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Roleplaying Games - White Wolf - World of Darkness
World of Darkness Rulebook
We live our days completely ignorant of the true
terrors lurking around us. 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.
Hardcover. Page Count: 224
$24.95
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Ghost Stories
Death Is Not the End
“I see you. You go about your life like nothing ever happened. You
think you’re safe now that it’s done, like a problem that you’ve
solved once and for all. You’re wrong. I remember what you did.
You might have killed me, but I’m not gone. I stayed behind… and
I won’t go until you’ve paid.”
Ghost Stories is the first supplement dedicated specifically to
mortal characters in the World of Darkness. Glimpse the secrets of
the supernatural in five different adventures that lead players and
characters into the deepest shadows and unknown places of the
brand-new setting. This is your chance to explore the hidden world
all over again, using the new Storytelling System. Hardcover.
Requires use of the World of Darkness Storytelling System Rulebook
$24.99
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Mysterious Places
Down neglected roads or beyond hidden doors lie
places in the World of Darkness that are best left unknown. These
mysterious locales, tainted sites and corrupt settings all bear the
mark of some unmentionable crime or horrific transgression. Ordinary
people go ignorant to the existence of these places, all the better
to preserve their mortal, fragile minds. The wary, brave or foolish
glimpse the truth and can't turn away, and challenge their very fate
by setting foot on unhallowed ground.
World of Darkness: Mysterious Places presents nine eldritch and
bizarre settings for your Storytelling System chronicle. While
designed for exploration by mortal characters straight out of the
World of Darkness Rulebook, these places can also be discovered by
vampires, werewolves or mages. The question isn't who finds them,
but whether they can get out again. Hardcover.
Page Count: 128.
$24.99
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Armory
Nothing out there is friendly.
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.
$29.99
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Armory Reloaded
Sometimes it’s about tactics. Sometimes it’s
about personal skill. Sometimes it’s about teamwork. And sometimes
it’s just about having a big enough gun to kill every last enemy
in the room with a few squeezes of the trigger. There are a lot of
options for mayhem. Why choose just one?
A Character Book for World of Darkness
- An array of artifact weapons, both blessed and
cursed, where each can be used as the focus of an entire story.
These weapons are both blessed and cursed
- A new look at Fighting Styles in the World of
Darkness: Old styles are reexamined, and several new styles are
introduced, each with new rules, histories, and characters to go
along with them.
- Rules for future weapons, the high-tech,
bleeding-edge armament that characters might bring to bear
against the horrors of the World of Darkness.
- A whole chapter devoted to hacking apart the
combat mechanics of the Storytelling System and rebuilding them
so they suit the needs of your game. Gritty combat? Blood-soaked
cinematics? Monster-specific rules tweaks? All that, and more.
Page Count: 192 (hardcover)
$29.99 |
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Second Sight
Not every entity with supernatural powers is one
of a species of creatures that prowl the night. Solitary psychics,
crazed sorcerers and doomsaying cultists all share the World of
Darkness. This book explores their unique abilities.
This book includes:
- New character types for your Storytelling game:
mortal psychics and mystics
- Storytelling ideas for introducing cosmic
forces and otherworldly beings to your games
- A companion to Vampire, Werewolf and Mage, or
an opportunity to play a completely new and unique chronicle set
in the World of Darkness
US Page Count: 160 (hardcover).
$26.99
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Skinchangers
"Ahahaha! You, too? I knew I wasn’t
alone!
Oh, look at you — you’re magnificent.
Where did you get those wolf pelts?
Mine isn’t nearly as pretty, and I couldn’t find a wolf, but
look! Let me show you!"
— Fred Gahagan, Skinthief
This book includes:
- A detailed look at the skinthieves who achieve
animal transformation on their own, including rules for player
creation
- The traditions and powers of those skinchangers
born from spirit possession
- A selection of unique skinchangers and strange
origins, as well as collected animal lore to help Storytellers
customize their own shifters
For use with the World of Darkness Rulebook
$24.99
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Tales From the 13th Precinct
"You wanna see something that'll turn your
hair white, rookie?
I'm going to go down these stairs first. You look ahead of me, over
my left shoulder.
Whatever you do, do not look back. Do not look back until I tell you
to.
Also, if you hear something that sounds like singing, don't talk to
it.
It'll eat you."
- Lt. Sid Routman, Senior Homicide Detective
For every vampire attack, werewolf rampage, sorcerous outburst, or
other strange event, some police station is going to get a call
about it. Here, then, is how the law deals with the mysterious and
supernatural, from investigation through prosecution.
This book includes:
- A complete plug-and-play police department for
use in any World of Darkness game and story seeds to support it
- Rules for players to portray charactes on both
sides of the law - or outside it entirely
- A primer on how the American legal system works
in addition to functioning as a setting itself
For use with the World of Darkness Rulebook
$26.99
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World of Darkness: Shadows of Mexico
Blood, Drugs and Conquest in the New World
They say the blood sacrifices never stopped. They say pyramids
underneath Mexico City house vampire cults. They say werewolves
prowl the border with the U.S. They say mage society self-destructed
there, and now foreign treasure-hunting wizards are plundering the
country’s artifacts. They say a lot of things. Find out the truth
for yourself.
A setting book for all World of Darkness Games
- A complete guide to Mexico in the World of
Darkness, from ancient myths of blood sacrifice to modern
legends of UFO visitation
- Everything a player needs to make uniquely
Mexican characters, including clan variations for Vampire, new
Merits and distinctive local broods to join
- Everything a Storyteller needs to set
chronicles in or around Mexico, from story seeds and monstrous
antagonists to vampire Princes and werewolf packs to battle and
defy
- Use this book to explore our dark vision of
Mexico or follow the guidelines inside to bring your own
frightening version of the land to life
- Usable with any World of Darkness game,
including Vampire: The Requiem, Werewolf: The Forsaken, and
Mage: The Awakening.
A 192 page hardcover setting supplement for the
World of Darkness.
$29.99
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Urban Legends
Whispers carry the stories through the
generations. So unreal that people no longer believe.
"Legend." They do not realize that legends can be more
real than real.
We’ve all heard the stories. Alligators live in
the sewers. Kidney thieves prowl the cities. Chant “Bloody Mary,”
and she appears. These are urban legends. In the World of Darkness,
they are real; in fact, they are more than real. The truth behind
each legend is more terrifying, strange, sinister, or diabolical
than we imagine.
A settings book for The World of Darkness.
This book includes:
- Inspiration for a game intended for mortal
characters, but a game just as frightening and bizarre for
monstrous characters.
- In the World of Darkness, the truth behind
urban legends is even more frightening, sinister, mysterious
than you would imagine.... Explore them at your gaming table
- A great prequel or addition to Vampire,
Werewolf and Mage chronicles
128 page hardcover for use with the World of
Darkness Rulebook
$24.99
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World of Darkness: Book of Spirits
A World of Infinite Shadows
The world has a Shadow, an invisible reflection where archetypes are
made solid. Too often, the spirits of the Shadow slip unseen through
the cracks in the wall between worlds, manipulating or possessing
luckless humans to alien ends. Are you willing to look into the
broken mirror and see what awaits?
A Setting Book for The World of Darkness
- 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, Werewolf, Mage and more
192 page hardcover
$29.99 |
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Monte Cook's World of Darkness
White Wolf is pleased to announce a special
product, slated for release at GenCon in August 2007. For his last
book written in the roleplaying genre, Monte Cook is penning his own
unique version of the horror setting known as the World of Darkness.
Rich Thomas, Creative Director for White Wolf, commented,
"We've invited Monte to come play in our sandbox and can't wait
to see what kind of castles he constructs. This opportunity to work
with him on a project set in the horror realm, re-imagining things
in Monte's own inimitable style is something we know will be
exciting to our fans and the gaming industry in general."
What is the World of Darkness? - It's a place very much like our
world, sharing the same history, culture and geography.
Superficially, most people in this fictional world live the same
lives we do. They eat the same food, wear the same clothes, and
waste time watching the same TV shows. And yet, in the World of
Darkness, shadows are deeper, nights are darker, fog is thicker. If,
in our world, a neighborhood has a rundown house that gives people
the creeps, in the World of Darkness, that house emits strange sighs
on certain nights of the year, and seems to have a human face when
seen from the corner of one's eye. Or so some neighbors say. In our
world, there are urban legends. In the World of Darkness, there are
urban legends whispered into the ears of autistic children by
invisible spiders.
What will the World of Darkness become, as envisioned by Monte Cook?
$49.99 |
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Shadows of the UK
"Last night, right, I dreamed I was
drowning in a river of blood. It was slow-moving, like, and full of
bones.
I just knew it wasn't fresh, neither - it'd been pouring out of a
deep gash in the land for millennia.
And then I woke up and it was back to the real river of blood, back
to this place full of ghosts older'n most countries and spirits
what've eaten century after century full of war.
Whole country's a boneyard, mate. An' here we are pickin' our way
among the bones."
- Emmy Longham, Bone Shadow
They hunted the moors and forests in the days before Caesar came,
and they prowl the towns and cities even now. For millennia,
supernatural creatures have walked these islands. From the Scottish
Highlands to the London streets, danger waits for the unwary.
This book includes:
- A look at the United Kingdom of the World of
Darkness, from the bloody secrets of its long-ago history to the
most current threats lurking in London's shadows
- An elaborate treatment of the UK's werewolves,
from new lodges, rituals and traditions to the strange entities
that they hunt and that hunt them in turn
- Information on the concerns and key figures of
Britain's vampire and mage population
$29.99
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Midnight Roads
The roads are lovely, dark and deep…
There are things in the world that no laws account
for – things that bestow blessings no man remembers or curses for
slights long past. But the things, they do not forget. They wait for
the right hand to fall upon them, the right eyes to see their glory,
the right heart to recognize their power.
Midnight Roads includes:
- A host of story hooks, sample locations and
supporting characters suitable for chronicles on the go
- New systems for car repair, hotwiring and
vehicle modifications
- Contains new Merits related to stunt driving
and survival on the road in the World of Darkness
$24.99 |
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World of Darkness: Innocents
Monsters don't just lurk in remote forests,
nightclubs, slums and the rooftops of the city. They're in your
neighborhood, watching you as you walk to school. They're waiting
for you in the woods behind your house as you and your friends build
your fort. They're under your bed.
Adults have learned to live in the World of
Darkness by ignoring the supernatural, by pretending it isn't there
and going about the lives they have made for themselves. You don't
have that luxury. You see the world through a child's eyes, and that
means you haven't learned to look away.
Be careful. Innocence is fragile.
World of Darkness: Innocents includes:
- Complete rules for the game play in the World
of Darkness -- no other rulebook needed
- A modified Storytelling system for playing
children aged 7 to 12, advice for running chronicles with child
characters in mind and for appropriately portraying these
characters
- New monsters, spirits, ghosts and advice on
integrating the core World of Darkness games with Innocents
Innocents is a core rulebook for the World of
Darkness
$34.99 |
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Dogs of War
The service trains you to be strong. It teaches
you teamwork, how to rely on others and how to rely on yourself.
Which is a damn good thing. You need every edge you can get. You’ll
see for yourself when you discover what else is out there in the
night… A Chronicle Book for The World of Darkness. This book
includes:
- An overview of military life and guidelines for
military characters in the World of Darkness.
- Guidelines for unconventional units and those
units touched by the supernatural, such as Company Zero.
- Storytelling advice for stories and chronicles
revolving around military conflict and the supernatural.
- Variant rules, such as increasing lethality of
firearms and governing mass combat.
$24.99 |
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Inferno
The Legions of Hell
It starts with the buzzing of flies. The smell of
rotting meat. Then the whispers begin. They’re out there, waiting
for a moment of weakness so they can slip through, hungry for the
vices that feed them. You can even let them in — though be careful
of the cost.
A Character Book for World of Darkness
- A resource for portraying demons in the World
of Darkness, from spirits of evil to the Hierarchies of Hell.
- Information on summoning and pacting with
demons.
- A system for representing those who have been
possessed by the infernal.
- Sample demons and possessed to plague a
chronicle, demonic artifacts and more.
$29.99 |
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Slasher
There’s a different breed of killer out there.
They aren’t driven by the need to drink blood or the pulse of the
full moon. They kill because they have to, because murder is the
only thing they know. Will you hunt the slashers — or join their
ranks?
A Chronicle Book for World of Darkness and Hunter:
The Vigil.
- A grim exploration of the slasher phenomenon:
why are some humans—including some hunters—driven to kill?
How can some of them shrug off bullets or ignore an axe to the
skull?
- A look at a new hunter conspiracy driven to
investigate, hunt—and hopefully arrest—supernatural serial
killers: the FBI’s VASCU, or Vanguard Serial Crimes Unit.
- Learn how to use slashers in a story both as
antagonists and as anti-hero protagonists. Examine the cruel
Undertakings of the slashers of the World of Darkness.
- New weapons in the fight against slashers… as
well as new slashers in the fight against everybody with a
pulse. Includes new equipment, Tactics, Merits, and Endowments
(including VASCU’s psychic Teleinformatics abilities).
$31.99 |
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| Immortals
What would you do to live forever? Would you bathe
in the blood of innocents? Would you steal the body of a younger man
or woman? Could you drive the impurities from your soul? And is
eternal life worth the cost?
A Character Book for World of Darkness
- A detailed examination of three types of
immortal: the murderous blood bathers, the horrifying body
thieves, and the exotic purified.
- Detailed rules so that players can create any
of the above types of immortal beings.
- Numerous immortal antagonists and allies
suitable for use in almost any chronicle.
- A selection of others rare and unique immortals
that Storytellers
Page Count: 144 (hardcover)
$34.99 |
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Mind's Eye Theater: World of Darkness
It’s never far away. You glimpse it shift in the
shadows, hear it whisper on the breeze, feel its presence in every
nightmare. A world so very like our own, but where sinister
societies and ancient horrors cloak themselves in modern guises, and
every truth uncovered only reveals a deeper mystery beneath. The
shadows call. Will you answer?
Mind’s Eye Theatre gives you everything players and Storytellers
need to play a live-action game set in the World of Darkness. From
setting material and rules for playing mortal characters to
Storytelling advice and an innovative challenge resolution system,
this book is the cornerstone of a totally new live-action
experience. Enter the theatre of the mind and learn the secrets of
the night. Trade-sized and hardcover.
U.S. Page Count: 352.
$22.99
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Mind's Eye Theater: The Requiem
There’s Music in the Night
As the sun fades into memory and the world falls into darkness, the
haunting notes of the danse macabre echo, calling the undead to play
their nightly games. From turf wars in the streets to cutting
remarks at society parties, old grudges spill fresh blood as
vampires vie for power and prominence. It’s a world without pity,
a world of predators. Now that you’re one of them, it’s your
world too.
Won’t You Join Us?
The Requiem provides all the information necessary to bring the
mysterious existence of vampires to your Mind’s Eye Theatre game.
Secret histories of the undead, the clans and covenants that make up
the danse macabre, rules for the mystic Disciplines — it’s all
here. Discover the nocturnal world as you’ve never seen it before.
Requires the Mind’s Eye Theatre core rulebook for play.
Trade-sized and hardcover.
U.S. Page Count: 392.
$27.99
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