Aside from re-introducing the Hecata back into V5, what does this book actually add to your game?
1) Each of the included Major Religions/Cults is full of useful world building and Character options. The history and general motivations of each group, make it easy to include them into any campaign.
2) Examples of progression through the various groups, give Players something tangible to work toward, if they want.
3) New SPCs to fill the emptiness of the night. Let's be honest not everyone has the time/desire to sit down and create a mix of random characters to throw at their player's chracters. We get new Animals, Ghosts, Ghouls, Kindred, and Mortals. What storyteller doesn't like having options to pull from?
4) Survival is easier in a group right? Included are multiple new Coterie types to help flavor your Story/Domain, or maybe just find a better fit for a particular group/setting.
5)The new Powers, and Rituals/Ceremonies help to build interesting if not terrifying Characters for players and storytellers alike. Expanded options to Oblivion for bringing Necromancy back to the table and fleshing out the Hecata. Several of the included faiths introduce unique powers all their own, and could easily be used to remind players just how monstrous Vampires can be.
6)Bloodlines not neccesarily enough remaining to call themselves a clan anymore, but they are still here. A useful inclusion to add even more flexability in allowing players to create the character they want to play. Again, options are good.
7) Yeah it's called Humanity. Regardless of what it is called, it is what keeps you from falling to the beast within. The inclusion of Conviction lists for each of the major faiths, demonstrates how a Vampire might differ from say a Human, in their thoughts and actions.
I don't want to give away everything that is inluded in Cults of the Blood Gods but you'll be glad you got your hands on this one!
This is a great resource for Storytellers and Players alike, both new and established.
[5 of 5 Stars!]