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Bloody but Unbowed V5
by DSC T. G. C. _. [Verified Purchaser] Date Added: 01/23/2022 18:55:02

This sourcebook contains a scenario that can be used as a jumpstart for a chronicle or as part of an ongoing one. The scenario is interesting and we are presented with options for running it with stablished kindred characters or as mortals (with the option of receiving the Embrace). The SPCs and Pregens are well written and even if one can set the secenario in any city using the domain of Rockford, Illinois is a good choice that can serve as a base for a chronicle due to beign close to the Domains of Gary, Chicago or Milwaukee.

Presentation wise the book is very good, the images used are fitting for stablishing the mood and representing characters. The writting is good with only a few typos. The only thing we think is missing is a small map of Rockford, and even that can be solved with a quick web search.



Rating:
[4 of 5 Stars!]
Bloody but Unbowed V5
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First Team Dossier: The Gore-Floor Technicians
by Joseph C. [Verified Purchaser] Date Added: 01/21/2022 21:15:09

Another great Pentex First Team supplement in the same vein as the previous two dossiers; Gore-Floor Technicians is filled to the brim with a powerful First Team that will serve as fantastic antagonists for your warriors of Gaia. These elite members are a callback to various 80s and 90s horror films, are very powerful, well-written, and you can tell the creators of this book are having fun with this series.

The individual art for each character was also very well done and easily rivals anything you'd find in modern Para-Wolf books. I highly recommend it!



Rating:
[5 of 5 Stars!]
First Team Dossier: The Gore-Floor Technicians
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Cordel da Fome
by Jefferson N. [Verified Purchaser] Date Added: 01/21/2022 07:04:53

Saiu Cordel da Fome, a terceira aventura da grande crônica Caminhos do Brasil, parte do cenário Brasil em Fúria, da equipe Nação Garou.

Dividido em 3 capítulos, com os dois primeiros lançando as informações importantes para situar a crônica e o terceiro com a aventura propriamente dita. Existe ainda um apêndice, com mecânicas novas e regras opcionais.

Como já é tradição, o livro começa com uma introdução de conto, mas aqui seguimos pelo caminho do cordel para nos colocar nos eventos do passado e no terror da Igreja da Fome, na Última Melodia de Asa Branca.

Capítulo 1: Grande Sertão Vermelho O capítulo busca trazer o entendimento geral do cenário do Brasil em Fúria, considerando os últimos acontecimentos das duas aventuras pregressas, Pontes Queimadas e Rios Profundos. Estabelecendo um "tempo presente" que considera as consequências da crônica até então. A ideia padrão é que a aventura seja uma sequência imediata, encaixando um personagem do narrador chave para dar continuidade, ainda que possa servir como apresentação do cenário de Brasil em Fúria, de maneira independente, com pouco esforço.

É apresentado ainda, antes do histórico geral da região dos sertões, um breve resumo do planejamento geral da aventura, o que é sempre muito útil e elogiável, já que o material é denso e resumos assim ajudam narradores a enxergarem o grande esquema das coisas com maior facilidade. A forma como esse resumo da aventura é apresentado suscita bastante a criatividade e o desejo pelo jogar. Ela envolve todo o lado mágico e místico do que é jogar Lobisomem, além de dar espaço para os Fera do Brasil e traz elementos de disputas territoriais, conflitos entre matilhas, detalhes que são partes fundamentais do jogo.

Sem querer dar spoiler, mas a gente pode dizer que tem até um pouco de viagem no tempo ;)

A descrição geral do ambiente geográfico do sertão não se limita ao básico que poderíamos encontrar na internet (ou na sua biblioteca local, com os antigos faziam), aproveitando a descrição pra incluir cenário da crônica no processo, com detalhamentos das ações de subsidiárias da Pentex e produção de rituais com uso dos elementos da biodiversidade do sertão, o que é sempre um detalhe positivo.

Além de um panorama histórico da região, temos ainda uma breve descrição da Umbra local, mostrada escura, abafada, silenciosa, ainda que não abandonada, mas repleta de espíritos fugidios e reclusos, marcada pelo chão rachado, por onde ecoam vozes atormentadas.

Capítulo 2: Morte e Vida Severas Aqui é a cereja do bolo. Não estamos falando da aventura ainda, mas sim do cenário representado. Já é tradição nos livros do Brasil em Fúria, que os materiais sejam utilizáveis para além das aventuras. Aqui conhecemos personagens e situações, localidades, que podem ser utilizadas em qualquer jogo. Se você quer jogar uma crônica no sertão, este capítulo será útil independente da aventura que se segue depois. Dois personagens garou são apresentados, como peças fundamentais da aventura que se seguirá. Destaque para Benedito "Sem Futuro" que traz algumas boas ideias de como aplicar o próprio legado do Brasil em Fúria, com um sétimo filho do sétimo filho.

O grande destaque do capítulo é a descrição da cidade fantasma de Cococi. Parte importante da aventura, mas aqui descrita em detalhes para uso em crônicas para além do Cordel da Fome. Em um cenário, como foi estabelecido na publicação original do Brasil em Fúria, em que os mortos parecem caminhar em procissões por aí, é interessante pensar em como vai ser uma cidade fantasma nesse contexto.

A cidade de Cococi é apresentada com inúmeros espíritos e fantasmas, ganchos realmente interessantes para qualquer crônica, como no caso do poço seco, onde se jogam moedas que se tornam "mágicas", guardando a memória dos pedidos feitos. Um portador de uma destas moedas sonha com quem desejou, sonha com o pedido. Pense na possibilidade de ganchos só com esse detalhe... Só não se esqueça que alguém coleciona essas moedas, fique atento, filhote.

É aqui também que aparece um dos pontos centrais da aventura, o Mandacaru do Sol. Um lugar que, como já tem sido repetitivo dizer, vale por si só. Independente da aventura ser utilizada ou não, toda a descrição da cidade e de seus arredores servem como conteúdo para jogos de Lobisomem, mas não apenas, já que até mesmo aparições podem ser utilizadas aqui, assim como os Fera, em especial os corax.

O restante do capítulo apresenta os personagens do passado, as duas matilhas que antes disputaram o território. Os dois grupos são apresentados com suas motivações, históricos e dicas de interpretação, além das fichas detalhadas. A ideia aqui, como você bem deve saber, é que os personagens jogadores da crônica encarnem esses garou do passado para reviver os eventos que guardam importantes segredos para o futuro do Brasil em Fúria. Os personagens são muito bem construídos e são poderosos, dando um gostinho para os jogadores de encarnar o couro de adren e athro.

As duas matilhas apresentadas, que são inimigas, possuem uma história entrelaçada com toques de humilhação, vingança e muito rancor. O que torna parte da aventura pela disputa de território ainda mais interessante. Não é só pelo campo de caça, existe muita coisa atravessada entre as duas matilhas, mas não vou estragar a surpresa pra você, cabra cabriola!

Além das matilhas, são apresentados Parentes importantes. Gosto de ver quando o conceito de matilha se amplia pra envolver todo mundo ao redor.

Destaque para alguns vilões no fim do capítulo, como o Comedor de Fígado (bom desafio pra suscitar aquela velha treta), Corpo Seco e, claro, Voz das Entranhas, uma Dançarina Anciã com uma história perturbadora, não pule essa leitura e me agradeça depois.

Capítulo 3: O Alto dos Compadecidos Depois da apresentação de personagens, localidades, contextos, vamos para a aventura em si. Vou tentar não entregar muitos spoilers, mas vale lembrar que ela é uma continuação direta de Rios Profundos.

A aventura está dividida em 3 momentos. O primeiro funciona como uma apresentação geral da situação da região do sertão, colocando em prática muito do que foi apresentado no capítulo anterior, incluindo alguns npcs e a própria cidade de Cococi. Ainda que sirva principalmente como preâmbulo para o grande momento da aventura, apresenta situações muito interessantes com espíritos e fantasmas, acordos e soluções que precisam sair da simples violência e dominância garou para serem resolvidas.

A segunda parte dá cabo da "viagem" ao passado, encarnando os personagens ricamente apresentados da matilha dos Cancioneiros do Luar Sozinho e suas disputas com a matilha rival dos Calangos. Para só então chegarmos à conclusão que gira em torno do uso das Igreja da Fome, apresentada originalmente no Brasil em Fúria.

Gosto da forma como a aventura é apresentada. Existem poucos blocos informativos que podem ser lidos diretamente para os jogadores. Na maior parte do tempo a aventura segue muito mais como uma conversa entre os autores e os leitores, de modo a sugerir ideias e abordagens de como lidar com as cenas apresentadas. Em um jogo de poderes e capacidades tão plurais quanto Lobisomem, esse tipo de papo aberto faz toda a diferença, especialmente para narradores menos experientes, que temem serem pegos de surpresa.

Apêndice Por fim temos o apêndice com algumas questões mecânicas novas, como o Campo de Caça, que evidencia um pouco mais o elemento do jogo que parece ser ignorado em muitas mesas por aí (o que nem é culpa dessas mesas, diga-se de passagem), além de dons, rituais e fetiches. Destaque para o Dom Olhos da Extinsão, que permite descobrir qual das faces de Ukupewa se faz mais forte em um determinado lugar/alvo. Entre os rituais eu gostei bastante do Rastapé, que fortalece os vínculos entre os Parentes. E não podemos esquecer dos novos totens, como o MARAVILHOSO CARCARÁ QUE JÁ É O MELHOR QUE TEM.

Achei o peso dramático do fetiche Punhal do Amigo muito interessante como motivador de histórias e tretas. Temos ainda no apêndice algumas boas considerações pro caso de você desejar um crossover entre Lobisomem e Aparição.

Para além do texto, todo o livro é muito bem apresentado. A diagramação segue competente e as artes estão muito boas, cada dia melhores nas produções do Nagão Garou. Destaque para a capa, as artes de capítulo, imitando a tradição do cordel nos traços e nas cores e a originais internas, ficam os elogios para os artistas envolvidos. A arte da página 57 é perturbadoramente linda. Que agonia!

Como é tradição, o livro se encerra com as considerações finais, na qual os autores se despedem de mais um trabalho e apontam os focinhos para os novos odores que vem do amanhã!



Rating:
[5 of 5 Stars!]
Cordel da Fome
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Tales From the Moot
by DSC T. G. C. .. [Verified Purchaser] Date Added: 01/19/2022 18:11:22

Tales From the Moot is a excellent anthology of works from numerous authors. Each story features Garou of a different tribe, with each story told in its own unique style. The majority of the stories are very well done, and we were well entertained.

The tabletop gaming club recommend this anthology, with the cavot that there is much more good than there is bad within its covers.



Rating:
[5 of 5 Stars!]
Tales From the Moot
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Break the Chains
by Brandon H. [Verified Purchaser] Date Added: 01/19/2022 08:07:10

I remember the artist sharing a preview for this a few months back and I was thrilled to finally get to finish the story! The art style is fantastic, with dark pages full of hopeless and menacing imagery befitting the World of Darkness setting we all know and love. Looking forward to more!



Rating:
[5 of 5 Stars!]
Break the Chains
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Creator Reply:
Thanks for the lovely review Brandon! Looking forward to creating more. Thanks for your patience for waiting from the preview date and I hope you enjoy what's to come!
Ascension's Landscape: Setting Refinements and Story Hooks
by Charles S. [Verified Purchaser] Date Added: 01/18/2022 23:58:01

Ascension's Landscape fits an essential niche in the Mage ecosystem. All sorts of essential questions that are often unspoken are brought up and discussed, with several possible resolutions. From "How many mages are there?" to "What makes the WoD dark?" it's a collection of things that an ST really needs to think through before setting up their game, often things that it is essential that players know before they can make appropriate characters. I recommend it to everyone interested in running Mage or thinking about what actually makes the setting tick.



Rating:
[5 of 5 Stars!]
Ascension's Landscape: Setting Refinements and Story Hooks
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Welcome to Purgatory
by Jackal A. [Verified Purchaser] Date Added: 01/17/2022 20:09:38

Definitely would reccommend this; provides a good starting jump-point for campaigns!



Rating:
[5 of 5 Stars!]
Welcome to Purgatory
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Anarchy In The WOD: A Complete Guide to the Anarchs
by DSC T. G. C. _. [Verified Purchaser] Date Added: 01/16/2022 20:22:25

This book is designed to expand uno the Anarch book for V5 and it offers several good concepts to support a chronicle designed around the sect. It offers several plothooks and story seeds related to the history of the Anarchs, it also gives several examples of Anarchs domains that can be used as presented or used as inspiration for Sect controled territories. The author expands upon the kinds of vampires that claim membership in the sect with sample convictions for each one and taking into account the great diversity in politics, goals and cricumstances in the Anarch Movement. This includes giving us several archetypes for all the clans, Caitiff and Thinbloods. The book includes write ups for the Gargoyle and Lhiannan bloodlines, the last one beign a very clever way to bring back a extinct bloodline. The chronicle bulding part of the book presents lots of options, tips and story seeds regarding all one might need to make an Anarch centered chronicle. We really liked several of the concepts presented for SPCs and the multitude of options regarding governance in an Domain controlled by the Anarchs. The last part of the book deals with game mechanics: New Predator types and Advantages fit well with the overall themes of the Sect. The new Disciplines powers are nice even if a few of them are conversions of powers from previous editions. The section for expanded stats for several animals is appreciated. Finally the loresheets are interesting and we really like the Gargoyle and Nosferatu ones. The biggest problem of the book is that the writing seemed rushed due to a lack of proofreading, the text is plagued with typos, spelling and grammar mistakes and some incomplete sentences. An example of this is that the third dot of the Headliners loresheets consists only of the word “piece”. The book could have used an editor.



Rating:
[4 of 5 Stars!]
Anarchy In The WOD: A Complete Guide to the Anarchs
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Creator Reply:
Thanks for the review. I'm working on addressing the typos, so i'll be issuing updates to correct those issues. I've also fixed that specific loresheet issue as I also noticed it had been missed!
Anarchy In The WOD: A Complete Guide to the Anarchs
by Søren A. H. [Verified Purchaser] Date Added: 01/16/2022 19:41:18

This is a pretty decent PDF, clocking in around a hefty 130 pages. It's a companion piece to the V5 Anarch book, and it do have the same feel in a lot of ways.

THE GOOD

  • Quality of the writing itself is pretty evocative, and does well in communicating the content of the book.
  • The section on the types of characters is amazing, both for STs and players alike. Especially the guidiance on Touchstones for Anarchs.
  • The SPC's gallery is rad, filled with some pretty curious figures. While they only have Artbreeder portraits, it's a great way to get a sense of feeling with the character in question. My personal favorite is the one that would be drinking Vodka Martini's if he'd been alive.

THE BAD

  • Lack of Bookmarks: Okay. It's a 130 pages. There's a need for bookmarks in a book like this.
  • Formating and Editing. While I understand that most STV publications are not putting all that much stock into formating, when you get to a certain size, it's needed. This document also needed at least another editing pass. It feels like the book is emulating the layout of Anarchs, while not understanding how to work within the framework of that book's design.
  • Organisation: It's a minor point. The flow between the chapters feels a bit random, and not really organically flowing between the chapters. Especially when the chapters can be so sort, it's quite jarring to radically shift focus away from a topic, straight into different topic.

Notable Mentions:

  • Mechanics: This book has more Discipline Powers, and while some of them feel quite circumstantial, they're quite solid. New Predator types, new merits. I would have loved some more in that regard.
  • Anarch Areas: This chapter had a lot of promise, but I would have loved to see a page on how a domain actually worked, but the blurbs we got were amazing.

All in all, it was not everything I hoped, but it is a very useful document to have for any Anarch player. I would have loved to have more advice on either running or player Anarchs, with examples on the diverse ways the Movement can manifest, but it seemed like there was a lot of angles that were never covered. There's deffo more stuff to work with in the movement, and this book was a step in the right direction.



Rating:
[4 of 5 Stars!]
Creator Reply:
Thanks very much for your review - i really appreciate the feedback, and i'm glad you like the SPC gallery. They're all SPCs from various games i've run, so it was great to put what had only existed in my head out there for all to see! Great point on the bookmarks - i've updated the document and added those in, as well as editing some of the spelling issues out (The spellcheck feature isn't working, and you tend to go somewhat text blind after a while, so i'm working through them to make sure they don't get in the way!). I like the idea of day to day running of a domain, so perhaps i'll add that in an update a bit further down the line! Thanks for reading!
Vampire: The Masquerade 20th Anniversary Edition
by Princess P. [Verified Purchaser] Date Added: 01/15/2022 16:11:40

Cant get enough if this, the 20th is worth it. love all the updates. I enjoy this much more than v5 but all the vampirw peoducts are great! v20 8 feel is more RP based and v5 is mechanical. just pwrsonal opinion though! happy gaming at all tables! :)



Rating:
[5 of 5 Stars!]
Vampire: The Masquerade 20th Anniversary Edition
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Never-Real Worlds
by Charles S. [Verified Purchaser] Date Added: 01/13/2022 14:20:42

Never-Real Worlds provides charts for randomly generating Paradox Realms. Implicit in it is an approach to Paradox Realms that isn't quite in the books but makes them much more functional: that they should be a series of small challenges to overcome for the player and character (and suggests using some aspects of this book for other things, like Seekings and just strange corners of the World of Darkness). Overall this is welcome. Turning a thing that is honestly only vaguely defined in the official supplements into something with enough structure that sending a PC to a Paradox Realm doesn't truly destroy the flow of the game (or act as a non-standard Game Over) is a good achievement. The book also has a fun approach to the art: most of it is landscapes from artbreeder, a publicly accessible AI, which lends a certain "not quite right" and surreal quality to much of it.

The only significant criticism I have is that the author seems to think that 2d10 and d20 but no 1 are similar probability distributions, and may not realize that one of the tables is going to be very strongly weighted towards a few outcomes when it seems the intention was to make them all about equal. An easily fixed problem as most games should have a d20 lying around, or can simulate it with an odds/evens roll for the tens digit and a d10 for the ones digit to get numbers 00 through 19, adn either add 1 or call 00 as 20 as a workaround.



Rating:
[4 of 5 Stars!]
Never-Real Worlds
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Reign of the Exarchs
by Andrew P. [Verified Purchaser] Date Added: 01/13/2022 06:28:39

The Seers book is one of the best accessories for mage, in my opinion. For those that have moved on to the 2nd edition, most of the content can be used with the 2nd edition too. The writting is good and interesting, the factions are well explained without being too long and there are tons of things you can use the Seers for. Seers are more than "bad mages" and that book makes clear of that.

There are also ideas for Seer players. Not Pentacle-Seer cabals, but for Seer Pylons. But... yeah, the Seers are in general, evil and should be used as antagonists.



Rating:
[5 of 5 Stars!]
Reign of the Exarchs
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Tabula Rasa
by Helder A. [Verified Purchaser] Date Added: 01/13/2022 02:45:56

Plese, take my opinion with a grain of salt. Bear in mind that I don't actually find this product bad or anything. I just expected something meatier.

Tabula Rasa works like a minigame by itself, while not offering all that much mechanical support. It's basically an activity of rolling on random tables with suggestions, while you fill up the blanks on your own. You know, like a solo game with an Oracle of sorts. If a character background generator strikes your fancy, this product might actually be your thing. Don't expect an alternative character creation system (though it could work that way), but an idea generator for your character's past.

As for it's presentation it's very appealing and easy on the eyes. Will look for more products from the same author.



Rating:
[3 of 5 Stars!]
Tabula Rasa
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Vampire: The Masquerade 20th Anniversary Edition
by Brian L. [Verified Purchaser] Date Added: 01/10/2022 15:54:55

I got my copy as a Black & White Softcover (bring back this option!) and it's held up for many years, despite heavy use and frequent abuse.

I missed out on the Kickstarter, but I grabbed my print-on-demand as soon as I learned of it and I couldn't be happier. The rules have been updated, the setting adjusted to account for geograpical borders shifting, major world events, technology, and minor tweaks have been made to clarify wording that more squeamish and sensitive payers (why are you playing a horror game, btw?) uncomfortable. It's not preachy of full of itself like Fifth Edition, the layout is straight-forward and it provides everything you need to run a game without relying on hard-baked setting and plot like the latest vers- bastardization of the game nearly forces you to do.

Old players and new will see a mixture of artwork that encompasses the whole of the franchise history scattered throughout the pages, providing a sense of nostalgia and inspiring ideas for various characters, story seeds, dramatic elements, and styles of gameplay, all of which are highly encouraged by the book itself. Examples of rules and systems are placed within the proper sections, along with quick-reference "cheat sheets" that are easy to scan and print to avoid excessive page-turning, while the thoroughness and detail ensures that you can (and will) find exactly what you're looking for, as well as an example that will not only say "this is what it does" but "this is how to adust as needed." Guesswork is kept to a minimum and rules that feel unwieldy or convoluted are easily altered or omitted. Unlike Fifth Edition, this is even encouraged in order to make sure the game flows as intended. Where Fith Edition feels like a "rulebook," this feels more like a traveler's guide of suggested sights and activities.

The font size is perfect for extended reading in most situations, though it does make the book a bit large and clunky. However, what they manage to pack into this single tome is more than enough to expand greatly upon the average game. Using the only basic Camarilla Clans and the standard tropes referenced throughout the book, one doesn't even need to worry about playing other Clans or Bloodlines for quite a while, but all of the information for doing so is easily available. There's even information on long-dead groups of vampires that seems to merely bulk the page count until you realize the potential for flashbacks and historical settings that previously required whole other source books. When you take that into consideration, you have to wonder how they managed to get it all in the book without using fine print and magnifying glasses.

There are references to characters and settings from the older books but the lore isn't as firmly-entrenched in the writing as it used to be. There's no sense of "well, the Final Nights are here, so I guess the game's gonna be short." There's no pressure to inclue the likes of Theo Bell, Sascha Vikos, Lucita, or Jan Pieterzoon because they appear in every chapter. In fact, most of the Kindred that older fans know and love is given a loving nod in a love letter to long nights in the past with good friends (and better rivals!) around a table where the sunrise came too soon and the intrigues never ceased. You won't find the encouragement and pressure to use a version of Atlanta that has been ransacked by the Sabbat, or to include a shotgun-toting Brujah Archon in a ball cap for any of your stories... but the writers leave it wholly open to do so.

Where older versions and the abomination of Fifth Edition have plotlines hammered into many facets of the game, "V20" is a set of tools and a traveler's guide that flashes you a fanged smile and bids you to explore the World of Darkness as you choose.

It doesn't ask you to subscribe to it's ways, but merely Embraces you and welcomes you the extended family.



Rating:
[5 of 5 Stars!]
Vampire: The Masquerade 20th Anniversary Edition
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Tribebook: Urkama
by DSC T. G. C. _. [Verified Purchaser] Date Added: 01/10/2022 13:11:32

This sourcebook for Werewolf The Savage Age presents us a different take of the werebats. With the Urkama as precursors to the Camazotz and a different Gaia given duty that is very interesting and one that takes the werebats beyond being messengers of secrets. The duty assigned to the Urkama bounds them to the Deep Umbra and provides the reason for their fall during the War of Rage. The new antagonists, rites, gifts and fetishes are great. The new antagonist type goes beyond the typical triad and can be used to create very interesting chronicles even in the modern setting and is very customizable.



Rating:
[5 of 5 Stars!]
Tribebook: Urkama
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