Changeling: The Lost


Ethan SkempTravis Stout - 2007
    Now you have found your way back through the Thorns, to a home that is no longer yours. You are Lost. Find yourself.The Core Rulebook for Changeling: The Lost• A rulebook for playing the changelings, those humans changed by durance in Faerie to something more than human• A vivid imagining of the fae beings and places that hide unseen in the World of Darkness• Provides new player types and antagonists for crossover chronicles as well as chronicles focusing on changelings aloneChangeling: The Lost is the fifth game in the World of Darkness.

Vampire: The Dark Ages


Jennifer Hartshorn - 1995
    In the WORLD OF DARKNESS series, this book includes everything necessary for playing the Damned of the Middle Ages, allowing characters to experience the events that have influenced our age.

Vampire: The Requiem


Ari Marmell - 2004
    Their world is a xenophobic nightmare, populated by tyrannical despots, wildeyed heretics, bloodthirsty rogues and scheming manipulators, all unified by the mysterious curse of vampirism. And you would join them? You would live forever? To play the lusts of mortals like a violinist plays the strings? Then beware, the price is steep to enter the neofeudal hell that the Damned have wrought.Welcome to Undeath Join the revival of the Storytelling tradition. Vampire: The Requiem invites you to tell your own stories set within the world of the Kindred. This book includes rules for using vampires in World of Darkness chronicles, covering everything from the five clans to covenants to Disciplines, bloodlines, storytelling advice and a complete spread of game systems governing the undead. Hardcover. Requires the World of Darkness rulebook for play.

Clanbook: Ravnos Revised


Deird're Brooks - 2001
    A young, vibrant clan, the Ravnos adapt, making the most of a hostile world and turning it to their advantage as best they can. To that end, was their near-total annihilation a Biblical punishment or a rebirth from the ashes of the impending Gehenna?Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Ravnos takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

Exalted


Christopher Moeller - 2001
    The Empire of the Dragon-Blooded -- an invincible colossus -- stands astride the ruins of the First Age. For millennia, the scarlet Empress held the world in her steel grip. But the empress is no more, and the Realm spirals toward chaos and civil war. Its enemies descend -- demon princes, deathlords, skin-changing barbarians and the twisted and inscrutable Fair Folk hammer at the gates. In this time of darkness are reborn the solar Exalted, heroes of legend once slain by the Dragon-Blooded. Will these living legends herald the return of the Golden Age... or the end of creation?Exalted is the latest hardcover rulebook addition to the World of Darkness -- -- but not the one you think you know. You've never seen or even dreamed of this land before, yet it's hauntingly familiar. Become one of the Exalted, one of the heirs to an Age of Heroes, now cast down and disparaged. Will you rail against the tyranny of the oppressive Realm, seek your destiny in the dangerous Threshold, or throw in with the bizarre creatures of the wilds? The fate of this new world is in your hands.

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.

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.

Ars Magica, Third Edition, First Printing


Ken Cliffe - 1992
    

Mutants & Masterminds: RPG


Steve Kenson - 2005
    Now the World's Greatest Super-hero Roleplaying Game is even better! Mutants & Masterminds, Second Edition, takes the best of the original edition and supercharges it to make it the most complete, detailed, and fun super-hero game yet! In this 256-page hardcover with a stunning new cover by Ramon Perez, you'll find a complete roleplaying game that's a perfect starting point for your own comic book adventures. Mutants & Masterminds, Second Edition, has everything you need to create your own super-heroes and villains. It also offers more than a dozen ready-made super-hero archetypes and even more ready-to-use super-villain archetypes, plus two introductory adventures so you can start playing right away. Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition, will take your game (and your heroes) to the next level!

Geist the Sin-Eaters


Alan AlexanderMatthew McFarland - 2009
    With the cold hand that brought you back to the living world, with the dry whispers that still haunt you, with the presence that has nestled in your soul.You've returned to a world where the living cannot see the shades that surround them. You drink rum to the dead, and you eat their remnants and legacies, taking their memories within you. Every night is the carnivale, because every night you walk with ghosts.Death is a door.You are the one with the key.Geist: The Sin-Eaters is the sixth game in the World of Darkness.Geist 1.1 has been fully re-edited to include the latest errata and then developed again to insure that those editing changes fully conform with the themes and intentions of the original design team. This is not a new edition, but an overhaul designed to insure that this version of Geist is everything you need to play the game.

Clanbook: Giovanni Revised


Greg Stolze - 2001
    Now they bring that ambition to bear on a world they would claim for themselves. With vast wealth, the ability to command the spirits of the dead, and a strict familial hierarchy, the greatest enemy to stand against Clan Giovanni is itself.The Curse of Caine StolenAs the next entry in the revised lineup of clanbooks, Giovanni takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

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.

The Devil's Advocate


Gherbod Fleming - 1997
    Relentless hunger gnaws at them, but no matter how many victims they drain, withered vampires litter the shadows. Not since the Black Death has Owain, Ventrue elder, seen anything like this fatal affliction that ravages the world. But this time vampires are the victims. The anarchs suspect a plot by their elders. The elders blame the Sabbat. The Sabbat fears the return of the antediluvians.There is opportunity in this chaos. As the Masquerade crumbles around Owain, which power will he serve? Or will he serve himself?The first book of the Trilogy of the Blood Curse, set in the world of Vampire: The Masquerade. The story crosses over with The Grails Covenant, for Vampire: The Dark Ages.

The Book of Nod


Sam Chupp - 1993
    Others have heard tales, but know better than to believe them. The wise speak of The Book of Nod, but none have seen this fabled book of ancient lore.These are their tales...Their stories begin with the Chronicle of Caine and the earliest nights of the vampire. The Chronicles of Shadows reveals Caine's hidden teachings. Finally, the Chronicle of Secrets unveils the deepest mysteries of the Damned, including the coming of dread Gehenna.

Sharn: City of Towers


Keith Baker - 2004
    The city of Sharn is a source of great intrigue and adventure on Eberron, making it the launching point for most campaigns and adventures. Sharn: City of Towers describes how Sharn looks and works, from power and politics to trade and commerce, and with four-color illustrations throughout. There are detailed geographical descriptions of every part of the city, with a complement of maps for visual reference. Monsters and villains prevalent in the city make an appearance, and there is detailed information on what characters can do and obtain in Sharn to improve their adventuring skills. Dungeon Masters will find a wealth of information on running campaigns in Sharn, and adventure hooks are provided for immediate gameplay.