Vampire The Masquerade 2nd Edition Pdf Download

2020. 9. 27. 06:59카테고리 없음



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*OP MET Journal 5 (Arcadia) by White Wolf Games Studio
*OP MET Journal 7 (Minds Eye Theatre Journal) by White Wolf Publishing Inc
*OP MET Journal 8 (Minds Eye Theatre Journal) by White Wolf Publishing Inc
The Book of Props: Mind's Eye Theatre by Mark Juran
Bábmesterek [Brujah III.] by Tim Nedopulos
Character Sheet Pad (Vampire: The Requiem) (World of Darkness) (White Wolf, WW25701)
Chicago Chronicles Vol. 1: Chicago by Night 1st Edition and Succubus Club (Vampire: the Masquerade) by Steve Crow
Chicago Chronicles Vol. 2: Chicago by Night 2nd Edition and Under a Blood Red Moon (Vampire: the Masquerade) by Andrew Greengerg
Chicago Chronicles Vol. 3: Milwaukee by Night, Ashes to Ashes, and Blood Bond (Vampire: the Masquerade) by Ken Cliffe
Cities of Darkness Vol. 3: Dark Colony and Alien Hunger (Vampire: the Masquerade) by Jeff Berry
City of Darkness: Unseen by Erin Kelly old
Clan Brujah Trilogy: The Puppet-Masters by Tim Dedopulos
Dark Ages Spoils of War by Ari Marmell
Elder's Revenge: Mind's Eye Theater by Jennifer Donaldson
The Essential World of Darkness by Stewart Wieck old
Laws of the Hunt Players Guide by Coranth Gryphon mortals
Laws of the Hunt: Mind's Eye Theatre (Mind's Eye Theatre) by Jason Carl mortals
Laws of the Night: Your Free Quick-Start to Live-Action
Midnight Circus by Christopher Howard old
Mind's Eye Theatre: Dark Epics by White Wolf Publishing
Netherworld by Richard Lee Byers
Pomegranates Full and Fine by Don Bassingthwaite old
The Quintessential World of Darkness by Anna Branscome old
Rabláncon [Brujah I.] by Tim Nedopulos
Right of Princes by Stephen Dibesa
Unseen: City of Darkness by Staley Krause old
Vampire by Gaslight (Minds Eye Theatre) by Jackie Cassada Victorian Age
Vampire Storytellers Handbook by Bruce Baugh
Vampire The Eternal Struggle Players Guide by Robert Goudie Eternal Struggle
Vampire: the Masquerade: a storytelling game of personal horror (2nd Edition) by Graeme Davis
Vampire: The Requiem Storyteller's Screen by White Wolf
W20 Changing Breeds by Jess Hartley
War of Ages (Vampire: The Masquerade) by Bill Bridges
White Wolf Game Studio January to June Catalog, 1997 (White Wolf, 5643)
A World of Darkness: A Sourcebook for Vampire: The Masquerade by Robert Hatch old
World of Darkness: Blood-Dimmed Tides by Sean Jaffe old
World of Darkness: Bygone Bestiary by Mark Jackson old
World of Darkness: Combat : The Big Book of Beating Ass by Steve Long old
World of Darkness: Demon Hunter X by James A. Moore old
World of Darkness: Mafia by Ari Marmell old
World of Darkness: Strange City by Staley Krause old
World of Darkness: The Promised Lands by Graeme Davis old
World of Darkness: Tokyo by Bruce Baugh old
*OP Havens of the Damned by John Chambers VtM
Alien Hunger: A Jump-Start Story for Vampire the Masquerade by Jeff Berry VtM
The Anarch Cookbook: A Friendly Guide to Vampire Politics by Bill Bridges VtM
Anarch Guide: A Supplement Guide for Laws of the Night (Minds Eye Theatre) by White Wolf Games Studio VtM-MET
Los Angeles by Night: Unlife and Death in the Anarch Free States by Harry L. Heckel IV VtM
Archons and Templars by Ari Marmell VtM
As One Dead by Nancy Kilpatrick VtM
Awakening: Diablerie Mexico by Nigel Findley VtM
The Beast Within by Stewart Wieck VtM
Berlin by Night by George Pratt VtM
Blood Bond by Ken Cliffe VtM
Blood Magic: Secrets of Thaumaturgy by Justin Achilli VtM
Blood on the Sun by Brian Herbert VtM
Blood Relations by Doug Murray VtM
Blood Sacrifice: Thaumaturgy Comp by White Wolf Publishing VtM
Bloodwar by Robert Weinberg VtM
Bloody Hearts Diablerie: Britain by Dustin Browder VtM
The Book of Ghouls by Glenys McGhee VtM
The Book of Nod by Sam Chupp VtM
Book of the Damned by M. Rein Hagan VtM
Book of the Kindred by Don Bassingthwaite VtM
Caine's Chosen: The Black Hand by C. Suleiman VtM
Cairo by Night by C.A. Suleiman VtM
Chaining the Beast by White Wolf VtM
Chicago by Night: The Faceless City by Andrew Greenberg VtM
Chicago by Night: The Second Face of the Second City by Andrew Greenberg VtM
Children of the Night by White Wolf Publishing VtM
Clan Brujah Trilogy: Slave Ring by Tim Dedopulos VtM
Clan Brujah Trilogy: The Overseer by Tim Dedopulos VtM
Clan Lasombra Trilogy: Sacrifices by Bruce Baugh VtM
Clan Lasombra Trilogy: Shadows by Bruce Baugh VtM
Clan Lasombra Trilogy: Shards by Bruce Baugh VtM
Clan Novel: Anthology by Stewart Wieck VtM
Clan Novel: Assamite by John H. Steele VtM
Clan Novel: Brujah by Gerbod Fleming VtM
Clan Novel: Gangrel by John H. Steele VtM
Clan Novel: Giovanni by Justin Achilli VtM
Clan Novel: Lasombra by Richard E. Dansky VtM
Clan Novel: Malkavian by Stewart Wieck VtM
Clan Novel: Nosferatu by John H. Steele VtM
Clan Novel: Ravnos by Kathleen Ryan VtM
Clan Novel: Setite by Kathleen Ryan VtM
Clan Novel: Toreador by Stewart Wieck VtM
Clan Novel: Tremere by Eric Griffin VtM
Clan Novel: Tzimisce by Eric Griffin VtM
Clan Novel: Ventrue by John H. Steele VtM
Clan Tremere Trilogy: Widow's Might by Eric Griffin VtM
Clan Tremere Trilogy: Widow's Walk by Eric Griffin VtM
Clan Tremere Trilogy: Widow's Weeds by Eric Griffin VtM
Clanbook, Malkavian : method in the madness by Daniel Greenberg VtM
Clanbook: Assamite (1st) by Graeme Davis VtM
Clanbook: Assamite (Revised) by Clayton Oliver VtM
Clanbook: Brujah (1st) by Steve Crow VtM
Clanbook: Brujah (Revised) by Justin Achilli VtM
Clanbook: Followers of Set (Revised) by Dean Shomshak VtM
Clanbook: Gangrel (1st) by Tim Bradstreet VtM
Clanbook: Gangrel (Revised) by James Kiley VtM
Clanbook: Giovanni (1st) by Justin Achilli VtM
Clanbook: Lasombra (1st) by Richard Dansky VtM
Clanbook: Lasombra (Revised) by Bruce Baugh VtM
Clanbook: Malkavian (Revised) by Ethan Skemp VtM
Clanbook: Nosferatu (1st) by Robert Hatch VtM
Clanbook: Nosferatu (Revised) by Brian Campbell VtM
Clanbook: Ravnos (1st) by Robert Hatch VtM
Clanbook: Ravnos (Revised) by Deirdre Brooks VtM
Clanbook: Setites (1st) by Richard Watts VtM
Clanbook: Toreador (1st) by Steven Brown VtM
Clanbook: Toreador (Revised) by Heather Grove VtM
Clanbook: Tremere (1st) by Keith Herber VtM
Clanbook: Tremere (Revised) by Jess Heinig VtM
Clanbook: Tzimisce (1st) by Robert Hatch VtM
Clanbook: Tzimisce (Revised) by Lucien Soulban VtM
Clanbook: Ventrue (1st) by Andrew Greenberg VtM
Clanbook: Ventrue (Revised) by Richard Dakan VtM
Counsel of Primogen by Justin Achilli VtM
D.C. by Night by Harry Heckel VtM
Dark Alliance: Vancouver by Nigel Findley VtM
Dark Colony by Doug Gregory VtM
Dark Destiny by Edward E. Kramer VtM
Dark Destiny III: Children of Dracula by Edward E. Kramer VtM
Dark Destiny: Proprietors of Fate by Edward E. Kramer VtM
Dark Prophecy by Gerbod Fleming VtM
Dark Tyrants by Justin Achilli VtM
The Devil's Advocate by John H. Steele VtM
Diablerie Compilation by Nigel Findley VtM
Dirty Secrets of the Blackhand: The Calm of Desperation by Steven Brown VtM
A Dozen Black Roses by Nancy Collins VtM
Elysium : the elder wars : secrets of generational genocide by Daniel Greenberg VtM
Encyclopaedia Vampirica (Encyclopedia Vampirica) by White Wolf VtM
End Games: Clan Novel Saga by Stewart Wieck VtM
Eternal Hearts by Lucy Taylor VtM
The Eye of Gehenna by Stewart Wieck VtM
The Fall of Atlanta by Stewart Wieck VtM
Ghouls: Fatal Addiction (Vampire: The Masquerade) by Ronni Radner VtM
The Gilded Cage by Ari Marmell VtM
The Giovanni Chronicles Epilogue: Nuova Malattia by Heather Grove VtM
The Giovanni Chronicles I: The Last Supper by Dan Greenberg VtM
The Giovanni Chronicles II: Blood and Fire by Richard Dansky VtM
The Giovanni Chronicles III: The Sun Has Set by Chris Howard VtM
Guide to the Anarchs by Justin Achilli VtM
Guide to the Camarilla (Vampire, the Masquerade) by Richard Dansky VtM
Guide to the Sabbat: A Sourcebook for Vampire the Masquerade by Justin Achilli VtM
GURPS Vampire the Masquerade Companion by Chris W. McCubbin VtM-GURPS
GURPS Vampire: The Masquerade by Jeff Koke VtM-GURPS
House of Secrets by Jim Moore VtM
The Hunters Hunted: The Battle is Joined (Vampire The Masquerade) by Janet Aulesio VtM
The Inquisition by Jim Estes VtM
The Kindred Most Wanted by Ran. Ackels VtM
Kindred of the Ebony Kingdom by Justin Achilli VtM
Lair of the Hidden by Sarah Roark VtM
Laws of Elysium by Jason Carl VtM-MET
Laws of the Night (Mind's Eye Theatre) by Richard Dansky VtM
Laws of the Night: Mind's Eye Theatre Storytellers Guide by Kieran Dewhurst VtM-MET
The Long Night by Richard Dansky VtM-MET
The Madness of Priests by Philippe Boulle VtM
The Masquerade (Mind's Eye Theatre) by Mark Rein·Hagen VtM-MET
The Masquerade Players Kit (Mind's Eye Theatre) by Mike Tinney VtM
Mexico City by Night by Philippe R. Boulle VtM
Midnight Siege by Gavin Bennett VtM
Milwaukee by Night: Barren Streets, Barren Hearts by Dustin Browder VtM
Mind's Eye Theatre Laws of the Night: Camarilla Guide by Jason Carl VtM-MET
Minds Eye Theatre Laws of the Night: Sabbat Guide (Mind's Eye Theatre) by Justin Achilli VtM-MET
Montreal by Night by Philippe Boulle VtM
A Morbid Initiation by Philippe Boulle VtM
New Orleans By Night (A City Sourcebook for Vampire: The Masquerade) by Patricia Ann Roshell VtM
New York by Night (Vampire: the Masquerade) by Justin Achilli VtM
Nights of Prophecy by Geoffrey Grabowski VtM
On a Darkling Plain by Richard Byers VtM
Paths of Storytelling: Vampire by Monica Valentinelli VtM
The Player's Guide: Vampire the Masquerade by White Wolf VtM
A Players Guide to the Sabbat by Jeff Starling VtM
Prince of the City by Keith Herber VtM
The Prince's Primer by Allen Tower VtM
The Red Sign by Brian Campbell VtM
Revelations of the Dark Mother by Phil Brucato VtM
San Francisco by Night by Fraig Blackwelder VtM
Sins of the Blood by White Wolf Publishing VtM
State of Grace by C. Suleiman VtM
The Storyteller's Handbook (Vampire: The Masquerade) VtM
The Storytellers Handbook (Vampire) by Tony Harris VtM
The Storytellers Handbook to the Sabbat by Steven C. Brown VtM
The Succubus Club: Dead Man's Party by Justin Achilli VtM
Time of Thin Blood by Sarah Roark VtM
Transylvania Chronicles IV: The Dragon Ascendant by Brian Campbell VtM
The Unbeholden by Robert Weinberg VtM
Unholy Allies by Robert Weinberg VtM
V20 Companion by Justin Achilli VtM
Vampire Bloody September (Clan Saga 3) (Clan Novel Saga. Vol 3) by Stewart Wieck VtM
Vampire Diary: The Embrace by Robert Weinberg VtM
Vampire Players Guide (Vampire) by Andrew Greenberg VtM
Vampire Players Guide, Revised Edition by White Wolf VtM
Vampire Storyteller's Screen by Andrew Greenberg VtM
Vampire Storytellers Companion by White Wolf Games Studio VtM
Vampire The Masquerade: Bloodlines (Official Strategy Guide) by Dan Irish VtM
Vampire: The Masquerade -- 20th Anniversary Edition by Justin Achilli VtM
Vampire: The Masquerade: A Storytelling Game of Personal Horror (3rd Edition) by Justin Achilli VtM
The Ventrue Chronicle by Chris Gunning VtM
Victorian Age Vampire: London by Night by Brian Campbell VtM
Victorian Age: Vampire by Justin Achilli VtM
Victorian Age: Vampire Companion by Justin Achilli VtM
Who's Who Among Vampires: Children of the Inquisition by Daniel Greenberg VtM
The Winnowing by John H. Steele VtM
World of Darkness: Gypsies (Vampire) by Teeuwynn VtM
The Wounded King by Philippe Boulle VtM
*OP Book of the City by James Comer WtA
*OP Ghost Towns (Werewolf: The Apocalypse) by Nancy Amboy WtA
*OP Rage Across Australia (Werewolf) by Ben Chessell WtA
The Apocalyse (Mind's Eye Theater - Werewolf) by Mike Tinney WtA
Axis Mundi: The Book of Spirits by Bill Bridges WtA
Black Spiral Dancers and Wendigo by Bill Bridges WtA
Bone Gnawers & Stargazers by Justin Achilli WtA
Book of Auspices by Matt McFarland WtA
Book of the Weaver by Sue Armstrong WtA
Book of the Wyld by Richard Dansky WtA
Book of the Wyrm by White Wolf WtA
Book of the Wyrm (Mind's Eye Theatre) by Jackie Cassada WtA-MET
Book of Wyrm (2nd Edition) by Ron Spencer WtA
Breathe Deeply by Don Bassingthwaite WtA
Caerns: Places of Power by Bill Bridges WtA
Call to Battle by Doug Murray WtA
Changing Breeds: Ananasi:Fangs of the Mother Queen by James Moore WtA
Changing Breeds: Bastet by Phil Brucato WtA
Changing Breeds: Corax by Richard Dansky WtA
Changing Breeds: Gurahl by White Wolf WtA
Changing Breeds: Mokole by James Comer WtA
Changing Breeds: Nagah by Kraig Blackwelder WtA
Changing Breeds: Nuwisha by James Moore WtA
Changing Breeds: Ratkin by Brian Campbell WtA
Changing Breeds: Rokea:First-Born of Sea by Matthew McFarland WtA
Children of Gaia & Uktena by Richard Lee Byers WtA
Chronicle of the Black Labyrinth: A Forbidden Tome of Wyrmish Lore by Sam Inabinet WtA
Conspicuous Consumption by Stewart Von Allmen WtA
Croatan Song by Bill Bridges WtA
Drums Around The Fire (World of Darkness: Werewolf :The Apocalypse) by Bill Bridges WtA
Freak Legion: A Players Guide to the Fomori (Werewolf) by Steve Brown WtA
Frontier Secrets by Richard Dansky WtA
Guardians of the Caerns (Werewolf: The Apocalypse) by Forrest Marchinton WtA
GURPS Werewolf: The Apocalypse by Robert Schroeck WtA-GURPS
Hammer and Klaive by Ethan Skemp WtA
Hell-Storm by James A. Moore WtA
Hengeyokai: Shapeshifters of the East by Heather Curatola WtA
Kinfolk: Unsung Heroes by Forrest Marchinton WtA
Laws of the Wild (Mind's Eye Theatre) by Thomas Stratman WtA-MET
Laws of the Wild: Changing Breeds 3 by Randi-Jo Bruner WtA
Laws of the Wyld West (Mind's Eye Theatre) by Peter Woodworth WtA
Litany of the Tribes #1: Black Furies, Bone Gnawers and Children of Gaia by Joshua Gabriel Timbrook WtA
Litany of the Tribes #2:Fianna, Get of Fenris and Glass Walkers by Joshua Timbrook WtA
Litany of the Tribes #3: Red Talons, Shadow Lords and Silent Striders by Brian Campbell WtA
Litany of the Tribes #4: Silver Fangs, Stargazers, Uktena, and Wendigo by White Wolf Publishing WtA
Minds Eye Theater: The Changing Breeds 1 (Laws of the Wild) (No. 1) by Peter Woodworth WtA-MET
Monkeywrench: Pentex (Werewolf) by Brad Freeman WtA
Outcasts: A Player's Guide to Pariahs by James Moore WtA
Past Lives by Bruce Bauch WtA
Players Guide to Changing Breeds (Werewolf) by White Wolf WtA
Players Guide to Garou (Werewolf the Apocalypse) by White Wolf Publishing WtA
Possessed: A Player's Guide for Werewolf: The Apocalypse by C.A. Suleiman WtA
Project Twilight (Werewolf : the Apocalypse) by Christopher Howard WtA
Rage Across Appalachia (Werewolf) by Jackie Cassada WtA
Rage Across Egypt (Werewolf: The Apocalypse) by Chris Howard WtA
Rage Across New York by Clark Mitchell WtA
Rage Across Russia by Steve Casper WtA
Rage Across the Amazon (Werewolf) by William Spencer-Hale WtA
Rage Across the Heavens (Werewolf: The Apocalypse) by Jackie Cassada WtA
Rage Across the World 3 (Werewolf, the Apocalypse , Vol 3) by Daniel Greenberg WtA
Rage Across the World Volume 1 by Joshua Timbrook WtA
Rage Across the World Volume 2 by Jeff Rebner WtA
Rage: Warriors of the Apocalypse by White Wolf Publishing WtA
Red Talons & Fianna by Eric Griffin WtA
Rite of Passage : Through Danger Reborn by Sam Chupp WtA
Shadowlords & Get of Fenris by John H. Steele WtA
Silent Striders & Black Furies by Carl Bowen WtA
The Silver Crown by William Bridges WtA
Silver Fang & Glass Walk by Carl Bowen WtA
The Silver Record by Bill Bridges WtA
Subsidiaries: A Guide to Pentex (Werewolf: The Apocalypse) by Richard Dansky WtA
Tales From the Trails: Mexico by James A. Moore WtA
Tribebook: Bone Gnawers (1st) by Sam Chupp WtA
Tribebook: Fianna (1st) by Harry Heckel WtA
Tribebook:Black Furies (1st) by Phil Brucato WtA
Tribebook:Black Furies (Revised) by White Wolf Publishing WtA
Tribebook:Bone Gnawers (Revised) by Brian Campbell WtA
Tribebook:Children of Gaia (1st) by Daniel Greenberg WtA
Tribebook:Children of Gaia (Revised) by White Wolf Publishing WtA
Tribebook:Fianna (Revised) by Forrest Marchinton WtA
Tribebook:Get of Fenris (1st) by James A. Moore WtA
Tribebook:Get of Fenris (Revised) by Bjørn T. Bøe WtA
Tribebook:Glass Walkers (1st) by Emrey Barnes WtA
Tribebook:Glass Walkers (Revised) by White Wolf Publishing WtA
Tribebook:Red Talons (1st) by Ben Chessell WtA
Tribebook:Red Talons (Revised) by White Wolf Publishing WtA
Tribebook:Shadow Lords (1st) by Brian Campbell WtA
Tribebook:Shadow Lords (Revised) by Chris Campbell WtA
Tribebook:Silent Striders (1st) by Ethan Skemp WtA
Tribebook:Silent Striders (Revised) by Ethan Skemp WtA
Tribebook:Silver Fangs (1st) by Christopher Howard WtA
Tribebook:Silver Fangs (Revised) by Bill Bridges WtA
Tribebook:Stargazers (1st) by Bill Bridges WtA
Tribebook:Stargazers (Revised) by Chuck Wendig WtA
Tribebook:Uktena (1st) by Jackie Cassada WtA
Tribebook:Uktena (Revised) by Forrest Marchinton WtA
Tribebook:Wendigo (1st) by Bill Bridges WtA
Tribebook:Wendigo (Revised) by White Wolf WtA
Umbra 2nd Edition by Brian Campbell WtA
Umbra: The Velvet Shadow by Harry Heckel WtA
Under A Blood Red Moon by Tony Harris WtA
Valkenburg Foundation by William Spencer-Hale WtA
Watcher: Based on the Apocalypse by Charles Grant WtA
Ways of the Wolf: The Lupus Sourcebook for Werewolf: The Apocalypse by Steve Crow WtA
Werewolf : the Apocalypse : a story telling game of savage horror (2nd Edition - WW3600) by Mark Rein·Hagen WtA - WW3600
Werewolf Chronicles, Volume 1: Rite of Passage, Valkenberg Foundation by Sam Chupp WtA
Werewolf Chronicles, Volume 2: Ways of the Wolf, Monkeywrench: Pentex by Steve Crow WtA
Werewolf Players Guide by Dan Brereton WtA
Werewolf Players Guide (Werewolf - the Apocalypse) by Matt Wagner WtA
Werewolf Poker Deck: The Wild West by White Wolf Game Studio WtA
Werewolf Storytellers Companion by White Wolf Publishing WtA
Werewolf Storytellers Handbook by Clyde Caldwell WtA
Werewolf Storytellers Handbook, Revised by Ethan Skemp WtA
Werewolf The Apocalypse: Black Furies (Werewolf the Apocalypse) by Joe Gentile WtA
Werewolf The Apocalypse: Bone Gnawers (Werewolf: The Apocalypse) by Joe Gentile WtA
Werewolf The Apocalypse: Fang and Claw Volume 1: Raging Fury by Joe Gentile WtA
Werewolf The Apocalypse: Fang and Claw Volume 2: Call of the Wyld by Joe Gentile WtA
Werewolf The Apocalypse: Fianna WtA
Werewolf: Storyteller's Screen by James A. Moore WtA
Werewolf: The Apocalypse by Brian Campbell WtA
Werewolf: The Apocalypse : Storytellers Screen by James A. Moore WtA
Werewolf: The Wild West by Glenn Fabry WtA
When Will You Rage? (Garou anthology, 1st edition) by Stewart Wieck WtA
Who's Who Among Werewolves: Garou Saga (Werewolf) by Rustin Quaide WtA
The Wild West Companion by James Moore WtA
World of Rage by Bruce Baugh WtA
Wyrm Wolf by Edo van Belkom WtA
*OP Digital Web (Mage) by Harry Heckel MtA
*OP Horizon: Stronghold of Hope (Mage - the Ascension) by Beth Fischi MtA
Art of Mage: The Ascension by Jess Heinig MtA
The Artisans Handbook by Phil Masters MtA
Ascension by Stephen Michael DiPesa MtA
The Ascension Warrior by Robert Weinberg MtA
Beyond the Barriers: The Book of Worlds by Harry Heckel MtA
The Bitter Road by Eric Taylor MtA
Blood Treachery by Steven Dipesa MtA
Book Of Chantries by Steven C. Brown MtA
Book of Crafts by Ash Arnett MtA
The Book of Madness by Bryan Armor MtA
The Book of Madness: Whispers Without, Chaos Within (Mage) by Bill Bridges MtA
The Book of Mirrors: The Mage Storytellers Guide by Richard Dansky MtA
The Book of Shadows: The Mage Players Guide by Emrey Barnes MtA
Castles and Covenants MtA
Chaos Factor (Mage) by James A. Moore MtA
Convention Book: Iteration X (Mage: The Ascension) by John Snead MtA
Crusade Lore: The Storytellers Screen and Book by Phil Brucato MtA
Dead Magic by Dana Habecker MtA
Dead Magic 2: Secrets and Survivors by Bryan Armor MtA
Destiny's Price: A-Handbook for the Gothic-Punk Streets (Mage) by Phil Brucato MtA
Digital Web 2.0 by Roger Gaudreau MtA
Dragons of the East by Bryan Armor MtA
The Fallen Tower: Las Vegas (Mage the Ascension) by Conrad Hubbard MtA
Forged by Dragons Fire (Mage) by Kraig Blackwelder MtA
The Fragile Path: Testaments of the First Cabal (Mage) by Jim Moore MtA
Guide to the Technocracy by Phil Brucato MtA
Guide to the Traditions by Bryan Armor MtA
GURPS Mage: The Ascension by Robert M. Schroeck MtA-GURPS
Halls of the Arcanum: Pilgrims of the Glittering Path by James Estes MtA
The Infinite Tapestry by Stephen Michael DiPesa MtA
Initiates of the Art by Lynn Davis MtA
Laws of Ascension (Mind's Eye Theatre) by Mike Boaz MtA-MET
Laws of Ascension Companion (MET) by Mike Boaz MtA
Loom of Fate (Mage) by Chris Hind MtA
Lost Paths: Ahl-i-Batin and Taftâni by Kraig Blackwelde MtA
Mage Chronicles Volume 1: Book of Chantries, Digital Web by Steven Brown MtA
Mage Chronicles, volume 2: Ascension's Right Hand and Halls of the Arcanum by Phil Brucato MtA
Mage Chronicles, Volume 3: Loom of Fate, and The Chaos Factor by Chris Hind MtA
Mage Storytellers Companion (Mage Storyteller's Guide) by Jackie Cassada MtA
Mage Storytellers Handbook by Bryan Armor MtA
Mage: The Ascension (1st Edition) by Stephan Wieck MtA
Mage: The Ascension (2nd Edition) by Kevin Murphy MtA
Mage: The Ascension (Revised Edition) by Deirdre Brooks MtA
Mage: The Ascension Storyteller's Screen by Stewart Wieck MtA
Mage: The Sorcerers Crusade by Phil Brucato MtA
Manifesto: Transmissions from the Rogue Council by Malcolm Sheppard MtA
Masters of the Art (Mage) by Dierd're Brooks MtA
Monde des Ténèbres : France by Collectif MtA
The Order of Reason by Brian Campbell MtA
The Orphan's Survival Guide: A Handbook for the Magickally Fucked by Phil Brucato MtA
The Road to Hell by Robert Weinberg MtA
Sorcerer: The Book of Sorcerers and Psychics by Heather Grove MtA
The Sorcerers Crusade Companion by Jackie Cassada MtA
The Spirit Ways by Eric Taylor MtA
Such Pain (World of Darkness. Mage) by Don Bassingthwaite MtA
Swashbuckler's Handbook by Phil Brucato MtA
Tales of Magick by Phil Brucato MtA
Technocracy: Assembled (Technocracy Assembled) by Phil Brucato MtA
Technocracy: Iteration X by Kevin Murphy MtA
Technocracy: N. W. O. by Brian Campbell MtA
Technocracy: Progenitors by Kevin Murphy MtA
Technocracy: Syndicate by Mark Cenczyk MtA
Technocracy: Void Engineers by Judith McLaughlin MtA
The Technomancer's Toybox by Angel McCoy MtA
Tower of Babel by John Steele MtA
Tradition Book: Akashic Brotherhood (1st Edition) by Emrey Barnes MtA
Tradition Book: Akashic Brotherhood (Revised) by Malcolm Sheppard MtA
Tradition Book: Celestial Chorus by James Estes MtA
Tradition Book: Celestial Chorus (Revised) by Jeff Cisneros MtA
Tradition Book: Cult of Ecstasy (1st Edition) by Phil Brucato MtA
Tradition Book: Cult of Ecstasy (Revised) by Lynn Davis MtA
Tradition Book: Dreamspeakers (1st Edition) by Nicky Rea MtA
Tradition Book: Dreamspeakers (Revised) by Bruce Baugh MtA
Tradition Book: Euthanatos (1st Edition) by J. Wiseman MtA
Tradition Book: Euthanatos (Revised) by Malcolm Sheppard MtA
Tradition Book: Hollow Ones (Revised) by Angel McCoy MtA
Tradition Book: Order of Hermes (1st Edition) by Beth Fischi MtA
Tradition Book: Order of Hermes (Revised) by Stephen Michael DiPesa MtA
Tradition Book: Sons of Ether (1st Edition) by Williams Bridges MtA
Tradition Book: Sons of Ether (Revised) by Malcolm Sheppard MtA
Tradition Book: Verbena (1st Edition) by Nicky Rea MtA
Tradition Book: Verbena (Revised) by Steve Kenson MtA
Tradition Book: Virtual Adepts (1st Edition) by Darren McKeeman MtA
Tradition Book: Virtual Adepts (Revised) by Gary Glass MtA
The Traditions Gathered II: Blood and Dreams by Sam Chupp MtA
The Traditions Gathered, Volume 1: Songs of Science by Michael William Kaluta MtA
The Traditions Gathered:: Swords of Faith by Emrey Barnes MtA
Truth Until Paradox by Staley Krause MtA
Truth Until Paradox 2nd Edtion by Stewart Wieck MtA
War in Heaven by Robert Weinberg MtA
Witches and Pagans (Mage the Sorcerers Crusade) by Phil Brucato MtA
World of Darkness: Sorcerer by Phil Brucato MtA
*OP Renegades (Wraith the Oblivion) by Jackie Cassada WtO
Beyond the Shroud by Rick Hautala WtO
The Book of Legions by James Moore WtO
Caravan of Shadows by Richard Byers WtO
Charnel Houses of Europe: The Shoah by Jonathan Blacke WtO
Dark Kingdom of Jade by Richard Dakan WtO
Dark Kingdom of Jade Adventures (Wraith - the Oblivion) by Tim Akers WtO
Dark Kingdoms by Richard Byers WtO
Dark Reflections: Spectres (Wraith: The Oblivion) by Richard Watts WtO
Death and Damnation (Wraith anthology) by Staley Krause WtO
Doomslayers: Into the Labyrinth by Bruce Baugh WtO
The Ebon Mask by Richard Lee Byers WtO
Ends of Empire by Geoffrey Grabowski WtO
The Face of Death by Mark Rein·Hagen WtO
Guildbook: Artificers by Richard Dansky WtO
Guildbook: Haunters by Lucien Soulban WtO
Guildbook: Masquers by Lucien Soulban WtO
Guildbook: Pardoners & Puppeteers by Jackie Cassada WtO
Guildbook: Sandmen by Beth Fischi WtO
Guildbook: Spooks and Oracles by Mark Cenczyk WtO
Haunts (A Sourcebook for Wraith: The Oblivion) by Bill Bridges WtO
The Hierarchy: In the Ranks of Death (Wraith: The Oblivion) by Jackie Cassada WtO
Love Beyond Death (Wraith) by Doug Gregory WtO
Mediums: Speakers With the Dead by Richard Dansky WtO
Midnight Express (A Journey of Mystery and Adventure for Wraith: The Oblivion) by Ian Lemke WtO
Necropolis Atlanta by James A. Moore WtO
The Oblivion (Mind's Eye Theatre) by Jennifer Hartshorn WtO
The Quick and the Dead by Beth Fischi WtO
The Risen by Elizabeth Ditchburn WtO
The Sea of Shadows by Nicky Rea WtO
The Shadow Players Guide by Tim Akers WtO
Sins of the Fathers by Sam Chupp WtO
Wraith Players Guide (Wraith : the Oblivion) by Tim Akres WtO
Wraith Storytellers Screen (Wraith: The Oblivion) by Jennifer Hartshorn WtO
Wraith: The Great War by Bruce Baugh WtO
Wraith: The Oblivion, First Edition by Mark Rein·Hagen WtO
Wraith: The Oblivion, Second Edition by Richard Dansky WtO
The Autumn People (Changeling - the Dreaming) by Deirdre Brooks CtD
Book of Lost Dreams (Changeling: The Dreaming) by Roger Gaudreau CtD
Book of Lost Houses: The Second Coming (Changeling: The Dreaming) by Christopher Howard CtD
Changeling Storyteller's Guide by Mark Hunter CtD
Changeling: The Dreaming by Richard E. Dansky CtD
Court of All Kings (Immortal Eyes 3) by Jackie Cassada CtD
Denizens of the Dreaming by Christopher Howard CtD
Dreams and Nightmares by R Martin CtD
The Enchanted (Changeling - the Dreaming) by Steve Kenson CtD
The Fool's Luck: The Way of the Commoner by Buck Marchinton CtD
Freeholds and Hidden Glens by Leif Jones CtD
Immortal Eyes: The Toybox by Sam Chupp CtD
Immortal Eyes:: Court of All Kings (Changeling sourcebook) by Nicky Rea CtD
Immortal Eyes:: Shadows on the Hill (Changeling sourcebook) by Angel McCoy CtD
Inanimae: The Secret Way by R. S. Martin CtD
Isle of the Mighty by Beth Fischi CtD
Kingdom of Willows (Changeling: The Dreaming) by Jackie Cassada CtD
Kithbook: Eshu by Peter Woodworth CtD
Kithbook: Nockers by Christopher Howard CtD
Kithbook: Pooka by Angel McCoy CtD
Kithbook: Redcaps by Rich Dansky CtD
Kithbook: Satyrs by Mark Jackson CtD
Kithbook: Sluagh by Richard Dansky CtD
Kithbook: Trolls by Allen Tower CtD
Land of Eight Million Dreams: Year of the Lotus by Deena McKinney CtD
Nobles: The Shining Host (Changeling - the Dreaming) by Chris Howard CtD
Noblesse Oblige, the Book of Houses by Bryant Durrell CtD
Players Guide for Changeling: The Dreaming by Phil Brucato CtD
Pour L'Amour Et Liberte: The Book of Houses 2 by Jackie Cassada CtD
The Shadow Court (Changeling - the Dreaming) by Brian Campbell CtD
Shadows on the Hill (Immortal Eyes 2) by Jackie Cassada CtD
The Shining Host: Changeling : The Dreaming by Peter Woodworth CtD-MET
The Shining Host: Changeling Player's Guide by White Wolf Publishing CtD-MET
The Splendour Falls (A Changeling: The Dreaming Anthology) by Erin Kelly CtD
The Toybox (Immortal Eyes 1) by Jackie Cassada CtD
War in Concordia: The Shattered Dream by Jackie Cassada CtD
Heralds of the Storm by Andrew Bates MtR
Land of the Dead by Andrew Bates MtR
Lay Down with Lions by Andrew Bates MtR
Mummy: The Resurrection by Andrew Bates MtR
Mummy: The Resurrection Players Guide by White Wolf Publishing MtR
A World of Darkness: Mummy by John Cobb MtR
World of Darkness: Mummy 2nd ed. by Graeme Davis MtR
*OP Hunter: Fall From Grace by Chuck Wendig HtR
*OP Hunter: The Infernal (Hunter the Reckoning) by Rick Chillot HtR
*OP Hunter: Utopia (Hunter: The Reckoning) by Chuck Wendig HtR
*OP Laws of the Reckoning by Peter Woodworth HtR - MET
Hunter Apocrypha by Tim Dedopulos HtR
Hunter Storytellers Companion/Screen (Hunter the Reckoning RPG) by Kraig Blackwelder HtR
Hunter Storytellers Guide by Michael Lee HtR
Hunter the Reckoning: Survival Guide by Forest Marchinton HtR
Hunter the Reckoning: The Nocturnal by Justin Achilli HtR
Hunter-Book: Avenger by White Wolf Publishing HtR
Hunter-Book: Defender by Angel McCoy HtR
Hunter-Book: Hermit by Tim Dedopulos HtR
Hunter-Book: Innocent by Philippe Boulle HtR
Hunter-Book: Judges by John Snead HtR
Hunter-Book: Martyr by Philippe Boulle HtR
Hunter-Book: Redeemer by Tim Dedopulos HtR
Hunter-Book: Visionary by Tim Dedopulos HtR
Hunter-Book: Wayward by Ed Hall HtR
Hunter: First Contact by White Wolf Staff HtR
Hunter: Holy War by White Wolf Publishing HtR
Hunter: The Moonstruck by Matthew McFarland HtR
Hunter: The Reckoning by Bruce Baugh HtR
Hunter: The Reckoning Players Guide by Philippe Boulle HtR
Hunter: Urban Legends (Hunter) by Chuck Wendig HtR
Inherit the Earth by Stewart Wieck HtR
Predator & Prey: Executioner by John H. Steele HtR
Predator & Prey: Judge by John H. Steele HtR
Predator & Prey: Jury by John H. Steele HtR
Predator & Prey: Mage by Carl Bowen HtR
Predator & Prey: Vampire by Carl Bowen HtR
Predator & Prey: Werewolf by John H. Steele HtR
The Spellbound (Hunter the Reckoning) by Chuck Wendig HtR
The Walking Dead by Richard Dansky HtR
Ashes and Angel Wings by Greg Stolze DtF
City of Angels (Demon the Fallen) by Steve Kenson DtF
Damned & Deceived (Demon) by White Wolf DtF
Days of Fire (Demon) by Greg Stolze DtF
Demon Players Guide by Michael Lee DtF
Demon Storytellers Companion by Michael Lee DtF
Demon: The Fallen by Michael B. Lee DtF
The Earthbound by Matthew McFarland DtF
Fear to Tread (Demon the Fallen) by David Carroll DtF
Houses of the Fallen (Demon) by White Wolf DtF
Lucifers Shadow by Michael Lee DtF
Saviors and Destroyers by Mike Lee DtF
The Seven Deadlies by Greg Stolze DtF
The Wreckage of Paradise by Greg Stolze DtF
*OP MET: Faith & Fire (Minds Eye Theatre) by White Wolf Publishing Dark Ages-MET
Ashen Cults by Justin Achilli Dark Ages
The Ashen Knight by Richard Dansky Dark Ages
The Ashen Thief by Geoffrey Grabowski Dark Ages
Bitter Crusade by Zach Bush Dark Ages
Blood & Silk by Bruce Baugh Dark Ages
Book of Storyteller Secrets (Vampire - the Dark Ages) by J. Wiker Dark Ages
Cainite Heresy by R. Bergstrom Dark Ages
Clanbook: Baali by Sven Skoog Dark Ages
Clanbook: Cappadocian by Justin Achilli Dark Ages
Clanbook: Salubri by Cynthia Summers Dark Ages
Clash of Wills by Steve Miller Dark Ages
Constantinople by Night by Philippe Boulle Dark Ages
Dark Ages Companion: A Sourcebook for Vampire : The Dark Ages by Fred Yelk Dark Ages
Dark Ages: Assamite by Stefan Petrucha Dark Ages
Dark Ages: British Isles by Gavin Bennett Dark Ages
Dark Ages: Brujah by Myranda Kalis Dark Ages
Dark Ages: Cappadocian by Andrew Bates Dark Ages
Dark Ages: Europe by James Maliszewski Dark Ages
Dark Ages: Fae by Aaron Dembski-Bowden Dark Ages
Dark Ages: Gangrel by Tim Waggoner Dark Ages
Dark Ages: Inquisitor by Matt MacFarland Dark Ages
Dark Ages: Inquisitor Companion by Kraig Blackwelder Dark Ages
Dark Ages: Lasombra by David Wilson Dark Ages
Dark Ages: Mage by Stephen Michael DiPesa Dark Ages
Dark Ages: Mage Grimoire by Stephen Michael DiPesa Dark Ages
Dark Ages: Malkavian by Ellen Kiley Dark Ages
Dark Ages: Nosferatu by John H. Steele Dark Ages
Dark Ages: Ravnos by Sarah Roark Dark Ages
Dark Ages: Setite by Kathleen Ryan Dark Ages
Dark Ages: Toreador by Janet Trautvetter Dark Ages
Dark Ages: Tremere by Sarah Roark Dark Ages
Dark Ages: Tzimisce by Myranda Kalis Dark Ages
Dark Ages: Vampire by White Wolf Staff Dark Ages
Dark Ages: Vampire Storytellers Companion by White Wolf Publishing Dark Ages
Dark Ages: Ventrue by Matthew McFarland Dark Ages
Dark Ages: Werewolf by Matt McFarland Dark Ages
Devil's Due by Michael Goodwin Dark Ages
The Erciyes Fragments by C. S. Friedman Dark Ages
Fountains of Bright Crimson by Ree Soesbee Dark Ages
House of Tremere by Robin Laws Dark Ages
Iberia by Night by Richard Dansky Dark Ages
Infernalism: The Path of Screams by Phil Brucato Dark Ages
Jerusalem by Night by Jen Clodius Dark Ages
Libellus Sanguinis 1: Masters of the State by Craig Bolin Dark Ages
Libellus Sanguinis 2: Keepers of the Word by Cynthia Summers Dark Ages
Libellus Sanguinis 3: Wolves at the Door by Jason Langlois Dark Ages
Libellus Sanguinis 4: Thieves in the Night by White Wolf Publishing Dark Ages
Liege, Lord and Lackey by Jason Carl Dark Ages
Road of Heaven by C.A. Suleiman Dark Ages
Road of Humanity by White W0Lf Dark Ages
Road of Kings by White Wolf Publishing Dark Ages
Road of Sin by Myranda Kalis Dark Ages
Road of the Beast by White Wolf Publishing Dark Ages
Three Pillars by William O'Connor Dark Ages
To Dream of Dreamers Lost :The Grails Covenant, Book 3 by David Wilson Dark Ages
To Sift Through Bitter Ashes by David Niall Wilson Dark Ages
To Speak in Lifeless Tongues by David Wilson Dark Ages
Transylvania By Night by Brian Campbell Dark Ages
Transylvania Chronicles I: Dark Tides Rising by Brian Campbell Dark Ages
Transylvania Chronicles II: Son of the Dragon by Brian Campbell Dark Ages
Transylvania Chronicles III: Ill Omens by Reid Schmadeka Dark Ages
Under the Black Cross by Dan Budge Dark Ages
Vampire: The Dark Ages by Jennifer Hartshorn Dark Ages
Veil of Night by Chris Hartford Dark Ages
Werewolf: The Dark Ages by Forrest Marchinton Dark Ages
Wind From The East by James Kiley Dark Ages
Wolves of the Sea by Geoffrey Grabowski Dark Ages
The 1000 Hells by Kraig Blackwelder KotE
Dharma Book: Bone Flowers by Kraig Blackwelder KotE
Dharma Book: Devil-Tigers by Geoffrey C. Grabowski KotE
Dharma Book: Resplendent Cranes by Bruce Baugh KotE
Dharma Book: Thousand Whispers by Steve Kenson KotE
Dharma Book: Thrashing Dragons by White Wolf Publishing KotE
Half-Damned: Dhampyr by Hal Mangold KotE
Heresies of the Way by White Wolf Publishing KotE
Killing Streets by Michael Butler KotE
Kindred of the East (For Vampire, the Masquerade) by Justin Achilli KotE
Kindred of the East Companion by David Bowker KotE
Shadow War by Edward MacGregor KotE
World of Darkness: Hong Kong by Jackie Cassada KotE
Haunting the Dead by Stefan Petrucha Orpheus
Orpheus by Richard Dansky Orpheus
Orpheus Endgame by Orpheus Orpheus
Orpheus Shadow Games by Kraig Blackwelder Orpheus
Orpheus the Orphan-Grinders (Orpheus) by White W0Lf Orpheus
Orpheus: Crusade of Ashes by Kraig Blackwelder Orpheus
Shades of Gray (Orpheus) by Kraig Blackwelder Orpheus
Apocalypse: Time of Judgement (Werewolf) by Phyllis Bowen ToJ
Gehenna by Dean Shomshak ToJ
Gehenna: The Final Night by Ari Marmell ToJ
Judgement Day by Bruce Baugh ToJ
The Last Battle by White Wolf Publishing Inc ToJ
Time of Judgment (World of Darkness) by David Carroll ToJ
Truth Beyond Paradox by Phil Brucato MtA
Antagonists by Pamela Collins new
Asylum by WORLD OF DARKNESS new
Book of Spirits by Ethan Skemp new
Chicago Workings by Will Hindmarch new
Dogs of War by Richard Clayton new
Dudes of Legend by Chuck Wendig new
The Infinite Macabre by Chuck Wendig new
Innocents by White Wolf new
Midnight Roads by Matt McFarland new
Mind's Eye Theatre by Peter Woodworth new MET
Mirrors: Bleeding Edge by Russell Bailey new
Monte Cooks World of Darkness by Monte Cook new
Reliquary (World of Darkness) by Will Hindmarch new
Second Sight by David Hicks new
Shadows of Mexico by Ray Fawkes new
Shadows of the United Kingdom by Aaron Dembski-Bowden new
Tales from the 13th Precinct by Alan Alexander new
Three Shades Of Night by Janet Trautvetter new
Urban Legends by Will Hindmarch new
The World of Darkness by Bill Bridges new
World of Darkness: Armory by Clayton Oliver new
World of Darkness: Armory Reloaded by Matthew McFarland new
World of Darkness: Chicago by Greg Stolze new
World of Darkness: Ghost Stories by Rick Chillot new
World of Darkness: Immortals by John Snead new
World of Darkness: Inferno by Matthew McFarland new
World of Darkness: Mirrors by Benjamin Baugh new
World of Darkness: Mysterious Places by Kraig Blackwelder new
Ancient Bloodlines (Vampire) by White Wolf VtR
The Blood (Vampire) by Will Hindmarch VtR
Blood In, Blood Out by Lucien Soulban VtR
Bloodlines: The Hidden (Vampire: The Requiem) by John Goff VtR
Bloodlines: The Legendary by Chuck Wendig VtR
Circle of the Crone by David Chart VtR
City of the Damned: New Orleans (Vampire: the Requiem) by Ari Marmell VtR
Coteries by White Wolf Publishing VtR
Damnation City by Will Hindmarch VtR
Fall of the Camarilla by Russell Bailey VtR
Gangrel Savage & Macabre by Russell Bailey VtR
Ghouls by Chuck Wendig VtR
A Hunger Like Fire by Greg Stolze VtR
The Invictus by Kraig Blackwelder VtR
Invite only by David A. Hill, Jr. VtR
Lancea Sanctum by Alan Alexander VtR
The Marriage of Virtue and Viciousness by Greg Stolze VtR
Minds Eye Theatre The Requiem (Vampire the Requiem) by Ari Marmell VtR-MET
Mythologies (Vampire The Requiem - World Of Darkness - WOD) by Khaldoun Khelil VtR
New Wave Requiem by Eddy Webb VtR
Night Horrors: Immortal Sinners by Joseph Carriker VtR
Night Horrors: Wicked Dead by Benjamin Baugh VtR
Nomads (Vampire: The Requiem) by Brian Campbell VtR
Nosferatu: The Beast That Hunts the Blood (Vampire: The Reqiuem) by Chuck Wendig VtR
Ordo Dracul by Will Hindmarch VtR
Requiem for Rome by Russell Bailey VtR
Rites of the Dragon by Greg Stolze VtR
Shadows in the Dark: Mekhet (Vampire: The Requiem) by Howard Ingham VtR
Vampire Ancient Mysteries (Vampire: The Requiem (White Wolf)) by Bethany Culp VtR
Vampire Belials Brood (Vampire the Requiem) by George Holochwost VtR
Vampire Bloodlines 3 The Chosen by Roger William Barnes new:VtR
Vampire Carthians by Ray Fawkes VtR
Vampire Chroniclers Guide (Vampire: The Requiem) by Justin Achilli VtR
Vampire Daeva Kiss of the Succubus (Vampire: The Requiem (White Wolf)) by Russell Bailey VtR
Vampire Translation Guide by Matt McFarland VtR
Vampire: Scenes of the Embrace by Monica Valentinelli VtR
Vampire: the Danse Macabre by Russell Bailey VtR
Vampire: The Requiem by Ari Marmell VtR
Ventrue: Lords Over the Damned (Vampire the Requiem) by Will Hindmarch VtR
VII (Vampire: the Requiem) by Chriftopher Kobar VtR
Blasphemies by Aaron Dembski-Bowden WtF
Blood of the Wolf by Matthew McFarland WtF
Changing Breeds by Phil Brucato WtF
Forsaken Chronicler's Guide. Volume I: To Isolate by Chuck Wendig WtF
Hunting Ground: The Rockies by Chris Campbell WtF
Lodges: The Faithful by Aaron Dembski-Bowden WtF
Lore of the Forsaken by White Wolf WtF
Night Horrors: Wolfsbane by Ethan Skemp WtF
Predators by Aaron Dembski-Bowden WtF
The Rage: Forsaken Players Guide by Aaron Dembski-Bowden WtF
Skinchangers by Chris Campbell WtF
Territories by Chris Campbell WtF
Tribes of the Moon (Werewolf: The Forsaken) by Matt McFarland WtF
Werewolf Lodges 2 The Splintered (Werewolf the Forsaken) by Chuck Wendig WtF
Werewolf The Pure by Aaron Dembski-Bowden WtF
Werewolf: the Forsaken by White Wolf WtF
Werewolf: War Against the Pure (Werewolf the Forsaken) by Ethan Skemp WtF
Boston Unveiled by Stephen Michael DiPesa MtAw
The Free Council by David Chart MtAw
Grimoire of Grimoires by Joseph Carriker MtAw
Intruders: Encounters with the Abyss by Bill Bridges MtAw
Keys to the Supernal Tarot: Major Arcana by Matthew McFarland MtAw
Legacies: The Sublime by Dean Shomshak MtAw
Mage Adamantine Arrow (Mage: the Awakening) by Ethan Skemp MtAw
Mage Astral Realms (Mage the Awakening) by Alexander Freed MtAw
Mage Chroniclers Guide (Mage the Awakening) by Dave Brookshaw MtAw
Mage Legacies the Ancient by Howard Ingham MtAw
Mage Magical Traditions (The Awakening) by Justin Achilli MtAw
Mage Noir by David Brookshaw MtAw
Mage Silver Ladder (Mage the Awakening) by White Wolf MtAw
Mage: Guardians of the Veil by Kraig Blackwelder MtAw
Mage: The Awakening by Kraig Blackwelder MtAw
Mysterium (Mage) by Michael Goodwin MtAw
Night Horrors: The Unbidden by Matthew McFarland MtAw
Reign of Exarchs by Brian Campbell MtAw
Sanctum And Sigil by Brian Campbell MtAw
Secrets of the Ruined Temple by Alexander Freed MtAw
Seers of the Throne by White Wolf MtAw
Summoners (Mage) (Mage the Awakening) by Chris Burns MtAw
Tome of Watchtowers by Kraig Blackwelder MtAw
Magnum Opus by Joseph Carriker PtC
Pandora's Book by Justin Achilli PtC
Promethean: The Created by Carl Bowen PtC
Promethean: The Created Storyteller Screen by Promethean PtC
Saturnine Nights by Matt McFarland PtC
Strange Alchemies by Howard Wood Ingham PtC
Autumn Nightmares by Ethan Skemp CtL
Changeling: the Lost by Matt McFarland CtL
Changeling: The Lost Free Rules and Adventure CtL
Changeling: the Lost Storyteller Screen by Changeling CtL
Dancers in the Dusk by David Brookshaw CtL
Equinox Road by Ethan Skemp CtL
The Fear-maker's promise (Changeling : the Lost) by Chuck Wendig CtL
Goblin markets by Jess Hartley CtL
Lords of Summer by White Wolf CtL
Night Horrors: Grim Fears by Stephen Michael DiPesa CtL
Rites of Spring by Jess Hartley CtL
The Rose bride's plight (Changeling : the lost) by Jess Hartley CtL
Swords at Dawn by Ethan Skemp CtL
Block by Bloody Block by Chuck Wendig HtV
Compacts and Conspiracies by Chuck Wendig HtV
Horror Recognition Guide by Matt McFarland HtV
Hunter Spirit Slayers (Hunter: the Vigil) by Ethan Skemp HtV
Hunter The Vigil (Storyteller's Screen) by White Wolf HtV
Hunter the Vigil Quickstart: One Year Later by Jason Bolte HtV
Hunter Witch Finders by White Wolf HtV
Hunter: The Vigil by Chuck Wendig HtV
Night Stalkers (Hunter: the Vigil) by Howard Wood Ingham HtV
WoD Slasher (World of Darkness) by Chuck Wendig HtV
Geist: Book of the Dead by White Wolf GtSE
Geist: The Sin-Eaters by Ethan Skemp GtSE
Geist: The Sin-Eaters Free Quickstart Rules and Adventure by Christopher Lee Simmons GtSE
Werewolf: The Apocalypse (First Edition - WW 3000) by Mark Rein·Hagen WW3000
Werewolf: the Apocalypse Revised Limited Edition (WW3799) by Mitch Byrd WW3799

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Series description

The World of Darkness series encompasses all the novels and game/rule books for both White Wolf's new and old World of Darkness.
Currently Ordering the list is as follows.
oWoD = 1
nWoD = 2
after the 1 or 2 each game has a number follow the '.'. This is related to the approximate order in which the games came out. If a work mixes 2 or more games strongly then it is left with a 1 or 2 else the following.
oWoD = (1|old)
Vampire the Masquarade = (1.1|old|VtM)
Werewolf the Apocalypse = (1.2|old|WtA)
Mage the Ascension = (1.3|old|MtA)
Wraith the Oblivion = (1.4|old|WtO)
Changeling the Dreaming = (1.5|old|CtD)
Mummy the Resurrection = (1.6|old|MtR)
Hunter the Reckoning = (1.7|old|HtR)
Demon the Fallen = (1.8|old|DtF)
Dark Ages = (1.9|old|Dark Ages)
Kindred of the East = (1.10|old|KotE)
Orpheus = (1.11|old|Orpheus)
Time of Judgement = (1.12|old|ToJ)
nWoD = (2|new)
Vampire the Requiem = (2.1|new|VtR)
Werewolf the Forsaken = (2.2|new|WtF)
Mage the Awakening = (2.3|new|MtAw)
Promethean the Created = (2.4|new|PtC)
Changeling the Lost = (2.5|new|CtL)
Hunter the Vigil - (2.6|new|HtV)
Geist the Sin Eaters = (2.7|new|GtSE)

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Series?!

How do series work?

To create a series or add a work to it, go to a 'work' page. The 'Common Knowledge' section now includes a 'Series' field. Enter the name of the series to add the book to it.

Works can belong to more than one series. In some cases, as with Chronicles of Narnia, disagreements about order necessitate the creation of more than one series.

Tip: If the series has an order, add a number or other descriptor in parenthesis after the series title (eg., 'Chronicles of Prydain (book 1)'). By default, it sorts by the number, or alphabetically if there is no number. If you want to force a particular order, use the | character to divide the number and the descriptor. So, '(0|prequel)' sorts by 0 under the label 'prequel.'

What isn't a series?

Series was designed to cover groups of books generally understood as such (see Wikipedia: Book series). Like many concepts in the book world, 'series' is a somewhat fluid and contested notion. A good rule of thumb is that series have a conventional name and are intentional creations, on the part of the author or publisher. For now, avoid forcing the issue with mere 'lists' of works possessing an arbitrary shared characteristic, such as relating to a particular place. Avoid series that cross authors, unless the authors were or became aware of the series identification (eg., avoid lumping Jane Austen with her continuators).

Also avoid publisher series, unless the publisher has a true monopoly over the 'works' in question. So, the Dummies guides are a series of works. But the Loeb Classical Library is a series of editions, not of works.

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Vampire: The Masquerade
Designer(s) Mark Rein-Hagen, Graeme Davis, Tom Dowd, Lisa Stevens, Stewart Wieck[1]
Publisher(s)
  • By Night Studios
Publication date
  • 1991 (1st edition)
  • 1992 (2nd edition)
  • 1998 (Revised edition)
  • 2011 (20th Anniversary)
  • 2018 (5th edition)
Genre(s) Personal horror
System(s) Storyteller System

Vampire: The Masquerade is a tabletop role-playing game (tabletop RPG) created by Mark Rein-Hagen and released in 1991 by White Wolf Publishing as the first of several Storyteller System games for its World of Darkness setting line.[2][3] It is set in a fictionalized 'gothic-punk' version of the modern world, where players assume the roles of vampires, who are referred to as 'Kindred', and deal with their night-to-night struggles against their own bestial natures, vampire hunters and each other.[4]

Several associated products were produced based on Vampire: The Masquerade, including live-action role-playing games (Mind's Eye Theatre), dice, collectible card games (Vampire: The Eternal Struggle), video games (Vampire: The Masquerade – Redemption and Vampire: The Masquerade – Bloodlines), and numerous novels. In 1996, a short-lived television show loosely based on the game, Kindred: The Embraced, was produced by Aaron Spelling for the Fox Broadcasting Company.

  • 2Gameplay
  • 3Vampires in World of Darkness
    • 3.6Society
      • 3.6.2Clans and sects
      • 3.6.3The 13 Clans

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Development[edit]

Vampire was inspired by RPGs such as Call of Cthulhu and RuneQuest, as well as the writings of Joseph Campbell and vampire films such as The Lost Boys.[5][6] Rein-Hagen felt that hunting vampires, as a game premise, would get boring so he came up with the idea of a game where the players played vampires instead of hunting them.[5][6] Rein-Hagen specifically stated that he purposefully didn't read Anne Rice's Vampire Chronicles until 'very late' in the development process but admitted she was probably an influence on the vampire films that inspired the game.[5] He wanted to go beyond what Anne Rice had done by creating individual vampires, with a whole secret vampire society and culture.[5][6]

Some of Vampire's central themes of the power of belief developed out of Rein-Hagen's religious upbringing. Inspired by a comic book given to him by White Wolf business partner Stewart Wieck, Rein-Hagen developed the idea that the cursed character of the Biblical Cain was the original vampire. In an 'Ask Me Anything' interview on Reddit Rein-Hagen referred to the idea of Cain as the progenitor of all vampires as a 'big turning point'.[5] He commented further: 'I was trying to shy away from religion. After that... I went all in. The game and the world became about religion and belief. My father was a Lutheran minister, and I think that played a huge role in not only Vampire but the whole WoD series. I was always fascinated by what made people believe so strongly when I didn't seem to believe at all. Talking about that theme, the power of belief, fueled the second half of Vampire game design.'[5]

Vampire was notably new in many respects. It was conceived as a dark, moody urban fantasy game with a unique gothic feel that harkened back to TSR's Ravenloft.[7] It would also be the first of a series of linked games sharing the same game world.[7] Its simple cover photo of a rose on green marble set the tone for the game and differentiated it from other games on the market. Its content was also novel, as the game focused on plots, intrigue and story as opposed to more straightforward dungeon scenarios. While the RPG industry in general had been trending towards a more narrative approach, Vampire was one of the first games of its kind to center on these things.[7]

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Horror games had traditionally been a tough sell in the RPG industry, but Vampire included elements that made it a dark superhero game rather than purely a horror game. An extensive list of broad supernatural powers, called disciplines, which included superior strength, speed and toughness, as well as other powers such as mystic senses, mind control and blood magic, gave the player characters a more super-human rather than horror feel. The 13 clans added late in the development process provided a much needed character-class-like system based on vampiric archetypes which proved very popular with players.[7]

For its mechanical elements Rein-Hagen turned to Tom Dowd, co-designer of Shadowrun (1989). Vampire's system of 'comparative' dice pools drew on the mechanics innovated by Shadowrun changing only the type of dice rolled; ten sided rather than six sided. Skill values that determined the number of dice rolled had been used in games like Champions, but rather than add the result of the dice in total, Vampire compared the result of the dice with a fixed value to determine the degree of success or failure. Skill levels were relatively low, ranging usually from one to five, and were represented with dots rather than numbers, which was the standard of its contemporaries. Players could easily figure their dice pool and roll against the assigned difficulty rating. This system was a boon for narrative style of play that emphasized story over mechanics, as it was easy for new players to quickly grasp,[7] but often provided unexpected results, such as a higher skilled character being more likely to fumble.

Gameplay[edit]

Concept[edit]

The game uses the cursed, immortal vampiric condition as a backdrop to explore themes of morality, depravity, the human condition (or appreciation of the human condition in its absence), salvation, and personal horror.[citation needed] The gloomy and exaggerated version of the real world that the vampires inhabit, called the 'World of Darkness,' forms an already bleak canvas against which the stories and struggles of characters are painted. The themes that the game seeks to address include retaining the character's sense of self, humanity, and sanity, as well as simply keeping from being crushed by the grim opposition of mortal and supernatural antagonists and, more poignantly, surviving the politics, treachery, and often violent ambitions of their own kind.

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Game system[edit]

Vampire is based on the Storyteller System. In addition to the general Storyteller rules, it uses a number of specific mechanics aimed towards simulating the vampiric existence. A vampire has a blood pool signifying the amount of human blood or vitae currently in their body; this blood can be spent to power abilities and perform supernatural tricks. These tricks simulate many of those portrayed on film, such as turning into animals or mist, sleeping in the ground or having unnatural charisma and powers of hypnotic suggestion.

Close to the central theme of the game is Humanity. Vampires each have Humanity scores, measuring how closely in touch with human nature they are; as Humanity decreases, vampires become more susceptible to the Beast, the feral side of the vampiric soul that is driven entirely by rage, hunger, and hatred of God and humanity. Brutal, immoral actions risk lowering a vampire's Humanity score. If the individual's Humanity drops to zero, the Beast takes over and the vampire is in a state of constant frenzy known as Wassail.

The actions taken during gameplay are expressed using ten-sideddice. The number of dice used correspond to the player's current skill level, often based on two different skills that together represent the player's ability. For example, to land a punch, the character's dexterity and brawl skill are combined. The resulting number is the number of dice rolled to perform the task. It is up to the story teller to set how high a die roll must be to be considered a success (usually 6 for standard actions).

Vampires in World of Darkness[edit]

Vampires in the World of Darkness make use of several familiar tropes of vampires in myth and legend such as immortality and a powerful thirst for blood. They are truly undead as their hearts do not beat, they do not require food or drink, they do not age, their skin is cold and pale, and the only sustenance they require is blood. Despite their undead status, vampires of this world are thinking, feeling beings capable of thought, emotion, and empathy (though this capacity may diminish with age, or through a desensitization caused by immoral actions, referred to as 'loss of Humanity').[8]:8 Other tropes or weaknesses are described as mere legends or superstitions, such as a vampire's victim becoming a vampire simply from a bite. Though they are typically not repulsed by garlic or holy symbols, there is a system of merits and flaws that can affect characters in this way, though they are not animated by some demonic spirit according to in-game lore.[8]:8

Weaknesses[edit]

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Sunlight is fearsome and deadly to vampires of this canon, and at most, they can tolerate a few seconds of exposure before perishing. A wooden stake through the heart is not deadly to these creatures but will immobilize them until it is removed.[8]:8 Arguably their biggest weakness is what is known in-game as the Beast. The Beast is a savage, carnal predatory drive within all vampires. The Beast seeks only to satisfy its base urge to survive. Anger, mortal threats, hunger, or blood lust are some of the things that can cause the Beast to rise. The Beast is capable of taking over the vampire's conscious mind, forcing them into a frenzied state where they take violent, often deeply regrettable, actions that they perhaps otherwise would not. One of the major themes of Vampire is characters' battles to strike a balance between their violent, predatory nature and being morally responsible before their humanity is eroded by this powerful force within themselves.[8]:16-17 This theme is summed up in the axiom, 'A Beast I Am, Lest a Beast I Become.'[8]:14

Vampires may enter a deathlike sleep called torpor. Torpor may be caused by near-fatal injuries or may be entered voluntarily. In-game, the level of the vampire's humanity determines how long they sleep for.[8]:283-284 Though they cannot die of old age, vampires in this setting can die. Fire, sunlight, decapitation, supernatural powers, or succumbing to a clan weakness can cause the vampire to reach what is referred to as Final Death - to truly die.[8]:283-284 Torpor allows the vampire release from their existential pain but it also may make them vulnerable. Vampires in this state, if not well hidden, may have difficulty defending themselves and are vulnerable to destruction by vampire hunters or Diablerie by other vampires.[8]:283-284

Vitae[edit]

Characters in this world refer to the supernatural blood in their bodies that sustains them as vitae. Vampires gain vitae by drinking blood. In-game, this accumulation of vitae is called blood pool.[9] This represents the amount of vitae the player has available to expend to fuel supernatural powers, to heal wounds, or to increase their physical strength, agility, or stamina. Characters can replace lost Vitae by drinking more blood.

A vampire's vitae can inspire false feelings of love and foster dependency if drunk by others. This addiction to vampiric blood is called the Blood Bond. The vampire performing the bond is called a Regnant and the one being bound is called a Thrall. In most cases, a victim must drink three times from the same vampire on three separate nights to become bonded. Once bonded, the victim feels something akin to a very twisted sort of love for the vampire and they become the most important person in their life. They also become more susceptible to mind control by that vampire and are willing to do anything, even risk their own life, to aid their regnant. Mortals, animals, and even other vampires and other supernatural creatures may be bound. The Sabbat practice a different form of group blood bonding by incorporating ancient Tzimisce Blood Magic called the Vaulderie that inspires loyalty and sodality among the sect. It will also instantly break conventional blood bonds if performed correctly by a trained vampire, typically a Pack Priest. They can also be negated by extended amounts of time depending on how far the Bond has gone (steps one, two or three), willpower and the extended absence of the regnant in order to do so.[8]:286-288

The embrace[edit]

Vampires may create more of themselves by draining a human to the point of death and then feeding the victim some of their blood. The creator vampire is known as a sire, the newly created vampire a childe and the creation process is referred to as the embrace. Very little vitae is required to trigger the transformation but the victim must be freshly dead. It does not work on corpses that are more than a few minutes old.

A vampire's relative power is limited by something called their Generation, which is set at the time of their embrace. Generation is the vampire's distance from the race's mythical founder, Cain, who is alleged to be the first vampire. For example, a ninth generation is nine generations from Cain. Should this ninth generation vampire embrace someone their progeny would be tenth generation regardless of how many times they do this.[8]:28 Generation is largely a fixed trait but characters can lower their generation by committing diablerie — the consumption of the soul of a vampire of lower generation. Attitudes towards diablerie range from criminalization to an act of liberation. Regardless, diablerie is a serious act not to be taken lightly.[8]:24, 28

Motivations and mores surrounding the embrace differ from clan and sect. In some sects, such as the Camarilla, the creation of new vampires is tightly controlled.[8]:22-23 Among the Sabbat or the Anarchs the norms are much looser.[8]:19 Individual clans, especially the Independent Clans, have different norms, rituals and restrictions surrounding the creation of new vampires. Some only embrace a certain ethnic group, such as the Romani with the Ravnos[8]:64 or within certain mortal families as with the Giovanni.[8]:47, 56-57 Others simply look for certain qualities such as the ability to survive, intelligence, curiosity or artistic talent. Some create other vampires for power, others for companionship and some are created as fodder for the endless, ancient conflicts, known as the Jyhad, that are central to gameplay.

Myths and origins[edit]

Vampires in the World of Darkness believe that their race originates with the Biblical figure of Cain. Cain was said to have been cursed by God with a vampiric state for murdering his brother. The vampires of this canon believe themselves to descend from this Biblical progenitor.

It is said that Cain was able to pass on his cursed state to others, thereby, making them like himself only somewhat weaker. These first childer, known as the second generation, were said to have been made to keep him company, and they in turn made the third generation. The third were supposedly numbered thirteen and are the semi-legendary founders of the thirteen original clans. According to in-game legend, all of these vampires lived in peace under Cain's rule in the legendary city known as Enoch, or the First City. When God caused the Great Flood, however, the city was destroyed and Cain disappeared, leaving his Childer to fend for themselves. The third generation eventually rose up and slew their sires. Cain, upon discovering this, cursed them. Cain's curse is supposedly the reason each clan now has its own weakness.[10] These myths are collected in an in-game document of dubious reliability known as the Book of Nod. Those who study the mythical vampire origins are called Noddists. According to Noddist mythology there are claims that Cain will return at the end of time to judge his descendants: the Antediluvians and all vampires descended from them. This event is known as Gehenna, the end of all vampiric races. Others claim that Gehenna is simply the wakening of the Antediluvians who have returned to feed on the blood of their descendants.[8]:30

Differing interpretations of the myths divide vampire society. The Sabbat, for example, take the myths quite literally and believe that it is their purpose to defend vampires from the depredations of the ancients. The Camarilla is more dismissive, either claiming that Cain is nothing more than a myth or metaphor or outright suppressing the myths and their study. Contentions between the different societies surrounding the origins of vampires and Gehenna are important in-game motivations for the Jyhad that color the character's understanding of their world. Regardless as to whether or not the myths are true in the context of the game the myth of Cain represents important themes presented in the metaplot such as sins of the father coming back upon his children, the threat of apocalypse, questions of faith, conspiracies, and war of ages.[8]:14-15, 28

Golconda is a fabled state of enlightenment that offers vampires a release from their struggle with the Beast. Different editions have gone into different level of detail as to what Golconda is but all agree that it is an elusive and mysterious state and there is very little information in-game or out as to how to achieve it.[8]:30

The Masquerade[edit]

In Vampire: The Masquerade, the Masquerade refers to an organized conspiracy primarily orchestrated by the Camarilla to convince the general public that vampires do not exist. The Camarilla believes the Masquerade is the cornerstone survival strategy for Kindred and fear that without it the kine would rise up and exterminate all the undead.[8]:14, 22, 33

Prohibitions against exposing the existence of Kindred existed prior to the 15th century in a set of ancient laws known as the Traditions. The First Tradition reads:

'Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.'[8]:22-23

This stricture was not consistently nor as strictly enforced until the Inquisition of the 15th century required it. During this period vampires were destroyed in large numbers by vampire hunters which largely prompted the formation of a sect known as the Camarilla whose primary purpose was to promote and enforce the Masquerade as a means of survival.[8]:38

The Masquerade is largely enforced through self-policing, but it is primarily the job of the Prince in Camarilla controlled cities to enforce it. Princes may use any means at their disposal to ensure vampire society stays hidden and that those who break the Masquerade are duly punished. Punishments for breaches have a range but are usually draconian in nature due to the seriousness of the Masquerade. Final Death, often by means of a ritualized 'Blood Hunt' by other vampires, is not uncommon. When breaches do occur, the Camarilla takes great pains to repair them. This could include anything from erasing mortal's memories using supernatural powers to manipulating mortal pawns in order to keep events out of the media.[8]:38-39

The Masquerade is one of the main in-game points of contention between the two major factions of vampires in the World of Darkness. While many vampires see the pragmatism in the Masquerade some do not agree with it. For example, the Sabbat do not uphold the Tradition that justifies the enforcement of the Masquerade but behind closed doors even they take some steps to contain breaches.[8]:40-47

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Society[edit]

A diagram of the genealogy of the Assamites

Vampires in the World of Darkness have a rich, complex, and diverse secret society with a range of ideologies, goals, and backgrounds. Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires.

Age[edit]

An important means of social distinction among vampires in this setting is through age. Younger vampires wanting respect and power must prove themselves to their elders. While ambition can provide a degree of upward mobility among immortals, oftentimes respect comes to those who can prove they can survive.[8]:18-19 Characters are loosely divided into several age groups. Ages aren't titles or jobs but rather loose descriptions to describe a vampire's development and the social expectations that come with aging.[8]:19

  • Fledgling - Newly Embraced vampires who have yet to formally enter vampire society. Fledglings are still too ignorant and weak to survive on their own (though some among the Sabbat manage it) and are dependent on their Sires for protection and education.
  • Neonates - Though still young, a neonate has proved that they can survive on their own and is seen as a full-fledged member of their society.
  • Ancilla - Ancilla have survived a few decades or perhaps a few centuries. They have also likely accomplished something in their time for their sect or clan though what this might be varies.
  • Elder - A relative term that could indicate a vampire is anywhere between 200 and 1,000 years old. They generally have a great deal of wealth, influence, or power to leverage in the Jyhad.
  • Methuselah - Methuselah range between 1,000 and 2,000 years old. At this age, vampires begin to retreat from society and many do not survive the profound changes brought on by surviving this long.
  • Antediluvian -Antediluvians are believed to be those vampires of the Third Generation who are descended from Cain’s original children. There are rumored to be only thirteen of them.[8]:19

Clans and sects[edit]

Vampires organize and divide themselves politically and ideologically into sects which form governing structure for undead societies. Laws and norms concerning the place of vampires within the mortal world, feeding, the treatment of vessels, vampiric morality, secrecy, feeding grounds, Gehenna and the distribution of power form the basis of these divisions. The two major sects are the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu or the Anarchs. A sect is something a character may choose in-game, though this decision is often chosen for them by their Sire. Defection to one side or the other is possible, but come with great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Sabbat.[8]:19-22

Sects[edit]

Vampire: The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society. While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs.

  • The Camarilla — Nicknamed the 'Ivory Tower', the Camarilla strictly adheres to a set of ancient laws known as the Traditions. The Camarilla was created as a reaction to the Inquisition and sees its purpose as maintaining the Masquerade as a means of ensuring the survival of all Kindred. The Traditions are enforced and order in each jurisdiction (usually one city in the mortal world) maintained by a powerful leader known as a Prince. It is the Prince's duty to interpret the Traditions and act as judge, jury, and executioner. The Camarilla describes itself in idealistic terms suggesting it is a genteel society of undead peers but harbors a vast, complex, and rigid hierarchy that breeds ancient rivalries and vicious political machinations. The Camarilla actively denies or suppresses myths about Gehenna and the race's legendary ancient founders.[8]:19-22 Camarilla vampires refer to themselves (and all other vampires) as 'Kindred' as a means of reminding themselves of their origins in humanity. Camarilla vampires often refer to humans as 'Kine', an archaic term for cattle. The Sabbat scorn the idea of vampires being Kindred referring to themselves as Cainites preferring to emphasize their origins in the blood of Cain. They often use more vulgar epithets for their human vessels.[8]:19-22
  • The Anarch Movement — Ostensibly a faction within the Camarilla, the Anarch Movement are decentralized groups of vampires spread out across the world who question what they see as the Camarilla's outmoded means of governing. It contains a diverse range of ideologies but they believe in a more equitable redistribution of power between Kindred.[8]:19-22
  • The Sabbat — Nicknamed the 'Sword of Cain', the Sabbat was formed during the Anarch Revolt in response to the oppressive rule of the Elder vampires. The Sabbat do not openly follow the Traditions but instead adhere to a system of self-rule, freedom, and interdependence as outlined in the Code of Milan. The Sabbat actively believe that Gehenna is real and it is their duty to protect Cainites from the predation of the Antediluvians. The Sabbat believe themselves superior to humans and ultimately believe that they should rule over the human world rather than hide from it. Many have a flagrant disregard for human life which is evinced in the brutal tactics they use in the Jyhad. While anyone may ostensibly claim membership in the Camarilla, the Sabbat have brutal initiation rites where characters must prove their loyalty. They also practice cult-like rituals and a form of ceremonial group Blood Bonding, called Vaulderie, to ensure loyalty.[8]:19-22, 288
  • The Inconnu — A mysterious sect of elders rumored to have achieved or are in pursuit of Golconda; a sort of redemptive transcendence for the Damned. The most visible sign of the sect are its Monitors who sometimes take up residence in a territory.[8]:22
  • Tal’Mahe’Ra — Otherwise known as the 'True Black Hand', the Tal’Mahe’Ra is a strange and insular sect with its base of operations deep in the Shadowlands. Its motivations and purpose are unknown and most know very little about it.[8]:22
  • The Independents — The Independent Clans operate outside of the Camarilla or the Sabbat. Many of them function like small-scale Sects, such as the Followers of Set or the Giovanni, with specific agendas in mind. Others, such as the Ravnos are more individualistic. The Assamites lie between these extremes, having a centralized hierarchy in the Middle East, but generally operating as freelance mercenaries. These are the only four proper Clans to be regarded as independent (prior to the game's third edition, in which Clan Gangrel formally left the Camarilla), but 'Antitribu' splinters of other clans may become independent agencies, as may the more minor 'Bloodlines' which do not hold full Clan status.[8]:22

A vampire who rejects all associations with any sect and clan is known as 'Autarkis'. The Laibon, called Kindred of the Ebony Kingdom by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa. The Kindred of the East, while sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.

Clans[edit]

A clan is the character's vampire family. All members of a clan allegedly descend from the clan's Antediluvian founder. It is widely accepted that there are thirteen clans with thirteen founders, though not all of them are technically Antediluvian. Some clan founders, such as Giovanni or Tremere, usurped their position via Diablerie. Clans may have a social or political component to them, but a clan is not something a character chooses; it is something they are Embraced into. Those without a clan are known as Caitiff, and are considered outsiders.[8]:19-22

The 13 Clans[edit]

Vampire: The Masquerade introduces the use of 13 clans (or major bloodlines) in the game. Each accepted clan can trace its origins to one of 13 elder vampires known as an Antediluvian, for they survived God's biblical flood. Each Antediluvian is a “grandchilde” of Cain, who killed Abel and was cursed by God and His archangels into becoming the first vampire. Through the back story of the game, Antediluvians started a war among themselves, called the Jyhad, and use their clansmen to fight this war for them.

Each Clan and Bloodline has a unique set of powers called Disciplines, and their own set of weaknesses, also unique to that particular branch of vampire.

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  • Assamite: A cult of undead assassins based in the middle east. They kill for hire, and are paid in Vitae for use in special rituals that bring the clan's members closer to Cain. They possess a specialized Discipline called Quietus, which aids in stealth and killing. In the ancient past, the Tremere placed a curse on the entire clan in order to curb their rampant Diablerie. As a result, the clan could not consume Vitae without suffering terrible wounds and is unable to benefit from Diablerie. (This curse was broken in the game's third edition, and the 'Antitribu' faction in the Sabbat was never affected by it; un-cursed Assamites are instead highly susceptible to 'blood addiction', and may be driven to compulsively attack other vampires for their Vitae). Assamites are largely independent of sects.[8]:20, 49
  • Brujah: In ancient times, the Brujah were a clan of noble philosophers and warrior-poets. Since the loss of their city of Carthage, which was their crowning achievement, they have become a clan of malcontents, rebels, rogues, and anti-authoritarians. Brujah possess great passion, but this same passion makes it harder for them to resist the Beast. Brujah are one of the seven founding clans of the Camarilla.[8]:20, 51
  • Followers of Set: A clan of cultists who worship their Antediluvian progenitor, the Egyptian snake god Set. They are masters of secret and forbidden lore and foster corruption and desperation in the world as part of their worship of their god. Their signature Discipline is Serpentis which allows them to take on aspects of snakes. Setites are especially sensitive to light and take twice as much damage from sunlight as other Kindred. Followers of Set independent of the sects considering themselves a sect unto themselves.[8]:20, 52-53
  • Gangrel: A clan of animalistic shape-shifters who shun the cities for the wilderness beyond. Independent and more interested in their own survival the Gangrel prefer to run with wild animals rather than play politics with others of their kind. Gangrel are masters of the Discipline Protean which allows them to change their bodies into bestial shapes. When Gangrel frenzy they begin to resemble the Beast taking on animal features and disfigurements. Gangrel are one of the seven founding clans of the Camarilla, although they broke from it close to the end of the game line.[8]:20, 54-55
  • Giovanni: The Giovanni originate from a wealthy Venetian merchant family of necromancers whose patriarch, Augustus Giovanni, was embraced into clan Cappodocian. Giovanni exterminated the parent clan, Diablerized its founder, and founded a new clan but in doing so gained the enmity of the larger Kindred community. Branded 'Devil Kindred' the Giovanni were able to make peace with the rest of the clan by swearing to remain neutral in the Jyhad. The Giovanni are tight-knit, highly organized, and embrace only within certain mortal families. The Giovanni appear to be only interested in wealth and necromancy but these are simply a means to an end. The clan's founder wishes to remove the barrier between the living world and the dead in order to reign supreme. The clan's weakness is that their bite (which in other vampires is normally pleasurable to the victim) causes excruciating pain. The Giovanni are independent.[8]:20, 56-57
  • Lasombra: Darkly aristocratic vampires who see power over others and self-mastery as their noblesse oblige. As one of the two founding clans of the Sabbat they gained notoriety for allegedly destroying their Antediluvian founder. The Lasombra practice a Discipline known as Obtenebration that allows them to manipulate shadows and darkness. Perhaps as a result of their signature Discipline they do not appear in mirrors or on film that uses mirrors in its development.[8]:20, 58-59
  • Malkavian: A clan of lunatics whose madness grants them strange insight. Their Discipline of Dementation allows them to spread their insanity like a plague (prior to the third edition, knowledge of this Discipline was suppressed within the Camarilla). All members of this clan are insane in one manner or another. They are one of the seven founding clans of the Camarilla.[8]:20, 60-61
  • Nosferatu: Clan Nosferatu are doomed to wear their bestial nature on the outside. The Embrace turns its victims into hideous and deformed monsters who are marginalized by their appearance and forced to dwell in the shadows of the sewers. Their lives on the fringes and their stealthy abilities allow them to learn secrets others would rather keep hidden; and as a result, they often traffic in information. All Nosferatu are hideously ugly and obviously monsters to the point that appearing openly would break the Masquerade. They are one of the founding members of the Camarilla.[8]:20, 62-63
  • Ravnos: Clan Ravnos have reputations as outcasts and troublesome thieves and charlatans. While some among them follow Indian spiritual beliefs of cycles of incarnation others are simple opportunists taking advantage of whatever chaos can be had. Ravnos rarely embrace those not of Eastern European Romani backgrounds. They practice a special Discipline known as Chimestry which allows them to create illusions. All Ravnos indulge in a particular vice as their clan weakness. The Ravnos are independent.[8]:20, 64-65
  • Toreador: A clan of sensitive, artistic, and sometimes debauched hedonists fascinated by the mortal world and its artistic creations. The Toreador are enthralled by the ever-changing mortal world and are one of the few clans, as a whole, to seek to keep up with it. Toreador often Embrace for beauty or to preserve some artistic talent. Beauty can utterly captivate them causing them to become immobilized and unable to act for a period of time. They are one of the founding seven clans of the Camarilla.[8]:20, 68-69
  • Tremere: A clan of blood sorcerers and mages originally belonging to the Order of Hermes. The Tremere gained their immortal status by experimenting with Tzimisce Vitae. Their ambitious founder Diablerized the Antediluvian of the former clan Salubri, solidifying the Tremere's status as a clan. Their Discipline of Thaumaturgy allow them to use the power of their blood to cast spells but their dependency on Vitae makes them more easily susceptible to Blood Bonds. The clan is highly organized and its members are all partially Blood Bound to the ruling seven Elders of the clan. They are one of the founding seven clans of the Camarilla.[8]:20, 68-69
  • Tzimisce: Otherworldly and scholarly, the Tzimisce ruled over their lands in Eastern Europe for centuries. Like the Lasombra, the Tzimisce also claim to have destroyed their founder and are pillars of the Sabbat. Alien but mystical, the Tzimisce use their unique flesh and bone shaping Discipline of Vicissitude to transform themselves into superior beings. The Tzimisce are deeply tied to the lands where they were Embraced. If they do not rest within proximity of at least two handfuls of the land where they were born or Embraced they become increasingly debilitated.[8]:20, 70-71
  • Ventrue: The Ventrue are the aristocrats and kings of vampires having historically played a leadership role among the clans. Clan Ventrue seek power and wealth to support their legacy of rulership over Kindred and Kine. Ventrue, as a clan, may only feed from a specific kind of vessel (e.g. virgins, blondes, youngest siblings) which the player selects at character creation.[8]:20, 72-73
Antitribu[edit]

Most Sabbat vampires consider themselves to be the “anti-Clans” or antitribu in rebellion against their parent clans' values, goals, or loyalties. For example, Toreador within the Sabbat style themselves Toreador antitribu. Some rebel or twist the expectations of their clans, while others take a more radical view of their lineage's core ideas. Some are so different that they are considered different bloodlines manifesting different Disciplines, weaknesses or even a different name.[8]:43 The Lasombra and Tzimisce do not consider themselves antitribu as most of their members are within the Sabbat. Lasombra outside the Sabbat are considered antitribu while the Tzimisce outside the Sabbat are referred to as Old Clan. A Sabbat offshoot of the Followers of Set is known as the Serpents of the Light, and have rejected both the clan founder and his Egyptian origin, in favor of the cultural trappings of Caribbean voodoo.[8]:436, 439

Bloodlines[edit]

Bloodlines, on the other hand, either cannot trace their lineage to an Antediluvian founder or are too little in number to be considered a major player in the Jyhad. Some Bloodlines are considered to be offshoots of existing clans. All bloodlines are treated as exceptionally rare in the game, leaving most of the interactions and story lines centered around the clans.[8]:393

  • Baali: An obscure and malevolent bloodline of demon-worshiping vampires legendarily descended from Baal-the-Destroyer. Baali practice a dark Discipline called Daimoinon which allows them to summon the powers of hell, learn dark secrets, or exploit other's weaknesses. Baali are repulsed by holy symbols. If the Baali join a sect at all, they do so under false pretenses. Their true loyalties are to their infernal master.[8]:395
  • Blood Brothers: Members of the Sabbat. Artificially created as shock troops, they are born in groups of seemingingly identical 'twins' or 'triplets' etcetera, and have the power to share wounds, appendages and even disciplines with other members of the same group.
  • Daughters of Cacophony: A mysterious mix of Malkavian, Toreador, and Ventrue, who all claim parentage for the bloodline, the Daughters of Cacophony are devoted to singing of all kinds. They practice a special discipline called Melpominee which allows them to enhance their voices to increase their beauty, or even cause madness or wounds. Daughters exist in small numbers in both sects or as independents.[8]:398-399
  • Gargoyles: Created by the Tremere from other Kindred during their early nights to defend them from their enemies the gargoyle bloodline is exactly what the name entails: stone-skinned, demonic-looking, winged monsters who designed to haunt the exterior of castles. Some remain enslaved by Tremere magic but others have freed themselves and joined the Camarilla. Besides being hideous, gargoyles easily fall prey to supernatural mind control.[8]:400-401
  • Harbingers of Skulls: Rumored to be an ancient bloodline freshly awakened from torpor, the Harbingers of Skulls are necromancers loyal only to the Sabbat. They resemble rotting corpses similar to the Samedi[8]:402-403 Some believe that they are the long lost remains of the Cappidocians.
  • Kiasyd: The calm and studious, fey-touched Kiasyd descend from clan Lasombra. They are a rare bloodline ostensibly loyal to the Sabbat but more interested in their scholarship than the Jyhad. Iron inflicts terrible wounds on them and may even cause them to frenzy.[8]:405-406
  • Laibon: Originally presented as a single Bloodline of African vampires, which were later expanded into a multi-clan society with their own hardcover sourcebook.
  • Lamia: A particularly obscure Bloodline, thought extinct.
  • Lhiannon: Celtic vampires with powers of druidic witchcraft. Thought extinct.
  • Nagarajah: Members of the True Black Hand. Asiatic vampires who eat flesh as well as drinking blood.
  • Old Clan Tzimisce: Members of the True Black Hand. The Tzimisce clan as they were prior to joining the Sabbat and being 'infected' by the Vissicitude discipline. The legendary Dracula is likely to be a member of the Old Clan, and others of the Bloodline share similar characteristics - a background in Slavic aristocracy, a deep tie to the lands of Carpathia, and so forth.
  • Salubri: The Salubri were one of the thirteen original clans until their founder, Saulot, was diablerized by Tremere. Since then the bloodline has been nearly hunted into extinction by the hands of their usurpers. Far from the reputation of their evil diablerists the former clan practices a Discipline known as Obeah which has the power to heal bodies and minds. The bloodline intentionally keeps itself small with only seven in existence at any given time. The entire bloodline is devoted to finding Golconda. Salubri cannot feed from unwilling victims. All of this is untrue of the Sabbat branch of the Salubri, who are as 'evil' as the original Salubri are 'good', practicing compulsive warfare and using their 'Valeren' discipline, a perversion and reversal of Obeah, to literally steal human souls. Due to a mix of Tremere propaganda and encounters with the Antitribu faction, Salubri in general are feared and reviled by nearly all vampires, which keeps them on the fringes of vampire society.[8]:409-410
  • Samedi: A loathsome necromantic bloodline arising from the Caribbean, being embraced by the Samedi literally causes the victim to appear as a walking corpse. One of the few vampires as horrendous as the Nosferatu, the Samedi practice necromancy and a special Discipline called Thanatosis which they use to weaken or cause death in others. Samedi exist in small numbers in both sects or as independents.:410-411
  • True Brujah: Members of the True Black Hand. Ostensibly the original Brujah clan, whose Antediluvian was displaced by a renegade offspring of their founder. Virtually the exact opposite of 'false' Brujah, the bloodline's members are coldly unemotional, but possess the ability to manipulate the flow of time.

Reception[edit]

In 1992, Vampire: The Masquerade won the Origins Award for Best Roleplaying Rules of 1991.[11]

Vampire: The Masquerade was ranked 6th in the 1996 reader poll of Arcane magazine to determine the 50 most popular roleplaying games of all time. The UK magazine's editor Paul Pettengale commented: 'Vampire has always proved the most popular of the World of Darkness games, a testament both to the continuing appeal of the vampire itself, and to the structure and design of the game. Like all of the Storyteller range, it's not an easy game to get right, and it relies heavily on both the players and the referee putting a lot of effort and imagination into their roles. With a good group, though, it can be an immensely interesting and thought-provoking game, and one of the most effective horror RPGs around. Despite its tendency to take itself a little seriously, Vampire: The Masquerade has a great deal to offer the more mature and serious gamer.'[12]

The game was inducted into the Origins Awards Hall of Fame in 2007.[13]

Vampire Of The Masquerade Pdf

Versions[edit]

The original 1991 version was superseded by a second edition in 1992, and a revised edition in 1998.

The Vampire: The Masquerade game line was discontinued in 2004, at which point it was superseded by Vampire: The Requiem.

On March 17, 2011, White Wolf announced the 20th Anniversary Edition, which was published during the Grand Masquerade event in New Orleans on September 15–17, 2011, released to the attendees. Customers not attending The Grand Masquerade were offered a limited time preorder option. The 20th Anniversary Edition contains revisions of rules and is a compendium of most information provided in supplemental material in the game's earlier life. The 20th Anniversary Edition officially revived Vampire: The Masquerade as part of White Wolf Publishing's shift to a print on demand business model,[14] and multiple new Masquerade products have been announced.[15] All of White Wolf's tabletop roleplaying games are published by Onyx Path Publishing, including Vampire through its 20th Anniversary Edition, while all of White Wolf's Mind's Eye Theatre products are now published through By Night Studios.[16]

A 5th edition of Vampire: The Masquerade was released in early 2018.[17] Development of the new edition is being led by game designer Kenneth Hite, and will be distributed by Modiphius Entertainment.[18]

Tie-ins and adaptations[edit]

  • Under the title Mind's Eye Theatre: The Masquerade White Wolf also provides a live action role-playing game in the same setting, using their Mind's Eye Theatre system.
  • Vampire: The Eternal Struggle, a collectible card game based on 'Vampire', was produced by Wizards of the Coast and later by White Wolf.
  • Kindred: The Embraced, a television series based on Vampire, was produced by Aaron Spelling.
  • A video game based upon the Vampire milieu is Vampire: The Masquerade – Redemption, developed by Nihilistic Software and published in 2000 by Activision.
  • Another game followed in 2004: Vampire: The Masquerade – Bloodlines. Developed by Troika Games and published by Activision, it uses Valve's Source engine.
  • Vampire: The Masquerade – Coteries of New York is a video game in development by Draw Distance, planned for release in 2019[19]
  • A compilation album, called Music from the Succubus Club, was released by Dancing Ferret Discs to serve as a soundtrack for the VampireRPG.
  • Moonstone Books published a series of comic book adaptations of Vampire: The Masquerade which are now hard to find, but some of them made it into DriveThruRPG's Print on Demand service.[20]
  • Steve Jackson Games published an adaptation of Vampire: The Masquerade using their popular GURPS generic table-top roleplaying system. They followed this book up with a supplement called GURPS: Vampire Companion. Both books were produced for use with the Third Edition of the GURPS rules and are no longer in print. The Steve Jackson company also produced GURPS conversions of Werewolf: The Apocalypse, and Mage: The Ascension. Steve Jackson Games had the original copyright to the World of Darkness setting.[citation needed] Initially, SJ Games decided not to release their version; however, after the massive popularity the game setting received during the White Wolf Company's release, SJ Games, which still held their official rights of release on the system, published its version.[citation needed]

Werewolf: The Apocalypse, Mage: The Ascension, Wraith: The Oblivion, Changeling: The Dreaming, Hunter: The Reckoning, Mummy: The Resurrection, Kindred of the East, and Demon: The Fallen are other RPG titles set in the Old World of Darkness.

In August 2004, the original game set in the Classic World of Darkness was replaced by Vampire: The Requiem. Although it is an entirely new game, rather than a continuation of the old, it uses many elements of the old game, including certain clan and discipline names and an updated version of the Storyteller rules system.

At the White Wolf Camarilla meeting in October 2009 it was decided to re-support this game system both in the official Camarilla fan club and outside to Table Top players.

Print on Demand[edit]

As of mid-2010, White Wolf switched exclusively to a print-on-demand model via online role playing game store DriveThruRPG.com, offering the new and classic World of Darkness source books through the DriveThruRPG web site starting with a number of formerly out of print Vampire: The Masquerade books and gradually adding more as they were ready for print. DriveThruRPG and White Wolf have indicated that eventually all World of Darkness material will be available in this way.

Notes[edit]

  1. ^Rein-Hagen, Mark;Wieck, Stewart;. Vampire: The Masquerade (First Edition). White Wolf, 1991.
  2. ^Vasilakos, George (2007). 'Vampire: The Masquerade'. In Lowder, James (ed.). Hobby Games: The 100 Best. Green Ronin Publishing. pp. 348–351. ISBN978-1-932442-96-0.
  3. ^Konzack, Lars (2015). Mark Rein•Hagen’s Foundational Influence on 21st Century Vampiric Media. https://www.academia.edu/17844167/Mark_Rein_Hagen_s_Foundational_Influence_on_21st_Century_Vampiric_Media
  4. ^Melton, Gordon (1994). The Vampire Book: The Encyclopedia of the Undead (1st ed.). Detroit, MI: Visible Ink Press. p. 852. ISBN0-8103-2295-1.
  5. ^ abcdefRein-Hagen, Mark (2014). 'I am Mark Rein-Hagen, world creator and game designer. AskmeAnything'. Reddit. Retrieved August 31, 2015.
  6. ^ abcstygianjim (September 13, 2012). 'The Wyrm's Turn: Interview with Mark Rein-Hagen'. popcults.com. Retrieved August 31, 2015.
  7. ^ abcdeAppelcline, Shannon (2007). 'A Brief History of Game #11: White Wolf, Part One: 1986-1995'. RPG.net. Retrieved September 17, 2015.
  8. ^ abcdefghijklmnopqrstuvwxyzaaabacadaeafagahaiajakalamanaoapaqarasatauavawaxayazbabbbcbdbeJustin Achilli; Russell Bailey; Matthew McFarland; Eddy Webb. The Masquerade (20th Anniversary Edition). White Wolf, 2011.
  9. ^Vampire the Masquerade: 20th Anniversary Edition. White Wolf Publishing. 2011. p. 121.
  10. ^David Gragert; Sam Chupp; Andrew Greenberg. The Book of Nod. White Wolf, 1995.
  11. ^'Origins Award Winners (1991)'. Academy of Adventure Gaming Arts & Design. Archived from the original on 2008-03-15. Retrieved 2008-01-12.
  12. ^Pettengale, Paul (Christmas 1996). 'Arcane Presents the Top 50 Roleplaying Games 1996'. Arcane. Future Publishing (14): 25–35.
  13. ^'2007 list of winners'. Academy of Adventure Gaming Arts and Design. Archived from the original on 2009-06-04. Retrieved 2011-11-06.
  14. ^'At GenCon we announced our partnership with DriveThruRPG in their Now in Print program, offering out-of-print and PDF-exclusive products as physical books through print-on-demand technology'. White Wolf Publishing. Retrieved 2011-08-31.
  15. ^'White Wolf Release Schedule 2011-2012'. White Wolf Publishing. Archived from the original on 2011-09-10. Retrieved 2011-08-09.
  16. ^'Vampire The Masquerade'. http://theonyxpath.com/category/worlds/classicworldofdarkness/vampirethemasquerade/. Onyx Path Publishing.External link in |website= (help); Missing or empty |url= (help); |access-date= requires |url= (help)
  17. ^'White Wolf - News'. Vampire the Masquerade - Sverige - White Wolf.
  18. ^'WHITE WOLF ANNOUNCES DISTRIBUTION PARTNERSHIP WITH MODIPHIUS ENTERTAINMENT FOR VAMPIRE: THE MASQUERADE 5TH EDITION'. Modiphius.
  19. ^Romano, Sal (2019-06-04). 'Vampire: The Masquerade – Coteries of New York announced for Switch, PC'. Gematsu. Archived from the original on 2019-06-04. Retrieved 2019-06-04.
  20. ^'DriveThruRPG.com - Moonstone - World of Darkness - The Largest RPG Download Store!'. rpg.drivethrustuff.com.

References[edit]

  • Achilli, Justin. Vampire: The Masquerade Revised Edition. White Wolf Game Studio, 1998. ISBN1-56504-249-2.
  • Justin Achilli et al., Kindred of the Ebony Kingdom, White Wolf Game Studio, 2003, ISBN1-58846-239-0
  • Robert Hatch et al., A World of Darkness (Second Edition), White Wolf Game Studio, 1996, ISBN1-56504-207-7
  • Dean Shomshak & Ari Marmell, Blood Sacrifice: The Thaumatrugy Companion, (White Wolf Game Studio, 2002, ISBN1-58846-222-6
  • James A. Moore et al., Blood Magic: Secrets of Thaumaturgy, White Wolf Game Studio, 2000, ISBN1-56504-246-8
  • Justin Achilli et al., Guide to the Sabbat, White Wolf Game Studio, 1999, ISBN1-56504-263-8
  • White Wolf Publishing Children of the Night, White Wolf Game Studio, 1999, ISBN1-56504-244-1
  • Justin Achilli, Clanbook: Cappadocian, White Wolf Game Studio, 1997, ISBN1-56504-280-8
  • Justin Achilli, Clanbook: Giovanni by White Wolf Game Studio) (1997) ISBN1-56504-218-2
  • White Wolf Publishing et al., Vampire Storytellers Handbook, White Wolf Game Studio, 2000, ISBN1-56504-264-6
  • Sven Skoog & Lucien Soulban, Clanbook: Baali, White Wolf Game Studio, 1998, ISBN1-56504-213-1
  • White Wolf Games Studio et al., Vampire Storytellers Companion White Wolf Game Studio, 1998, ISBN1-56504-259-X
  • Andrew Greenberg, Vampire Players Guide, White Wolf Game Studio, 1993, ISBN1-56504-053-8
  • Lucien Soulban & James Stewart et al., Clanbook: Tzimisce, White Wolf Game Studio, 2001, ISBN1-58846-202-1
  • Justin Achilli et al., Guide to the Sabbat, White Wolf Game Studio, 1999, ISBN1-56504-263-8
  • Justin Achilli al., Vampire: The Masquerade Revised Edition, White Wolf Game Studio, 1998, ISBN1-56504-249-2
  • Steven C. Brown & Ken Meyer, The Storytellers Handbook to the Sabbat, White Wolf Game Studio, 1995, ISBN1-56504-042-2
  • Steven C. Brown & Jeff Starling, A Players Guide to the Sabbat, White Wolf Game Studio, 1995, ISBN1-56504-042-2

External links[edit]

35mm Clothing

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