The Risen

Review

reviewed by Douglas Seacat


by Elizabeth Ditchburn and Heather Grove
Published by White Wolf Games
80 pages, $12

Every now and then, White Wolf decides to produce a sourcebook detailing what can only be termed a supernatural minority group in the World of Darkness. Often overlooked by the five "majorities" (Vampires, Werewolves, Mages, Wraiths and Changelmgs), these creatures are nonetheless an interesting alternative for those wanting to play a little modern-day horror. The Risen describes the walking dead, and in doing so provides a good avenue for players to easily mix systems and themes from both Vampire and Wraith.

The Risen are corpses animated by their departed spirits to pursue some overwhelming cause. Initial impressions to the contrary (including the cover art), Risen are not the flesh-dripping, putrid zombies we might expect. Indeed, the best modern comparison would be the violent avenging spirit shown in O'Barr's The Crow. Aside from being bloodless (therefore pale), and bearing scars from their mortal wounds, the Risen look much like they did in life --albeit a bit worse for wear.

For this reason, they are often mistaken for vampires, and can indeed pick up some of the same disciplines (including the physical ones: Celerity, Potence and Fortitude, and also Obfuscate) as the Kindred. Some Risen can effectively mingle with vampires without them being any the wiser. This deception is a shallow one, however, as the Risen do not subsist on blood, nor do they have any of the distinctive strengths and weaknesses of the various bloodlines and clans.

Indeed, although they share surface similarities with the bloodsuckers, the Risen function mostly as wraiths wrapped in flesh. The Risen is thus appmpriately marketed as a Wraith sourcebook. In order to play Risen properly, you need to own Wraith and understand its rules. Risen have the same system of supernatural powers as wraiths, Arcanoi, with some changes (some do not work in the living world, but a few new ones have been added). Risen also possess Passions, Pathos, Angst, and a Shadow. Indeed, to cross over to the other side, a Risen has to arrange a special pact with its Shadow.

The primary difference between Risen and their more ephemeral cousins is psychological. Although all of the "Restless" are driven by their passions and regrets to linger in the world after death, Risen are absolutely fanatic. Crossing over and animating a dead body takes enommous will, and a specific and unique purpose which requires a physical body to undertake. Unlike vampires, Risen are not usually a long-lasting breed, and return to spirit form once their purpose has been fulfilled.

White Wolf has done an excellent job with The Risen sourcebook, providing good background and examples, as well as easy rule supplements. The addition of several good new Arcanoi is also a bonus. The sourcebook makes Risen both playable and different enough from wraiths or vampires to be interesting. The Risen occupy a unique niche, and can provide some intense roleplaying. Since all Risen have a definite purpose and goal, it's easy for a Storyteller to shape a highly motivated story around them.

However, for the same reason, Risen are not ideal for group-play, since each character would be focused on a different objective, but for one-on-one gaming they are perfect. One of the best group uses of a Risen character would be in a mixed groups, particularly with a coterie of young vampires. Since there's always one player who wants to be different, why not give them a shot at being a true walking dead?


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