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Fortitude is a boring Discipline, by design. Windows that don't shatter in a storm are boring, foundations that remain sturdy after an earthquake are boring. That's by design. With that in mind, the only goal of a remastering of the Discipline should be to keep it boring, dependable, and reliable.
To a degree, I think this book failed.
For the positives, I enjoy that there seem to be paths for this Discipline. Some powers are focused on making you a physical tank that can shrug-off anything short of a missile detonated a few feet away. Others make you mentally resilient, shrugging off mind control, terror, and perception like other users of the Discipline could ignore bullets. Finally, there's a sort of metaphysical fortitude, focusing on countering banes and other vampiric weaknesses. This adds a lot of variety and choice to an otherwise dull discipline.
However, some of the math simply doesn't add-up. Due to the fact that so many of these powers are persistent ...
Rating: [3 of 5 Stars!] |
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A tricky remaster of a tricky discipline.
The powers detailed in this book are all fun, interesting, and have a good spread between a heavy combat focus, a traversal focus, or an emphasis on utlity, meaning the discipline fits right in with any Kindred and few drastically rock the boat.
However, a few powers are problematic in regards to balance (at level one, throw cheap and theoretically unlimited objects so hard they count as a firearm attack for no rouse check! . . . oof) or wording that will probably lead to a ten-minute back-and-forth between you and your Storyteller about what a specific bit of phrasing meant.
Finally, the "Discipline Bonus" that makes each one of the disciplines stand-out and better define their user is a real let-down. It's dependent on the entire table using an alternate rule for the game just for the sake of one discipline, and offers no alternative if this isn't something everybody's on board with.
Overall, I still enjoyed rea...
Rating: [4 of 5 Stars!] |
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Wonderful, but there's some serious problems with many of the bloodlines in that they don't travel well. Lhiannan, the various African bloodlines, etc. A very tiny bit woke, as apparently male to female transexuals can be Ahrimanes, for example. Such concepts didn't exist back then, and it's a horror setting so nobody is accepted, nobody goes home happy, plus the population is too low, survival is paramount. And, lots of clans don't work well with others. Assamites pretty much hate all other vampires (and increasingly are Muslim so they hate Jews and want to forcibly convert Christians according to real world history) , Baali are Lovecraftian cultists.... Dice mechanics are easily the best out of all of the versions of this game, I've played them all. Beats the heck out of V5 and Requiem any day....
Rating: [4 of 5 Stars!] |
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## SUMMARY:
Excellent updated version of the Baali, but it's the new ideas that truly makes this a valuable book for V5. It suffers a bit on presentation in the interior, but the creativity easily makes up for that. There are parts that could use some more work to make it shine, but, honestly, it's a great read and a perfect product for the STV
#### FIRST IMPRESSIONS:
A free, 44 Pages book with rad-looking cover about the sort of Vampires that seems to have been slumming it up in Sunnydale? I was instantly hooked. The inside was also great, but suffered a bit from a lack of through editing. Layout is very much like the V5 standard, which is very nice.
### WHAT'S IN HERE?:
The Baali in this book are the lovely edgy Vampires we know from the past. with a bit of new sprinkled in.
In service to the forces beyond mortal ken, these Vampires are enjoying their decent into the Abyss, both metaphorically and literary.
As for Disciplines, the Baali have Presence, Oblivion and B...
Rating: [4 of 5 Stars!] |
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