supernatural. Each aptitude has skills under it, such
that Athletics covers Accuracy, Acrobatics, Climb, Dance, Focus, Run, and
Swim. It is possible to add other
skills and aptitudes as well. To
generate aptitude scores, you again have 3 methods. In the point-allocation method, you have 15 points to spend
on aptitudes and 30 points to spend on skills. Under the random card-draw
method, you draw 2 cards and total the point value, which gives you the points
to divide among the aptitudes.
Then you draw 5 cards and total the point values to get the points you
can spend on skills. With the
random die-roll method, you roll 2d12 and total the points to get the amount to
spend on aptitudes. You then roll
5d12 to get the amount of points to spend on skills. When you assign points to
an aptitude, all skills under it start at that level. None of the aptitudes or skills may start with a value
higher than 5. So if you put 4
points in Athletics, you could only put 1 more point in Acrobatics.
After aptitudes and skills, you choose distinctions. There are 9 distinctions: Biography,
Eldritch Ties, Physique, Psyche, Resources, Servitors, Spirituality,
Supernature, and Temporal Ties. There are the 3 methods of generation present
here as well. With the
point-allocation method, you have a positive balance of 9 points to use. With the card-draw method, you draw 1
card and add 3 to the value to get the number of points to use. With the die-roll method, you roll 1d12
and add 3 to the value to get the number of points to use. The distinctions can
have positive or negative scores.
You spend these points on distinctions, and can get extra points by
taking negative scores in distinctions.
The scores in distinctions range from -9 to 9.
The next step in character creation is purchasing
Preternaturae and Magick. Each
race has specific preternaturae, magical powers of their race, they automatically
receive. In addition to this, you
get points to spend on other preternaturae and/or magick. With the point-allocation method, you
get 30 points to divide between different preternaturae and/or magick. With the card-draw method, you draw 5
cards, total the values, then round that to the nearest multiple of 5 to get
the number of points to use. With
the die-roll method, you roll 5d12, total the values, then round that to the
nearest multiple of 5 to get the number of points to use. You can spend all, some, or none of
these points at character creation, with the option to spend them later for
powers you might not be able to afford at the time.
The last step in character creation are the final
details. The character’s level
(yes, this is a level based system, but only in name), the character’s speed,
life points, and amount of animus.
Characters start off at level 3, though this is just used as a gauge for
the character’s overall power.
Their speed determines how often they act in combat, life is the amount
of damage they can sustain, and animus is the amount of supernatural energy at
their disposal.
How does it work?
The action resolution system for The Everlasting: Book of
the Unliving uses a pool. I would
say dice pool, but that would only be telling part of the story. The Book of the Unliving provides
several different options for play, including using a dice pool, using a
percentile system, using cards,
and free-form. When using
cards, the recommended type of cards are Tarot cards. The standard resolution uses the minor arcana, but each game
the players get to draw from the major arcana to allow them to take control of
the story at points.
So how does the system work? Well, for the card based and the dice pool based resolution,
it goes like this. The Guide
provides the difficulty number and specifies what Aspect to use. The protagonist draws a number of cards
or rolls a number of dice equal to the aspect. The difficulty number is modified by any appropriate skill
the character has, along with any other modifiers determined by the Guide. Each die or card over the modified
difficulty number is a success.
For example, if a character is trying to climb a wall, they are using
their Dexterity aspect. If the
Guide determines the difficulty is average, it is equal to a 9. So a protagonist with a Dexterity of 4
and a climb skill of 3 would draw 4 cards, with any totaling 6 or greater
counting as a success.
When handling contested actions, such as a race or combat,
each opponent performs their own draws or rolls and the number of successes are
compared. The greater number of
successes wins, with the degree of success being the number of the winner’s
successes minus the number of the loser’s successes. In this case, each participant has their own difficulty
numbers rather than numbers determined by the opponent.
In both the die-roll and card-draw methods, a roll of 1 or a
draw of an ace counts against you.
Each 1 or ace subtracts one from the number of successes. If you have more 1 or aces than
successes, you suffer a disaster.
The number of ‘negative successes’ determines the severity of the
disaster.
But what about fighting?
Combat runs using a speed chart similar to the one used in
Hero System. However, the chart in
The Everlasting has 10 phases instead of 12 in Hero System. Your speed tells what phases you act
on. Each type of weapon has a
difficulty number assigned to it, which is what you use as the base difficulty
when attacking. Dodging and
blocking have their own assigned difficulty numbers as well.
When an attacker has more successes on his attack roll than
the defender does on his defense roll, he succeeds in hitting the
defender. The number of additional
successes are added to the weapon’s damage score. The defender can resist the damage with a Resilience roll or
draw. The defender makes a draw or
roll against a difficulty of 7, with no wound penalties counting against
him. For each success, the damage
is reduced by 1 point. Any damage
points not resisted are applied to the defenders life score. When a character takes less than ¼
their life score in damage, they are considered bruised. If they take ¼ of their life score but
less than ½, they are lightly wounded and suffer a +1 penalty to difficulty
numbers. If they take ½ their life
score but less than ¾, they are seriously wounded and suffer a +3 penalty to
difficulty numbers. If they take ¾
of their life score but less than all of it, they are grievously wounded and suffer
a +5 penalty to difficulty numbers.
If they take all of their life score, they are considered lethally
wounded and are unable to perform actions.
Anything else?
Characters accumulate Destiny Points and Backlash Points
throughout the games. Destiny
points are used by the protagonists to affect elements of the game, bending
them to favor the protagonist.
Destiny points can have small effects, such as 1 automatic success for 1
destiny point. They can also have
major effects, such as changing a major event to favor the protagonist for 7
points. Backlash points are used
by the Guide to negatively affect the protagonist, possibly snatching victory
from the grasp of the character.
Backlash points range from causing instant failure in an action for 1
backlash point to a permanent serious curse for 10 backlash points.
The magick section includes a free-form system with a few
example spells from different schools of magick. There are three forms of magick; spontaneous, spells, and
rituals. In the core book, only
spontaneous castings and spells are discussed. The book refers to The Magician’s Companion (an unreleased
supplement) for details on rituals.
Essentially, spontaneous magicks are used when a caster doesn’t know a
particular spell to create the effect.
They are more draining on the character’s animus and tend to be more
difficult to cast. Spells are
magicks that have set effects and descriptions, but which require less personal
energy and tend to be easier. By
continually casting the same spontaneous magick, it is possible to have it become
a spell after repeated castings.
The free-form magick system is used to build spontaneous and
spell magicks. For spontaneous
magicks, you determine the intent of the caster, then the subject who is being
affected. You compare these to a
table to get the base animus cost and difficulty number of the magick. You determine the magnitude of the
spell, then multiply the number form the table times the magnitude to get the
animus cost. The final number from
the table modifies the difficulty number.
Spells have a base difficulty number 2 less than spontaneous magicks, as
well as only costing half the animus for the same effect. It is possible for spontaneous magicks
to become so used that they become spell magicks.
The book winds up with a section on gamemastering in the
Reverie. In this section, there
are many tips given to help you create or have a more enjoyable
experience. Many of the tips focus
on ways to make the roleplaying session become a life-changing growth
experience for the player, to the point of having opening and closing rituals
for sessions. This section also
discusses ways to develop lucid dreaming so you can continue your adventures in
the dreams.
How does it look?
The book has an attractive cover with a blood red top and
bottom border with the title in gold lettering. There is a wrap-around picture, with the cover depicting a
member of the Dakini bloodline manifesting the 8 arms of Kali with skeletons
rising from the ground in front of her.
The back cover portion has two very similar looking ghuls stalking
forward from the cemetery. I think
the cover is one of the more eye-catching and attractive covers on an RPG book.
The interior art ranges from old woodcuts to mood-setting
photographs to somewhat gruesome modern art. There is a good use of old art such as the woodcuts. The woodcuts go quite well with the
book and give it a good feel. The
rest of the art ranges in quality from poor to okay to good, as with most
roleplaying games. Art is, of
course, a very subjective subject.
The writing is enjoyable, though there are occasional typos
in the text. More annoying than
the typos were a couple of layout errors I noticed. In one such error, the sidebar text ends in mid-sentence,
with no continuation anywhere.
Another such error was a stylized large letter that was supposed to
being a paragraph appears to be missing.
These issues did not create problems with understanding what was being
said. More troublesome to me was
the tendency for the layout of the book to change. Most of the book is done in double-column format. However, there were parts of the book
where the format would change to single-column or three-column, sometimes on a
page with two columns. This is a
personal preference, but I prefer consistency, as I find the change
distracting.
The fiction in the book is acceptable. It is not what I would call novel
quality, but it is not poor quality either. As far as fiction in roleplaying games goes, I would say it
is about average to a little above average. One thing I did not like was the opening story. The story itself is interesting and
fits in members of different gentes, not all of which are in this book. This is not an issue since it shows the
world intermingling. My problem
with the opening fiction is that it ends in this book, and is continued in the
Book of the Light. I would prefer
to have the fiction self-contained in the single volume.
Speaking of being self-contained in a single volume, this is
an area where the game shines.
With this core book, you get the rules for playing several different
types of undead, each of which have different subtypes. So this book gives you rules and
guidelines on a large number of options.
I definitely prefer this to being offered rules for one type of undead
in the book. However, on the
opposite side, this book also refers you to a couple of supplements that have
not been published yet. As
mentioned in the magick comments above, you are referred to The Magician’s
Companion for additional rules on magick.
Other sections refer you to the Codex of Immortality, another
unpublished supplement. Hopefully
these books will see the light of day some time.
My last comments on the book deal with the book itself. I have had my copy since July of this
year. Pages are already falling
out, and I tend to be very meticulous with my books. Many of my books appear new after I own them for years. I wish this one had been the same. I contacted Chip Dobbs, the owner of
Visionary Entertainment Studios Inc, and he has a policy of replacing the
defective books. Apparently some
of the early printings had an issue with the binding, but not all of them. If you buy a defective copy, you can go
to the company website to contact Chip for resolution.
All in all, I like the book. It is attractive and reads well. In play, the system works, and there are several systems to
try if one doesn’t suit you. Given
that the character creation is a point-based character creation, it is possible
to make combat monsters, just as in many point-based games. However, with a Guide and players
working together, it is a simple thing to make a decent, well-rounded character
that isn’t a min-maxed combat vehicle.
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