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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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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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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