Disappointing Basically it's a poor framework for introducing mortals into the WoD. But instead of trying to make a solid and robust frame for how Mortals could investigate, explore and maybe even survive after having discovered how the WoD 'really' is, WW took an easy solution and came up with.. tadaa: mortal superpowers (psychics) that allows "Mortals" to deal with the WoD almost on equal terms.
This is actually revealed in the description of the book, but nonetheless i feel disappointed as i thought it would also contain elements on how real mortals could cope with WoD. However a mortal isn't (in my book anyway) a real mortal/sleeper etc, once she gains supernatural powers.
Great book! Great resource supplement for mortals who possess supernatural gifts. This book is for the new World of Darkness game and offers powers to make your mortals a bit more edgy. This book is getting reprinted by White Wolf (release date October 15, 2007). So dont pay the outrageous $84 that some sellers on amazon are asking for.
This is probably one of the most popular World of Darkness supplements.
Second Sight delivers a ton of mystical abilities for any World of Darkness game. Second Sight gives World of Darkness fans the opportunity to play characters in the same vein as The Dead Zone, The 4400, the lower key mystics of early Buffy: The Vampire Slayer, and other similar entertainment. A lengthy list of psychic and magical abilities, along with traditions and general plot hooks with a horror bent, are presented. Due to the high cost of many of these abilities this results in a system that is good for characters that are mundane folk except for one or two supernatural tricks.
In addition to psionics and magical traditions the book focuses on horrors beyond space and time similar to those mentioned in various H.P.Lovecraft publications. Such horrors get a lengthy discussion, and rules for the cultists serving them are presented.
While the book states these abilities are not meant to be mixed with other types of supernaturals, such as vampires or werewolves, there's nothing here to prevent a buyer from doing just that. Whether you're looking for new powers to tack onto your Mages or a tool that will let you run a cabal of mystics dedicated to taking down the corrupt mayor of their town this product has a lot to offer.
I love this book! Second Sight is a great book to use with any WOD setting. It has some really nice rules for psychic abilities and "low magic" that is nowhere near what a true WOD Mage can do.
Both systems are very simple and very well designed. The following is a bit of technobable, and if you're not a WOD gamer, it may not make much sense. There is a new Trait called "Supernatural Advantage" which takes the place of Blood Potency, Gnosis, or Primal Urge. The characters will some times add this to dice pools and use it to combat the supernatural equivalents of the other gaming systems.
After that, the psychic abilities and magical powers are all merits. In the psychic camp, there are four main categories: ESP, mediumism, psychokinesis, and telepathy. There are plenty of powers under each category.
Low Magic allows you to play a Thamaturge (not a Mage), and it is broken down into multiple traditions: ceremonial magician, hedge witch, shaman, taoist alchemist, and vodoun. Again, all the individual powers are merits, and again there are plenty of them.
The only drawback is that there isn't a very big section of baddies in the back. I'm fine with that, but if you include one at all, make it thorough. A nice section on artifacts and items would have been a plus.
This is truly a five star book for WOD. It's as thorough as Armory is (and far, far more packed with abilites than the weak Ghouls book is). If you're planning on including a psychic or a mundane magician in your games, this is a great book. And at Amazon's price, it can't be beat!