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So how does the new CLANBOOK: MALKAVIAN measure up? Well, the new CLANBOOK series books are handsome but more conventionally designed than their predecessors. No kiddie drawings here (darn) or "Blind Bats and the Elephant" (double darn). However, in their place is a wonderful expanded presentation of the Malkavian's history and character.
The text is mostly new. In the original, Malkavians were tricksters who challenged accepted concepts with mad pranks. The new edition emphasizes the mystical character of Malkavian insanity, develops the prophetic group mind underlying this and explores the loss and return of the Dementation discipline. (If Gehenna prophecies are part of your chronicle you need this book. Malkavians are canaries in the coal mine- the Final Nights affect them first.) Two (apparently) different Malkavians narrate. Both know things seemingly beyond their experience- one from a voice in his head and the other from memories he can't account for. It's more horrific than the original, almost as eccentric and easier to follow.
It has features standard in the new CLANBOOK series: new discipline variations, merits and flaws, an expanded noteworthy Malkavians section and a sample Malkavian coterie. It details new derangements and, unlike the original, helpfully includes derangements in the (all new) player character templates and the noteworthy Malkavians' stats. The antitribu templates defy the expectations created in GUIDE TO THE SABBAT and sound more rewarding to play.
This book has an excellent working of the Malkavian Madness Network and Clan specific Merit and Flaws.
If you like Malkavians or if you think they are all mindless children, buy this book.