Review : Gehenna

The end of Vampire: The Masquerade. Suitable climax or damp squib?

By White Wolf, £14.99 Book / $14.99 PDF

The end of he world as we know it…

So, after 10 years of releases White Wolf are closing shop on the World of Darkness. The time of judgment is here to sweep away (deservedly in some cases) the accumulated detritus of a decade’s metaplot. Soon there’ll be a new version, with a new continuity…

Gehenna is the end of the world as seen by the protagonists of Vampire: The Masquerade. Well, more precisely it’s four different endings and some advice on how to go about making it really good for your players. Some spoilers may follow, so if you plan to play, you might want to read something else.

First off, it’s a nice book. Hardback and with a cover that evokes the events presented within. Illustrations inside are also excellent. It looks like they went to town with the last book of the line.

The early parts of the book are general advice on Gehenna and how to use and abuse it. There’s also a general who’s doing what and to whom, and which antediluvians are involved. It also introduces the concepts that will spill through all the scenarios, including the Withering, the failure of the curse of Caine, a nice plot device for making seemingly insurmountable enemies weaker. There are also some letters between various metaplot characters that add some nice colour.

The first scenario is called Wormwood, and of all those presented is probably the truest to the original premise to Vampire. It’s a story about humanity and what it means, and striving for some sort of redemption. The scenario will involve a lot of talking, a heavy amount of angst, and maybe a bit of salvation. The character’s are drawn to a church and while the rest of vampire kind is expunged by the rays of the red star, they get to prove their worthiness and humanity. Great stuff, but not for everybody.

Scenario number two is a bit of a mix. It involves Caine and Lilith. Lilith turns up on your PCs turf and tries to draw out Caine in order to punish him for his sins. The scenario is quite abstract, and is vague as to its purpose in places. To my mind it would be harder work to get players interested in it. Part of this stems from the way the scenes are described. The scene where characters fight off Liliths minions at the docks is a good example, there’s not the motivation there should be. Still, if you like the Lilith mythology this scenario is brimming with it.

The third scenario is the Metaplot one. It’s full of signature characters and railroading. If you enjoyed Transylvania Chronicles then it would make the ideal climax to that series. It’s a good story, but how much your players could actually affect events is limited as written. If you just want to go along for the ride, then it’s an entertaining romp, and involves the masquerade being torn asunder, the PCs hunting for clues to various antediluvians and ending up at the city of Gehenna in a confrontation with the awakened ancients.

Scenario four is called the Crucible of God, and features a Gehenna where the antediluvians war on each other. Again the masquerade is torn asunder (by your player’s characters, nice) and what follows is a series of abstract scenarios dealing with humanities reaction, the war that ensues and the way in which the different antediluvians approach it. There are also a few set pieces thrown in. There’s a lot more opportunity for PC influence over events here too, rather than just witness them.

Chapter 6 is about storytelling and is full of sensible advice (like making sure your PCs are center stage). In fact it’s better than much of the storytelling advice in other Vampire books, and really tries to hammer home the themes of the game and how they should be approached at the end. It’s followed by a couple of appendices, one on characters who appear in the scenarios and one on how to use (or not) Caine.

Overall: What’s nice about this book is that it has something for everybody. If you like your Vampire to be moody and angst filled, or rowdy and katana wielding, if you like metaplot or loathe it, there’s something for everybody here. Obviously, this broad scope also means that there’ll likely be something in here that you don’t like too. But the ideas here are well worth looking at for anybody who wants to end their vampire game with a bang.

Review : Adventure!

White Wolf’s game of Pulp heroics.

By White Wolf, $25.95/£16.99

Action, Adventure, and Really Wild Things

It took me ages to get round to buying Adventure! I wish I’d bought it earlier. Adventure! is, in my opinion, a spot on roleplaying game. It is a wonderful combination of loyalty to genre in both presentation and mechanics. Adventure! is White Wolf’s pulp game, and you know exactly what it’s about just by looking at the cover. Flip through and you’ll see the slightly discoloured paper and illustrations that fit the subject matter perfectly. This is the game for all those Indiana Jones and Doc Savage fans.

The first part of the book is filled with background material in the form of short stories, and the annals of the Aeon Society. The stories manage to nicely convey the feel of the pulp writing on which the game is based (and as a Planetary fan I’m a sucker for Warren Ellis material). The rest of the background material manages to avoid many of the things I find annoying about in-character background, and gives a nice idea of the types of stories Adventure is design to create, as well as providing a reasonable world overview for the 1920s.

The game information doesn’t actually begin until page 107, at which point we’re given the standard White Wolf introduction to roleplaying, which I’ve read too many times, but which is essential for newbies. The first chapter deals with the basic storyteller system rules, how traits and abilities work. It’s nice and brief, and has plenty of examples for people who haven’t played before. The system is a tweaked version of the original Storyteller rules: You roll some ten sided dice equal to a attribute + ability, any result of 7 or more is a success. The more successes the better you do. If you don’t get any successes and roll a 1, you botch, causing a mishap. If a task is more difficult, you need more successes. Simple and easy to remember.

Character creation is, some would say thankfully, not splat focused. It follows a fairly familiar format: allocate set points to attributes (strength, wits, intelligence etc), abilities (firearms, stealth etc) and advantages (powers, connections, resources, etc), then spend transformation points to tweak. The chapter is nicely succinct, with a good summary and a running example. The rules for character advancement seem oddly out of place to me (though I can see the logic in putting everything in a chapter called Character). I also found myself flipping forward to the chapter on traits, so that I knew what Knacks (cool pulp powers)and Backgrounds there were.

The next chapter covers all the traits that define a character. It covers possible character origins, allegiance, and natures, along with attributes, abilities and backgrounds. A big thank you to White Wolf for finally noticing that it’s pointless to describe each level of every skill. Each skill gets a hefty and entertaining description of what it’s used for and suggested specialties, but no pointless repetition of “one dot is trained” etc. The backgrounds all have a nicely pulp feel (with some neat associated quotes), and include Sanctum and Nemesis. Characters can also take their backgrounds to astounding levels, so a character can have legions of followers or be wealthy beyond avarice, which is a nice touch. Characters in Adventure! also get Inspiration as a trait. Inspiration is used to power Knacks, as well as for “Dramatic Editing”. Dramatic editing is by far the coolest addition to the game, and allows for a large amount of player authorial power in the game. More on that later. Inspiration is also sub divided into three types, Intuitive, Destructive and Reflective, each of which can give a variety of bonuses to situations and help define your character’s style.

Chapter 4 details Knacks. Knacks are powers possessed by Pulp heroes. A lot of effort has obviously gone into making these evoke a pulp feel. Knacks are divided into three types: Heroic, Psychic and Dynamic. Heroic powers, aren’t really powers and allow characters to pull off all those coincidences that pulp heroes are famous for. Dramatic entrances, defying death, being a one man army, knowing how to design weird devices, there all here. Psychic powers are mesmerism, mind control and similar. Dynamic powers are much like heroic ones, but go beyond the normal bounds of humanity. Your character can be as tough as Bronze, or be inhumanly fast, but not at a superhero level, at a pulp level. The following chapter deals with Super Science. It gives a brief summary of how your character can create weird pulp-style devices, how long this would take, and how to repair them when things go wrong.

The next chapter is on Drama, which is White Wolf speak for rules. Here we have a rundown on how the system deals with dramatic feats, along with a comprehensive section on combat and damage. Here we also get the rules for Dramatic editing. Dramatic editing is a player empowerment technique, that allows you as the player to influence things outside your characters sphere of control. It gives the game the feeling of those old pulp cliffhangers. It allows players to add facts to a scene in their advantage. Those of you who have played games like The Pool or OctaNe will recognize it, but it’s nice to see this style of mechanic appear in a mainstream game.

Chapter 7 is about roleplaying, and covers a host of elements in a small amount of space. There’s a discussion of making sure characters fit together and don’t overlap, along with motivations and connections. There’s a look at the way the world of Adventure works (in terms of genre and period conventions), as well as a nice piece defining Pulp and comparing it to other styles of fiction. The storytellers section is a small, but gives good advice on plotting a pulp story, creating suitable villains, and how to deal with problem players.

Chapter 8 is a summary of the heroes and villains of the official setting, along with generic stats for commonly encountered bad guys. This section is handy for the Storyteller who lacks inspiration, and also useful reading for players whop want to get an idea of how to create pulp style character. Finally there’s an appendix, giving details of weapons, vehicles, the cost of travel, drugs, and a timeline. There’s also a handy list of resources and inspiration.

Overall: I love Adventure! It wonderfully evokes the atmosphere of pulp series. It is a joy to read, and leaves you wanting to start a game straight away. I can’t give any RPG a higher recommendation than that.

Review : Exalted

by White Wolf, $14.98 PDF
White Wolf made their name with Vampire and its various offshoots. They are best known for their angst ridden World of Darkness and its protagonists. Last year they tried something new, a fantasy game. Now, there are a great deal of fantasy games out there, most of which are D&D with the serial numbers filed off. A new fantasy game has to find a different angle, and fortunately White Wolf were well aware of this, and have made Exalted’s focus a bit different to the normal Elves and Goblins template.

Exalted is a rather nice looking hard bound book, 350 pages in all. The first thing you’ll notice about it is the Manga style illustrations. These are obviously not going to be to everybody’s tastes, but they do give the game a distinct look and feel. Above all they give a feeling of consistency, something I’ve often found missing in White Wolf’s mix of illustrators. The layout is clear overall, there are a few typo’s and glitches (a number of miswritten passages for example), but there is an errata available for all of these. There’s a nice map of the setting on the inside cover, though this lacks a scale.

Exalted’s setting is could be described as a fusion of a manga animation, Michael Morecock’s young Kingdoms, a wuxia action movie and the World of Darkness. This is a game where mystic martial arts make for epic fights where characters can jump buildings, and wield improbably sized weapons to defeat hundreds of foes. An age of decadent empires and mysterious sorcerers, where a heroes can stride the world like gods. I like it quite a bit, as you can probably tell.

The book starts with a potted introduction to the setting, along with how to use the book and a Lexicon (A useful thing in any setting heavy game). It also gives a list of suggested reading and watching for inspiration. The introduction is great, as it sets the book up really well, and is ideal for giving to any prospective player.

The first proper chapter deals with the setting in more detail. It tells us what the Exalted are (humans gifted with powers greater than the norm, created at the dawn of time by the gods), and of the various different kinds. Solars used to rule the world, until their pride got the better of them and their servants, the Terrestrial Exalted, rose up and defeated them. The Sidereal were the advisors to the Solars, and were largely responsible for setting in motion that revolt, but have since hid themselves from view. Lunar exalted are shapechangers who left in disgust when the Solars were defeated, and now live on the edge of creation. Terrestrial Exalted are also known as the Dragon blooded, they took control when the Solars were defeated, and now rule the worlds largest empire. There are extensive details on this Empire, and the area around it detailed here too, as well as substantial information on the city of Nexus. Nexus is a good starting point for scenarios, as it is a free city with an “ask no questions” policy. Player characters are expected to be Solar Exalted, now hated and shunned by the world at large, and subject to an age old Pogrom by the Dragon blooded.

Chapter two details the game system. Exalted uses a streamlined version of White Wolf’s Storyteller System (similar to the one from the Trinity series of games). You have some attributes (three each for physical, Social and Mental) and abilities (divided up by Caste, five for each) rated from 1 to 5. To attempt an action, the player rolls a number of dice equal to his character’s attribute+ability, anything which is a seven or more is a success. The more successes, the better your result. If you roll a ten it’s counted as two successes. If you roll no successes and any ones, you botch. More difficult actions require more successes. This gets rid of the old Storyteller problem of duplication by having both difficulty and level of success modelled separately. Other useful additions are stunts, which give you extra dice for describing particularly cinematic actions, and automatic success for any action where your dicepool exceeds 7. As normal willpower can be spent for automatic successes. Overall the changes make for a much faster and more cinematic system in play (especially in combat, but more on that later).

After our rules rundown, we’re given an overview of character creation. The chapter steps nicely through the process, with boxouts giving useful advice and other options. Only Solar Exalted are given rules in the basic game (though supplements will expand this). Only basic descriptions of each step are given, and explanation of most of the traits/skills/etc is left ’til the next chapter. The chapter rounds up with an example of character creation. As character creation sections go, it covers all bases from concept to execution. You can pretty much play any fantasy style concept, though you have to choose a Caste. Your character’s Caste defines the five core skills which are easier to learn, but you can also choose 5 skills freely as favoured skills that work in a similar way.

The traits used in character creation are described in chapter four (new players will find themselves flipping forward to it while reading the previous chapter, which I can see as being a problem). First off is a list of “Natures”, the core of a characters attitude, and central to regaining willpower. These are nice broad Archetypes which can help focus the mind on the type of character you are playing, and how he operates. Next the five castes of Solar Exalted are detailed, giving general background and inclination of each group, as well as a nice “view from outside”. We have Dawn Caste (warriors), Zenith Caste (priests), Twilight Caste (scholars), Night Caste (Rogues) and Eclipse Caste (Diplomats). The castes are less prescriptive than character classes, but still give that nagging feeling of niche separation.

This chapter also gives a description of virtues, a nice way of modeling what your character cares about and believes in. Each character must also choose a flaw related to his highest virtue, and samples of these are also given. Virtue flaws are ticking timebombs of emotional energy. If these build to breaking point, the character snaps and will have to suffer the effects of his flaw for a scene. For example, a compassionate character might gain limit break for seeing people suffer through no fault of their own, when his flaw is activated he’ll throw himself into intervening. There are a variety of flaws for each of the major virtues (Compassion, Temperance, Valor and Conviction), and these add a solid emotional core to the characters.

The chapter also discusses Attributes, Abilities and Backgrounds (things your character has access to, like allies, backing, resources, followers etc). One nice note about this section is that WW have finally avoided repeating how talented each level of an ability makes you, for every ability. We also get discussion of Willpower (mental strength) and Essence (mystical strength), both of which have a base value and a temporary value which can be spent to power mystical abilities. Essence is divided into personal, which you get a little of, and peripheral, which you get more of. Personal essence can be spent with impunity, spend too much peripheral essence and you light up like a solar flare. Not a good thing when your character is likely to be hunted if anybody finds out they’re a Solar Exalted.

Charms, which are an Exalted’s mystical abilities, are described in chapter five. There are loads here, each a mystical enhancement to a particular skill with an evocative sounding name. Each set of charms is divided into paths, from basic abilities to amazing powers. These are a lot like the martial arts paths in Feng Shui, and help give the game it’s very oriental theme. Most are wonderfully thought out, and provide a good dose of setting colour and game mechanic oomph for the PCs. What’s nice is that every skill has a selection of powers attached to it, not just the combat ones, as is the case with some games. Want your character to cause a bureaucracy to fail just by your will, you need “foul air of argument technique”, want to get rid of a mob, your need “unruly mob dispersing rebuke”. All of these powers can make Exalted pretty powerful, but the essence of the game is to run with it, and enjoy being truly epic characters in a cinematic setting. If you don’t enjoy PCs having an awesome amount of power, then this definitely isn’t a game for you. A slight problem with these is that in your first few games you’ll need to reference the charms section a lot, and this can put a strain on the pages.

Chapter six deals with drama, and is a more detailed look at the rules. Here we get given a rundown of combat, which has again been streamlined from the normal storyteller system, mainly by making rolling damage less involved. There are also rules for Extras, faceless goons whose soul role in the story is to turn up and get beaten easily by the characters. Exalted can take on multiple Extras without much difficulty, which again adds to the cinematic and epic feel of the game. The chapter also covers what you’re likely to need to roll for certain actions, common uses of skills and other miscellania like environmental damage.

Storytelling is the next topic up for discussion, and this chapter gives a nice broad overview of the responsibility of the Storyteller (Gamesmaster), such as preparation, tricks to make the game feel cinematic, how to arbitrate stunts, and other general advice. The only downside with this chapter is it’s length, at only eleven pages, there isn’t much in-depth coverage. For a game that claims to be a storytelling game, this is a real shame.

Chapter eight details all sort of antagonists for your characters to meet, with stats advice for each and general and specific example of each. We get details on each of the other kinds of Exalted, enough to stat them effectively in the existing system. There’s also information on a variety of beasts and monsters, spirits, fae, elementals and undead. Oh, and a variety of diseases likely to show up in the world.

The final chapter covers equipment, weapons, mystic items and other resources. Buying equipment is handled nicely thorough the resources background. Weapons are as excessive and epic as the rest of the system, and starting characters can get hold of some very powerful weaponry, each with some wonderful setting flavour attached.

Overall: Exalted is a lovely setting, with a nicely streamlined version of the White Wolf system. The mechanics really evoke the subject matter and help encourage a style of play which fits the genre. If you’re not keen on White Wolf’s normal fayre, you will probably be very surprised by it. If you’re looking for a different angle on fantasy roleplaying, then it has that too. The manga stylings and powerful characters may not be to everybody’s taste. If you want your games to be epic from the start (rather than eventually), then it’s well worth checking out.

Review : Clanbook Assamite, Revised

A wonderful reworking of a Vampire clan for the new edition.

By Clayton Oliver, White Wolf, £8.99

There was a problem with the Assamite clan, and the problem was cliche. From the very begining they were defined as the assasins of the vampire world. They were one dimensional killers, capable of nothing more than turning up to kill people, worse than that, they conformed to the worst of the wests stereotypical views of the Islamic world. The original clanbook did little to change this, promoting an “us against them” ideology and falling into the “our antediluvians bigger than yours” trap, some of the ideas were good, but they still made it impossible to play an Assamite as part of a normal coterie. Fortunately the excellent Libellus Sanguinius 3 came to our rescue, providing a much more interesting view on the clan, and managing to completely turn the clan around, while still enabling the clans stereotype to exist. The same author has now produced the revised clanbook, and I’d be tempted to say it’s the best release for vampire since 3rd Ed arrived.

So what do you get for your money? Well, it’s a nice sized book, with plenty of quality illustrations, which give a nice feel for the clans apearance and history. The book is written from the point of view of the Assamites who have feld to the Camarilla (see below), but manages to not be too cloyingly in-character. The book is well layed out, and the writing style is very readable, without the annoying changes of narrator that jarred other recent clanbooks (Lasombra springs to mind).

The first section describes the Assamites’ history from the first city ’til the modern nights. It’s a storming chapter, covering how the clans three castes (warrior, sorceror and visier) came into being, and how their interactions have shaped the clan. One of the best bits about this is it really gave a feeling of how the internal politics of the clan works, giving every current event a solid grounding in the past. The chapter also geals with how the warrior caste came to be seen as the only Assamites by outsiders. Nice touches include how the assamite “Judges”, as the warriors were originally known, became addicted to diablerie (it was a punishment in the second city). It also touches on the Assamites activities in Europe before the anarch revolt, as well as their founders various appearances down the centuries.

The next chapter deals with the way the clan works and functions. It describes the three castes in more detail, giving a splat for each, along with an expanded weakness and a section on ways to roleplay them. In addition we get a detailed rundown of the current political climate in the clan. To give a brief explanation, the methuselah Ur-Shulgi, woke up and started to reshape the clan as he feels Haqim would want it. Unfortunately he demands that every assamite worship Haqim, which immedietly set him at odds with the large number of Muslim Assamites. The clan then split into two factions, the schismatics who fled into the Camarilla under the guidance of Al Ashrad and Tegyrius, and the loyalists under Ur Shulgi. As well as details of these factions, we get various other groups within the clan, the Web of Knives, Leopards of Zion, the 1000 meter club, all of which have extensive roleplaying notes. We are also given details on the organisation of the castes before the schism, with some interesting characters mentioned in passing to inspire plot ideas.

The discipline powers detailed in the book mainly focus on extending Quietus, as well as a new assamite sorcery path and a few powers for other disciplines. The quietus powers are mainly well thought out extensions of the discipline. Selective silence is a wonderful little power for choosing who can speak and who can’t. Some of the powers deal with effecting the blood of mortals who the assamite has fed off, and these are also particularly original. Of course we also get more combat powers, including a blood poison so corrosive it melts weapons. The chapter is rounded off with some flaws, one of which is particularly nasty, in that you still suffer from the Tremere curse, but thirst for kindred blood too. All in all, a good solid chapter.

The next chapter details the famous Assamites, most of which are memorable and spark plot ideas, which is largely their point. Tegyrius, was particularly interesting, being an ancient scholar of law, especially the note that he may be vying to become the first Assamite justicar. Last of all we get templates, better than average, but still just templates.

Overall: This book is great, well thought out background, quality powers, a complete reworking of the clan into a usable and inspiring group. In fact, I think this book has put the Assamites in line for my favourite clan, and I can’t really give a better compliment than that.

Review : Libellus Sanguinius 3 – Wolves at the door

A Darkages clanbook with background for the Assamites, Setites and Gangrel.

By Jason Langlois (Gangrel), Michael B. Lee (Followers of Set), Clayton Oliver (Assamites), White Wolf, $15.95/£9.99

The Vampire clanbooks, and their Darkages counterparts the Libellus Sanguinius series, have always been of mixed quality. Some of them are well written, inspiring and involving, others put you off ever playing that particular clan again. Fortunately this book manages to do everything that it should, it lets you in on the background of the Vampire Clans presented, gives you some nice ideas on how to play them, broadens the scope for playing them and generally is a very good read. It covers the three clans who hide at the edge of cainite society, mainly for geographical and social differences.

Physically the book feels nice and thick, and a quick flick through reveals some good quality artwork, Gangrel and Assamite score the best for this, with some nice characterful artwork. The followers of Set section lets the book down, with some artwork of the rough scratchy type which I don’t think suits vampire too much.

The Gangrel section is full of backstory details, like why the Gangrel and Ravnos don’t get on, where the Lhiannan and Laibon fit in (at least according to Gangrel Legend). There’s a nice contrast with the older V:TM Clanbook Gangrel, which tended to portray them as, to quote a certain TV show “A bunch of tree huggin’ hippies”. We get a nice image of a group of pagan creatures, who do not consider themselves cainites, being slowly forced into a society they don’t want.

Rules wise we get a merit for hiding in forests and a flaw that means animals like you too much (which is a hilarious idea). They also get some nice combo disciplines and a number of higher level protean powers. Lokis’s gift lets them shapeshift to the last creature who’s blood they tasted, and revert the beast temporarily gets rid of those animal features. We also get a brief mention of the Mariner gangrel, as well as the Greek Gangrel, who seem to be proto-city Gangrel and get Animalism, Obfuscate and Protean. There are some templates at the back, only one of which was particularly inspiring, a failed martyr, who went to convert the Pagans and got “converted” himself.

The Assamite section of the book is wonderful, the main reason being it actually makes the clan playable. No longer are the clan solely a bunch of ravening fanatic assasins. This book strongly empathasises that the Cainites image of the Assamites as a group of assasins is purely a product of stereotyping, it’s the west looking at the east with blinkered eyes. The whole clan is nicely fleshed out into three bloodlines, the warriors (the traditional stereotype), who are the ones who travel west most often and therefore what the westerners assume is the entire clan. There are also the visiers, who are mainly political in nature and control cities and trade routes, and the sorcerors (as detailed in the Thaumaturgy book) who deal in strange eastern magics. It’s nice to see a clanbook actually make a difference to my perceptions of the assamites, while it was possible to play an assamite before, this book makes the options so much more intriguing. Apparently the guy responsible for this book will be doing the new revised Clanbook from VTM, so I have high hopes for it. As well as details on the Assamites, theres some detail of the middle east during the darkages, which is helpful for those of us who know precious little about it.

The rules section of the Assamite book includes lots of good stuff. Another path of assamite sorcery, and some rituals, make the sorcerors very playable, and make it obvious how the clan keep in contact so well. The paths cover a number of astrological powers, used mainly for fortelling (vaguely) the future. The merits and flaws cover the Assamites multi-cultural nature, as well as the origin of the thrist for Cainite blood that will later become the clan flaw. There are also some combo disciplines, some of which may be a little unbalancing, ie the ability to parry every attack made against you in a turn with full stat+skill, I can see the muppets queuing up for that one, or the blood tempering (+1 sword of vampire slaying anybody?). Still by and large this section is fun to read and no more gross than anything else published in the annals of Vampire.

The Setite section tries to portray the followers of Set as the misinterpreted on one hand, and the obviously corrupt on the other. They are only doing there gods work, attempting to right a cosmic wrong, or so they say anyway. The writing is good and enjoyable, but I was left with the nagging feeling that I didn’t know much more finishing the section than when I began. While it’s nice background, and good to see the Followers of Set’s take on events, there just didn’t seem to be enough for me. Perhaps the best idea is the fact that the Followers disdain the use of the bloodoath, for religious reasons, of course. The Followers of Set get a nice bit of sorcery of their own, as well as a nice background for networks of contacts. They’ve got some cultural flaws and the via Serpentis too. Otherall, the weakest section, but still worth a read.

Overall: I liked this book, it was full of nice tidbits of information and background, as well as interesting implementations of them in rules. Obviously the value of this book to you depends on your inclination when choosing a clan. For me the Assamites were the highlight. Anyway, it’s better value than a modern day clanbook, and a definitely one for Darkages storytellers.