Kindred of the East


Robert Hatch - 1997
    Those few Children of Caine dwelling in Asia whisper of the monstrous Cathayans--the shadowy vampires native to the East. For too long the Cathayans have lain like sleeping dragons, allowing the Kindred a facade of omnipotence. Now, the new Age is at hand; Yin-daggers tremble in the talons of the Resplendent Cranes, and the Devil-Tigers howl for souls in the dark.May You Live in Interesting TimesKindred of the East is a giant hardcover sourcebook describing the unique and deadly vampires of the East. This mammoth volume includes new character creation rules, new powers, descriptions of the Eastern spirit worlds (plus rules for traveling there), and two chapters full of setting and cultural information.

Bastet: Nine Tribes of Twilight


Phil Brucato - 1997
    The players guide to Werecats for Werewolf: the apocalypse changing breed book I.The Shadow Children walk the twilight days unafraid,For none may rival them in their sleek majesty.None can equal their ferocity:The jungle trembles like smoke at our furious roars,The sun grants us strength to slay the rain,With a blow from our paws we shake the earth.None can equal their honour:The wisdom of forever rides behind our yellow eyes,Trails unfold before us in the shadow or Thunder's wings,We run the South Wind among the Stars.None can equal their cunning:The dead in the dark corners whisper secrets to us,We hide the names of things in mist-words and snow-speech,We dance madly in the most hidden of places.I bow to Selene and Gaia; may our deeds nourish our beloved relatives.Jaya!Bastet includes: Tribe details, templates, stories and characters New abilities, backgrounds, merits, flaws and magics Werecat lore, other creatures and more

Changeling: The Dreaming


Mark Rein-Hagen - 1995
    Unlock the chains and throw off the shackles.Come hither, changelings, and join the dream-dance, lest the Winter come and the Dreaming pass into memory.Reclaim your heritage! Let the games begin!Changeling: the Dreaming corebook, 1st Edition

The Werewolf Player's Guide


Justin AchilliEthan Skemp - 1998
    Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.At last! The long-awaited revision of the classic Werewolf Players Guide, this second edition is packed with information on the Garou, their packs, moots, caerns and duels. Also detailed are the other shapeshifters, from the merciless weresharks to the sagacious werecats. Includes plenty of Gifts, rites, fetishes, talens and totems, as well as expanded combat systems and essays on understanding the world of Werewolf: The Apocalypse.

Ghouls: Fatal Addiction


Ronni Radner - 1997
    It seems so easy. Just a sip, a taste, and you're better than all the rest. You can suck up a bullet wound to the gut. You can knock your enemies through walls with a shove. You can have all the night has to offer without sacrificing your body and soul to it. This deal is too good to be true. Yeah. That's what Faust said. And now the Damned want their due. ...You Know You Want It! Ghouls: Fatal Addiction is a Vampire: The Masquerade sourcebook detailing the half-human servants of the Kindred. Whether you need a few new whipping boys or just want to taste the lash yourself, this book has everything you need to create ghouls as player or Storyteller characters. Watch out, though. This book just might make Renfield wake up and smell his fix...and the master who lives by blood might die by it, too. Ghouls: Fatal Addiction includes:* Rules for creating vassal, independent and revenant characters.* New Merits, Flaws, Derangements and other Traits to help you roleplay a codependent blood-slave.* Secret societies, ghoul "games," and clan-specific information on how vampires treat their servitors.

Clanbook: Setites


Richard Watts - 1995
    I wish you joy o'th' Worm!"We are the small voice that whispers to you in the lonely hours of the night. We call to the darkness within all of you. We came from the dark, and to the dark we shall all return..."Called the corrupt by even the most crooked Ventrue, the Setites are almost universally mistrusted and feared by the clans of the Camarilla, and scorned by the Sabbat for their unwillingness to share in the Vaudalrie.Clanbook: Setites includes:* Extensive history of the followers of Set* All new Merits and Flaws for Setite characters* Ten complete character templates!

Wraith: The Oblivion


Richard Dansky - 1996
    This isn't heaven. This isn't hell. This isn't anything you could have imagined. Death wasn't the end. Death wasn't the answer. Death was just the beginning. So what do you do? Do you listen to the voice inside your head telling you just to let go? Or do you still fight, still love, still feel the passion that won't let you rest? Oblivion's the easy way out. Life after death is hard. Choose. You have eternity to weigh the consquences.

Clanbook: Gangrel


Brad Freeman - 1995
    Now learn the secrets of these enigmatic vampires - their history and legends, their allies and enemies, and the truth of their relationship with the fearsome Lupine. There is good reason why they stand at the forefront of every vampiric war: none can stand against them.Clanbook: Gangrel includes:* The history of the clan and its unique view of the world;* 10 sample characters suitable for players and storytellers, and;* How the Gangrel run with the werewolves and the powers they gain.

Clanbook: Malkavian


Daniel Greenberg - 1995
    No they don't. Madness is often only a step away from enlightenment and, for some, is a step beyond. No it isn't. Now learn how the Malkavians twist the world for their benefit. You won't learn a thing. Discover the truth of their madness. It's too late for that. Clanbook: Malkavian includes: * The history of the clan and the true depth of its member's insanities;* 10 sample characters suitable for players and Storytellers; and* ιφ ψου χαν ρεαδ τηισ, ψου αρε οφφιχιαλλψ τραγιχαλλψ ηιπ.

The Vampire Player's Guide


Andrew Greenberg - 1991
    A large portion of the book's text is reprinted, updated, and revised from the previous version of the Players Guide to fit the Second Edition's rules and formatting style. Notable among the new content in this edition of the Players Guide is the introduction of two new bloodlines, the Daughters of Cacophony and the Samedi, along with their respective signature Disciplines.

The World of Darkness


Bill Bridges - 2004
    Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies - 'There are no such things as monsters' - or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.The World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real. Players join to tell tales of mystery and horror, where theme, mood and plot are more important to a character s experiences than his weapons or equipment. Inside are rules for character creation, task resolution, combat and any activity your character attempts as he delves into the shadows.

Mage: The Ascension


Stewart Wieck - 1993
    The truth is magic'ae the universe can be crafted with a simple working of your will. Mages have taught this truth throughout the ages, but the proponents of technology have crushed the mystic masters. Join the last stand in the war for reality.Mage: The Ascension places you in the midst of supernatural intrigues and inner struggles. The more secrets you learn, the more important your wisdom and power become. Mage drags spirituality and metaphysics screaming through the streets of a postmodern nightmare.The heroes of Mage: The Ascension, revised in the tradition of Vampire: The Masquerade, have lost their war for reality -- but the struggle continues in this quintessential volume. All of the Traditions are updated and elaborated upon, along with the history of mages in the World of Darkness. Explore the revised rules for the Spheres, Resonance and Paradox. See the devastating changes that signal the end for the Ascension War.

Clanbook: Assamite


Graeme Davis - 1995
    Once hunted, these vampire assassins are now sought out by the Kindred to dispose of their enemies. Fearful tales are told of their skill in hunting the most dangerous prey, their bravery in combat, and their fierce loyalty to their clan. Yet the tellers of these tales do not guess at the truth: the millennia of warfare, the roots of the Jyhad, and the clan mysteries which no outsider has ever seen.Clanbook: Assamite includes:* The history of the clan, frmo the First City to the present day;* The clan's treasure, beliefs and internal culture; and* New Skills, Quitus powers and advanced combat rules.

Clanbook: Ventrue Revised


Richard Dakan - 2000
    Forever in the line of fire, they have sacrificed their own comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? the proud history and black secrets of the clan reveal the truth.Clanbook: Ventrue includes:* The history and practice of the Kindred's most august clan* Hints and tips for making each Ventrue a unique and influential member of vampiric society* New Discipline powers, scandals and luminaries of the Clan of Leadership

Werewolf: The Wild West: A Storytelling Game of Historical Horror


Richard Kane Ferguson - 1997
    Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.Werewolf: The Wild West is a complete rulebook, containing everything you need to play the Garou of the Savage West, whether Pure One or newcomer, human-born or wolf-blood. Fight the undead parasites who maneuver to control fledgling towns, or tear into the corrupt humans who have gone where nobody should. The frontier is a savage battleground, where both glory and death await you. Welcome to the Wild Times.