Best of
World-Of-Darkness
2013
Demon: the Descent
Dave BrookshawMark Stone - 2013
They are sent by the God-Machine to enact its will through time and space, delivering messages, building infrastructure, protecting some people, killing others. You were one of those angels...But not anymore.Now you are one of the Unchained, a fallen angel who defected to the human race. Yours is a world of false identities and clockwork conspiracies, stolen faces and hidden works of the Machine. You cannot -- will not -- return to the sterile embrace of Heaven.All you can do is reign in Hell.
Lore of the Clans
Alan Alexander - 2013
Many sires spill a lot of poison into the ears of their childer, telling them the One True Way to be a vampire. Some vampires don’t even bother, kicking their errant progeny to the streets and letting them figure it out for themselves. A few smother their instruction in religious imperatives, philosophical tenets, or mystical confluences. But not one of them has a pamphlet with clear, easy instructions once you’ve become Damned.Of course they lie. All vampires lie. But the best lies are those that are told between two truths, yes? Here are thirteen such truths, childe. They may line up with other things you know, or they might not. Sometimes the narrators present tantalizing rumors and conspiracies, while others digress into areas not often considered by many. Some of what they say have no facts to back them up, but not everything is a lie, either.Let us find instruction from amidst the lies, together.Lore of the Clans is a single volume revisiting all thirteen Clans for Vampire: The Masquerade 20th Anniversary Edition, providing story hooks, character concepts, history, and Clan-specific rules.This Book Includes:The history, lore, and nightly practices of all thirteen Clans, told from the perspective of the Kindred themselves.New combo Disciplines, powers, Merits, Flaws, and other rules specific to each Clan.Revising and updating more classic Vampire: The Masquerade material to V20.
W20 Changing Breeds
Jess Hartley - 2013
Other shapeshifters hunt in places where wolves do not tread, from sun-lost seas to the darkest jungles, or seek out hidden truths, using the secrets they uncover in the battle against the Wyrm. Shapeshifting spiders spin webs as deftly as they manipulate those around them. Bloody-handed serpents kill swiftly, and then vanish into shadow and myth. The Changing Breeds have their own crucial parts to play in these End these End Times, and must work together or Gaia will surely fall.This book brings the Changing Breeds right up to date, giving both players and Storytellers all of the tools needed to integrate shapeshifters other than werewolves into the World of Darkness. Eleven extant Changing Breeds are described in detail, along with three long-extinct Lost Breeds.
Blood and Smoke: the Strix Chronicle
Rose BaileyAudrey Whitman - 2013
Driven by a hunger like fire, you will struggle to maintain your humanity while immersed in a vicious society of monsters.But the sharks you swim with aren’t the only ones out there. Your Kindred are the smart, sexy vampires of pop culture, but you are haunted by the Strix -- the grisly, demon-possessed corpses of folklore. They slaughtered the Night-Senate of Rome, drowned the tombs of the Princes of Alexandria, and warred with the Plague Lords of Transylvania.Tonight, they’re loose on the streets of your city. Time for the sinners to become the saints, and the hunters to become the prey.Blood and Smoke: The Strix Chronicle contains:•A complete guide to playing a vampire in the World of Darkness. No other rulebooks are required, and the rules are fully compatible with The God-Machine Chronicle.•Reimagined clans, covenants, and supernatural powers to create your perfect monster... and her friends and foes.•A first-ever look at vampire domains around the world, from Tokyo to Berlin.•Twenty unique Strix, as well as complete rules for building your own.
God-Machine Rules Update
Dave BrookshawEric Zawadzki - 2013
Designed to be used in it's entirety to add new depth to your Chronicle, or to allow individual rules and mechanics to be implemented as they make sense for your game.
Werewolf the Apocalypse W20 Cookbook
Stew Wilson - 2013
Fromthe tales of lordly Silver Fangs to the debased Black Spiral Dancers,and from the isolated Siberakh to the long-dead White Howlers,those legends live on. Part of that culture comes across through eachtribe’s attitude towards food.One Meal at a TimeThis book is a first for the World of Darkness, providing both extrabackground details on each tribe of Garou and a tasty recipe that’srepresentative of the tribe. Many of them come with variations forfeeding those Garou and Kinfolk who hold to vegetarian or vegandiets, or are gluten-intolerant. Storytellers may want to use the W20Cookbook as an in-character prop, or as inspiration to cook somethingfor their players before the game begins.e W20 Cookbook contains: • Twenty recipes for tasty dishes, one for each tribe of the Garou.• Recipes range from entrees to desserts to snacks to eat on the run.• Examinations of how each tribe approaches food, and how eventhe Red Talons can enjoy a cooked meal.
Skinner SAS
Ethan Skemp - 2013
This is no cadaver of a helpless victim, though — the corpse is Garou. The People remember. A man killed werewolves, taking their skins. A blasphemous rite bound the skins of Garou to the body of a Kinfolk, creating a new werewolf. A Skin Dancer.The Skinner is dead, though. Samuel Haight tried for too much power and was obliterated forever. The children of his legacy are few and outnumbered. They wouldn’t be so bold as to invite the wrath of the Garou Nation. They’re not as driven as Haight was, and he’s dead and gone.Isn’t he?The Skinner is a Storytelling Adventure System product for use with Werewolf 20th Anniversary Edition, and is the story of the return of Sam Haight- figuratively at least, unless the players fail to prevent it from becoming something else. Not only does this book include all that you need to run the adventure, it also incorporates fan response to the demos run at Atlanta By Night in 2012 by The Wrecking Crew demo team.
The Hunters Hunted 2
Justin AchilliEddy Webb - 2013
But a precious few wage a personal war to shine light on those shadows and diminish them, like solitary candles shining in the night. The path of the hunter is lonely and fraught with danger, at once beset by the monsters they hunt and looked upon with suspicion by their fellow mortals they thanklessly seek to protect.Hunters Hunted 2 revisits one of the seminal titles of the Vampire: The Masquerade, in which the players take on the roles of those who seek to bring an end to the depredations of the undead. Included are details on those who choose to take up the good fight, expanding the options available to players and offering a host of new storytelling opportunities. No lone hunter or vigilant troupe should face the night without learning the ways of the hunter contained within this book.Hunters Hunted 2 includes:• Systems by which to play a vampire hunter — one who hunts the Kindred in the World of Darkness.• Practical advice and teamwork-tactics game systems to bring to bear against the Damned.• Updated systems for supernatural Numina powers that can grant hunters an edge against the undead.• Updated information on The Inquisition, Project Twilight, The Arcanum, criminal organizations, and additional gear included as a result of the Deluxe HH2 Kickstarter Stretch Goals.
Guildhalls of the Deathless (Mummy: The Curse)
Malcolm Sheppard - 2013
Born of gold, we stride among the basest metals of man, learning the unfixed worth of each thing… apprehending the Dedwen of the living world.We do this not merely for our Judge, nor even for the greater glory of the gods, but to manifest the unutterable greatness that is our birthright, burden, and ultimate borne. To this guildhall, one comes not to learn the oldest rites of burial, nor the latest sacred scrawl, but to learn and then embody the great lesson of greatness—to live inside the reality that binds all things, great or small, of value: Greatness is worth.— Merew-Tjaw, the Anointed OneThis book includes:• A look inside the secret traditions and structures of the five Arisen guilds, from the shadowy envoys of the Maa-Kep to the forbidden arts of the First Prophets among the priests of Irem.• A host of new mechanics options, including dozens of new Affinities and Utterances, as well as systems for adjudicating changes in guild status and a new sub-type of khat-based ritual magic.• “Crucible of Fate” — a complete Mummy story that Storytellers can run alone or as the first chapter in an ongoing series called The Avarice Chronicle.