It seems so easy. Just a sip, a taste, and you're better than all the rest. You can suck up a bullet wound to the gut. You can knock your enemies through walls with a shove. You can have all the night has to offer without sacrificing your body and soul to it. This deal is too good to be true. Yeah. That's what Faust said. And now the Damned want their due.
...You Know You Want It!
Ghouls: Fatal Addiction is a Vampire: The Masquerade sourcebook detailing the half-human servants of the Kindred. Whether you need a few new whipping boys or just want to taste the lash yourself, this book has everything you need to create ghouls as player or Storyteller characters. Watch out, though. This book just might make Renfield wake up and smell his fix...and the master who lives by blood might die by it, too.
Ghouls: Fatal Addiction includes: * Rules for creating vassal, independent and revenant characters. * New Merits, Flaws, Derangements and other Traits to help you roleplay a codependent blood-slave. * Secret societies, ghoul "games," and clan-specific information on how vampires treat their servitors.
All the World of Darkness games are intended for a mature audience (although inevitably some “E-V-I-L kiddos” will play it moronically). Only being mature and understanding loss can a gamer experience the realities of Vampire and personal horror. The game can be occasionally heroic and action oriented, but VtM isn’t properly stories of Vampire Super Heroes or “evil is cool” campaigns (obviously if your gaming group enjoy such settings, please continue to do it – the golden rule of gaming is to have fun; but some settings are more adequate for certain types of play). In this supplement the personal horror experience and the Faustian deal is in such a way clear that there is no way that it can remain hidden. I dare to say that this Ghoul setting is more attuned to the personal Horror experience designed for “Vampire” than the main setting with all Vampire Player Characters troupe! And here there is no doubt at all what you are; what you need to keep your power…and you will do anything at all to keep the juice coming.
When I refer to the needs of mature players for this product I’m not referring to the sado-masochist art in the cover and interior illustrations. Some implications are truly terrible and monstrous, such as the possibility of Frenzying when one’s child cry incessantly; or a domestic dispute; or failing an objective at work; or being forced to deceive or even lead someone to enslavement or death. The things a Ghoul must to do to keep the godlike/demonlike being she/he adores happy will lead to inevitable repercussions with their family, job, moral values. The fact that the character is in fact ignorant of what is happening and why she/he feels and craves the way she/he does will enhance the effect of any loss that will occur due to actions of the character. And that’s why this book isn’t for the faint of heart. It’s not only for adults, but adults who are mature enough to play an Addict and see the consequences of their actions.
Because that’s what Ghouls really are: addicts. And playing one can be an atrociously intense experience. This supplement by Ronni Radner and Ethan Skemp, produced in 1997 (year of the Ally) tries to bring the day to day and night to night existence of those omnipresent servants of the undead. Their physiological and psychological characteristics, their capacities and limitations are described in detail, something which was missing in the 6 first years of the game VtM (Ghouls were those servant guys with Potence 1. Period). The rules are well thought of and three main playable ramifications are provided: Vassals, Independents and Revenants. The sub-ramifications are immense, and the types of campaigns are also numerous and most of them quite rewarding.
The authors also provide guidelines on how Domitors of different Clans and ages treat their Ghouls, and how they use them. Obviously those are archetypical guidelines; each character and non-player character should be individualized. There are Ghoul creation rules, evolution tables, new backgrounds, ghouling animals and supernatural creatures, overcoming blood bonds, merits and flaws and proper descriptions of four revenant families, their powers and weaknesses, Bratovitch, Grimaldi, Obertus and Zantosa, among many other subjects.
The art by Vince Locke and Guy Davies is extremely adequate; almost always focusing on subjugation, both physical and mental.
This supplement is truly a welcome addiction (pun intended) to the World of Darkness.
En af de bedre Vampire source-bøger jeg længe har læst. Den gav mig rigtig mange ideer til ting, jeg har lyst til at lege med - enten køre nogle oneshots eller inkorporere i en længere kampagne.