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VAMPIRE BOOKS

Posted in Vampire (Wednesday, July 23, 2008)

Written by Cynthia Summers. By White Wolf Publishing. The regular list price is $15.00. Sells new for $42.99. There are some available for $29.95.
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3 comments about Libellus Sanguinis 2: Keepers of the Word.
  1. Is it possible to have a vampire game set in White Wolf's World of Darkness without the Toreador, Tremere or Brujah? I haven't found a way to yet, nor do I want to. All three are staple clans and make enjoyable player characters as well as NPCs. Libelius Sanguinis II shows a more indepth look at these clans than the basic Vampire Dark Age book. And show us it does, the first section, devoted to the Toreador, proves that death does not impede ones love for another or the world of wonder about them. The Tremere shows us, once again, that they are still not well trusted amongst the other clans. For they fear that the Upserpers will not stop what they started with the diaborie of Saulot. The Brujah are, as they are in modern times and as they were from the beginning of time: Idealists. Dubbed 'Zealots' for their willingness to seek their goal of choice. This book does a fine job on each of these clans as well as adding very playable new Merits and Flaws, new Clan specific high level disciplines, combined disciplines, and even new Thaumaturgy paths to aid the Tremere in their current battle for survival.


  2. I thought that this book had many good aspects to it, mainly that it covered the differences between the clans in the modern nights and in the dark ages. At times it got a bit confusing, but on the whole it was pretty good.


  3. This book had some of the most evil powers i have every seen. I hope that the other two books have the same stuff in them but for different clans. I wish it would have given a little more background for the clans in the vooks though.


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Posted in Vampire (Wednesday, July 23, 2008)

Written by White Wolf Publishing. By White Wolf Publishing. The regular list price is $14.95. Sells new for $29.98. There are some available for $10.94.
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5 comments about *OP Children of the Night (Vampire, the Masquerade).
  1. I found the information in this book very useful, however I don't think that it was necessary to give this much detail on some major powers in the world of the Vampires and taking that power from the individual Storytellers.


  2. This is a wonderful gallery of important storyteller run characters, with full stats and background histories that give a good feel for the characters' personality and outlook. There are exquisite portraits of each character by artist Christopher Shy (which earned this book another whole star from me.)

    The book still does maintain mystery about powerful figures like Caine (of course) or the Regent of the Sabbat (no more information about her or her predecessor either, apparently) but they have some really well detailed Sabbat cardinals as well as the current crop of Camarilla justicars and their archons. Some of these are characters who have been mentioned in past source books but never detailed. (The Gangrel Xaviar, for example, or Cardinal Strathcona.) There is also an independents section with examples of the Inconnu monitors for various cities. They assume that you can fiddle with these as needed and provide a basic formula for calculating the typical level of abilities for ancient vampires so that storytellers can make their own.

    My main nit to pick with this book is the fact that the selection of the characters listed seems arbitrary. Some are favorites culled existing source books and fleshed out or updated here. Others seem to have been made up just for this book, perhaps because there are future plans for them in or because they would seem to make interesting story hooks or because they are examples of a bloodline or character type. There seems to be a disproportionate number of Assamites- even a Methusalah whose stats are supposed to be mere suggestions of what it can do. (I guess they have plans....) Omissions are curious, too. Theo Bell is here, for example, (he's an archon) but Jan Pieterzoon is not. There are Setites but not Hesha. Or how about this- three of the four figures on the cover are Anatole, Lucita and Beckett. Their stats are NOT GIVEN in the book (? ) but those for Lucita's friend Fatima are given (she's an Assamite, right?) And these are just examples.

    So go figure. But don't worry. You'll find lots of uses for what's here.



  3. This is an excellent resource, but, as stated in the book itself, if your players characters are powerful veterans, these archtypes don't have a chance against a PC with a Shotgun and Level 7 Celerity, but if you're players are mature, which they should be if they've played long enough to achieve Level 7 Anything, its wonderful to roleplay politics within the World of Darkness and this book helps a lot with the key NPC's.


  4. This book contains detailed backgrounds and portraits of some of the most powerful cainites around. While some of the vampires such as caine and the regent along with the inner council aren't here (for obvious reasons) it is still very uselful for playing politics and when your players start killing everything they see just have a justicar roll on in and whoop his arse. If they can take the justicar then just spruce him up a bit so he can "compete". The information in this book is not meant for players and they should probably not read it if you plan on incorporating any of these power forces into a chronicle.


  5. The way that Vampire: The Masquerade works gives a storyteller a lot of freedom to create. But sometimes it is good to have the help of a few pre-created characters too, especially lower gen ones. A very helpful section of this book gives guidelines for designing low-gen characters which I wished I'd had sooner. The book is divided into three sections: Sabbat, Camarilla, and Independent important/powerful figures. But it could really use an index so you can find clans or roles more easily. I'm intergrating into our game this summer in fact.


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Posted in Vampire (Wednesday, July 23, 2008)

By White Wolf Publishing. The regular list price is $17.95. Sells new for $10.99. There are some available for $8.99.
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1 comments about Sins of the Blood (Vampire: The Masquerade).
  1. "Even the Damned have taboos", reads the back side of the book.
    One of the greatest is Amaranth, also known as Diablerie.
    "Sins of the blood" covers many topics that hadn't been covered before in the Revised edition. Some info from "Dirty Secrets of the Black Hand" re-appears here, like the weird Path of Enlightenment of the True Brujah, and the infamous "Ritual of the Bitter Rose", that gives the Diablerie a very interesting edge, since it permits a whole coterie (or pack) to benefit from one single Amaranth victim.
    The book also covers interesting information on Autarkis, and what happens to you if you switch sects; it deals with cults and gives you an idea of how you(r vampire character :)) can start one, and get loads of moronic cultists, to do all the unpleasantness for you!

    This book is very interesting. I'm not very sure if the people that buy sourcebooks only "for the extra dots" will like it (well, maybe the Thaumaturgy paths and rituals might make it a good buy for them). On the other hand, for the people who look for background information, it is a very interesting buy. It isn't as essential as, say, the Vampire Storytellers Handbook, but it looks nice on the shelf and it can add many good ideas to your ongoing chronicle.
    So, if you like to portray "deviants", either as Player Character or as Storyteller Character, in your chronicle, this can be a good add-on to your VtM collection. But tread lightly... the powers-that-be frown on unusual behavior, and those things they don't understand, they want them Finally Dead...



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Posted in Vampire (Wednesday, July 23, 2008)

Written by Richard Dansky and Craig Bolin. By White Wolf Publishing. Sells new for $15.00. There are some available for $6.00.
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5 comments about Libellus Sanguinis 1: Masters of the State.
  1. This book details the three "leadership" clans of the Dark Ages, the Lasombra, Tzimisce and Ventrue.

    The Lasombra section was fairly interesting. It describes the split in the Lasombra between Christian and Muslim, their secret society known as the Amici Noctis, and a host of new powers. The elder-only powers are a little over the top (which is the tendency in WW) but there are several powers which mix Lasombra disciplines at lower levels, which means young'uns can use them too.

    The Tzimisce was fascinating. It gave a good feel of how a voivode's estate is run and provides a list of the DA ghoul families, which didn't all make it to the modern day. Finally a write-up on Koldunic sorcery! It needs more detail, though, and I was a little disappointed that Koldunic sorcery seems to be Thaumaturgy with different names. There are elder powers here, too, ranging from the twisted to the obscene. This was, to me, the most interesting part of the book.

    The Ventrue section is pretty boring, but there is minor interest to be found in the sections on the factions within the Ventrue, especially the Merchant Princes.

    All in all, a very worthwhile book. I recommend it to anyone who plans to run a Dark Ages game.



  2. Well, this was a good book. It was full of usefull information on the Lasombra, Ventrue, and Tzimisce. It talked about how they rule over people, their different pollicys, and all the usual things. Basicly three clanbooks (shorter than usual, of course) for the price of one. There was only one thing that not only disapointed me. I have been scouring White Wolf's books for something on Koldunic scorcery, and I came across this. Now, the Tzimisce are arguable the most popular clan in the Dark Ages, right? You'd think White Wolf would at least take the time to come up with a system that was at least a LITTLE different from Thamaturgy! The ONLY difference between the two is the rituals, and they only give you 6 or 7 of them!


  3. Koldunic sorcery IS thaumaturgy for all intents and purposes. All thaumaturgy is is using the power of vampire blood to power magic. It's like magic in Mage basically, except it uses vitae instead of quintessence or tass. Koldunic sorcery is the same thing. It is using blood to power magic. Simply enough, it is just an ancient form of thaumaturgy that is not as polished as the Tremere form (they had been Magi for quite some time before they became Cainite).

    I think it wouldn't make sense to call Koldunic Sorcery as thaumaturgy, mainly because the former predates the later. But, as stated previously, they are basically the same thing.



  4. The Part about the Lasombra is very interesting and shows the machinations of the Magisters. The Ventrue are perfect Antagonists to them, their completly different approach to power is nice written. But the the part on the Tzimisce is written from the Point of a Tremere, their deadly Enemies, giving a very morbid View to them. On the other Hand, having only your enemies speaking about you, doesn't show your beliefs and aims... ;)


  5. All societies have their leaders, and Cainites are no exception. However, when you live for centuries, it can be difficult to tell exactly who is in power. From this comes the three fountainheads of leadership. Clans Lasombra, Tzimisce, and Ventrue all carry an air of power, but each knows they are the only true leaders for the Cainites. This book is analagous to the many Clanbooks printed for Vampire: The Masquerade. However, they have grouped them together into clans of like minds, if such a thing can exist with these power-driven demons.

    The first book deals with the Leaders-from-the-Shadows. Just as ever king has a king-maker, every king-maker has the one who made him. Just like their Obtenebration that manipulates the shadows, these Magisters are the ones to pull the power behind the power behind the throne. Seeing a pattern? Although they are internally strifeful, they will not let the others know this. Clan Lasombra should run Cainite society, and if they have their way, their shadowy tentacles will eventually touch every aspect of both Mortal and Cainite culture.
    Their section is a wonderful extension on core book material. It offers more information on the behind-the-shadows workings of this clan. These details are also augmented with clan specific discipline levels and powers. Now players can see the horrific powers of Obtenebration. Not only can they cloak the night, but Tchernabog can even cloak the day! Even if a Cainite cannot summon this level of Obtenebration, a simple use of Dark Steel will slow down even the staunchest of aggressors. Now those who rule from the Shadows are shown to have their own teeth as well. While it is better to let others do the killing and dying for you, the Lasombra will not need to stand idly by. They can go toe-to-toe with any other clan, if that clan ever sees them coming.

    Book two takes a decidedly different tone by delving into the ultra-horrific world of the Tzimisce. These Cainites are well called fiends by their peers. Although the view is biased and from a Tremere source, it is evident the strength and power they wield is terrible. This is a place not for the squeamish. The Fiends live well beyond the realm of monster. They relish in their unlives and their ancient powers. Beware when you sup with the Fiends for you never know who is the main course.
    Now this section does give information on both Vicissitude and a little on Koldunic Sorcery. Do no be fooled. Koldunism is not the same as Thaumaturgy. As others not, Koldunism is far older. If this book seems to indicated the two are the same, then obtain Blood Magic and use that instead. Often, one should not just lump the two together. This is what started the war long, long ago. Granted, killing a Tzimisce elder and invading the lands of the Voivode was not a good idea either. Also, most of Clan Tzimisce do not use Koldunic Sorcery. They have instead been infected with Vicissitude, which is the difference between Clan Tzimisce and the Old Clan Tzimisce (see Black Hand). So, use this section to build the better fiend. Remember, these are your lands and have been since before those mortal upstart mages where ever born. Your power traces back to Enoch, to Cain, to Adam himself. You were the keepers of sorcery long before the mages.

    Book three brings in the ever popular, yet rather plain Ventrue. This is the shortest section because the Ventrue are very straight forward. We are the ones who are to rule, and all others are usurpers. Ventrue is the Kingship Clan after all! I like the section, especially the new skills and discipline power. The data is just as useful as that from the Lasombra and Tzimisce. I personally do not play Ventrue enough to fully rate this section, but it has helped me create some truly loved, or is that loathed, non-player characters.

    In summary, this book along with the other clanbooks forms the most expansive base of core knowledge that is needed for games. If you want more in-depth clan interaction and knowledge, this is a must add to any collection.



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Posted in Vampire (Wednesday, July 23, 2008)

Written by Greg Stolze and John Chambers and Justin Achilli. By White Wolf Publishing. The regular list price is $14.95. Sells new for $17.99. There are some available for $15.00.
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5 comments about Clanbook: Giovanni.
  1. Considering the nature of the Giavonni, this book actually makes them somewhat attractive to play. It has it's share of disgusting descriptions(the front story for example) but that is part of the point.


  2. This is the last of White Wolf's clanbooks for the Vampire game -- and thank heavens, because the quality has gone steadily downhill. Though this is a definate improvement over the Clanbook: Tzimisce, it's still far too vulgar and disgusting to bring into a family household. I hope that, with the release of the new edition of the game, the darkness and brooding mood will remain, but the vulgarity will be done away with.


  3. First of all, this sourcebook should have been identified as part of the "Black Dog" series ('Adult' rated White Wolf supplements), then I would have completely ignored it on the shelves.

    Written primarily in the voice of a stereotypical mafioso Giovanni, the book is worthless as it is vulgar. The only point of value I found in the whole thing was the information on the Endless Night (why the clan is so interested in the afterlife).



  4. The revised version of Clanbok: Giovanni is truly impressive. It's very well written and the graphic part is algo good. It contains a in-depht history of the Clan (since the Roman Empire, when their name wasn't Giovanni yet) like the previous version, and much information on the modern affairs. The lesser families (like the Dunsirn and the Pisanob) are explained with much more detail than it was in the previous version of this book. There's also more and new information on the Endless Night, and be prepared: it's shocking news!

    It features much more interesting character templates (not just the generic "necromancer-business men" like before), including a Dunsirn and a Pisanob. The only thing that's missing is any follower from the Path (of Enlightment) of Bones, however. There are however revised rules for using Necromancy in the times of the Maelstrom, as well as new Necromancy Rituals, Pisanob Necromancy Rituals and mechanics, and a new Path for Ghilberti Necromancers. It also features rules for using Wraiths and Spectres without the need for Wraith: The Oblivion, a new Background and really interesting Merits and Flaws. All the rules also described in the MET system.

    The previous book was a blast, and this one it much, MUCH better. A must buy, whether you're a Giovanni player or not. It's succesful in its task to provide in-depth and accurate information as well as picture how inhuman, dark and complex the Giovanni are.



  5. This is either a book you'll love or hate, and I LOVED it! I noticed that a few other reviewers rated this source poorly due to the "graphic content". Well that's what the Giovanni are all about, pure unadulterated EVIL. This book contains little mini-stories, just like any other White Wolf book, and just like in all their other books the stories are related to the info and statistics contained within, and as previously stated the Giovanni are PURE EVIL, so of course the stories aren't pretty. Besides, doesn't it say "Games for mature minds" on all White Wolf books? Of course this isn't a book you'd want a little kid to read (or even a your teenager for that matter) but the game in general is not intended for young audiences. Bottom line is, if you're a storyteller that wants to include Giovanni in your campaign, or justs want more backgroud info about the World of Darkness, then this book is for you. If you want to play a Giovanni, then most diffinetly READ THIS BOOK, you've gotta realize what kind of clan you're going to be involved with, and how challenging of a roleplaying experience it will be. However if there are young role players in your group or your house hold, then for the love of god put it someplace safe, so that you can use it for a reference, but they won't be able to browse through it (I find it had to think of many things that could warp a young child more than a story about the making of a snuff film). Or...if you're just squemish or easily offended, perhaps a copy of the Salubri handbook would be a better choice for you ;)


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Posted in Vampire (Wednesday, July 23, 2008)

Written by Gwendolyn F. M. Kestrel and Duncan Scott. By Valar Project. The regular list price is $34.95. Sells new for $13.70. There are some available for $13.70.
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5 comments about Book of Erotic Fantasy.
  1. Despite what you may think about the title of this book, it is an amazing read. It helps explain a lot about certain aspects of sex that are generally ignored in D&D. I would recommend it to everyone who is allowed to read it.


  2. It is entirely appropriate that this book should close with a "What's New with Phil and Dixie" cartoon; "Phil and Dixie" have been a charming staple of the D&D magazine Dragon for years, and they have been promising a "how to add sex to D&D" comic for almost as long. Kestrel and Scott have finally written a sourcebook for it.

    For almost all games/gaming groups, sex will be only be an occasional element; most gaming groups are, after all, "mixed company." Because of this, I expect that very few players will opt to spend their valuable character resources on the prestige classes, spells, and magical sexual items presented in this tome ("How often would I get to use my abilities if I took the 'Sacred Prostitute' prestige class?").

    Because of its limited utility, I would consider this book a whimsical addition to your gaming library; something to giggle and blush at, but not something you would actually use. On the other hand, when a player dares to venture into sexual territory ("I flirt with the shopkeeper to get a better price"), it might be nice to have a resource to cover the situation.

    I cannot give this product 5 stars because of some cramped typesetting reducing the legibility in some places; and because of some gaps, like the fact that half-elf/half-elf offspring is not explicitly addressed (are they elf? human? half-elf? random pick? I wrote a paper on it).


  3. The tome combines all but the most personal aspects of sex and sexuality for the D20 system. I have seen many older forms of this throughout the ages of D&D (and AD&D), but this one work sums it all up. The only thing it lacks is the bio-functions (i.e. monthly cycles, measurements, etc.) for the races expressed. I would have liked to have seen a chart to the fertility cycles (and the variance thereof) as well as the weight and dimensional gains for internal gestations. Otherwise, this book has all the essentials for adding in sexuality and relationships not covered by general role playing.


  4. I consider this as an excelent material to make marvelous adventures based on how creatures see the their sexuality.


  5. For a change I'll review a copy of an independent production for d20/D&D 3.5 system: the "Book of Erotic Fantasy" a little pearl in a sea of mediocrity, at least concerning the plethora of books and supplements for this always popular game system.
    I must warn you, I'm not a great fan of the d20 line of products (see my entry for "Encyclopedia Vanguard" for more) but I'm more than willing to give credit where credit is due. I first learned of this book after reading a little known PDF from the same author(s) dedicated to GURPS: GURPS Sex precisely.
    It was a very professionally made "supplement" regarding sex in a role-playing context seen from every facet possible in a serious-to-humorous kind of way and very interesting to read. Obviously, it was "for adults only"...
    This book is no exception, is a "sequel" of sort, only dedicated to the D&D/Fantasy setting.
    First things first, the book is lavishly illustrated, full colors and realized with excellent materials, from glossy paper to a very strong hardbound cover.
    The illustrations (all photograph sporting models with make-up and costumes aptly made and with a good use of CG for backgrounds and other details - like the wings and horns of the various faeries and/or demons) are well made and never out of context. The text format is elegant but still fully understandable. Due to its strong emphasis on fantasy, the book shows all the possible relationships between adult members of the various races: human, elf, orc, dwarf and others, including what happens when the partner is "not so human" (god, demigod, dragon, fairy, demon or devilkin and so on). Half breed and crossbreeding is fully analyzed and rules for intercourse and pregnancy are provided. There is even a chapter on "sexually-related" creatures, magic items and other paraphernalia, always sex-related. Even this book is classified as "for adults only" and it's very, very serious when dealing with the more delicate aspects of sex, like homo/bisexuality, bondage and/or sado-masochism, STD etc.
    All in all, I strongly suggest this book to everyone interested in a serious yet entertaining study of sexuality in a role-playing context. Be advised that the "Book of Erotic Fantasy" needs mature readers for a mature treating of the matter, no frat-house-party humor around here, so, if you're looking for soft porn, please stay away. On the downside, with a price of $34,99/23,57/£17,76 isn't exactly your "cheap buy of the week" but, in my humble opinion, the book it's worth any buck you put in it.


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Posted in Vampire (Wednesday, July 23, 2008)

By White Wolf Publishing. The regular list price is $15.95. Sells new for $12.70. There are some available for $12.52.
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2 comments about Libellus Sanguinis 4: Thieves in the Night.
  1. White Wolf does it again - the fourth book in their Libellus Sanguinus series offers intriguing new information on the Vampire clans in the Dark Ages, interspersed with myriad tales, myths, tidbits that can easily spawn 100 new story or character ideas. This book details the history and status of the Malkavian, Ravnos, and Nosferatu, shedding much-needed light on the intricate inner workings of these clans. All new character templates offer some fresh ideas on who might find their way into these cursed brotherhoods, and the resource information is a must for all Vampire storytellers, whether playing Vampire: the Dark Ages or Vampire: the Masquerade.


  2. Three clans seem to stand on the very fringes of Cainite society. Not because they are lone wanders like the Gangrel, nor because they follow a path of corruption like the Followers of Set. These Cainites are the margin simply because they are too difficult to control or deal with. The Ravnos follow a path that only the gypsy can fully understand. Nosferatu cling to the shadows, shunned due to their appearance. The Malkavian are avoided for they are fully mad and seek to know "Why?" By far these are three of the most difficult clans to play because of their marginality. This volume lets players know the deep intricacies of each clan and how each survives the Long Nights while being almost shunned by mortal, and Cainite.

    Ravnos are fueled with the blood of wanderers. They move where ever their winds or whims take them. To many they are seen as a nuisance, or even worse as vagabond thieves that or only good for execution. How little they see this clan may be more closely knit than all others because of their treatment. How few notice these Cainites are everywhere. They can walk around as if unnoticed because all others wish to shun and avoid them. The Charlatans are masters at deception, and their section serves to illuminate the vast ability at trickery they possess. Their chapter holds not only more Chimestry abilities, but also a new background to help a Charlatan avoid prying eyes of mortal, Church, or even Cainite.

    Next are those atrocious looking Nosferatu. Each carries an ancient curse to twist their bodies into monsters while also twisting their hearts into something else. Nosferatu are the less seen and less understood of the thieves. They possess powers to communicate over distances that boogie the mind. They almost have an Internet before electricity is even discovered. This section delves into their advances in Obfuscation as well as giving more backgrounds for the Nosferatu to cultivate his or her network of information. No secret will ever be safe with these Cainites around.

    The last clan in this volume are the Malkavian. Just as a Nosferatu is twisted and deformed on the outside, the minds of the Malkavian are likewise twisted. Each Madman sees the world from a very different point of view. This section takes their madness out of the comic realms and puts the dark edge that they have always had back into the clan. Instead of lunatics running around the street dressed as clowns, these are brooding, plotting, methodical Cainites. Each seeking answers to an age old question, yet never finding what they need. This chapter expands their knowledge and power letting players fully enjoy the painful madness of these tortured souls.

    In summary, if you need to create memorable characters from the margin, this is the book you need. The clan specific applications of disciplines will grant fresh life to overused, well-known disciplines. Adding this to any core books can only help increase the dynamics of a game. Enjoy, and just keep asking yourself... "Why?"



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Posted in Vampire (Wednesday, July 23, 2008)

Written by Steven Brown. By White Wolf Publishing. The regular list price is $12.00. Sells new for $8.50. There are some available for $2.35.
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5 comments about Clanbook: Toreador (Vampire: The Masquerade).
  1. This book provides more than just the flavor and attitudes of what it means to be Toreador but provides substance as well. You will find in here thier history and attidues. Beyond that you will find new merits and flaws, an excellent system for creating and critiquing art, high level disciplines. The sample characters show that there's more to a Toreador than prissy artiste and possuers with thier noses in the air.


  2. Wanna see a truly useless vampire ? Wanna see someone so self-loving and blind they won't even notice when you diablerize'em ? Wanna have a good laugh ? Look at a Toreador vampire ! Useless creatures, forever lost in their pride and love for art. I can see a good picture and enjoy it - for a second or two. I won't sit in the Louvre for nights and nights looking at the same painting, eventually either masturbating on it or stealing it (and then do the former). the Marquis, vampire hunter and leech himself


  3. This book is a must by for all you Vampire the Masquerade players out there who just enjoy annoying the other players with cruel comments about thier taste in clothing and such!


  4. Do you know what it means to be an outstanding artist? Do you REALLY know what Vampire means?Well, take a look at this book and let their passion dance in your mind. Piece of art, I tell you. I love it. GC.


  5. Sadly, too many people can't begin to imagine where the power of the Toreador clan comes from. This book is not helpful to those unable to see how this underestimated clan could grow to be one of the most powerful among all of them. Instead, it discusses the art world and invents a way to create art through dice rolls. They even forgot to include Clan Attitudes towards other clans. All in all, a sad attempt to clarify the clan, not helpful to those who already enjoy the Toreador and uninteresting to those not bright enough to appreciate them without aid.


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Posted in Vampire (Wednesday, July 23, 2008)

Written by Robin Laws. By White Wolf Publishing. The regular list price is $19.95. Sells new for $9.99. There are some available for $9.95.
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2 comments about House of Tremere (Vampire: The Dark Ages).
  1. it could have used more info(More! More! Tell me the answers to the mysteries of the universe!) and their was an error or two. I liked it in general


  2. This is a detailed look at the current and historical set up of the chantry of the Tremere clan in the Vampire role-playing game. I went into this thinking that there would be a ton of stuff on the magic that they use... I was wrong. Most of this book is dedicated to the structure (literally and figuratively) of the chantry. If you are REALLY into the Tremere then go ahead and get this. If you dont want a guide to someones house then dont bother.

    I gave it 3 stars becuase the information that they have is good, but I didnt think that the information was all that important...



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Posted in Vampire (Wednesday, July 23, 2008)

Written by White Wolf Games Studio. By White Wolf Publishing. The regular list price is $14.95. Sells new for $10.00. There are some available for $2.99.
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Purchase Information
5 comments about *OP Vampire Storyteller Companion/Screen (Vampire: The Masquerade Companions).
  1. White Wolf has outdone themselves again. Not only they gave us the great and now classic Vampire Revised, but now this Storytellers Companion helps even the most expert storyteller into their adventure of gameguiding. The content is great, and sheds some light on lost bloodlines, updates the True Black Hand info and is a VERY useful guide to deal with any kind of gamer. Not to get rid of them, but to help them to get into the mood and feeling of the game. The Guide is a great companion for player and storyteller alike. In short: A great book.


  2. This book is NOT to be confused with VAMPIRE: STORYTELLERS HANDBOOK. (That's the book with the obscure, exotic stuff from SECRETS OF THE BLACKHAND and the sundry practical and philosophical advice for the storyteller.) This book is far less creative but far more essential. My high rating is intended to convey just how essential not any particular profundity or innovation.

    It's a rather slight looking paperback. DON'T BE FOOLED. This, folks, is where they now keep the information on the Salubri, Samedi and Daughters of Cacophany blood lines and the disciplines Obeah and Thanatosis. This is where they have all the game mechanics for specific weapons- shotguns, handguns, swords, whips, armor ancient and modern, millitary equipment, etc. The optional secondary abilities include things like ride, archery, pilot, area knowledge, Camarilla lore and Sabbat lore. Unlike STORYTELLERS HANDBOOK, I can't imagine a storyteller for VtM running a chronicle without the info here, frankly. It's all organized in a clear, straight-forward way, too. A BONUS: Lawrence Snelly was art director and he compiled some really fine pictures from folks like Leif Jones, Vince Locke, Guy Davis, Christopher Shy, John Cobb (signed work from the last two but not mentioned in credits).



  3. Let me say first that this is a VERY helpful book for Vampire: The Masquerade players and storytellers. But this book seems to be more of a player's companion than a storyteller's. The information is helpful, but it could either have been included in the main rulebook or could have been done better.

    -Introduction: How To Use This Book. The intro is short, simple, and completely unnecessary. Admire the artwork of Vincent Locke and then move on. All in all, very helpful book but some stuff could be taken out or moved around. Although technically a storyteller's companion, I encourage any and all storytellers to let your players have access to this book (or at least let them use chapters 2 and 4) in the character creation process.



  4. Good for supplementals, interesting weapons and unusal rolls. Has info on Salubri, Samedi, and Daughters of Cacaphony in the modern nights, but overall something you can live without.


  5. As a storyteller who has run the same "game" for the past four summers, I tend to create big plots the sweep across the years and tackle questions of good and evil, right and wrong, survival and control so I like new books to help me out. In this very short book we learn about 3 new clans of Kindred, their disciplines, a whole butch of specialized skills, talents, and knowledges, along with weapons and armor specifics. Still the combat book covers most of what is covered here and how useful are "specialized" abilities? At almost [$$$] for only 67 pages, I say buy it used.


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Libellus Sanguinis 2: Keepers of the Word
*OP Children of the Night (Vampire, the Masquerade)
Sins of the Blood (Vampire: The Masquerade)
Libellus Sanguinis 1: Masters of the State
Clanbook: Giovanni
Book of Erotic Fantasy
Libellus Sanguinis 4: Thieves in the Night
Clanbook: Toreador (Vampire: The Masquerade)
House of Tremere (Vampire: The Dark Ages)
*OP Vampire Storyteller Companion/Screen (Vampire: The Masquerade Companions)

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*Amazon.com prices and availability subject to change.
Last updated: Wed Jul 23 18:03:16 EDT 2008