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.

Laws of the Night


Jason Carl - 1999
    However, this volume includes two cloth bookmarks to record important rules, and an extra eight pages of previously lost text from the Book of Nod "TM" itself. An excellent in-game prop

Gehenna: the Final Night


Ari Marmell - 2004
    Legends say the undead descend from Caine, the first murderer portrayed in the Bible, who passed on his curse through his blood. Those same legends speak of a final reckoning, when Caine and his mad children will rise from slumber and consume all the undead. Vampires call this time Gehenna. For the vampire Beckett, a researcher among the undead, it means one last shot at understanding the mysteries of the get of Caine — and at outrunning his own sins. Vampire: Gehenna, the Final Night is the first act of the Time of Judgment, telling the story of a wide-ranging Armageddon among the supernatural entities of the World of Darkness.

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.

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.

War in Heaven


Robert E. Weinberg - 1998
    The mages of both the Nine Traditions and the Technocracy are under attack by a mysterious willworker who calls himself Heylel Teomin, the Ascension Warrior. His challenge: Join me or be destroyed Only a small band of unlikely allies stands against him. If they fail, humanity is doomed.

Hunter: The Vigil


Russell Bailey - 2008
    A fire is lit: is it a lamp perched over the inscription upon an ancient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will never be the same after this. You've set forth on a damning path. Carry the Vigil. Fight back the shadows.Rulebook for Hunter: The Vigil This book includes: * A rulebook for playing hunters, those humans who have seen the truth of the World of Darkness and are spurred to action. * A many-faced Vigil for many types of hunter: characters might choose a path of violence, of investigation, or even of rehabilitation. Decipher mysteries and confront the horrors. * Provides new player types and antagonists for crossover- intensive chronicles as well as those chronicles focused only on hunters.

Shadow Lords & Get of Fenris


Gherbod Fleming - 2001
    In Shadow Lords, we see how the fractious Garou struggle for dominance over one another, and in Get of Fenris, at a Concolation - the largest gathering of Garou - we see them standing together in their endless war against the Wyrm. But how long can the Garou continue to fight this war? Their numbers are diminishing, and as this seven-book series will reveal, their past is being taken from them as well.

Aberrant


Glenn Fabry - 1999
    We are the celebrities, the heroes, the villains, the legends, the shining icons of our times. We are novas, and we will bring about a new golden Age... and you will like it.Golden age -- or Hell on Earth? To the residents of the Trinity Universe, the 21st century was a monstrous era when mad gods ran rampant across the world. But is this truth -- or OpNet propaganda? What was the Age of Aberrants really like? Find out the truth. It's not what you expect.Aberrant is a core rulebook and prequel to the Trinity science-fiction game. Set in the early 21st century, before the devastating war against humanity, this new complete roleplaying game allows you to be one of these doomed beings of vast power, and to experience their struggles to avoid the coming cataclysm.

The Beast Within


Stewart WieckBill Bridges - 2000
    The Kindred Move Among UsNot merely mad beasts of lonely hunters, the vampires of the World of Darkness who call themselves The Kindred because of the blood that elementally binds them together, are dangerously organized and cunning. They hide behind a plan they call the Masquerade so that they do not draw the attention or ire of mortals, and the society this masquerade obscures is as rich with wonders and as rife with conflict as any ever known among men.This collection of stories concerning the Kindred of the World of Darkness serves as both an introduction to their nature and an expose of the danger they pose. Collected within this second edition are favourites of the first edition, including stories by S.P. Somtow and Mathew J. Costello, as well as two all-new stories from Gherbod Flemming and Eric Griffin, two authors of the bestselling Vampire Clan Novel series.

Night's Black Agents


Kenneth Hite - 2012
    Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.

World of Darkness: Armory


Chuck Wendig - 2006
     Nothing. I mean it. It's the golden rule, my man, the golden rule. "Thou shalt SHOOT the CRAZIES in the HEART BEFORE they come bite the heart out of YOU." It's hard times, man. Hard times. Better be prepared. Hafta be Now gimme that duct tape and those tinsnips." —Larry Crenshaw, monster-hunter This book includes: • A broad and detailed listing of every weapon, vehicle or piece of equipment a character might need in the World of Darkness • Optional rules and new Merits that reflect combat styles suitable for the weapons contained within • A hardware companion to Vampire, Werewolf and Mage chronicles 216 page hardcover. For use with the World of Darkness Rulebook.

The Toybox


Jackie Cassada - 1991
    But to San Francisco's changelings, it's a haven where they may abandon their mortal guises. An unlikely group of companions -- a waitress, a nomad, a street performer, a tramp and two children -- band together to prevent the wizard Malacar from claiming vengeance.

Scion Hero


John Chambers - 2007
     Their battles in the Overworld have spilled over to ours. Armed with abilities and weapons granted by their divine parents, the Scions stand as humanity's only defense. This book includes: • Six ready-to-play Scions—the offspring of the Gods • Rules to create your own Scion from one of more than 50 gods from six different pantheons • The adventure, "The Long Road to Heaven," using the Storytelling Adventure System Scion: Hero is the first book in a new Storytelling game series from White Wolf Publishing. 336 page hardcover.

Buffy the Vampire Slayer Core Rulebook


C.J. CarellaAndrew Cairns - 2002
    and more?Buffy the Vampire Slayer is a complete roleplaying game. In it, you will find:• An introduction to roleplaying and the Buffyverse.• A roleplaying guide to all seven season of Buffy the Vampire Slayer.• Detailed character creation, including pre-constructed Heroes and White Hats, for your quick-play pleasure.• Roleplaying specifics for the entire Original Cast, from Buffy to Dawn, including their wild and wacky changes.• The Buffy Unisystem, streamlined for cinematic slayage and sneakage.• A primer on magic mojo, for those who dare.• A guide to the hotspots of Sunnydale.• The monsters of mayhem, all stat-ed out and ready-to-slay, and the skinny every season's Big Bad.• Blow-by-blow instructions for creating Buffy roleplaying Episodes, Seasons, and Series.• A complete Episode to get slaying fast and easy.• A guide to Buffyspeak to add sparkle to your dialogue .