Roleplaying Books
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Used price: $18.19

Superb Book, Some Mechanics DifficultiesReview Date: 2008-03-03
It's what I wantedReview Date: 2007-10-30
So far, so good!Review Date: 2007-10-26
Lots of new stuff, amazing intrigues and even more paranoia for the Viziers of Creation, Charms have been adapted to new rules and that leaves em pretty ok, Many of them have been powered down and more of them defined, and the Exalted Curse laid upon them has been redefined and reviewed as to have now a system.
I like the way that now Siderials are not as powerful as in the first edition where they could best a solar with no trouble. Now they are more like a celestial-type Exalted with pros and cons. Lots of stuff to do, YuShan and all Creation at their fingertips. New ideas about the Loom of Fate and a Sixth Maiden.
Just have to finish it soon and I can tell it is a good supplement for a good Exalted chronicle. The only Siderial Martial Art is the Violet Bier of Sorrows. Just one Celestial Sorcery spell. Plenty of names of new gods that work on Yu-Shan (that I guess will be stat-defined in the upcoming book of Sorcery IV)
So far... great book!


Very good, but improvement still possibleReview Date: 2002-11-04
P1: I roll 50, a HIT
P2: I roll 40, I parry
P2: I roll 40, I Hit
P1: I roll 83, I parry
P1: I roll 45, I hit
P2: I roll 39, I parry
P2: I roll 06, a CRITICAL hit
P1: I roll 37, I parry, but my weapon takes 4 points damage
P1: I roll 82, I hit
...
And so on. Sooner or later a broadsword breaks. The winner is the player who brought the highest number of broadswords to the match...
This is the reason why my players are not allowed to generate their own characters. Giving me as the GM some extra work (And causes my players to bicker for good reason that I give them [weak] characters)
A true Malnebonian delightReview Date: 2001-10-20
This game has something that other roleplaying games ,in my experience, lack. You are not restricted by alignment, nor do you have to pick a strict character class. So you can end up with a skilled warrior-sorcerer (Elric style) or any other occupation and still be able to cast magic spells. Another great feature (in tradition with Elric novels) is character's abilities to summon and bind demons, elementals and other supernatural creatures, depending on the character's following of eather Law, Chaos or Balance... There are no levels so any spell can be cast or creature summoned even by novice sorcerers, only if the adventurer has enough resources for the deed. This, of course, you do at your own risk for it is a high price to pay for disturbing the Lords of the Higher Worlds...
The game has the dark and brutal feel about it and is not recommended for those that prefer high fantasy and happy endings. In my opinion, those that enjoy "Call of Cthulhu" or "Vampire" will like this as well. If you know what I am talking about, go forth and get your hands on this classic piece. You will not regret it, this I swear by Arioch...
EXCELENT IMPROVEReview Date: 2004-02-17

Used price: $3.99

Nifty referenceReview Date: 2007-08-18
Easy to read. Easy to find the monster type you want. Easily adaptable to any fantasy RPG session. Plus it's got monsters your PC's never seen before - you know the guys/gals who have meta-game knowledge? This book offers monsters they never heard of before! Hah!
Well done book of monstersReview Date: 2006-03-15
My only issue is with layout. It would have been nice if the book had listed one monster per page; rather than following the MM format of putting one monster after another with no breaks. But that hardly detracts from the book's value.
The artwork is reminiscent of 1st and 2nd edition AD&D monster books. It gives the book an almost retro feel.
All in all, I'm very happy with my purchase.
Get your MinionsReview Date: 2002-01-15

Used price: $14.50
Collectible price: $27.00

A Fantastic Idea BookReview Date: 2007-05-25
Mythologies also includes modern myths or urban legends about vampires such as dream drinking, breath stealing, and drugs that make the damned feel human, if only for a brief time. Stats and rules are kept to a minimum, players and storytellers looking for new vampiric disciplines or rituals would be better served by many of the other books in the Requiem line.
The third and final chapter of Mythologies focuses on threats to Vampires both mundane and supernatural. Whispered legends of ghouls bent on destroying vampires, frenzy-inducing plagues allow storytellers to inject an even healthier dose of paranoia into their chronicle.
Mythologies is exactly as my title describes it - a fantastic idea mine for storytellers or enterprising players who wish to start their own rumours into their chronicle. This book is simply to help storytellers and players alike expand the scope of their chronicles by taking advantage of the mysteries of the vampiric condition and the open origin story in the Requiem setting.
A very fine book about Kindred originsReview Date: 2006-09-17
My only real problem with this book was the Antagonists section. Because I skipped the above section and went straight to the Antagonists section, I initially considered this supplement a waste of money. Honestly, the only thing I liked in that section was the Frenzy Plague, and I had a downright hatred of Smiling Jack or whatever his name is. It's this section that brings the whole book down for me, and that which caused the Four Star rating.
So, in short- Most of the sections, 5 out of 5.
The Antagonists section, 2 out of 5.
Excellent!Review Date: 2007-04-03
This is a great supplement for settings where exploring the origins of vampires is a key elelment of the game. It certainly adds depth and mood to any game but the best part is that it lets YOU the storyteller decide where vampires come from.

Used price: $71.20

Good WHRPG sourcebookReview Date: 2008-05-17
The book covers a lot of vampire history, clans, motivation and special characters. For GMs planning on introducing a vampire this is a must, and all players who either want to play a vampire or vampire hunter should know this information as well.
Some new hunter careers together with vampire careers, skills, spells and so on.
The negative issue I have with this book is how they have given a lot of the old vampires stats. These stats are way underpowered and looks designed so that playing parties have a chance killing them. von Carstein, a vampire who has defeated whole armies and is the most intelligent entity in the empire has a an int of 70%.
Also the book has little vampire hunter information, apart from a small chapter and some new careers.
So if you are tired of the old "defeat chaos" routine (Vampires are interestingly enough opposed to chaos) or cant take another "greenskin" attack get this book for ideas and material. All in all this book is good value.
Hammer Films meets WarhammerReview Date: 2008-05-01
If You're Bored with Chaos and Skaven...Review Date: 2007-11-03
If you're familiar with the Green Ronin WFRP stuff, you'll know what to expect: "in character" fluff from various authorities, extensive background information, a variety of NPCs (nearly all vampires in this case), and adventure hooks. What's missing is a complete adventure. Personally, I've never been that impressed with the adventures they -do- include in their sourcebooks, and don't miss one here. Green Ronin's proofreading continues to improve, and there aren't nearly as many typos as we've gotten accustomed to.
There's information on all of the major bloodlines, from the Dracula-esque Von Carsteins to the bestial Strigoi. In addition to historical information and fully-statted NPCs, there are sketches of other prominent vampires of each bloodline. The basic tack is one "legendary" type vampire, suitable for an epic game, and one more moderately powered NPC suitable for less world-shaking adventures. It should be noted that pretty much any WFRP vampire is dangerous, and the authors stick to that conception.
There are a slew of magical items to power up vampires or the PCs that fight them. There's a career track for vampires, granting them access to a variety of powers (mostly based on their bloodline). There are also a number of careers for aspiring vampire hunters, including the very cool Raven Knight. Last but not least, are advanced necromancy and the various undead monsters it creates.
There is little of "general interest" in this book. It's really designed as the background for a vampire-oriented campaign. Assuming that's the book's goal, it succeeds admirably. The different bloodlines provide options for very different kinds of vampiric antagonists, and there's no need to restrict a vampire campaign to Sylvania. Just as important as the numerous bits of number-crunchiness are the bits of advice on how to use vampires as long-term enemies for your PCs. With the exception of Mannfred von Carstein, there aren't many vampire NPCs who'd be able to stand up to a party of third-career or better adventurers in a straight-up fight. The key, of course, is that vampires will do everything in their power to avoid that straight-up fight. Night's Dark Masters gives the GM plenty of strategies to delay the climactic confrontation, and plenty of dark fireworks to use when it finally happens.


EXCELLENT!!Review Date: 2003-08-12
This book gives great details on the destruction of the Ravnos antediluvian, the subsequent Week of Nightmares and the restructuring of the clan.
I highly recommend this book to any fans of this clan and anyone interested in the Week of Nightmares meta-plot.
almost a totally new clan.Review Date: 2001-05-31
This clanbook does a great job of actually recreating a clan. One of its key points is showing how the stereotypical Ravnos, a thieving gypsy, is all but extinct. The survivors are plagued with the same curse, but they break the mold. This book looks at the past history and culture of the clan but it also looks at the current culture which is much different. The Ravnos that seemed a little different from the stereotype are now the minority of the clan.
I loved how this book took a clan that has long been portrayed in a fairly two dimensional light and added depth and variety to it.
The flaws, in my opinion, are that the book focuses almost exclusively on culture and role-playing, its a little light on rules and new powers. Dont get me wrong, I loved the powers that are included, I just wanted more. Call me greedy.
If you ever liked the Ravnos before you will love them now.
Like a Phoenix from the AshesReview Date: 2006-05-21
Unfortunately, the Clan's Indian heritage was never fully explored. Still, Clanbook: Ravnos revised was a definate (and much needed) improvement on behalf of the Clan. Beginning with a short fiction that showed Ravnos as tomb robbers, we are presented with some views that are very different from the stereotypes. As the book points out several times, the Ravnos are predators even more so than other vampires; their primal Beast urges them to commit crimes repeatedly. They aren't happy-go-lucky tricksters and kelptomaniacs... no, they are thugs, murderers, terrorists, car jackers... the most vile and decadent of criminals, becuase their very soul tempts them to sin.
The book also explores what is left of the Ravnos' history in India, explaining the story of Zapathasura (the Ravnos antediluvian) and his childer, their war with the Kuei-jin, Ravnos dominance of Harappa and Mohenjodaro, the different castes of Ravnos (Chandala, Sudra, Vaisya, Kshatriya and Brahmin), other Kindred in India, the Ravnos in the west, the British raj, current goings on in India (and the rest of Asia) and the Week of Nightmares. But the book is versitle enough for all Ravnos, mentioning the Clan's history in the west as well (particularly Africa and the Mediterranean, but also the Gypsies, whom the clan followed out of India centuries ago).
Other useful sidebars explore their relationship with the Gypsies (which aren't too good, considering most Rroma rightly consider them to be blood sucking parasites), how to avoid contact with Lupines, the Path of Paradox (Mayaparisatya as it's called in India), new applications of Chimerstry and Animalism, the Ravnos relations with their Beast, the war with the Kuei-jin, membership in the Anarchs and Sabbat, reasons for their hatred of the Gangrel, and so forth. A good chunk of the information is meant for the post-Week of Nightmares era. Thats not a bad thing, but this book REALLY pushes metaplot.
Thats probably my biggest problem with the book, actually. Don't get me wrong, the Week of Nightmares is a big thing, but at times it seems the book really tried to push the idea that western Ravnos fared better than their kin in India. To be honest, I found the material about the Ravnos activities in India to be somewhat more interesting. But thats easy enough to ignore. Also, I'm a little uncomfortable with using Bhopal as a backdrop to supernatural events. Over 15,000 people died in the real life Bhopal incident (and Union Carbide has never paid the survivors reparations).... that'd be on par with using 9-11 as a backdrop for supernatural conflicts. It's just bad taste imho. But all in all, this is a pretty good book, barring a few minor details.


The end of a game line as we know itReview Date: 2000-05-15
This is it...Review Date: 2002-03-05
Ends of Empire is a bittersweet end to a really creative and unique game line. Name one other role-playing game where your character's death is only the beginning of his adventures. Although Richard Dansky is quite thankful to all those that worked on this book and the ones preceeding it, you can sense a bitter overtone in Afterward.
Still, despite the fact that the book is a testament to a good game being tossed out the window for business reasons, this is a good way to wrap up the world of Wraith: The Oblivion.
Great end to a great game.Review Date: 1999-10-05

Used price: $20.99

The Commoner's ArtReview Date: 2000-07-14
It's the Flip side of Noblesse ObligeReview Date: 1999-04-02
A great Storyteller referenceReview Date: 2001-09-18
Players might be able to draw inspiration from the historical chapter, and they are given a new merit, background and art (Metamorphosis!) and two new kith to try out.

Used price: $7.48

About time!Review Date: 2001-03-23
So many choices...Review Date: 2003-07-22
Mage has the power, the intrigue, the danger and complexity that Vampire had been missing. Instead of taking the same powers that everyone else has, you can create your own Effects. Sure, as an ST this gives me tons more work to do, but it's all worth it. Now players have more room to create more interesting characters and they have more power to make changes (as opposed to having some centuries old elder boss then around).
I highly recommend this game to anyone who is looking for something more in a LARP game.
UntitledReview Date: 2001-05-24
But if you know your stuff, and if you find mages interesting, and you want somthing other then Vampier intruge and Werewolf blood baths, try Mage, it's not only a great mix (if you want a blood bath, then you can have one, if you want a socail game then by all means try it) but the best part about mage is it's flexability. Mage allows player to play almost whatever they choose, and if your into crossover game with other types of supernaturals, then mage is great for that too.
So if your a newbie, I'd try somthing diffrent, however, if you know your LARP and you want a change of pace, try Laws of Ascension. It's fun and truly interesting.


Finally, information on the Æon TrinityReview Date: 2004-03-16
You will finally get the complete story of the Æon Trinity here, something that should have been in the main book. You'll get info on its role in the world and details on its subdivisions. This section alone is worth the purchase of the book. The Æon Trinity is a good place for psions to go if they don't like the psi orders, governments, or the solitary life.
Many questions regarding daily life were clarified in this book. Though skimpy in substance it is enough to give you a rough idea of the general culture of the world. The sections on neutrals and latents answered a lot of questions regarding their character creation. The merits and flaws sections were basically what you would expect from a White Wolf game though there were a few interesting psion-specific ones.
The other sections elaborated on the psi orders and provided an alternate psi system which is kind of similar to the magic system of Mage the Ascension. It does streamline the system and provide more versatility but I prefer the original psi system from the main book. If you have the other psi order/region books you will not learn a lot of new information from the psi order sections. If you don't than what is in the book should help you out a bit.
This is a good supplement for Trinity. It is a shame that it is out of print since it does fill in a lot of gaps and answers a lot of questions regarding the Trinity universe. There is even information on Quantakinetics.
Sci-Fi Fan, like RPG's with Psychic's? this is your game.Review Date: 2000-04-05
Essential to any Trinity playerReview Date: 2000-06-18
Resuming, this book is fantastic: it isn't as pretty-looking as previous Trinity stuff, but it's essential to any serious Trinity player.
Related Subjects: Multi-System Directories Software Clubs Archives Humor Characters Online Communities Roleplaying in Society Designers Magazines and E-zines Free Systems Developers and Publishers Genres Live Action Gamebooks
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The Second Edition update of the Sidereals is a superb book, made much more readable, understandable, and enjoyable by the removal of information on Yu-Shan to the Compass of Celestial Directions book of the same name. A few of the charm mechanics need fixing, but errata can be found on the White Wolf Exalted Forums or the White-Wolf Wiki.