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Do you have a fancy a bit of
neck biting this Halloween? LTM party features a wide variety of
vampire costumes to suit your gothic lifestyle! If you'd like to
be a sexy vampiress, we have some very beautiful Leg Avenue vampiress
costumes. We also have very classic Vampire costumes for Men, boys,
girls and teens.
Buffy The Vampire Slayer - Collector's Set (40 discs) (1997)
Plot Outline
After the traumatizing ordeal in the movie with the same name, Buffy
Summers and her mother move to Sunnydale, only to discover that
L.A. was just a walk in the park...
Plot Synopsis: Buffy is sixteen years old and is the "chosen
one" . She gets to kill vampires because it is her destiny
to do so. She had a bad reputation at her old school in Los Angeles
because she had burned the gym down. The principal at her new school
at first rips up her records, and then tapes her records back together
again. Buffy tries to explain that the gym at her old school had
to be burned down because it was full of vampires! Buffy and her
mom just want a fresh start in their new, suburban California home,
where the good part of town is half a block away from the bad part
of town. In her new high school, Buffy meets an eccentric librarian
who knows that Buffy is the "chosen one". At first, the
librarian scares her away by showing her a book about vampires,
but then she returns to the library, knowing that the librarian
can help her out with fighting off vampires and other supernatural
things.
Amazon.com
From its charming and angst-ridden first season to the darker, apocalyptic
final one, Buffy the Vampire Slayer succeeds on many levels, and
in a fresher and more authentic way than the shows that came before
or after it. How lucky, then, that with the release of its boxed
set of seasons 1-7, you can have the estimable pleasure of watching
a near-decade of Buffy in any order you choose. (And we have some
ideas about how that should be done.)
First: rest assured that there's no shame in coming to Buffy late,
even if you initially turned your nose up at the winsome Sarah Michelle
Gellar kicking the shit out of vampires (in Buffy-lingo, vamps),
demons, and other evil-doers. Perhaps you did so because, well,
it looked sort of science-fiction-like with all that monster latex.
Start with season 3 and see that Buffy offers something for everyone,
and the sooner you succumb to it, the quicker you'll appreciate
how textured and riveting a drama it is.
Why season 3? Because it offers you a winning cast of characters
who have fallen from innocence: their hearts have been broken, their
egos trampled in typically vicious high-school style, and as a result,
they've begun to realize how fallible they are. As much as they
try, there are always more monsters, or a bigger evil. Despite this,
or perhaps because of it, the core crew remains something of a unit--there's
the smart girl, Willow (Alyson Hannigan) who dreams of saving the
day by downloading the plans to City Hall's sewer tunnels and mapping
a route to safety. There are the ne'r do wells--the vampire Spike
(James Marsters), who both clashes with and aspires to love Buffy;
the tortured and torturing Angel (David Boreanz); the pretty, popular
girl with an empty heart (Charisma Carpenter); and the teenage everyman,
Xander (Nicholas Brendon).
Then there's Buffy herself, who in the course of seven seasons
morphs from a sarcastic teenager in a minidress to a heroine whose
tragic flaw is an abiding desire to be a "normal" girl.
On a lesser note, with the boxed set you can watch the fashion transformation
of Buffy from mall rat to Prada-wearing, kickboxing diva with enviable
highlights. (There was the unfortunate bob of season 2, but it's
a forgivable lapse.) At least the storyline merits the transformations:
every time Buffy has to end a relationship she cuts her hair, shedding
both the pain and her vulnerability.
In addition to the well-wrought teenage emotional landscape, Buffy
deftly takes on more universal themes--power, politics, death, morality--as
the series matures in seasons 4-6. And apart from a few missteps
that haven't aged particularly well ("I Robot" in season
1 comes to mind), most episodes feel as harrowing and as richly
drawn as they did at first viewing. That's about as much as you
can ask for any form of entertainment: that it offer an escape from
the viewer's workaday world and entry into one in which the heroine
(ideally one with leather pants) overcomes demons far more troubling
than one's own. --Megan Halverson
Review:
Welcome to the Hellmouth
What can really be said about "Buffy the Vampire Slayer"
that hasn't already been said. In every form of production this
series was a miracle: after leaving Buffy for death after the desasterous
1992 feature film, writter Joss Whedon took his original idea and
tranformed it into television form. But it was only the upstart
network: The WB that would give Joss and company a chance. It was
from there in March of 1997 that Buffy was born. Eventhough the
show was "officially" cancelled 6 times durring its run
the show lasted seven years filming 144 episodes.
To sum up the story of Buffy is extremly difficult, especially
when you don't have the amount of space a book offers to do so.
In the simplest of forms Buffy the Vampire Slayer is a story about
outsiders, true love, and family. Buffy is a typical blond southern
californian girl: superficial, peppy, and niave. It isn't until
that she finds out that she is actually the lastest in a long line
of women chosen to fight vampires and the forces of darkness. That
secrest forcess Buffy to grow up rather fast, especially when she
and her mother relocate to Sunnydale, California. It was there that
Buffy truly began her journey. But she was a unique slayer in fact
that she had friends by her side that saved her life more times
than anyone can count... overtime these friends became her family,
and the core to the show.
The best was to write about the complete series is to do so in
a season by seaosn basis. Season 1 (which lasted on 12 episodes)
basically series as an introduction to the series. The characters
are introduced, and fleshed out... it is amazing that it only takes
the show 12 episodes to establish seven character that seem like
they become part of the family by the episode "Prophecy Girl".
But the first season also serves as an introduction to the universe
the show is set in. Sunnydale (the town buffy lives in) serves as
a "hellmouth" of sorst which means that it has alot of
mystical energy that draws "the forces of darkness to it."
Season Two served the show, by demonstrated what the series was
capable off. Buffy will not always be a fluffly happy show, and
in times can become rather depressing... Anything goes, like real
life: hearts can be broken, people can die, the world will go on.
It is in this season that Buffy learns all these major lessons....
Season Three tells the story of ending... and how to deal with
them... There are only a few amount of people that you can count
on... This is learned when the Mayor of Sunnydale becomes the #1
bad guy, trying to asscend and rid the world of humans. This season
also shows that friends can become family, family is not just blood,
its who you choose.
Season Four was all about the growing up. When Buffy and company
go off to college, they learn that there are many things that can
pull them apart, but it is who you trust that is ultimatly important...
And so on... each season's basic focus is about the growing trends
and how people eventually become who there are, and what influences...
how people are torn apart, and brought together. How Family doesn't
just have to be blood, but can be found...
I have only just scratched the surface of this amazing show that
digged so deep down that is has become the sole focus of numerous
college courses. Joss Whedon and his writters developed a world
that is full of so many themes (universal and specific) that it
can charm anyone of any age (while at the same time making them
laugh, cry, and want to throw up with pain).
I personally started watching the show when I was 9 years old from
the very first episode. I continued on with the show until the series
finale when I was 15 (I also followed the series Angel)... And the
show still seemes so fresh in my mind. Eventhough I have seem the
"highschool episodes" many many times, I still find that
there is more and more to discover in this universe... The best
way I can describe this show is magically.
When I started watching Buffy, it was the only tv show that I watched
(besides teh simpsons), it was from there that I branched out into
other shows: dawson's creek, chamred, felicity, gilmore girls, and
so on... but no matter how many shows I watched I could not find
anything to match the wit and magic that I originally found in Buffy.
When I first bought the first season on DVD years ago, I remember
listening to the commentary for "Welcome to the Hellmouth"
and "the Harvest" by the series creator: Joss Whedon (the
commentaries are included on this set). It was in this commentary
that Joss Talked about everything from the movie to getting the
show to last into its fifth season... He talked about the show and
the process of making the show with so much compassion and love
and drive it really touched me... I believe that the commentary
is the soul purpose that influenced me to become a television writer...
It is less than 2 months before I start college, and I believe that
there would be no more perfect time for this set to come out.
If you have ever put off buying this series, this is your chance
to own the complete series of the of the best things to ever air
on television!

Interview with the Vampire (1994)
Plot Outline
A vampire tells his epic life story: love, betrayal, loneliness,
and hunger.
Plot Synopsis: It hadn't even been a year since a plantation owner
named Louis had lost his wife, and now he had lost his will to live.
A vampire named Lestat takes a liking to Louis and offers him the
chance to become a creature of the night: a vampire. Louis accepts,
and Lestat drains Louis' mortal blood and then replaces it with
his own turning Louis into a vampire. Louis must learn from Lestat
the ways of the vampire.
Review: A Haunting, Erotic Treat
I haven't cared very much for Anne Rice's recent books, but her
earlier work was outstanding. I loved "Interview" in particular,
so I was really looking forward to this movie. There is always a
risk in adapting such a vivid and powerful-not to mention beloved-book
into a film. Director Neil Jordan and his collaborators have succeeded
marvelously, though. This is an exciting, engaging film; remarkably
faithful to Rice's original text.
The story opens in present day San Francisco. Louis (Brad Pitt),
a 200 year-old vampire, is telling his life story to an interviewer
(Christian Slater), who is shocked by his supernatural revelation.
"I am flesh and blood," Louis tells him, "but not
human."
His story takes us back to late 18th century New Orleans where
Louis first encountered the Vampire Lestat (Tom Cruise). Desiring
a companion, and in love with his beautiful looks, Lestat gives
Louis the "Dark Gift"-that is, he makes him into a vampire.
They live together for many years, roaming the streets at night,
united by their common quest for blood.
Eventually, though, Lestat fears that Louis is going to leave him.
Desperate, he makes a vampire of Claudia (Kirsten Dunst), a beautiful
young child, knowing the Louis would never leave the girl. Thus
they are bonded together as "one big, happy family." As
it turns out, though, they are not so happy after all.
The story takes the vampires to Paris, where they finally encounter
some more of their own kind. The coven of vampires is led by the
stunningly handsome Armand (Antonio Banderas) who quickly falls
in love with Louis. Louis is enamored of him as well, but he will
never leave little Claudia, something Armand realizes.
The film ends back in the present in a departure from Rice's book.
The new twist is exciting, though, and sets up the story for an
inevitable sequel. It hasn't been made yet, but if it ever is, I'm
looking forward to it.
The big question, of course, is, how is Tom Cruise as Lestat? In
one word: brilliant. This is one of his best performances ever,
heightened by the fact that he is playing a role so different from
his typical screen persona. Cruise has always been an underrated
actor, but hopefully that will start to change after people see
him here. He is terrific.
The rest of the performances are also quite good. Brad Pitt does
very well as the tortured, guilt-ridden Louis. Antonio Banderas
is extraordinary as the seductive, young master of darkness. His
is the most convincing portrayal of a vampire, filled with power
and charisma.
Neil Jordan's direction is top-notch. Visually, "Vampire"
is stunning, helped considerably by Dante Ferretti's superb production
design. Anyone who has read the book-and anyone who has not-is sure
to enjoy this haunting, erotic treat
Review: Dies Irae, Dies Doloris
"Libera me, Domine, de vitae aeterna" - "Free me,
Lord, from eternal life": If a movie begins with a choir and
boy soprano singing these words, in a requiem's style and overlaying
the camera's sweeping move over nightly San Francisco bay, zooming
in on a Victorian building's top-floor window after having followed
the life on the street below like a hunter follows its prey - if
a movie begins like this, you know you're not looking at your average
flick, whatever its subject. (And if the first thing you catch is
the Latin phrase's grammatical mistake, this is probably not your
kind of movie to begin with).
Much-discussed even before its release, due not least to Anne Rice's
temporary withdrawal of support and her no less sensational subsequent
180-degree turn, Neil Jordan's adaptation of the "Vampire Chronicles"'
first part, based on Rice's own screenplay, is a sumptuous production
awash in luminous colors, magnificent period decor and costumes,
rich fabrics, heavy crystal, elegant silverware and gallons of deeply
scarlet blood, supremely photographed by Phillippe Rousselot, with
a constant undercurrent of sensuality and seduction; an audiovisual
orgy substantiated by one of recent film history's most ingenious
scores (by Elliot Goldenthal). Although the book only gained notoriety
after the publication of its sequel "The Vampire Lestat,"
followed in short order by the "Chronicles"' third installment,
"The Queen of the Damned," by the time this movie was
produced, Rice had acquired a large and loyal fan base, who would
have been ready to tear it to shreds had it failed to meet their
expectations. That this was not unanimously the case is in and of
itself testimony to Neil Jordan's considerable achievement (only
underscored by the botched 2002 realization of "Queen of the
Damned"). Sure, some decry the plot changes vis-a-vis the novel
and the fact that some of the protagonists (particularly Louis and
Armand) look different from Rice's description. But others have
embraced the movie wholeheartedly; praising it for remaining faithful
to the fundamentalities of Rice's story and for its production values
as such. I find myself firmly in the latter corner; indeed, in some
respects I consider this one of the rare movies that are superior
to their literary originals - primarily because the story's two
main characters, Louis and Lestat, gain considerably in stature
and complexity compared to Rice's book.
While both film and novel are narrated by Louis (Brad Pitt), giving
an interview to a reporter (Christian Slater) in the hope of achieving
some minimal atonement for 200 years of sin and guilt, and while
Lestat (Tom Cruise) appears on screen barely half the movie's running
time, Lestat is much more of a central character than in Rice's
novel; and vastly more interesting. For Anne Rice's Lestat only
comes into his own in the "Chronicles"' second part, which
is named for him and where we truly learn to appreciate him as the
vampire world's aristocratic, arrogant, wicked, intelligent and
unscrupulous "brat prince," who although completely lacking
regret for any of his actions nevertheless shows occasional glimpses
of caring, even if he would never admit thereto. *This*, however,
is exactly the movie's Lestat; not the comparatively uninformed
and, all things considered, even somewhat brutish creature of Rice's
first novel. It is no small feat on Tom Cruise's part to have accomplished
this; and in my mind his portrayal has completely eclipsed the character's
original conception, which was reportedly based on Rutger Hauer's
Captain Navarre in "Ladyhawke."
Similarly, while every bit as guilt-ridden as the character created
by Anne Rice, Brad Pitt's Louis regains more inner strength - and
more quickly so - than the narrator of Rice's book, rendering him
more of an even foil for Lestat, and equally lending greater credibility
to his initial selection as Lestat's companion, his actions to ensure
his and Claudia's escape to Europe, and his later decision not to
stay with Armand. (Indeed, Louis's and Armand's separation after
the burning of the Theatre of the Vampires makes perfect sense in
the movie's context; it would have undercut both characters', but
especially Louis's credibility had they gone on to share years of
companionship like in the book.)
Kirsten Dunst's Claudia was not only this movie's biggest discovery
- not surprisingly, in an interview included on the DVD Dunst calls
this "the most prominent role" of her career so far -
she, too, embodies the novel's child vampire to absolute perfection;
capturing her eternally childlike features as well as her Lolitaesque
seductiveness and the ruthless killer hidden under her doll-like
appearance. Doubtlessly furthest from the novel's character is Antonio
Banderas's powerful and charismatic Armand: But while I do somewhat
miss Rice's auburn-haired "Botticelli angel," I always
had a problem imagining him as the leader of the Paris coven, in
control even of the quicksilver-like Santiago (marvelously portrayed
by Stephen Rea in one of his most overtly theatrical performances).
Here, too, the movie - if anything - gives the story greater credibility;
although it's admittedly hard to reconcile with parts of the "Chronicles"'
later installments, particularly Armand's own biography.
In interviews, Neil Jordan and Brad Pitt particularly have mentioned
the emotional strain that this vampire movie put on all its participants;
due its almost exclusively nightly shooting schedule, and even more
so because of its incessant exploration of guilt, damnation and,
literally, hell on earth. Anne Rice's vampires truly are the ultimate
outsiders; no longer part of human society, they feed on it, can
neither be harmed by sickness nor by methods the world has taken
for granted ever since Bram Stoker's "Dracula" (which
are in fact merely "the vulgar fictions of a demented Irishman,"
as Louis explains, simultaneously amused and contemptuous) and are
thus, if not killed by fire and/or beheading, condemned to walk
the earth forever, without any hope of redemption. It is primarily
this element which has given Rice's novels their lasting appeal,
and which is perfectly rendered in Jordan's adaptation. I'm still
not sure I'd ever want to meet them in person, though ...
Psychic Vampire Codex: A Manual of Magick and Energy Work
(Paperback)
Lee Prosser, Ghostvillage.com
One of the best reference works available on contemporary vampirism.
Book Description
The Psychic Vampire Codex is the first book to examine the phenomenon
and experience of modern vampirism completely from the vampire’s
perspective. Father Sebastian, a fellow psychic vampire writes in
the foreword that Michelle Belanger’s system "introduced
a breath of fresh air into the vampire subculture. It freed us to
look at ourselves in a new light, and it also helped those outside
our community to view us differently. No longer were we parasites
or predators . . . we could use our inborn abilities to help people
heal."
Psychic vampires are people who prey on the vital, human life energies
of others. They are not believed to be undead. They are mortal people
whose need for energy metaphorically connects them to the life-stealing
predators of vampire myth.
In The Psychic Vampire Codex, Michelle Belanger, author and psychic
vampire, introduces readers to the fascinating system of energy
work used by vampires themselves and provides the actual codex text
widely used by the vampire community for instruction in feeding
and other techniques. Belanger also examines the ethics of vampirism
and offers readers methods of protection from vampires.
The Psychic Vampire Codex explodes all preconceptions and myths
about who and what psychic vampires really are and reveals a vital
and profound spiritual tradition based on balance, rebirth, and
an integral relationship with the spirit world.
Fascinating, significant, exceedingly well done, September 28,
2004
Reviewer: Jacflash (Acton, MA USA) - See all my reviews
The Codex is really two books: a tour of the vampire subculture,
and an energy work manual. As an introduction to vampirism, it's
quite effective, providing interesting historical tidbits for veterans
of the scene as well as enough context to clue in newbies and the
curious. It's an easy, enjoyable, engaging read.
But it's the Codex itself -- the manual of energy work -- that
really delivers. Ms. Belanger's walk through the basics and the
not-so-basics of working with energy is a tour de force -- well-paced,
evenhanded, clear as spring water, and thoroughly comprehensive.
Throughout, her tone is compassionate, wise, and straightforward
-- a balanced, enlightened teacher addressing the sophisticated
student. The advanced techniques she presents are amazing, innovative,
very well thought out, and effective, and include a full range healing
and fighting skills in addition to the energy vampire's specialties.
One small caveat: the book really does expect the reader to have
at least a rudimentary familiarity with the basics of moving and
working with energy. The author glosses over some basics -- in and
itself not a problem, but as a sometime teacher of This Stuff I
do wish she were a bit clearer about first steps.
Overall, this book represents a substantial addition to the canon
of advanced energy work techniques in print. For the serious student,
it would be a bargain at three times the price. Bravo to Ms. Belanger
(and to Weiser) for bringing it to us.
Review: Sheer stupidity
This doesn't even deserve the star I gave it. Think about how ridiculous
this is! It was written by a self-proclaimed vampire, and describes
magic spells and other bs used for other aspiring vampires to replace
blood-sucking with energy...um...sucking.
Don't believe this bs for a second. If you are sincerely interested
in the wackjob vampire subculture, get a book on its history. If
you personally believe yourself to be a vampire, go for psychiatric
help. You probably have dissociated personality disorder.
Review: A refreshing breath of air into a subject
old as man
Reading this book is a very eye opening experience. The author is
very comprehensive on the subject of psychic vamprism, so that people
can be exposed to the light of truth about vampires and their life
styles. This is a must read for anyone who is intrested in vampires,
the occult, or any paranormal/metaphysial subject matter.
Review: Fabulous!
This is a good book I have personally recommended to those who are
just learning or those who wish to know more about real vampires.
Very easily read and informative.

Vampire: The Requiem (Hardcover)
Repeat after me: Vampire the Requim is NOT NOT NOT NOT
Vampire the Masquerade 4th edition. Its a new game, new rules, and
a new world. Frankly I was extremely impressed that unlike TSR's
endless parade of editions White Wolf had the courage to end one
of the most sucsesful rpg lines in gaming history and go in a brand
new direction. I see a lot of complaints about "watering"
down of vampire powers but frankly so what? I'm glad to see that
they made the system more balanced instead of leaving loop holes
that could easily be exploited to make uber characters(disagree
create a vampire with presense 5 in old VtM and then compare it
in any sort of competition to any other character they kick butt).
People who are in love with the whole Caine mythos should realize
theres no reason why they can't continue to use it. By leaving the
origins of vampires in the world completely ambiguous White Wolf
has left the door open for every story teller in the world to give
his own Cannon explanation. If you like Caine make it Caine and
the antedeluvians. If you prefer Lilith(which is really more mythological
accurate any way) make it Lilith. Or if like me you'd rather leave
it open to speculation then you can do that to. As to choices you
actually have far more options with your character then you ever
had in the entire history of VtM. In VtM you had 13 clans and the
assorted blood lines. Many of the bloodlines ranged from the repetitive,
to the unbalancing to the simply silly. NOw you have 5 clans and
several sects all of which have there own signature powers. If you
don't like those your character can create a brand new blood line
with its own unique discipline after he reaches a certain point(an
option completely missing from the original game), or create your
own new sects if the Ordo Dracul and Inviticus don't do it for you.
Frankly on the story front theres a much more interesting political
dynamic with a bunch of different sects struggling for power in
each city then the old idea of two main sects who duked it out
each controlling entire cities.
Review: Cold. Hard. Rage...
I. Feel. Nothing. But. Rage...
I have read this book and the new Vampire books, since
that point I have felt a cold rage enter my heart. I find the new
game mechanic's too simple, and the met plots ridiculous...
I feel betrayed by WW because THEY HAD MY BUISNESS,
I gave up playing D&D to experience a superior gaming system,
and genuine robust storyline's of morality and choices of falling
into darkness.
Now it's White-Wolf, The Sell-Out. Nothing that made
WtA and VtM the magnificent and inspiring table tops RPG's that
the where is in these new products. I think WW looked at what Wizards
is doing (D&D) and tried to copy it, but D&D has had 30
yrs to perfect and make it's system. WW had an original system,
but have fallen onto mediocrity, and that makes a bad game...
Don't ever buy this if you are a fan of the old system.
You will most likely hate it. If you are a new player I recommend
playing D&D, it's a whole lot better...
Review: A good reworking
Despite what the overall rating of the game looks like at the time
I am writing this, Vampire the Requiem is a very strong game. The
system is solid in terms of mechanics and they do not flip flop
between games, nor do they introduce myriad skills that are covered
by another skill in one game, but not in the others.
Specific strong points of Requiem:
1. Blood Potency. Nothing drives a gamer nuts like having a character
who cannot ever really improve his power level, in Vampire the Masquerade
it was very difficult to improve your vampiric power statistic (Generation)
you had to either belong to the Sabbat, where the reprehensible
tactic diablerie was legal, or be granted the allowance of diablerie
by the Prince if you were a Camarilla vampire. In Vampire the Requiem
if you want your character to have great control over the powers
of her blood, you can simply save up your xp to buy another level
of Blood Potency. If your character is the reprehensible sort you
can still Diablerize, but it automatically penalizes you if you
destroy someone's soul.
2. Humanity. Humanity was in VtM as well, but it also
had Paths of Enlightenment that allowed you to perform horrendous
wicked acts without being punished. Paths developed a very bad reputation
amongst most VtM Storytellers, earning the nickname of, "The
Path of What I Was Going to Do Anyway."
Example:
Player: I blow up the orphanage with a sack of C4!
ST: Uhhh... roll humanity...
Player: Nope! I don't have to I'm on the Path of Un-utterable Carnage,
I hope to transcend vampirism by blowing up nuns and orphans. It's
in The Guide to the Sambrionali. Actually I'd have to roll for a
loss of Path if I didn't blow up the bus!
Vampire is a Personal Horror game - you are confronting
the horrible nature of the curse that has been laid upon you. Killing
anything you want to is Splatter-Punk, not Personal Horror.
3. Bloodlines. Bloodlines as presented in Vampire
the Requiem are an interesting reworking of the Bloodlines and lost
clans of Vampire the Masquerade. In Masquerade you had about a thousand
bloodlines and different varieties of vampire, each with their own
discipline and not necessarily any real play balance, or even a
clan weakness. Now you have the ability to design your own Bloodlines
for your game, and they are things that can be entered only by certain
varieties of vampire. They are somewhat like Prestige Classes in
D&D, in that you have to have a certain parentage and Blood
Potency to enter them. Characters can choose to enter the Bloodline
of their sire by taking certain steps, or they can enter a different
Bloodline within their clan at a slightly higher Blood Potency,
or they can start their very own Bloodline at a higher Blood Potency.
It allows for infinite possibility within the range of what type
of Vampire you are, but keeps some ground rules about it.
4. No set Good/Bad Guys group(s). In Masquerade you
had the Camarilla and the Sabbat. Neither was supposed to be really
"Good", nor were they "Bad", but you really
only had two choices as to which side you were on (unless you were
of an independant clan, and then you had your own clan's side.)
In Requiem they have several different Covenants, groups of Vampire
organizations. From the Lancae Sanctum, a dark reflection of the
Catholic Church, to the Ordo Dracul, a group of vampires allegedly
begun by Dracula himself who attempt to overcome vampirism and become
something else entirely. Neither is the good or bad group. Despite
how the Lancae Sanctum sound like they should be horrifically evil,
the Ordo Dracul are potentially just as likely as antagonists.
All in all this game is very much worth your money.
It is not perfect, but it is a very strong game. Don't forget that
you have to have the base World of Darkness book to play it, as
this book merely contains the rules for mortals who have become
vampires.
Review: a better game
I was pleased with Requiem. It made more sense than the old Masquerade
and its myriad clans etc. The same problem is lurking in the background
with this version with the potential of a zillion bloodlines to
start up but in this game the Storyteller has much more control
over what they want to include. I don't see that it would be too
hard to convert an existing Masquerade game to this system, since
no one's sure what the orgin of vampires is. Of course, you'd have
to ignore the "end of the world" part;)
Review: Less for the Reader, More for the Player
I applaud White Wolf for doing what they have done in releasing
Vampire: The Requiem. I was a great fan of the VtM system, with
a few minor annoyances, and was initially concerned that "revamping"
(so to speak) the system for a new game was just a money grab for
the good people of White Wolf (but then again, what isn't, in the
end?), and that too much focus would be on making things DIFFERENT
rather than on making them BETTER.
After having read the book and preparing my first
chronicle with it, I can say that I am thoroughly impressed with
the changes made. The "minor annoyances" I mentioned earlier
have largely all been dealt with nicely, and the new system seems
more user-friendly and gives the potential for better games.
Annoyances that have been fixed:
1) They're Ancient and Powerful, You're Not, So Deal With It: VtM
was always a tad frustrating in that the Antidiluvians and Methuselahs
(probably misspelled) were so ancient and so powerful that they
were as Gods to ants above other vampires of higher generations,
and there was nothing the weaker ones could do. Granted, life isn't
fair so why should the game be, but I personally like the Requiem
system whereupon the oldest and most powerful vampires are losing
their minds and memories, leaving them as tortured and twisted as
young vampires struggling to survive against more powerful social
forces. The added difficulty of life at the top really makes the
fact that vampirism is supposed to be a "curse" a lot
more prevalent among all Kindred - in VtM, though vampires were
aparently "cursed", they had it pretty good once they
were among the truly mighty.
2) The Power of the Kine: As an extension of the last
point, VtM also bugged me in that though there was occasional mention
of how the Masquerade existed because humans would wipe out vampires
if they knew about them, the Kindred's control of human society
at every level made this seem unlikely. Because the mightiest vampires,
as mentioned earlier, had God-like powers, and vampires controlled
all of the human infrastructure in full, breaching the Masquerade
was made pretty much impossible, and the Kine seemed pretty harmless
no matter what. In Requiem, vampires influence society a lot, but
don't seem so utterly in control of it. Also, given that the mightiest
vampires aren't nearly as God-like as in VtM (pleeeeeeease don't
bring out Master level disciplines), they seem much more insecure
as a whole, making, in my opinion, for more enjoyable, edge-of-your-seat
gaming.
3) You Are What You Are: If I had put more thought
into ordering these point, this one should have come first, becuase
it was the thing that most annoyed me about VtM. In that system,
your clan pretty much dictated your character. With 13 base clans,
plus antitribu, bloodlines, and other variations, there was probably
a good fit out there for whatever character you wanted to create,
but the problem was that your clan was your whole identity, at least
in the eyes of others, as well as being your only support network.
If you were in good with your clan, then you had to have a character
within certain parameters. If not, you were on your own. Clans cast
too much prejudice in VtM, wbereas in Requiem, with far fewer clans
(five), who knows how many bloodlines, and covenants that you may
choose or not choose at will, vampires balance their inherited identity
with their chosen one, serve more than one master, and can be a
lot more unique without being shunned and hated. The clan/covenant
system makes gaming much more dynamic, and there is more moral responsibility
on the shoulders of the player than ever before, which is great.
Another aspect of "You Are What You Are" in VtM was generation,
which was inherited and defined your place on the food chain permanently.
The only was to change this was through diablerie, and even then
you would be killed immediately if you were found out. Essentially,
then, the only way to increase your place on the food chain in VtM
was through evil, heinous actions, which really sucked if you wanted
to play a character that cared about humanity. In Requiem, blood
potency goes up the longer you survive and the more active you are.
There is the possibility for real advancement without having to
dip into evil to get there, and a driving notion that your character
may someday be a powerful elder, as opposed to the VtM belief that
one day you'll be a powerful vampire that will always be limited
by generation. And finally, the last "You Are What You Are"
of VtM was the Camarilla/Sabbat system, whereupon you were one of
the other, or an independant shunned by both. "But I want to
play a Camarilla Lasombra". Nope. This massive encompassing
was of the Kindred was too easy for storytellers and limited what
you could do with any given clan or character. In the old WOD, my
favourite vampire game was Dark Ages, whereupon every conflict was
internal, and there was no grand war between two huge organizations.
In modern day, this pre-existant war was ever-frustrating. In Requiem,
it is finished. If you argue that the fact that petty squables are
all you can do now, laud it if you will - I celebrate the fact.
4) Is There Any Real Mystery?: Though the writers
of VtM liked to toss in suggestions that maybe Caine never existed
or maybe the Antideluvians aren't real, they clearly were. This
mythology was loved by many, not by me, because though it was nice
as a piece of mythology alone, this was a game, and the most important
thing in a game is the players having fun. Knowing that there were
omnipotent and utterly evil people above you who control your every
action and who you'll never, EVER, be able to compete with isn't
really very much fun. A lot of people have complained that Requiem
lacks any Metaplot, but in truth, it's moreso that the Metaplot
isn't given. The origins of vampire really is a mystery in Requiem,
and one that storytellers should be encouraged to look at for themselves,
rather than regurgitating what they read. Earlier in these posts,
someone mentioned that the more sourcebooks you buy, the fewer original
ideas you have. I agree heartily. In Requiem, it's not that the
mythology doesn't exist at all, it's just that there isn't one dominant
mythology that can more or less be accepted as fact. I think this
can make for much more mystery and fun than the VtM system.
5) The Phony Prince: My last major annoyance that
was fixed in Requiem was that in VtM, Archons and other constantly
loomed above the Prince, leaving him or her with very little real
power. The title of "Prince" was more ceremonial than
functional, and Princes could be overturned easily, with so many
others above that were eager to step in. Not in Requiem. Now the
Prince has real power, and nobody is telling him or her what to
do (or are they...). This makes for a lot more struggling with internal
politics in individual cities, and more of a struggle to become
Prince. In VtM, several times characters I've played with have turned
down opportunities to become Prince because it carried great danger
but little real authority. This was a problem, and now, blissfully,
it isn't.
In closing, many have complained that The Requiem
ruins a good thing, calling out that "If it ain't broke, why
fix it?". And as the title of this review mentioned, the VtM
system gave a lot more for readers, with its emersive and deep mythology
that was so interesting. However, I believe Requiem will be more
fun for players, and that, in my opinion, is the most important
thing. If you disagree, then by all means, keep playing Masquerade.
Granted, no new books for it will be coming out, but there were
already way too many to begin with. If you don't have the books
and mourn that you can't buy them...well, look hard, and ye shall
find. But give this game a chance...I really think it keep much
of what made VtM great, but makes it freer, more open, and most
importantly, more in the hands of the players and storytellers.
Review: A new interpretation of the modern
vampire mythos
Excellent and worth every penny you dish out. Vampire has not only
revolutionized roleplaying, but it has become a cornerstone of the
gaming industry in the horror genre. Following such greats as Call
of Cthulhu and Chill, Vampire (and subsequently Werewolf and Mage)
are the core games of White Wolf. Definitely of a mature nature,
these games will offer you the opportunity to adopt the role of
one of the undead. You get to belong to one of five Blood Clans
and join one of five great Covenants. You can be a sensual Daeva
or a lordly Ventrue, a hideous Nosferatu or a stalwart Mekhet. This
new game is a must for any who want to experience X-files type investigative
horror or tell stories in the World of Darkness (but you must buy
the World of Darkness Rulebook which gives you all the crunchy rules).
This leaves the setting book of Vampire the Requiem to concentrate
on all the horrific and beautiful aspects of playing one of the
children of the night.
Get it, you wont regret it!
Review: What happened
I love the old world of darkness. Granted i was more in to the noval
then the RPG side of it. It had such a rich history. The best part
being the fact that cain was the father of all vampire, cused by
god for the killing of his brother.The antediluvians were grate
to, the i dear that out there in the shadows lay terrofing monsters
just weighting for the time to rise up and fall a pone there childen.
For years i read the noval and the RPG books and loved it. Hunter
and demons were all grate reads as well. Then the end came. In some
way i was sad but in other way not. You were going to find out the
truth about the antediluvians and cain. But in the end you didn't
really did we. Before we no it it was all over. The last vampire
novel wasn't to bad, but the RPG WAS A GRATE LET DOWN. so when i
herd they were starting new world of darkness up i was so happy,
that was untill i got this book and found out that all i loved from
the old one was gone. No 13 clans, not antediluvans or cain. This
will most likly be the last white wolf book i will buy. it sad when
something you come to love is destoryed.
Review: Solid
I have been a World of Darkness gamer for the past 5 years or so,
and while the new system alters many aspects of the world (including
some aspects that people found endearing), the majority of changes
are for the best, and make the game more clear, concise, and fun.
Ultimately, Vampire: The Requiem is more accessible and equally
as engaging as its celebrated predecessor.
Review: Old times were better..
This is my first review ever and English is not my native language
so please be patient with me.
Well, as many other players I began with Vampire back
in 1991 and it's been the coolest game I've ever played. Along came
Werewolf, Mage, the great WRAITH and the, um, "curious"
Changeling. As a "fan" of crossovers I always found it
difficult to mix character types but I'll tell you what: my players
trembled when they saw me pull out Werewolf from the shelf.
Much of the complexity of the old World of Darkness
derived from the fact that...it was a complex, almost "real"
world. So I'm not complaining about how difficult it was to pit
Gnosis against Arete, or about complex questions like, if a Mage
kills a guy, why doesn't he need to make a sorta Humanity roll?
The game developers explained that each game had a series of themes,
topics and moods to explore and THAT was great, if you ask me!
Now, I was beginning to think that, with so much material,
the OWoD was, let's say, exhausted. In a way I understood, albeit
grundingly, the "move" to a new system and all that fanfare.
I am now preparing a Gehenna chronicle to end ten years of game
and I'll certainly use all and every book I have.
Enter The Requiem. Nice cover, great design. Period.
Look, I'm not going to bitch and moan: I only want BACKGROUND and
STORY.
What's SO horribly wrong about metaplot? I mean, so far, you COULD
use it or NOT. I certainly don't own the entire OWoD bibliography,
but that doesn't jeopardize my enjoyment of the games. The five
(six, Orpheus) of them. Now, I have read some commentaries by WW
staff and fans alike stating that "players won't feel LIMITED
by any sort of metaplot". Right, so, it's for FREEDOM's sake
that there's no metaplot. I'm sorry WW, I'm a "loyal Wolfer"
but I don't buy it. And even if I did, I don't like it.
Some time ago I arrived at the conclussion that the
more sourcebooks you get, the lazier you become. We want "ready-to-go"
stories and every world detail presented so we ST don't have to
think very much. Yet, the Requim approach takes this to the other
extreme. I have bought a couple of sourcebooks and, honestly, I've
only finished "Rites of the Dragon". And that's because
it's SHORT. I don't see myself buying more, since my group of players
don't like the Requiem.
I had high hopes for Werewolf. Really. You see, I
thought it was a game with great potential. The Forsaken is, um,
bad, a bad game.
I STILL have faith in Mage. The previews look at least
interesting, but without an adequate storyline its fate may be as
uncertain and the rest.
So, to sum up: the Requiem is a watered down version,
more limited (note: someone mentioned in the old Vampire you only
got 13 clans and now you have like 30 combinations; please, do realize
that those 13 clans had antitribu versions and that you could play
them Camarilla, Sabbat, Anarch, Independent...) and without a bigger
picture to reffer to. No real creation mythos, simple political
outmaneuvering. No generation, no Jyhad, no Eternal Struggle, no
Gehenna, no ancients...No element that you may use as a real threat.
Only silly skirmishes over a city. Please. Some players DO like
complex stories, ages-long chronicles and even a bit of confusion
and uncertainty. If someone argues that I could HAVE antediluvians
in my Requiem games because now I'm so incredibly free...well, that's
not the point. But in the end I'll keep playing the Masquerade as
long as I can. Don't buy the Requiem, at least don't pay for the
book. Get it from a friend and skim through it. Then THINK about
the Masquerade and, like many others, you may feel this longing
for the one true game. Conversely, if you like streamlined character
creation, seamless character type interplay and cheap sourcebooks
(it hurts me to write this, really) go for the Requiem. Welcome
to the "limitless" possibilities of the absence of real
background.

A Girl's Guide to Vampires (Mass Market Paperback)
From Booklist
All Joy Randall wants is a little old-fashioned romance, but when
she participates in a "Goddess evoking" ceremony with
her friend, Roxy, Joy finds out her future true love is a man with
the potential to put her immortal soul in danger. At first the ever-practical
Joy is ready to dismiss her vision as a product of too much gin
and too many vampire romances, but while traveling through the Czech
Republic with Roxy, Joy begins to have some second thoughts about
her mystery lover because she is suddenly plagued by visions of
a lethally handsome stranger. Then, when she and Roxy attend a local
GothFaire, Joy meets Raphael Griffin St. John, head of security,
and she becomes even more bewildered because the dark and dangerous
Raphael seems too close to her dreams for comfort. Readers will
gladly give in to the wickedly sharp bite of MacAlister's wit in
this temptingly toothsome romance. With its superb characterization
and writing that manages to be both sexy and humorous, this contemporary
paranormal love story is an absolute delight.
Review: Just A Fun Book
If you're a fan of vampire romantic fiction, you'll enjoy this one.
The basic premise is that our heroine, Joy, is accompanying her
friend Roxy on a trip to the Czech Republic to try to visit a reclusive
author of romantic vampire fiction and to explore whether or not
vampires do exist. Joy is a disbeliever but she doesn't want Roxy
to do this on her own, so she agrees to go along. Naturally, Joy
is the one the vampire takes an interest in. In her acknowledgements
Ms. MacAlister thanks Christine Feehan, so it's not surprising that
the reclusive author's vampires have a marked tongue-in-cheek resemblance
to Feehan's Carpathians, including the inclusion of a series of
steps to soulmate-hood. If you like Feehan's books, you'll enjoy
Roxy's obsession with the Rules of the Dark Ones.
This book was just so funny in sections that I laughed out loud.
The heroine wasn't a petite little thing (a wonderful change of
pace); the hero was mysterious and sexy; the setting was a nice
change of pace - a GothFest in the Czech Republic; and the secondary
characters were fleshed out enough to make them interesting and
relevant. All and all, it was just a fun book and I enjoyed it.
Review: Katie is A Wonder!
Well first off I have to say that if you want to read a book that
is full of humor, hot, sticky, passionate love scenes, great heros
and fantastic heroines, story lines that keep you reading long after
you should be asleep, then read a book by Katie MacAlister. I have
read everything she's published so far and I eagerly await more.
One thing I really like about the way Katie writes is that she writes
as if this were her story. You don't find many authors writting
in the 1st person so its refreshing to read Katie's books.
A Girl's Guide To Vampires is a thrill ride. You have
a lot of suspense and danger that keeps you guessing until the end.
You have two wonderfully funny friends, Joy, the Heroine and Roxy
the adorable best friend. The hero Raphael is.... Well let's just
say I want one exactly like him! Raphael's rival Christian ain't
too shabby himself.
Review: I even loved the cover of this book. Its way to
cute!
All in all I have to say that this is a WINNER!!!!
Run, don't walk to buy this book.
Review: Good, but not her best
Katie Macalister is a brilliant writer with a flair for the funny.
This particular book was well written with an interesting plot.
She did set up the next book quite nicely. I was just a little disappointed
that there were two guys who you were rooting for...one was bound
to loose, and although he has his own book, it was still a little
disappointing at the way she created a love triangle. Overall, although
it isn't my favorite of her books, it is still a great one!
Review: A Girl's Guide to Vampires
This was a good one in her series, but not the best. I did like
it but only because it follows other people in the whole series.
Would I reccomend it? Yep! I will keep it for my collection. Go
Katie! Keep writing for us vampire lovers.
Review: Loved it and the next two! Looking
forward to reading more from this author!
I just finished reading the first 14 stories in the Carpathian series
by Feehan - I fell over backwards when I started this series immediatly
afterwards and found several references to the Caprapthian series!!
These books are funny! They are sexy! They each have
a different plot line and make good use of former books characters!!
Which seems to be missing in alot of the paranormal romances that
are supposedly written to be in the form of a series.
These books compair favorably to Harris' "Dead
as..." series and Davidson's "Undead and..." series!!
I'm looking forward to reading more from this author
Vampire
From Wikipedia, the free encyclopedia.
This article contains information that has not been verified.
If you are familiar with the subject matter, please expand the article,
citing sources.
For other uses, see Vampire (disambiguation).
Count Orlok from NosferatuVampires are mythical or folkloric creatures
said to subsist on human and/or animal blood (hematophagy), often
having unnatural powers, heightened bodily functions, and/or the
ability to transform. Some cultures have myths of non-human vampires,
such as demons or animals like bats, dogs, and spiders. Vampires
are often described as having a variety of additional powers and
character traits, extremely variable in different traditions, and
are a frequent subject of folklore, cinema, and contemporary fiction.
Vampirism is the practice of drinking blood from a
person/animal. Vampires are said to mainly bite the victims neck,
extracting the blood from a main artery. In folklore and popular
culture, the term generally refers to a belief that one can gain
supernatural powers by drinking human blood. The historical practice
of vampirism can generally be considered a more specific and less
commonly occurring form of cannibalism. The consumption of another's
blood has been used as a tactic of psychological warfare intended
to terrorize the enemy, and it can be used to reflect various spiritual
beliefs.
In zoology, the term vampirism is used to refer to
leeches, mosquitos, mistletoe, vampire bats, and other organisms
that prey upon the bodily fluids of other creatures. This term also
applies to mythic animals of the same nature, including the chupacabra.
Etymology
English vampire comes from German Vampir, in turn from early Old
Polish *vaper' (where a is a nasal a, and both p and r' are palatalized),
in turn from Old Slavic *oper (with a nasal o) or Old Church Slavonic
opiri. The Slavic word, like its cognate netopyr' ("bat"),
comes from the PIE root for "to fly".
Vampires in ancient cultures
Tales of the dead craving blood are ancient in nearly every culture
around the world. Vampire-like spirits called the Lilu are mentioned
in early Babylonian demonology. These female demons were said to
roam during the hours of darkness, hunting and killing newborn babies
and pregnant women. One of these demons, named Lilitu, was later
adapted into Jewish demonology as Lilith. Lilitu/Lilith is sometimes
called the mother of all vampires. For further information, see
the article on Lilith.
The Ancient Egyptian goddess Sekhmet in one myth became
full of blood lust after slaughtering humans and was only sated
after drinking alcohol colored as blood.
In Homer's Odyssey, the shades that Odysseus meets
on his journey to the underworld are lured to the blood of freshly
sacrificed rams, a fact that Odysseus uses to his advantage to summon
the shade of Tiresias. Roman tales describe the strix, a nocturnal
bird that fed on human flesh and blood. The Roman strix is the source
of the Romanian vampire, the Strigoi, which was also influenced
by the Slavic vampire, and the Albanian Shtriga.
In early Slavic folklore, a vampire drank blood, was
afraid of (but could not be killed by) silver and could be destroyed
by cutting off its head and putting it between the corpse's legs
or by putting a wooden stake into its heart.
Medieval historians and chroniclers Walter Map and
William of Newburgh recorded the earliest English stories of vampires
in the 12th century.
Many vampire legends also bear similarities to legends
regarding succubi or incubi.
Folk beliefs in vampires
It seems that until the 19th century, vampires in Europe were thought
to be hideous monsters rather than the debonair vampire made popular
by later fictional treatments. They were usually believed to rise
from the bodies of suicide victims, criminals, or evil sorcerers,
though in some cases an initial vampire thus "born of sin"
could pass on his vampirism onto his innocent victims. In other
cases, however, a victim of an untimely or cruel death was susceptible
of becoming a vampire. Most of the European vampire myths have Slavic
and/or Romanian origins.
Slavic vampires
The Slavic people including most east Europeans from Russia to Bulgaria,
Serbia to Poland, have the richest vampire folklore and legends
in the world. The Slavs came from north of the Black Sea and were
closely associated with the Balts. Prior to 8th century AD they
migrated north and west to where they are now.
Christianization began almost as soon as they arrived
in their new homelands. However, through the 9th and 10th centuries,
the Eastern Orthodox Church and the western Roman Catholic Church
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