Product Review
A big salon on fire. Wait, is this
the one in the Camarilla’s cover? Yes…
but it has been trashed and burned! One, maybe more,
smashed and broken statues. A deformed monster with,
like, six mouths and a cyclopean body destroying everything
in sight. One devilish-looking fiend, with horns and
all, its mouth in what seems to be the form of an
evil smile. A charming lady in black, with fangs in
her mouth and soul in her body, dancing as the fire
spreads. Some trucker-type with fangs, and a look
that seems to say “I could care less about you”,
with beard and a baseball cap. What team has this
strange skull as a logo? The guy is only dressed in
a vest, some dark pants and a belt with a tasteless
bat-like pin on top. And, let’s not forget the
all-consuming fire. Is this the fearsome Sabbat? Why,
yes of course, this and more! This book is for those
who want to know what “this and more”
means - exactly.
The Guide to the Sabbat is a thorough
(well, as thorough as a White Wolf book can be) explanation
of all the ins and outs of the most aggressive and
mindless vampiric sect in the whole World of Darkness.
The sect is better defined than in the rule-book.
We read about all the Sabbat “anti-tribu”
clans and some info on some darker types.
I’ll do this review chapter
by chapter, so you are aware of all the books contents
and my opinions on them.
The book opens with “Smart
Money’s on Vegas,” an interesting piece
of fiction that has a counterpart on the Camarilla
book. Here, the same story is viewed from the Sabbat’s
eyes. It all deals about Las Vegas by Night and the
everlasting war of Sabbat against Camarilla.
“Chapter One: The Sword of
Caine” begins with a very interesting statement.
Who does the Sabbat wage war upon? Everybody else.
Then, we learn of the Sabbat’s history, its
internal wars, the Sabbat’s Law (the “Code
of Milan”), its areas of influence, and a lot
more. There’s a short description of the many
clans that form the Sabbat, the sect’s organization
and its titles, games, a lexicon, well, a good piece
of general Sabbat information.
“Chapter Two: Around the Fires”
brings a two-page definition of each clan and bloodline,
just like the major clans were covered in the main
book. Of course, Tzimisce and Lasombra don’t
appear here, because they were already spoken about
in the main book. Most Sabbat clans are “anti-tribu”,
that is, vampires that forsake their own clan’s
agenda and switch to the enemy’s side. There
are some bloodlines indigenous to the Sabbat, however,
like the Blood Brothers, the Harbingers of Skulls
(which smell very Cappadocian-like to me) and the
Kiasyd. A big palette to choose from. Nicely done.
“Chapter Three: Sons and daughters”
is analogous to the Camarilla book, it’s the
character creation section. This one, however, brings
a difference, since the Sabbat vampires are created
in a different way, which focuses more on Disciplines
and less on Backgrounds and Virtues, for instance.
As within the Camarilla book, there are new Archetypes,
more Secondary Abilities, the Sabbat’s version
of old Backgrounds, and some new ones, and a couple
of Merits and Flaws for further character development,
or to give munchkins stuff to “steal”
with.
“Chapter Four: The Gifts of
Caine” is this book’s power-gamer’s
fantasy come true. There are Dark Thaumaturgy paths,
and some of the “non-Dark” variety, high-level
Disciplines, and some new ones, that belong to this
Clan or that Bloodline. We learn about an optional
rule on Vicissitude, that approaches it not as a Discipline,
but as a sort of blood disease Vampires can contract.
“Chapter Five: Codes of the
Night” reveals extra information on the Paths
of Enlightenment. For the uninitiated among you; the
Sabbat vampires rarely follow the Humanity code of
ethics, and have chosen alternate morals. These are
called Paths of Enlightenment. The major Paths are
explained, and we also learn about Sabbat rituals,
conventions and derangements. It’s not easy
being Sabbat. This information is very useful to tell
believable Sabbat stories, especially because for
a Sabbat, rituals are un-life.
“Chapter Six: Chronicles of
Blood” defines the sect more deeply, and helps
the Storyteller to present Sabbat vampires as player
characters, plus giving interesting ideas for Sabbat
stories or chronicles. It’s a very interesting
read for Sabbat and Camarilla Storytellers alike.
“Chapter Seven: Building a
Sabbat City” teaches the Storyteller about just
that. This sect’s cities vary greatly from the
Camarilla ones, especially because the Sabbat does
not care much about humans. We learn that most Sabbat
cities are hell-holes when compared to Camarilla cities,
and how the sects spy on one another.
“Appendix: Allies, Antagonists
and Others” contains Sabbat templates, to populate
your city or highway, or just to use them as inspiration.
There is a very brief word on Ghouls, and the beasties
the Tzimisce create to use in their war against the
Camarilla. There are also some very short notes on
weapons and combat maneuvers… but I ended up
asking myself where the “antagonists and others”
had hidden themselves among the pages… It should
have been “Templates, allies and servitors,”
maybe. Perhaps a part was cut for space reasons…
I’ll probably never know. Anyway, this little
inconvenience doesn’t cast too big a shadow
over the whole book, which I loved.
This book is very useful, it deepens
the reader’s knowledge on this strange and much
maligned sect. It reveals the horror, and on the other
hand the inspiring passion of this vampire faction.
I’m still wondering if I’ll ever run a
Sabbat player character story, as the players should
commit ghastly and horrendous acts to portray their
characters realistically. In a way, these monsters
are admirable, but somehow, the “kine”
part within me fears them more than it idolizes them.
If you want to tell a story that deals with the Sabbat
extensively, this is a must-have. It’s also
very useful when telling Camarilla stories, obviously.
Listen to some Pantera while you read this book, I
did while writing the review.
Reviewed by Matías Timm |