PCIHenry wrote:
@Tom - Please don't be shy - fire away.
Alright. Don't say I didn't warn you.
Hellpoints: what are they? What do they look like? What is the effect on the surrounding environment?
How do WHers deal with them? Defenses? Offenses? Mutations?
Secret History of the World: how does it all fit together?
Host of Hell: who rules hell? Heirarchies? How do all the daemons and devils interrelate?
Demonic agendas? Aside from opening gateways to hell, bringing about the apocalypse and those cliches.
Fault Lines/Invisible World: expand on the core
Dark Secrets of the Orders: ripped from Orders of Solomon; stuff the players should never know!
Forbidden society cell examples (what does an average dark coven cell in generic location x look like? Inked Palm?) more useful than a single featured villain; might even include a handful of agendas in vague locations that the GM can flesh out; plot hooks!
Hazards (falling, fire, poisons, disease, deathtraps, obstacles, etc.)
Exploration rules/guidelines ("so you want to find the fountain of youth? ::roll some dice:: No problem.")
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Minions!!!!
African monsters/strains
Middle eastern monsters/strains (jinn, ghul)
India monsters/strains (asura, rakshasa, bhuta)
The grigori (watcher daemon) from Child's Game
Another Daemon (devil to daemon ratio is currently very skewed)
Seraphim (angels, the heavenly host)
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More story abilities/prices: and how to use them for maximum effect
More themes: same
Monster building guidelines
Monster conversion guidelines
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Appendices!!!!
Complied talent summaries (core+GT)
Ditto powers, prices, story abilities, themes
List of adversaries by category
Master index of adversaries (Core+GT)
Some of this stuff may sound really broad for a "monster" book, but consider that it makes the book almost indispensable to the WH GM. It takes a lot of dissperate elements that would have trouble finding a home elsewhere and puts them all at the fingertips of the GM for adventure/world building.
So there's my list.
Tom