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Chapter One is the Divine Calling and deals with the Blessed. There are 17 new miracles (my favorite name is Jawbone of an Ass), 5 new Gifts and 2 new Divine Interventions, making the Lord's Asskickers that much more potent.
Chapter Two is A Whole New Deck. As you can probably guess, this deals with hucksters & hexslingers. Ah, but wait, it also brings in the Thaumaturgical Diffusionist from the City O' Gloom boxed set, reprinting their hexes and making so that if you want the TDs, but can't get the CoG, then you are fine with this book. There are 6 new huckster tricks, 11 new huckster hexes, full rules for Thaumaturgical Diffusionists, 4 TD tricks and 35 TD hexes. It also clarifies/rewrites/fixes the TD hexes from CoG.
Chapter Three is the New Secrets of Shaolin. Like the TDs, the martial artists were detailed in a boxed set (the Great Maze, to be specific). Unlike the Thaumaturgical Diffusionists, the Fu warriors get a whole new (and, IMHO, better) rule set. All the rules, weapons, maneuvers, hindrances and edges needed to generate David Carradine on absinthe are included, including 36 Fu Powers (most of them reprints from the Great Maze, updated of course, but I believe they snuck a few new ones in there...).
Chapter Four, the Way of the Spirits, is easily the weakest of all of the chapters. This one deals with shamans, and they sorta get the short end of the stick. Clarifications to some of the stuff from Ghost Dancers is given, and then comes the new stuff. There are 3 new Guardian Spirits and 16 new Favors. Most of 'em seem kinda bleh, but, well, Shamans were never my favorite AB type in the game, so YMMV heavily here.
Chapter Five is the aptly-named Conjure Bags & Curses and deals with one of my favorite all-time subjects, voodooists. Voodooists were introduced in the River of Blood boxed set and get reprinted & updated here. Rules on creating them, info on Loa, and the spells, all 33 of 'em, are in this section. Like I said, I love, love love voodooists, so I'm enamored with this chapter. Again, YMMV.
Next, we have a martial artist, metal mage and voodooist archetype.
And the book wraps up with the Marshal's Handbook. Since this book is all about the players, the section is short, weighing in at 4 pages, including the 2 full-page pieces of art. An index is included, unlike most of the Deadlands sourcebooks, but it seems to be pretty nifty and useful.
And, some of you worry about the art. I'm not overly worried about artwork in RPG books, and generally don't comment about it , but I will here. The chapter header pieces and the archetype illustrations are all quite good. The stuff within the chapters, for the most part, is craptacular. Some of it is almost painful for me to look at. But art's a highly subjective subject, so, form yer own darn opinions. :-)
In summary, I find this book extremely useful and worth the money paid for it. If you can get a copy, it's needed almost as badly as the splatbooks are. For those of you playing d20 Deadlands, you would need to do some converting to get it to work for you as there are no d20 stats for stuff. Not a problem for me, 'cause I'd rather burn my eyes out thanplay d20 Deadlands (not that I have a particular issue against d20, it's just I don't feel it works with Deadlands).
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