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VtM - WhiteWolf: Genealogy

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<strong>VtM</strong> - Review: The Anarch's Cookbook<br />

defined, is an utter loss. Most of the information has appeared in numerous products, and that which<br />

doesn't ought to be self evident. There are quick and dirty lists of allies, enemies, and how the Anarchs<br />

are perceived in the WoD. Most of this is so cursorily gone over, it defies any attempt at freshness.<br />

However, if one was going to play a sourcebook on Anarchs alone, and never buy another book, this one<br />

had to contain this extraneous information to make it complete.<br />

2: The Revolt: The first and last thirds of this chapter follow the first chapter in their pseudo-relevance<br />

and lack of new information. What is worthwhile, however, is in the middle. Anarchs have always<br />

existed. Since vampires were few and far between in the past, the rebellious nature never had to manifest.<br />

However, in these modern times, with its "Better to burn out / Than to fade away," mantra, Anarchs stick<br />

out like a sore thumb. They've already died once. What more can be lost in a second death? Thus,<br />

discussion on Anarchs preparing for the long haul is interesting to say the least, since it tends to fight the<br />

stereotype. Notes are made on avoiding blame, and redirecting the guilt on others, a decidedly unanarch<br />

thing to do.<br />

3: Weapons for the Fight: I bought this book based on this champter alone. It turned out to be the most<br />

disappointing of the lot. Herein are cursory rules about firearms ("Automatic weapons are a standard<br />

Anarch sidearm. In some places, guns are hard to get. In others they are not. Check your area for more<br />

details" I paid $15.00 to be told THIS?!?!?), more references to the imcomprehensible and utterly useless<br />

"blast power" system for explosives, and information that Anarchs like movies, and sometimes write<br />

things. Wow. If I had only known.<br />

What it DOES have is the much needed rules for Martial Arts. A friend of mine was going to write up his<br />

rules, but was beat to the puch by this "product." Basically, Martial Arts takes a Brawl of 4 to get. Once<br />

you have done that, you can buy, as a secondary skill, a form (karate, tae kwan do, and jujitsu are<br />

examples of forms). All forms entitle you to do is use the form's special move. Wow. Hold me back,<br />

guys. As you increase Brawl, you can get more forms, one at five, and so on. Yes indeed, 5 is no longer<br />

the limit for ability ratings. All this is quite silly, and I'm only going to apply it for vampires who know<br />

martial arts, for reasons that are, for now, mine own.<br />

Also, it has a neat section about "anti-" rituals, rituals used to piss off that Thaumaturgist Elder. The three<br />

given are very inventive, and a lot of fun. There are rules for traps, poisons and alchemy, and which ones<br />

affect kindred through sheer trauma (poisons that affect blood WILL destroy vitae...a clever way to<br />

induce frenzy in your worst enemy).<br />

Now this is what I was referring to in my intro. There was SO much potential in this section, and largely<br />

it went unrealized. A good ST can salvage it, (I'm going to give it the ol' college try), but for a new ST<br />

trying to bring in the Anarchs, I imagine him stumbling over himself trying to comprehend the "hit<br />

location" section, as his 13th gen anarch has just cleaved the head off the player's 7th gen ventrue, in<br />

what was supposed to be a pushover.<br />

4: War!: A Mass Combat System for Vampire. [Insert Primal Scream]. I'm going to try it next weekend,<br />

http://vampirerpg.free.fr/Books/2207.php3 (2 of 3) [6/1/2002 12:19:54 AM]

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