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Includes tips on characters and storylines for storytellers Develop your character, understand the World of Darkness, and play today! Vampire lore has intrigued ordinary mortals for centuries. Sink your teeth into this book and find out how to slip into their mysterious, mystical world! Create the vampire of your dreams (or nightmares), choose attributes, skills, and advantages, understand the characteristics of each clan, enter the World of Darkness -- and throw away the garlic. Discover how to * Calculate your character's advantages and Blood Potency * Set the mood for the game * Select a clan and a covenant for your character * Explore sources of inspiration * Master the art of storytelling
This book includes: A comprehensive look at the spirit reflection of the World of Darkness, designed for mortal and supernatural chronicles alike, Extended rules on the interplay between the flesh and the spirit, providing ways to use spirits and the spirit-touched in any chronicle, A variety of mortal perspectives, as well as an extensive selection of antagonists that come from the other side, New spirits, Ridden, rules and setting lore for Vampire: The Requiem[Registered], Werewolf: The Forsaken[Registered], Mage: The Awakening[Registered] and more. Book jacket.
What are we? The Damned childer of caine? The grotesque lords of humanity? The pitiful wretches of eternal hell? We are vampires, and that is enough. I am a vampire, and that is far more than enough. I am that which must be feared, worshipped and adored. The world is mine -- now and forever. No one holds command over me. No man. No god. No prince. What is a claim of age for ones who are immortal? What is a claim of power for ones who defy death? Call your damnable hunt. We shall see whom I drag screaming to hell with me. The guide to playing vampires' human pawns.
Deadlands: The Weird West, Pinnacle's award-winning game of supernatural horror in the Old West continues to roll along. In 2000, new products allow players to take on the role of operatives for the Agency, wrestle with the curses of lycanthropy and vampirism, and learn the secrets of the latest developments in the New Science.The first installment in our Under a Harrowed Moon trilogy. Ronan, Betty, and Velvet investigate a strange encampment in Monument Valley and stumble across a dimension-spanning plot that links the world of Deadlands: The Weird West with the Savage West of White Wolf's Werewolf: The Wild West. It includes rules for converting from Werewolf to Deadlands.
Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. 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 is a complicated game with a lot of different facets -- but that doesn't mean it has to be unmanageable. This book is designed to be the Storyteller's best friend, offering new options, suggestions on customizing the rules to your tastes, further information on the game's antagonists, crossover recommendations, building a chronicle from the ground up, and so much more. With this book at hand, your Werewolf game can be anything and everything you want it to be.
What are we? The Damned childer of caine? The grotesque lords of humanity? The pitiful wretches of eternal hell? We are vampires, and that is enough. I am a vampire, and that is far more than enough. I am that which must be feared, worshipped and adored. The world is mine -- now and forever. No one holds command over me. No man. No god. No prince. What is a claim of age for ones who are immortal? What is a claim of power for ones who defy death? Call your damnable hunt. We shall see whom I drag screaming to hell with me. Clanbooks contain vital character information for players and Storytellers.
For the greatest heroes, death is not an end. The wisest and strongest of Garou linger on, remaining as spirits to guide their descendants in the great struggle. But when the honored dead begin to manifest in greater and greater numbers, what does it mean for the future? An epic chronicle for Werewolf: The Apocalypse, Past Lives takes characters on a long and harrowing journey that stretches back to the dawn of time and that climaxes in the modern world. Not only does this book provide information on the nature of ancestral spirits and what they have to offer, but it grants a glimpse into the future of the Apocalypse and what's at stake.
Though vampires have their intrigues, werewolves have their wars, mages have their realities, wraiths have their passions and changelings seek to return to their homeland, there are supernatural powers at work in the world that concern all of these beings. Indeed, there are people and forces in the world of Darkness that endanger all those who exist. Learn the secrets, alliances, enemies and plans of these shadowy beings in a series of world of Darkness books that can be integrated into all of the storyteller games. Learn what supernatural horrors lurk beneath the sea.
From automatons to zombies, many elements of fantasy and science fiction have been cross-pollinated with the Western movie genre. In its second edition, this encyclopedia of the Weird Western includes many new entries covering film, television, animation, novels, pulp fiction, short stories, comic books, graphic novels and video and role-playing games. Categories include Weird, Weird Menace, Science Fiction, Space, Steampunk and Romance Westerns.