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It's been 13 years since the first dice was rolled for the hit horror Storyteller game system, Vampire the Masquerade, and a lot has happened since that dark time. Vampire has become one of the most popular roleplaying games and has taken unto itself a mythos and legend all it's own. Vampire: The Masquarade is the most tragic of all the World Of Darkness games, and therefore it is only fitting that the end times for these creatures becomes as tragic for them. Vampiriesm has become Gods greatest curse, and an excuse for the most debased acts ever concieved. In a time where God is becoming more and more insignifcant, Gehanna brings to home the true meaning of the "Curse of Caine". From the eldest of vampires who tried to pretend this day would never come, to the youngest neonate who simply didn't belive, all the scenarios in this book make sure that no one vampire can escape the reality of that curse. And thats where the book finds it's strength. It's not a core rule book on the end of the world that is set in stone. Each of the for possible scenarios mentioned here are simply that. Suggestions. Foundations that can be worked upon for something even more greater and on the whole, deeply personal for the characters involved. Yes it is the end, but it offers the players and the story teller to play a part (and a very active role) in troubled times. It's an ey oping book, and presents a satisfiying conclusion to one of my favourite games. Now where the possibilties were limited to your imagination, Gehnna takes them further to endless possibilities. It is now in the hands of the storyteller and the players to decide the fate of the world, and it's possible furture. And remember, in this world, the end is not a finality, it is merely the opening to a new begining.
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