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Capsule Review
January 2, 2000 Edited: August 28, 2017 by: Itay Horev
Itay Horev has written 6 reviews, with average style of 3.00 and average substance of 3.33 The reviewer's previous review was of The Inquisition.The reviewer's next review is of Demon Hunter X. This review has been read 734 times. |
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The side facing the players is excellent as well. It has some artwork from the book, some of it in color, and looks like some hunter's memo board, with all sorts of notes which seem to be attached to it with pins, like photoes, hunter codes and a shopping list (ending with "SHELLS - LOTS!") If you're the kind of GM that uses screens, you're going to love this one.
Each chapter explains one kind of creature at a turn, from spirits to nightmares (Changelings). The explanations don't go into the creatures societies. You won't find information about the Cammarilla, or the Hierarchy in this book, but then again, what does it matter to hunters? What you will get is some mechanics for the creatures, and a list of powers they can use, so you can use these creatures in your game without owning the rulebooks, a thing that was rather hard to accomplish with the mechanics presented in the Hunter rulebook.
And what if I already own all those rulebooks, you may ask. The book is good for your type too. I, as the owner of all five books, know that my players know all the ins and outs of supernatural societies and powers. This book helped me create unexpected creatures, since the powers are somewhat different than the ones presented in the rulebooks, and the way they are acquired is very different. After all, these mechanics allow me to create a vampire that can become unseen, wipe a victims memory and boil a victims blood. That kind of vampire is pretty hard to describe in the official mechanics of Vampire: The Masquerade, and when your players know the world of darkness, it all comes down to breaking the rules.
Style: 5 (Excellent!)
Substance: 4 (Meaty)
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