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Scroll of Heroes $14.99
Publisher: White Wolf
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von Charles L. [Verifizierter Käufer] Hinzugefügt am: 11/05/2009 13:54:00

Essentially, this title is book-ended by the good with some regrettable issues as one closes into the center. The chapter describing the day to day life in Creation as it applies to mortals, heroic or otherwise, manages to nail a normally stratospherically over the top setting down to earth when it needs to be, so as to apply a contrast. The last chapter, regarding Storyteller advice, asks a number of important questions to effectively remind anyone what playing the squishy, gritty examples of mortal life in a world of gods and demons entails (though I do hold that a factor of Exaltation regarding Lunars was somewhat contorted relative to how their Manual of Exalted Power presents potential members of their number, this is a problem with only one paragraph toward the end of the chapter).

The relic altered humans are where the People of the Earth are fully detailed for what amounts for the first time. This chapter is primarily useful, however, if you don't have Celestial Compass: The Wyld, and alters description of Dune People appearance relative to former presentations (regarding aesthetic qualities of their appearance). It is not bad. The second chapter, detailing heroic mortal splats with rough parallels to Solar Castes, has a few bizarre oddities in it regarding Ability point allocation and allowances.

The merits and flaws hit highs and lows. The range is particularly and regrettably pronounced, with good decisions covering non-established traits (how to represent very young or very old characters, for example) standing next to bizarre rules exceptions and merits that should have been mutations (special sense). The God-Blooded chapter makes reference to many traits and descriptions that you won't find in the second edition rulebook or that don't make sense within Creation, respectively. While Dragon-Touched are not problems to be dealt with in this edition, some God-Blooded mutations are wholly out of order with previously established mutations in a way that does not blaze a trail through brave new design space; Immortality, for instance, should probably not be at the same level of severity as being able to live four times longer than usual and getting negative mutations tacked on for your trouble, and the transformative abomination mutations strain established power levels at best. The experience point cost for god-blooded is also oddly reminiscent of that of ghosts as presented in Roll of Glorious Divinity 2.

All in all, if you're very serious about playing mortals in Exalted, you can decide if you want to get it. As presented, the God-Blooded rules don't work particularly well, and the merits are riding a wave that dips up and down. Both would need to be addressed to be workable.



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