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In the Tzimisce Illustration Pack the artist provides us with 3 slightly different versions of 5 different FULL PAGE character protraits that can be used to represent characters of the Tzimisce clan. The art work is amazing and the artist licenses the art's use in both your games and in your own storyteller vault products.
This is clearly a 5 star project and we recommend this product to anyone wanting a few visuals to improve their game play experience and to all authors of community content project that need art to spice up their works.
For less than 2 dollars an character image this is a steal.
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This books adapts the concept of Merits & Flaws from the classic World of Darkness system to D&D 5e, using a point cost system and various prerequisites. The book includes a selection of several merit & flaws in the following categories: Physical, Mental, Social, Magical and Miscellaneous.
The concept of Merits & Flaws is a interesting addition to the DnD system and the author does a pretty good job presenting them.
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The World of Darkness RPG Consent Checklist is a great tool for players and Storytellers to make a gaming enviroment in which both the players and gamemaster feel comfortable and safe. Unlike the X-card which is designed to do something similiar, this product is proactive instead of reactive, helping plan out where the Roleplay will be and can go ahead of time.
The Tabletop Gaming Club finds this a very useful tool and recommends it to everyone..
Simple but effective.
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The World of Darkness RPG Consent Checklist is a great tool for players and Storytellers to make a gaming enviroment in which both the players and gamemaster feel comfortable and safe. Unlike the X-card which is designed to do something similiar, this product is proactive instead of reactive, helping plan out where the Roleplay will and can go ahead of time.
The Tabletop Gaming Club finds this a very useful tool and recommends it to everyone..
Simple but effective.
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Soul Fire claims to be the spiritual sequel to Dark Alliance: Vancouver. Set in Vancouver, Soul Fire is an interesting take on modern day Vancouver.
With Vampire Dragons, Gangrel Dinosaurs, Time Travel, and Vampires who literally set their Souls on Fire, what more is there to say.
This book is not for everyone, but the Tabletop Gaming Club was VERY much ENTERTAINED by this product.
We do want to mention that the first chapter talks about the status of the vampires from Dark Alliance: Vancouver and updates them for modern times... but doesn't include stat blocks for them..so to really know who any of them are you need to own Dark Alliance: Vancouver.
Also this book, could have used an editor as it seems to have quite a few gramatical and spelling errors that detract from the overall product.
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Creator Reply: |
Thank you for the review. You are the first to review my book and I appreciate it.
The concept for the book is a little over-the-top but both Dragons and Time Travel (Temporis, a very limited time travel domain) are canonical although they usually hide in the shadows more.
Dinosaurs, well, I thought why not since Obfuscate, Chimerstry and even Dominate should be able to conjure them, why not Protean.
I left the stat blocks out because I wasn't sure I was allowed to include them. At this point I am aware that I can include stat blocks and I'm planning an update where I'll put them in.
Despite hours re-reading and re-reading the book for errors, obviously I should scare up an editor.
Thanks again. I'll go cry now, but every comment pushes to make my writing better. Thanks!
Mark Charke
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The second book in the Athens Chronicles series deal with three great events in Cainite history, the Convention of Thorns (and the formation of the Camarilla and Sabbat), the Treaty of Tyre bestowing the Blood Curse upon the Banu Haquim by the Tremere, and the Promise between the Camarilla and the Giovanni. The stories can be used as a continuation of the events of Book 1 or as part of other long term Chronicles like Transylvania or Giovanni.
The alternate events for the Convention of Thorns presents the actions of the Inconnu, the Manus Nigrum and the Promethean and their efforts to shape the nascent sects. I like that the author tells us that we can use this version of events or the one presented in Transylvania Chronicles II.
The chapters for the Treaty of Tyre and the Promise are interesting but feel a bit forced for characters that choose to align with the Sabbat during the first chapter.
The appendix deals with systems that deal with downtime, the change from the Road system to the Humanity and Paths and finally a short writeup of the Founders. We found the part dealing with the changes from Roads particularly interesting. Overall it's a pretty solid sourcebook.
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Lost Entitlements Volume 2 much like the previous volume contains interesting updates of ideas from 1e and are fleshed out enough that they can be dropped directly into a game.
The Tabletop Gaming club found the material in this booklet interesting look forward to trying it out in a game. We especially liked the write up of the Scarecrow Ministry, check it out.
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Arcadian Arbitration is another CtL book by Chris Falco. This time he gives us a type of magic called Enchantment and the mechanics for using it. It also gives us 11 new "Goblin" contracts to used in a CtL game. Most of the mechanics presented seem to be well balanced and are somewhat interesting. We look forward to using them in a game.
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This sourcebook can be divided in two parts:
The first part of the book gives us new fetishes, talens and totems for use in a Sava Age Chronicle; with several interesting ideas in the mix, I particularly liked the totems that were created as precursors of modern ones.
The second part is in our opinion the best part of the book, because it explores what it means to set a Werewolf Chronicle during the titular Savage Age. This chapter aptly titled “How to Savage Age” does a good job detailing the differences with the modern setting players and storytellers must have in mind while creating stories and characters for this time period.
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We think the strength of the savage age setting lies in the flexibility it allows to explore the possibility of telling stories centered in the varied Fera that were lost to the War(s) of Rage. In this case the Weaponized Ink Project give us a new tribe of Bastet that forms the core of an Alliance of Fera in the form of the Hamaal, that is tragically destroyed by the most common flaw associated with the Fera: Excessive Pride. The writeups for the Wlewa, their various allies under the Hamaal system and their various gifts, totems and the new mechanics for Eldritch Magic can be used in several interesting ways in chronicles in the Werewolf line.
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This sourcebook shows great creativity on the part of Weaponized Ink Project, especially as it is a response to a minor plot point presented in Shattered Dreams. Despite not being entirely sold on a new changing breed, even with the arguments presented by the authors, the conversion from Naghaluu to Garou can be easily done. The rest of the book can be used to add several interesting story hooks in a running Chronicle.
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The sourcebook does a good job stablishing the cultural practices of the Khara and tying them to their duty as Bastet, it also uses this as a reason for their enmity with the Garou and subsequent extinction. The contents of the book can be used to inspire several story hooks for Chronicles of Werewolf set in modern times.
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A great sourcebook that gives players and storytellers alike a view of the history of this Bastet Tribe, detailing their place in the world of the Fera. It provides us with details of their society, their gifts and fates.
We personally liked the depth of thought that went in painting the conditions that drove the Ceilican to seek refuge in Arcadia.
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It’s a great product for the Savage Age line. The jumpstart contains: a tragic antagonist created by the horrors of the War of Rage, several ideas to use as a base for a chronicle, a premade pack full of interesting characters, writeups for allies of the antagonist and npcs, a section with the gifts used in the book (both old and new) and finally a nice summary of what to have in mind during a game in the Savage Age.
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This is a chronicle for the 20th anniversary edition of Vampire the Dark Ages covering three periods of great upheaval in the Cainite society of Athens, I particularly like the inclusion of the Ashirra. The book presents a short write up of the setting for a Cainite society in Athens (terminology, clans and politics). The author makes great use of several NPCs from the wider Vampire metaplot and their appearances serve to ground the Chronicle in the region and its place in the World of Darkness. Of particular interest the appendix consists of a write up for the Telyavelic Tremere (here known as Pagan Tremere) and a slew of new thaumaturgy paths and new combination disciplines.
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