Average customer rating:
- RPG
- Amazing
- dont take the whinig of Jonnhy truant. Buy this Book
- A GURPS Version of WOD
- Where did I put my Bauhaus?
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Vampire : The Masquerade (Revised Edition)
Justin Achilli ,
Andrew Bates ,
Phil Brucato ,
Richard E. Dansky ,
Ed Hall ,
Robert Hatch , and
Michael B. Lee
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Hardcover
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Guide to the Sabbat (Vampire, the Masquerade)
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Guide to the Camarilla (Vampire, the Masquerade)
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Vampire: The Requiem
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Werewolf: The Apocalypse
ASIN: 1565042492 |
Book Description
THE MIDNIGHT DANCE CONTINUES...
They stalk in the shadows, moving gracefully and unseen among their prey. They are the blood-drinking fiends of whispered legends -Kindred, Cainites, the Damned. Above all, they are vampires. Their eternal struggle, waged sicne the nights of Jericho and Babylon, plays itself out among the vampires' grand Masquerade is imperiled, and the night of Gehenna draws ever closer.
UNTIL THE END OF ALL THINGS
This new edition of Vampire: The Masquerade is an updated, revised version of the popular classic. In this mammoth volume can be found all 13 Clans, all major Disciplines, and a host of brand-new infomation on both the Kindred and the...things...that hunt them. This book compiles everything that a Vampire player or Storyteller needs to know about the Kindred and the World of Darkness for the new millenium. Plus, the new edition provides all-new information on the changes that affect the Clans, and on the beginning of the end of the Camarilla. Finally, the first of the Storyteller rulebooks is the best again!
Customer Reviews:
RPG.......2007-09-03
A novel approach to the role playing game, that was quite successful, with a different feel, style and mechanism. Vampires are a popular theme, and this had more crossover appeal to more of the population it seemed than something like Dungeons and Dragons, so a definite breakthrough at the time this was produced.
Amazing.......2007-01-20
This was the first version of Vampire that I played, and I absolutly love it. Yes, the dice is a little confusing, but as with all systems, it all comes down to how each individual player chooses to interact with the system. My favorite part of the system is the merit/flaw system that allows characters to have twice as much depth as some other systems.
dont take the whinig of Jonnhy truant. Buy this Book.......2004-12-05
I wasn't a vampire player at first in fact a freind and I were at each others throats for a while over the diferences between mage and vampire. but after taking a closer look at the two games I have come to realize that they coenside with each other quite well and are very easily mixed together.
And as for the stupid assumptions of this Jonnhy traunt character he probably hasn't even played the system under a descent game master. His arguments are pethetic as well and heres why.
1)you are of course going to run into a lot of gothic players. if he read the book then he would know that it says you are playing in the gothic punk world of darkness on page# 28 the paragraph labled in BIG BOLD LETERS stating "Gothic punk isperhaps the best way to describe the physical nature of the World of Darkness". So thus endeth that stupid assumption. I think I speek for all of Us Goths out there Christian Goth or not that this is definatly a Highly goth game and that this guy has just insulted the population of Goths.
2) Munchkins, Power gamers, Rules lawers, and Dicers are all varyiants that the Game master should have to syphon through. I know this because I am A GM for vampire, Mage, Werewolf, Shadowrun, and heros unlimited. It even states in the GMs guide that the GM has to take care of that problem and Either remove them or deal with it. Note that comprimises are acceptable.
3) This game is set for mature gamers not for beginners. This jonnhy guy really must of started with it and thought that its rules were to complex. Wrong the rule are simple. you just gotta be smart.
So last Dont take any of the whining gibering of Jonnhy truant. BUY THIS BOOK. Oh yeah and Jonnhy be smarter than the equipment you opperate, or, in this case learn to read the whole book before you try to give a stupid opinion that has no good reasoning. can we say hollow?....... Come on I know you can do it. never mind.
To the rest of you i leave this
Life is short, But death is eternal.
A GURPS Version of WOD.......2004-04-22
This is not a white wolf book, rather it is the conversion rules for people who are interested in playing vampire but not in learning a new system and who are already competent with the GURPS rules. If you are new to role playing and want to play a vampire then I suggest you find the world of darkness rules for this game as they are more expansive and complex.
However, if you already know GURPS and are interested in playing a vampire then I strongly suggest this book. The rules are clearly laid out for people to read and understand. Though it is not a stand alone product, it's not trying to be. And it allows people who like WOD but who don't want to learn a new system to use a system they already know to play it.
For those unfamiliar with vampire I'll do my best to give a rough over view. There are many different types of vampires known as Clans. Each clan has separate special powers which give them an edge up on one another. Some people find this system to be stereotype based, I have found, however, that the point is not to play a typical Brujah, Tremere, Venture, Lasombra or Toreador (just to name a few), but rather to create one who falls with in the lines of the clan but also is a unique individual. The Storyteller then guides the players though an advanture just like any other roleplaying game.
As for the format of the book it is a bit confusing for those who aren't used to the way White Wolf sets up books. Unlike most WOD books, however, the index is surprising useful and can be used to find just about everything that is needed in the book. I do suggest the use of sticky notes for some sections as quick reference or your can write in the margins if you don't mind writing in books.
One last thing for those with young children, Vampire is an intense rather dark game. It's not happy or light and fluffy. The plays are playing vampires who do kill people, and it is a horror based game. The book is dark and intense and probably not suitable for children under the age of 14.
Where did I put my Bauhaus?.......2003-11-06
Vampire: The Masquerade is a one of the better World of Darkness series out there. Although I reccomend Hunter: The Reckoning for ideal beginnings, V:TM is truely fun for player and storyteller alike.
I'd also like to point out that, in order to get the right enviroment for a lot of these games, you might want to pick up some (if not all!) of the CDs the reccomend. It's good music, too.
As to the complaints that all WoD games are stand-alone: you storyteller can fix that. Get on their case about it. I know mine did.
Average customer rating:
- great story
- Delicioso
- WONDERFUL!!
- blood-tingling sequel.
- It's only getting better
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Masquerade
Melissa De La Cruz
Manufacturer: Hyperion
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Blue Bloods
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ASIN: 0786838930 |
Customer Reviews:
great story.......2007-10-02
A very fun read. It's full of mystery, romance, surpises, and strange occurences. I'm looking forward to what will come next. Don't let the title fool you, that is only one small part of the story. Sky is looking for her grandfather and she definitely finds him, but he is not everything she thought he would be and yet more. Her friendship is slacking in this one, and Mimi is more a frontrunner as far as characters go. Overall, definitely worth your time, but I would insist all new readers begin with the first in the series, Blue Bloods.
Delicioso.......2007-09-18
I really like how this book continued right where it left off from the first book. The author really makes you want more. It can get confusing with all the different past of lives of all the blue bloods. And it just about killed me how it ended. it really made me want to get the other book.
WONDERFUL!!.......2007-08-25
I wasn't exactly sure to expect with this book. I was bored so I was just looking for something new, now I am obsessed and I can't wait for the sequel.
blood-tingling sequel........2007-08-03
The book continues right where Blue Bloods left off.
Schuyler Van Alen wants an explanation for the mysterious deaths of young Blue Bloods. Her search brings her to Venice, Italy, in the hopes of finding the one person who can help. Her grandfather, Lawrence Van Allen. Meanwhie in New York, preparations are feverishly underway for the famous Four Hundred Ball, an exclusive gala hosted by the city's wealthy, powerful, and Vampires only! But it's at the after-party masquerade that the true danger lurks. Hidden behind the masks is a revelation that will change the course of a young vampire's destiny.
The second book will have you turning the pages without wanting to get any rest. It is as good as the first, if not better.
Some secrets will be revealed, not all, get ready for more questions, and an ending that will have you anxious foo the next volume.
Get ready for the third installment, Blue Bloods III: REVELATIONS out in spring, 2008.
Melissa De la Cruz's version of vampires is absolutly brilliant. her writing is astonidhing.
It's only getting better.......2007-08-02
I was happy to find this sequel was even better than the first.
Melissa has weaved a very unique and interesting world of vampires.
If you liked book one, you will definitely love this one. You will not be disappointed!
The ending was fabulous, couldn't have asked for a better conclusion and did not abuse the use of a cliffhanger.
Definite improvements on this story, brownie points for Melissa!
Customer Reviews:
More than pimps and dealers..........2003-03-20
I picked up CB: FoS to help round out a character I was playing in a Vampire LARP, in large part because I had never actually tried to play a real Settite before. All clans are hobbled by excessive stereotyping, but the infrequency of the minor clans and bloodlines makes such stereotypes even more difficult to break out of successfully. The Clanbook helps bust through the "traditional" view of the Followers of Set, barely even mentioning the base pandering that most people would associate with the Clan.
The Revised V:tM books as a whole are a major improvement over the stumbling in first and second edition, and this clanbook is no exception. An updated Path, while less strenuous in it's hierarchy of sins than some, gives much more character to the Followers of Set, while a review of history and pre-history of the world through the eyes of the cult provides a depth that suits so ancient a following.
The updating of the dogma of the Followers of Set does a great job of transforming them from a group of fundamentalists into a vital if dark religion. The style of writing also keeps the message fluid enough that one finds it hard to get locked in to a single interpretation of the message of the Followers of Set, empahiszing once again that their faith is one to be experienced, not simply one of words.
What I would have liked to see more of:
examples of the founding of a temple
more on akhu and specific ritualistic practices
Another Excellent Revision.......2002-11-11
Lets face it. The previous clan books were pretty [bad], so the Revised clan books have a lot to make up for. Well this one certainly does an excellent job of making the Followers of Set actually playable. After you read this book, you will actually be able to incorporate Setites into your games without disrupting it.
The opening fiction gives us plenty of hints that what we think about them might not be so accurate after all. And then we get the kicker. The first chapter about history is written by a skeptical Setite! Theres a heavy focus on Egypt, and it looks like the authors really did some homework here. It starts off in pre-dynastic times, with the conflict between Osiris and Set and continues throughout dynastic Egypt into the Persian invasion and Alexander's liberation of Egypt. From then on, we get some stuff on Carthage, Cleopatra, Roman north Africa, the Coptic period and Set's disappearence. Byzantine and Muslim Egypt, along with the Crusades in the Holy Land, are then explored, with lots of juicy little tidbits. It goes on to the Ottoman era and the slow spread into Europe (the "Dark Continent"). We finally get into the modern era, along with some hints at non-Egyptian Setites! And then we are left with a disturbing ending.
The next chapter is the meat, explaining the role of the Setites, Egyptian mythology and the Pah of Typhon-Set. We learn that the Setites are not base corrupters, but religious fanatics, servants of a dark and terrible god who offers freedom and scholars who seek to preserve forbidden lore. Definately a better motivation than undead pimps and drug lords. We get some hints for "Playing a God", a revision of the Path of Typhon (and the new Path of Sutekh), cult structure and some sample temples (mainly in northern Africa). Aside from the stereotypes of other clans and supernaturals, we also get to learn that the Setites are indeed not exclusively Egyptian. Aside from the orthodox cults, other ones exist, drawing from other cultures. We learn of the Norse Setites who revere the great serpent, the African Children of Damballah, the Sabbat's Serpents of Light who follow Voodoo and Santeria, the Shaivite Daitya of India and the Tlacique, ancient Aztec, Mayan and Incan vampires who now challenge the Sabbat.
The chapter closes out with some mechanical stuff. New knowledge called Setite Lore, which draws upon the forbidden lore from ancient Egypt, and some new discipline powers. We get higher level Serpentis powers, along with some Obfuscate, Presence and multi-discipline powers. Plus we finally get a look at the hoary magics of ancient Egypt. The Setites can boast blood magicians just as potent as the Tremere. And not only are there Egyptian blood magics, but also Hindu magics of the Daitya, voodoo and santeria magics from Serpents of Light and the sacrificial magics of Mesoamerica used by the Tlacique.
And of course, it closes out with the standard character templates, signature characters and a Setite specific character sheets. Surprisingly, the character templates are all pretty unique and original, a rarity for a clan book. Things like prophetic artist, business man who sells cheap Egyptian-style art, psychology, techno-mystic and gladiator. Plus we get the non-standard ones: Native rights activist Tlacique, voodoo queen Serpent of Light and debunking scientist Daitya. Pretty cool actually. The signature characters include a brood of Setites who repair other's reputations, as well as the signature character Hesha Ruhadze. More interesting, for me anyway, was the Daitya "devil-Brahmin" Sundervere. From what I've been told, he's going to become a major signature character in the upcoming Victorian Era Vampire. Regardless, hes a cool character.
Check out this book if you want to make Setites with any real depth to them. Its an excellent clan book, and well worth the buy. Afterwards, you will actually be able to run them in your chronicles. The section on Egyptian history was extremely well written, even without the Setites, plus the new non-western bloodlines like the Children of Damballah, Daita and Tlacique were all neat additions too. Check out Blood Sacrifice for more on non-western blood magicians (especially Setites).
A more comprehesive veiw.......2001-06-22
All I can say is way better than the origial Clan Book. This book gives a much better telling of the tenits of the Followers of Set, and a telling of there history, from a realist of the clan. It also for me answered the questions like why do the other cainites put up with the snakes. It plays more on the keeping of "dark secrets" than the first book did, takes a stance of knowlege can bring coruption, and not all favors are payable to the giver.
I think this is good resource if you are a Story Teller, or a player intresed in running a snake, this book realy helped me get what they are all about. It also makes the snakes more playable in any game (MET or Table Top).
Finally depth is added to this clan........2001-04-19
This book is a cultural and historical study of one of the darkest of clans. The focus is one the culture and the mindset of the "snakes." This book discards the worn out stereotype of "Servants of Set" and gives them more depth. They are still his servants, but the are more... main stream. They still have thier dark goals, but they are protrayed with more human motivations. They are seen as religious, not mindless fanatical worshipers who cant think about anything beyond Set and snakes. Set colors everything they do, but he no longer appears to dictate everything that they do. If you read the clan novel, you will see that this clan book better describes Hesha, the previous work made it hard for me to imagine how a clan of fanatics could create such subtle schemeing sellers of secrets. This work paints a picture that makes it clear.
The down side is that the list of disciplines is weak.
Customer Reviews:
Very complex, maybe too much so.......2003-07-22
I'm not looking to have an African story but I want to take my players there. For this sort of "vacation" into the continent, "The Ebony Kingdom" is a bit too complicated and too complex. Understanding the Kindred of the continent requires some shifting in how you understand Kindred at all. But if you and your players want to spend time (your players will need to spend hours reading and thinking before trying to create a character for this part of the world) it could be challenging and scary. It would also allow for some neat political and social commentaries. I really wish it had more sample characters included to help me figure things out a bit better -- also give storytellers who just want to visit a helping hand.
World of Darkness in the Heart of Darkness.......2003-06-01
I have to admit, I was nervously looking forward to this book. WW has had a mixed history when doing "non-western" cultures (for instance, Mummy and Year of the Scarab did a good job covering Mid-Eastern culture, but then there were travesties like WoD: Gypsy). The outline that leaked out was good, and when the book final came in I was astonished. This book gives you everything you need to run an African Vampire game. Unlike Kindred of the East, which introduced a whole new supernatural being, this book focuses instead on African cainites known as Laibon. However, the spiritual and cultural beliefs of Africa have worked their own effects on the blood of Caine. The book introduces us to the Laibon's society, a series of Kingdoms ruled over by the Guruhi (one of the clans). There is no Camarilla, Sabbat or Anarchs. Either your with the Guruhi or against them. We also get to see other African "clans", like the shamanistic Shango, the mercenary Kinyonyi and the wise Akunanse. And, of course, the Setites are there as well. Each "clan" is descendant of a western Clan (look at their discipines and weakness to try and figure out if you want), but changed. The disciplines are also changed. Auspex deals more with spirits, Dur-An-Ki (Assamite Sorcery) replaces Thaumaturgy and Vicissitude is... ick. And instead of Humanity or Paths of Enlightenment, you have a whole new system more attuned to African religions.
This aside, theres a wealth of material on African society in general. The book focuses primarily on sub-Saharan Africa (for more on North African areas like Egypt, Libya, Algeria, Tunisia, Morocco and such, check out Veil of Night, Cairo by Night and the Assamite and Setite Clan Books) and provides a whole IC journey across West, Cenral and East Africa. Game wise, you also get some new traits, backgrounds and even magical items. Theres also a lot of rituals for incorporating Sangoma and Inyanga, African shaman and healers, along with guidelines for storytelling both in the Ebony Kingdoms and abroad. Stats in the back are also given for a vast array of wild animals, as well as shape-shifters (were-hyenas, jackals, crocodiles, spiders, sharks, etc), nature spirits, ghosts, zombies, African mages (shaman, witch-doctors, healers, witches, priests, etc) and such.
Over all, if you plan on using African material with vampire game, or even just running a general World of Darkness game set in Africa, you should definately check this book out. Its well worth your while. I've already run it in cross-overs with my Mummy game with good results.
Book Description
BradyGames'
Vampire: The Masquerade Bloodlines Official Strategy Guide includes the following:
The World of Darkness is a dangerous place, and not one to enter without preparation. Learn about the vampire CLANS and their ATTIRBUTES, ABILITIES, FEATS and DISCIPLINES so you can create a Kindred capable of more then just survival.
Even the most powerful vampire may need some additional help. Inside this guide is a listing of ITEMS and WEAPONS to help you through dangerous late night encounters.
Don't walk the dangerous streets of Los Angeles in the dark! The WALKTHROUGH is augmented with DETAILED MAPS, showing the key points of interest. From the streets of Santa Monica to the encounters in Chinatown, every step of your adventure is covered.
Platform: PC
Genre: RPG
This product is available for sale worldwide.
Customer Reviews:
Good, but out of date.......2007-01-09
The guide hands well for version 1, but with the unofficial updates, is a little superfical, and irrelevant.
Vamp Strategy guide very useful.......2006-03-04
I trhink that the guide is a neccesary item to go along with the game because not only does it give you all the information on clan choices and blood powers, but sometimes in gameplay they don't adequately give you the control information, and without the guide you'd just be guessing and possibly get killed.
Good companion if you like back-and-forth flipping.......2006-02-19
This is a very attractive and comprehensive guide to the game, and very cheap considering the quality of the paper & images.
My only complaint is that the order of the "missions" inside, which tend to be in no particular order concerning their placement. Missions that I encountered early on in the game I had to dig around into the back of the guide to find; and oftentimes the book would break up the mission depending on how many parts it entailed, rather than listing out the full specs of the mission in one convenient place.
Other than that, I would recommend this book to anyone who owns the game. The price alone is an amazing bargain, and the helpful information - as well as directions towards hidden quests/items - is not only useful, but fun!
A Great Guide.......2005-08-28
The guide is easy to use, imformative and extremely helpful on the later levels, like the Warrens. Their maps are right on, a must have for anyone that wants to do more than the main quests.
Good to have.......2005-04-09
This is a prette decent book. Especially the initial part is helpful in getting started in the game and finding your way around. It provides a good overview of the different types of characters you can play and provides some guidance in possible ways of developing these characters and how to use the character's skills.
The second part of the book is a plain walk through. This becomes a cheat-sheet more than anything else. You can probably find this on the Internet. I would have wished for more overall strategy.
Average customer rating:
- Get a better inside view
- Too much fluff in the pillow
- Something of a Disappointment
- Essential in the Final Nights
- Useful information, not essential though
|
Guide to the Camarilla (Vampire, the Masquerade)
Richard E. Dansky
Manufacturer: White Wolf Games Studio
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Binding: Hardcover
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Guide to the Sabbat (Vampire, the Masquerade)
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Vampire : The Masquerade (Revised Edition)
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Vampire Storytellers Companion (Vampire: The Masquerade Companions)
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Clanbook: Tremere (Vampire: The Masquerade Clanbooks)
ASIN: 1565042611 |
Customer Reviews:
Get a better inside view.......2004-06-15
Most Vampire players are aligned with the Camarilla. This book helps the storyteller and players understand their world a whole lot better.
Too much fluff in the pillow.......2004-01-08
"Trivial" would be the best way to sum up the Guide to the Camarilla. While White Wolf employs some skillful writers and paints some lavishly detailed portraits of the World of Darkness and its inhabitants, as seems to be the case with a good number of its supplement books, the Guide to the Camarilla does little more than shuffle around things that were already said. Unlike the Guide to the Sabbat (an organization left much more mysterious in the core rulebook), the Guide to the Camarilla takes everything already said about the Camarilla in the main book and repeats it. It seems as though entire sections of pages are devoted to reiterating the exact same point. Were some of the redundancy cut down, this would amount to little more than a handbook. The added clans seem completely inexplicable, as well as equally redundant (ANOTHER Appearance 0 clan? Ohh, and ANOTHER one? Boy, the Nosferatu must be jealous by now). Only the references to the Salubri and the gargoyles are at all new or relevant, and the latter is somewhat ill explained. The only conceivable useful portions cover Camarilla politics, which again have already been gone over fairly effectively in the main book, and the points that the Guide expands upon could already be inferred by anyone with a healthy amount of common sense.
All in all, this guide is like the excess stuffing that manages to make your pillow lumpy and uncomfortably instead of additionally soft. At worst, the whole piece smacks of wallet-gouging.
Something of a Disappointment.......2003-04-30
It has been my experience over the past several years of buying and reading White Wolf's various World of Darkness books, that the core rulebooks get most of the talent that White Wolf possesses on its staff. They have by far the best artwork, and more importantly, best editing. They are finely balanced and intricate, as well as always thought-provoking. They are written as stand alones, which brings me to the White Wolf supplement books like Guide to the Camarilla. The supplement books from White Wolf are usually not even close to the quality standard of the core books. This is true in the case of Guide to the Camarilla. This book is essentially a catch-all for much of the miscellaneous material from earlier editions of Vampire the Masquerade that failed to make it into the Revised core rulebook. I do not find that the material in this Guide adds much of anything to the Camarilla material in the core book, which is very well presented. In fact, it undoes much of what the Revised rules tried to do to re-make the game as a more streamlined and elegant roleplayer. More is not necessarily better, and that maxim is certainly true of this supplement.
Essential in the Final Nights.......2002-11-03
To any fan of White Wolf products and avid player of Vampire, Guide to the Camerilla is essential for any GM. Saying one can run a Cammerilla campaign without it like saying you can get an understanding of Les Misérables by reading cliffnotes. I hope that thought can highlight the fact that understanding and appreciation are mutually exclusive concepts.
With the final nights close at hand this book highlights the signifigance of the Gangrels departure from the Camerilla and the problems that have arisen since Xaviar of Clan Gangrel left the Inner Council. In fact, in GttC all of the clans are signifigantly fleshed out to improve any chronicle.
Other additions include tips on playing Independants with the Camerilla (confusing until now), new paths and rituals for the Tremere, advanced Disciplines for elders and methusulas, and suggestions on how to run a Conclave. Everything from boons to warfare is covered within. The artwork is on par with some of White Wolf's best and might even lend itself to your imagination.
I reccomend this book to all GMs running Camarilla campaigns. If you use the ideas within you will make the Final Nights quite memorable for your players.
Useful information, not essential though.......2002-04-29
I liked Guide to the Sabbat, the core Vampire book covers the Camarilla well enough but it leaves the Sabbat out their. So I've always liked that. Suprisingly though, Guide to the Camarilla was good also. Even though alot about these guys is covered they at first seemed weak when compared to the Sabbat but then you see how these guys get stuff done.
The Guide to the Camarilla is like the polar opposite of Guide to the Sabbat. The opening fictions in both books synch up and you wonder who really wins. The first chapter goes into more detail about the Camarilla traditions and laws. The next chapters cover other important information like the Gangrel leaving the Camarilla. It also details the Caitiff, Gargoyles(which are Vampires) and Lasombra Antitribu.
The rules chapter is very long. It details not only Vampire powers but has a long list of merits and flaws, abilities and backgrounds. It is very useful, especially considering it gives quite a few thaumaturgy paths.
The book ends with Character templates and a few bits on the Anarchs, Elders and Innocu, but not much on the Innocu.
All in all, the book is well worth the price for anyone who wants to run a strong Camarilla game but I'd still recommend Guide to the Sabbat first.
Customer Reviews:
a must have for any WoD guru.......1999-08-09
note: typed in chat lt. :)
I find it hard to give somthing 5 stars but, this a very good book. It is not for your every day gamer tho, it is a hevy duty source book witch covers New Orleans and DC by night, it is filled with lots of history and chr info for dozens of ppl in both cities outlinning most every residing Kindred(and evean some Huntes and Mages)knowen to be there! New Orleans also comes with a canned story witch is filled with lots of source info in it's self.
not to say the book has no flaws i find if funny that none of the Kindred in New Orleans or DC have any (no merits either:)) but with that aside i find it hard to point my finger at any thing else
so all and all i would say it a must have for any WoD guru
Customer Reviews:
Last in a short but wonderful series .......2006-11-30
I have all 14 of the clan novels, and yes I do include the Anthology as one. These are the original, meant for a person's reading pleasure and not as a basis for gaming fodder. I happen to like the Nosferatu simply for what and who they are. They are the info clan. The go to guys. If you want some current intel on someone, bets are the Nos have what you need for a price.
I would recomend this set for the over 18 crowd, but read it for the books they are first. Then if you must use em up for a character.
Unhappy Angel
The best Clanbook I've read........2003-09-09
I think any VtM player is going to be a bit bias when it comes to favorite clans and such with their reviewing of the splat books, but to be honest this book made me more interested in the clan while I kind of overlooked them prior. The history is well written and is still laced with mystery for your troupes storyteller to weave in his own personal ideas and fun story twists. The concept character templates in the back are actually fun and well thought out. I find VtM in better hands with Justin Achilli. This book is a good example of why I feel that way.
At last, a deeper look.......2000-06-29
The new Nosferatu Clanbook takes a new and novel approach by not presenting Nosferatu as being the be-all and end-all clan of Vampires. Taking a slightly more realistic look at the clan, it better illustrates their strengths and weaknesses then many of the books which have preceded it. While I personally find much of the charm in the book is to be found "between the lines", this may grate on some readers who would prefer outright statements of fact rather then having to deduce information by what is said and what is not. The information on Nosferatu living spaces (sewers throughout the ages) and social structure was much needed, though admittedly dry. On the whole, the clanbook is a valuable commodity to a storyteller or role-players, but is likely to be of little interest to those simply looking for new disciplines and methods to make yet another combat monster.
Good but I'll miss the old one...........2000-05-23
First, you have to understand that I liked the old Clanbook Nosferatu so much, I gave a copy to a gaming friend as a gift. Like the original, this is still a very good book. It contains lots of material necessary for working with Nosferatu characters in VAMPIRE THE MASQUERADE along with much useful new material. Not all changes were improvements, however.
One thing that's missing is the way the art and layout of the original book captured the experience of visiting the Nosferatus' subterranean world. This book seems to have all new artwork and it is definitely top of the line but now the visual theme seems to emphasize more the grotesque horror of the Nos themselves rather than their environment. The humor seems to be mostly gone, too, and efforts to replace it just don't measure up. The new fiction, seems to be the same story as in the original but from the victim's point of view- which softens its impact somewhat.
In place of that, there's a lot of text spent on giving the points of view of different political factions within the clan. Unfortunately, parts of this are so long-winded that I got bored and skipped what turned out to be the important part. Editing problems aside, the new details in this book about Nos society- the work on the autarkis Nos, for example- are generally good. Merits and Flaws are included as in the original version- really helpful, I think, in custom tailoring your Nos character's deformities.
Missing is something that I would really expect in an update of this series: better intergration of material about the Sabbat. But here in the Nos opinions of other clans they are still just lumped together as "Sabbat". Also, all the character templates (all or mostly new) seem to be for characters with Humanity rather than Paths of Enlightenment.
That said, a definite improvement here is the new "Famous Nosferatu" section. This selection of important clan members does a much better job of integrating with existing material- here VAMPIRE: THE DARK AGES and the CLAN NOVEL series- than the old one. Also now included are MINDS EYE THEATER stats.
A improvement, but not a classic........2000-05-16
It have MUCH more information than the first second edition clanbook, but it lacks the organic feel of the original. The new templates are great and the merit/flaws are really cool; however, some of the multiple perspective writing is a bit befuddling. All in all this is a good supplement for the white wolf line, but it's not perfect.
Customer Reviews:
Whom The Gods Love They First Make Mad.......2004-12-18
This was the one book in the series that I found genuinely irritating. Insanity is the nature of the Malkavian beast. Some are random, some are mystical, some are downright rigid, but all have their minds someplace else. If there is a clan that the player desperately needs a guide book for it is the Malkavians.
Take a loot at the associated clan nover. This book alternates between a narrative as told by a Malkavian that still has most of the cards in his deck, followed by trips into the mind of his companion Anatole, the prophet of Gehenna. The latter is the end times in which the oldest vampires - the Antediluvians - rise to destroy all their heirs.
Anatole's parts are intentionally dense, full of references to events in the other volumes, fragmentary episodes that make for unsettling and often confusing reading. In the midst Anatole's meandering quest for enlightenment there are pieces of actual, straightforward narrative to bring us up to date on the activities of the Sabbat and Victoria Ash. So the book may be hard to read and lack a continuous plot, but if you want to follow the series you still have to read it.
There are a few moments when I think that Wieck is playing an ironic prank at the expense of the followers of the series. And there are other points where I wonder if this isn't an experiment in bringing some complex literary techniques into play. Be warned, this is not a book that stands alone. Or a book that will work well if read out of order. The nightmare brought by the Eye of Hesha continues to grow, and Anatole is destined to be a part of it.
Very good!.......2003-08-11
This is a must for players of Malkavians. Here is the nit and gritty of the Malkavian clan. They are truly insane mystics not stuffed animal hugging whiney children, as they are often portrayed. These Malkavians have seen the truth; and the truth has made them mad.
This book has an excellent working of the Malkavian Madness Network and Clan specific Merit and Flaws.
If you like Malkavians or if you think they are all mindless children, buy this book.
Invaluable.......2001-08-04
This book is quite simply invaluable to the maniac in you. It's in depth explinations and histories have made me the leading authority on not only Malkavians but all vampires within the playing circle I'm associated. Worth 10 times it's price
Much Improved.......2000-11-27
Gone are the yacko warner ripoffs and bunny slippers. This revised edition actually sheds light on the children of Malkav instead of printing pages backward and being obtuse. Most of the source material from the first clanbook has been thrown out of the window, and replaced with much more workable( and fluid) interpretation. Even the madness network gets a facelift, becomming the 'Cobweb'. For players wanting to really get into the role of a Malkavian, this book is your best foothold.
Feel the pull of Malkav........2000-08-11
Excellent. I found the book to quite insightful. It was written well, a bit confusing at times. Yet, what does one expect from this mad lineage. It is a must for all Malkavian players. It shows that the madness need not be horrid and "flashy." Rather, they can be subdued and withdrawn to the point where all other characters become queasy wondering when you may burst.
The character concepts in the back are great from hich to garner ideas. I feel Clanbook: Malkavian is perfect for the role-player. Happy Hunting
Customer Reviews:
Stronghold of the Sabbat.......2003-02-27
This sourcebook describes the Sabbat's capital city. It reads like most Vampire city source books and has a ton of information on the Sabbat that live there. Though it isn't as good as Montreal by Night, it still serves as a valuable resource for the Sabbat. Considering the fact that it describes the one city that will never fall to the Camarilla. Montreal by Night created a sense of gloom and mystery, this book overwhelms the reader with its long sections on the various vampires. There are still plenty of story hooks in the book, but none seemed to be as serious as the ones presented in Montreal by Night, except of course the stories regarding the Sabbat Regent.
Books:
- What's A Ghoul to Do? (Ghost Hunter Mysteries, Book 1)
- When I Lay My Isaac Down: Unshakable Faith in Unthinkable Circumstances
- Winning Chess Strategies, revised (Winning Chess - Everyman Chess)
- Wizards' Conclave (Dragonlance: Age of Mortals)
- Wolf's Blood (Wolf)
- World of Warcraft The Role Playing Game: More Magic and Mayhem (Warcraft)
- YOU: The Smart Patient: An Insider's Handbook for Getting the Best Treatment
- A Tangled Web (Star Wars: Last of the Jedi, Book 5)
- Ace Combat? 5 Official Strategy Guide (Bradygames Take Your Games Further)
- Ascended Masters Oracle Cards: 44-Card Deck and guidebook
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