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But what about less prominent events in history, those that are still shrouded in mystery? For instance, what caused the Tunguska Crater in Siberia? The official explanation is that it was a meteor. And yet, in the World of Darkness, nomadic hunters of the time reportedly swore to a French journalist that strange creatures were sighted in the region. Peasants whispered for years that those who traveled too close to the crater at night would sleepwalk for months afterward.

Rubbish, some people say. Case solved. Viewing history through the lens of supernatural machination allows us to mine the past for stories. The entire tapestry of history, from the invention of agriculture to the nuclear bomb, can be interpreted in a sinister light, with warring forces of occult beings and secret societies using ignorant humans as pawns in their eternal games.

What could we achieve if only we could remove the veil from our eyes and see things as they are? Human potential is limitless, hampered only by our own unwillingness to question and deal with the ramifications of reality. Beware, however, to whom you address any questions, lest you become enlisted into the armies of the night and wage their wars instead of your own.

And that was how I learned the secret history of the world. After a time, the ancients desired servants to dwell with them, servants who walked upright and had 5 7 5 6 5 pleasing shapes, and who could speak. But these animals retained their wildness and did not make good servants. They were the Second Children, whom men called demons. And these were the Third Children, called mankind.

And mankind served the ancients in peace and contentment. Mankind knew not death then. Those whose bodies became worn and aged were sent to sleep in the shadow of the Earth and returned after a time restored to health and youth. The Ancients commanded their servants to build a great city, a city so vast that a child setting out to walk its length would be an old man before reaching the other side. Calling on the power of the god-machine, the Ancient Ones raised their city into the dome of the sky, fixing it at the place where the orbit of the moon crossed the orbit of the sun.

And in the city they placed a third of mankind to serve them as vassals and slaves. Why do the Ancients enjoy the pleasures of this city when it is our labor that built it? It is not right that we be enslaved.

Will you not look on us with favor? What has fallen may rise again. Finally, they decided that it was the will of the god-machine that they raise themselves from slavery. Determined to kill the Ancients and take their place as the favored of the god-machine, the men of the city plotted carefully. When the time came, they fell upon the Ancient Ones in their sleep, murdering them with their own weapons and devices in a single night of betrayal.

The streets of the celestial city ran red with blood. A great cry rose up from the Earth, and the mountains shook and the skies were filled with storms. The Ancients struck back at their servants, but too late. Just eight of the Ancient Ones survived. The first Fury was named Silence, and fled to the center of the Sun. It cursed mankind to forget the art of speaking to and receiving the signals of the god-machine.

The second Fury was named Death, and fled to the hidden side of the moon. It cursed mankind to forget the way back from the shadow of the Earth. The third Fury was named Torment, and fled to the star Venus. It cursed mankind to be split into two beings, wyff-man and wo-man, each imperfect and forever seeking its opposite. The fourth Fury was named Fear, and fled beneath the highest mountain on the Earth.

It cursed mankind to be hated and dreaded by all the beasts and birds and fish and all creatures everywhere. Of the other four surviving Ancient Ones nothing here can be said, for they chose to withhold their curses until such time as they saw fit.

And then the city of the Ancients shook to its foundations. The men marveled at what happened but could not stop it. The city was loosened from the moorings that held it to the firmament. The men cried out in horror, rushing to flee the city before it crashed to earth.

Some set upon the roads of light that the Ancients had built, and became lost among the stars. Some reached the silver-sailed boats and descended safely. But many were trapped within the city, and screamed their last as it fell. And when the city crashed and sank beneath the waves, the world shook, the sun hid its face and everywhere people were afraid.

And here the angel paused, regarding me with a hundred eyes. For the news I bear is this: The god-machine has not turned its eye from your home. But the way will not be easy. The First Children are set in judgment over you, and the Second Children seek to trap you. It is their workings that take your world through its turnings.

Their handiwork appears again and again throughout history. Regard the mighty Sphinx of Egypt. Recent studies of the water erosion on its rocky surface indicate that the monument dates back to the days when the Sahara was green and lush. Far older than the pyramids it guards, the Sphinx comes from a time close to the fall of the Ancients. The Second Children roamed freely through the world then, greater than man in power and knowledge. The demons shaped primitive man into a civilization that revered them as gods.

But their hubris was against the will of the god-machine, and they failed. The great civilizations of Egypt, Sumer and Babylonia rose later from the dim memories of that failure, revering gods with the forms and features of beasts.

They considered it the source of all wisdom and knowledge. By understanding the layout of these structures, the pharaoh of any era could visualize the location of a secret chamber that would grant him access to a bygone age.

Somewhere beneath the Sphinx, that chamber awaits discovery. The cults of the Second Children protect the Sphinx from a distance, inhibiting attempts to uncover it completely, preventing further exploration of its tunnels. When their own servants discern its location, the Second Children will enter the chamber and attempt to recreate the world that slipped from their grasp so long ago. I asked about the four Furies who withheld their curses on the night of the murder.

Touching down in the desert, this Ancient was certain it would remain hidden from man, and so it laid itself down to rest and heal its wounds. But the Ancient One did not realize how widespread the tribes of mankind had become. No sooner did the Ancient close its eyes than natives of that land crept close to gaze upon the being that had fallen from the sky. They were a people skilled in reading dreams, and their magicians peered into the mind of the sleeping Ancient.

They saw that this visitor held a deep and bitter hatred for mankind, and they saw the awful curse it prepared to unleash.

All they had were songs and stories. And the magicians covered the angel with soil, piling it higher and higher. It made a pact with them, agreeing to stay its wrath and share with them stories of how they and their world were created.

But if the people stopped telling the stories and stopped singing the dream-songs, the Ancient would awaken and unleash its curse. So today the aboriginal Anangu people continue the songs and rituals laid down by their ancestors. Ula-ru remains a place of great power, where spirits gather and strange energy flows.

The government of Australia has ceded management of the surrounding land to the Anangu rather than try to deal with reports of lights in the sky, fluctuating magnetic fields and unusual animals. Of all the people of the earth, it was those who came to dwell on the South American continent who carried with them the greatest knowledge of their time in the city of the Ancients. Their journey from the fallen city to what would become their home took many generations, and some understanding was lost.

But they remembered much and built mighty civilizations, rediscovering and developing the arts of writing, mathematics, astronomy and farming. As their various tribes, city-states and empires rose and fell, secrets of the Ancients were spread and understanding became more refined. Yet that knowledge would be their downfall. At the bottom of the world, one of the Ancients watched. It saw that the elite among the cultures of the sun were close to mastering the Star Rites, the rituals of becoming which opened holes in time and changed men to gods.

Shortly after, a storm hit, and the ships were battered. They were blown south to the isle of Cozumel. The fall of the Aztecs, sooner than might otherwise have happened, allowed a rush of European colonization that doomed the native cultures.

But not all was lost. Despite the best efforts of the conquerors, some of the ancient traditions of Mesoamerica were secretly preserved by the conquered and are honored today by their descendents.

The 20 calendars of the Maya, the Incan Skulls of Wisdom, Toltec maps of the Black Sun — for those who are diligent and wise, the formulas to step outside time can be pieced together.

I asked the angel if mankind will ever hear the voice of the god-machine again, or if it is truly lost to us. The angel explained that with the discovery of the electromagnetic spectrum, mankind took its first halting step toward communication with the god-machine. For electromagnetic waves are the shadow of the voice of the godmachine. They are the edge of something that can only be fully understood in more than three dimensions.

The Mayan high priests called them the branches of ceiba, or the tree of life. In — more than 20 years before Marconi demonstrated his famous wireless — British inventor and scientist David Hughes crafted a device capable of sending and receiving wireless electromagnetic messages.

When he first turned on the receiver, before activating the transmitter, signals were already being sent. Hughes was a mathematician and musician. To his keen ears it seemed clear that the sounds he heard were not random, but some kind of encoded pattern. He spent seven years trying to interpret what he heard. The next day, Hughes visited the museum. He saw an exhibit of stone carvings taken from Mayan temples dating back to the first centuries of the common era.

After several more years and copious correspondence with experts around the world, Hughes was convinced that he could translate at least part of the message that awaited him when he first activated his machine.

He confided to his friends and colleagues that he would soon have a spectacular announcement to make. But he died three days before the event. But a small fraction of a greater whole, made finally clear to my understanding. And yet these few words, I cannot bear to hear. Let them reach no other ears. Let what is fallen remain fallen. In the early s, a group of amateur short-wave radio operators claimed that Hughes had not only decoded the signals but had left diagrams of a machine that would reply to the code.

They continually transmit automated sequences of numbers, words, tones, music and other sounds, much to the consternation of governments and commercial broadcasters worldwide. What of the Second Children, I asked the angel. Do they ever make their presence known to mankind?

As the premier political power on the American continents, the United States acquired much of the secret knowledge that had been plundered by Europeans in South America. Its capitol city was laid out according to geometric principles of Aztec cities such as Tenochtitlan, as interpreted by European freemason architects. The lines of the streets are oriented to channel energy from the Earth.

Numbered and lettered boulevards allow power to be ritualistically directed for various purposes. The result has allowed a country of farmers and immigrants to grow into the most powerful nation on the Earth. In , a cabal of government officials, wealthy industrialists and media moguls triggered the SpanishAmerican War as a way to gain influence over Cuba and possess certain pre-Columbian artifacts located there.

The most notable of these was a fragment of one of the Black Sun Maps of the Toltecs. So the secrets of the Black Sun remained unspoken for decades. On 16 July, , the weapon was tested in Alamogordo, New Mexico. President John Kennedy declared before Congress an imperative for the nation to achieve a successful landing on the moon before the end of the decade. What was not announced publicly was the true reason for the project. The American Apollo missions were so named to curry favor with the various sun deities who were in fact aliases for the Second Children.

Publicly, it was Apollo 11 that first put man on the moon. But in fact, American astronauts began exploring the lunar surface as early as the Apollo 8 mission. What was retrieved was the skeletal form of one of the Ancient Ones.

Specifically, the very being that pronounced the curse of mortality upon humanity. As the portal through which death itself entered our universe, it was changed into a thing neither dead nor alive.

Those who learn to control it, as its current jailers seek to do, will exert ultimate power over the tides of life and death. With each passing day, dark forces come closer to gaining that power.

Those who seek must unify and stand against them. Our world needs warriors of light, defenders of life, seekers of truth to thwart their wishes.

The god-machine waits. The angel has shown me how. I can teach you. We are fallen, but we might rise again. Dice Like most roleplaying games played around a table, Storytelling uses dice to determine the whims of chance.

Anytime a character performs an action under adverse conditions or when the outcome is unclear, his player rolls dice to see whether the task succeeds or fails. Storytelling uses sided dice, usually a handful for each player. We recommend that each player have about 10 dice on hand.

The better your character is at performing a task, the more dice you will need. T ra its Characters possess a variety of traits, describing their innate capabilities, trained skills, and even how many wounds they can suffer before dying.

These traits are fully described in the following chapters. Two types of trait are especially important: Attributes and Skills. Whenever your character performs an action that calls for a dice roll, you most often build your dice pool by adding the most appropriate Attribute dots to the most appropriate Skill dots. On one hand, quality tools might give him a bonus to repair a car, or a Stradivarius violin might give him a bonus to play a symphony.

On the other hand, a thunderstorm might cause hazardous driving conditions, levying a penalty on any driving rolls, and a distant target is hard to hit with a gun, represented by range penalties. For example, when shooting a target 30 yards away with his Glock 17 pistol medium range for that gun , your character suffers a -2 penalty. That gives you a modified dice pool of three dice.

The Storyteller determines whether or not any circumstance imposes dice-roll modifiers and how great those modifiers are. Each die that rolls a result of 8, 9 or 10 is considered a success. Y ou might have more than one of these, in which case you have multiple successes. If none of your dice roll any of these numbers, your roll fails. This is rarely fatal. That 10 is re-rolled, however. T ypes of Actions Different tasks demand different times to accomplish them.

It takes longer to rebuild a car engine than it does to stab someone with a knife. Storytelling has two types of actions: instant and extended. An instant action is resolved with a single dice roll. Only one success is required to complete an instant action, although extra successes might improve the results. Instant actions include anything that can be accomplished in the span of three seconds: throwing a punch, jumping a fence, sneaking past a security guard. An extended action is resolved with a series of dice rolls, and your successes in each roll are tallied, working to collect the total needed to complete the task.

The Storyteller usually determines the total number of successes needed guidelines are provided in the following chapters. Each roll takes a certain amount of time within the story, from five minutes to a whole day, depending on the task. The Storyteller declares how long it takes to complete one die roll, during which time your character acts to accomplish the task.

For example, fixing a car takes about 30 minutes per roll. A simple tune-up might require only four successes, while a transmission rebuild might require 10 or more. Storytelling Rules Summary A third kind of action is called a contested action. It can happen quickly in the space of time of an instant action, or over a prolonged period as an extended action.

In a contested action, two or more opposing characters seek to accomplish a feat first or better than the others. He who gets the most successes or the required total first in the case of an extended task is the winner.

Arm wrestling is an instant, contested action. Two characters competing to be first to win a long-distance race is an extended, contested action. Combat Fighting is a series of instant actions, demanding however long it takes until someone surrenders or is rendered unable to fight. Combat involves a single dice pool roll per attack. The result determines whether or not your character hits and how much damage he inflicts on his target.

The dice pool is determined as above, but the equipment modifier depends on the weapon used. A knife is more deadly than a fist, and a gun is more deadly than all.

When the target has no more Health left, he is unconscious or dead depending on the type of damage done. There are three types of damage: bashing caused by blunt weapons such as fists or clubs; these wounds heal quickly , lethal caused by sharp weapons such as knives and bullets; these wounds heal slowly and aggravated caused by devastating supernatural attacks; these wounds take a very long time to heal.

Details are described in the following chapters, but the basics are simple. Roll to hit and apply successes as damage. Your character tries to shoot at a thug who just killed his friend. Your dice pool is therefore made up of seven dice. A -2 penalty is applied to attacks at medium range. So, your dice pool to reduced to five dice.

That leaves you a dice pool of four. The roll yields a 3, 5, 8 and 9 — two successes. The thug is hit. He suffers two points of lethal damage to his Health. Your character needs to decide whether to give chase and close the distance, or try to fire again at a receding target.

Roll a single die, but you only succeed on a result of There is, however, a chance of calamity. The nature of the setback is decided by the Storyteller. Getting Started Now that you know the basics of the Storytelling System, you can proceed to create your own characters. Just make a copy of the character sheet, get a pencil and begin. Choose background.

He could be a cop, a private investigator or a convenience-store clerk, but he is not defined by his factional alliances. A supernatural being, however, is drawn into a world of ancient legacies in which he is judged by even his involuntary affiliations. His faction is both his strength and his curse. Option: Preludes. An intense Storytelling method is to roleplay mortal characters before they become initiated into the supernatural world. That way, their introduction to the terrible truths hiding in the shadows has more meaning and can be especially traumatic, tragic or even triumphant.

Your character begins with one dot in each Attribute automatically, already filled in on the character sheet. Dots spent now are in addition to these starting ones. The fifth dot in any Attribute costs two dots to purchase.

Example: Olson wants his character to have a Dexterity of 5. This costs him five dots. His first dot is free and his fifth one costs two. For more information, see Chapter 2: Attributes.

The fifth dot in any Skill costs two dots to purchase. For more information, see Chapter 3: Skills. You can assign each how you like, whether each to a separate Skill or all three to a single Skill. There is no limit to how many Specialties can be assigned to a single Skill. Add supernatural template, based on the transformation your character undergoes: The Embrace, the First Change or the Awakening.

If creating a prelude character, wait to choose template based on how gameplay events transform your character. For more information, see Chapter 4: Advantages. Note: Most advantages cannot be raised directly through experience points. You must instead raise the traits from which they are derived. Morality is the exception. Virtues and Vices C hoose one of each. F or more information, see p Select Merits, representing character enhancements and background elements: Spend 7 dots on Merits.

The fifth dot in any Merit costs two dots to purchase. Note that many Merits have prerequisites. For more information, see the sidebar and Chapter 5: Merits. Finally, list any equipment he carries. He is now ready to confront whatever fate awaits him in the World of Darkness. Character Creation Final Touches Note that when you spend experience points and want to go up more than one dot in a trait, you need to pay for all the intervening levels.

Experience Point Costs Advanced Characters Option Trait E x p erience Point C ost For more experienced characters, the Storyteller might choose to award experience points that may be spent before play begins. These explanations will help you understand the rules that follow. It does not include entries for all traits the qualifiers used to help define your character used in the game.

For any of those, refer to the index, p. Italics denote a word with a separate glossary entry. Refer to the index for page references for complete descriptions in the text. Storytelling measures instant actions one to three seconds, taking place within a single turn and extended actions, taking longer duration determined by the Storyteller. Also, there are reflexive actions, which take no time and do not prevent a character from performing another action within a turn, and contested actions, in which two or more characters compete in a task or for a single goal.

Advantages are measured in dots and sometimes in points. Vampires suffer aggravated damage from fire; werewolves suffer it from silver. Mortals might suffer aggravated damage from a dire supernatural power such as a lightning bolt summoned from the sky by a witch.

Aggravated wounds normally heal at a rate of one point per week. Attribute: A character trait representing innate capabilities, Mental, Physical and Social. An Attribute is added to a Skill or another Attribute in certain cases to determine your basic dice pool for a task. Bashing wounds normally heal at a rate of one point per 15 minutes.

Unlike a normal dice roll, a chance roll succeeds only on a result of Worse, a result of 1 causes a dramatic failure.

Such attacks use the Strength Attribute for their dice pools. Characters gain their Defense against close-combat attacks. The one who gets the most successes wins.

Contested actions can be instant or extended actions. One point of damage inflicts one wound. Defense: An advantage trait determined by taking the lowest of Dexterity or Wits. Degeneration can cause a character to acquire a derangement. Derangements caused by degeneration can be healed by restoring lost Morality dots. Most traits range from 1 to 5 dots, but some such as Willpower range from 1 to 10, and others Health can go higher. The Storyteller determines and describes the result.

Durability is measured in dots. This benefit is represented by modifiers to the dice pool, depending on the equipment used and its quality.

This achievement sometimes provides an extra perk over and above the effect of having multiple successes. See p. Such attacks use the Dexterity Attribute for their dice pools.

Whenever a character leaves a location where a dramatic event has occurred, or when a combat has ended, the current scene usually ends and the next one begins. Skill: A character trait representing learned ability or knowledge. Specialty: An area of Skill expertise in which a character excels. Structure is measured in dots, which can be lost due to damage. Unlike the wounds of a living creature, an object does not heal damaged Structure; it must be repaired.

Exception: A chance roll must produce a 10 to succeed. In an instant action, a player must roll at least one success for his character to accomplish a task. In an extended action, the number of successes required accumulated over a series of rolls depends on the task. In an attack roll, each success produces one point of damage. Instant actions are observed in turns.

Combat a series of instant actions is observed in consecutive turns as each combatant tries to overcome opponents. See Health. Glossary extended action: A task that takes time to accomplish. Players roll to accumulate successes during phases of the task, succeeding once they have acquired the needed total. Health is measured in dots and points. See also W ound. I nitiative roster: The list that determines when each character can perform an action within a turn.

Whoever gets the highest number acts first, followed by the character with the next highest, and so on until everyone who can has acted that turn. Initiative is usually rolled once per encounter, but the Storyteller can decide to re-roll it each turn. A character can perform only one action per turn, unless he has a Merit or power that lets him do otherwise. Lethal wounds normally heal at a rate of one point per two days.

Merits are measured in dots, but are not always used to determine dice pools. Instead, they represent increasing degrees of quality or quantity concerning their subject. Morality is measured in dots, which can be lost to degeneration by performing unethical or criminal acts. Spent points are regained over time or through certain actions. Then you can come back here to pick out what you need when you need it.

Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack p.

If roll fails, Morality drops by one. If no successes are rolled, a derangement is incurred p. Remaining Conscious: Last Health box is filled with a slash bashing damage , roll Stamina each turn to remain conscious -3 wound penalty does not apply to roll ; reflexive action p.

Shelves and filing cabinets groaned under piles of books, scrolls, antique statues and other odds and ends from a lifetime of study across the world. Professor McCarthy refused to allow the cleaning staff into his office, fearing they would break or steal something — or discover the safe hidden behind the picture on the wall.

Liza smiled and stepped carefully past the detritus of exam papers piled on the floor. She reached up to unhook the picture frame from the wall, revealing the tiny safe door. It took her only seconds to unlock it with the combination, the numerological name of a demon prince from the Dubai Codex.

McCarthy was so predictable. Liza reached inside and felt for the goatskin scroll. She pulled it out slowly and carefully and placed it on the desk, her palms clammy with anticipation.

She rubbed them against her pants and pulled out a magnifying glass. Without warning, a book tumbled from a shelf. The girl gasped and spun, her heart about to burst from her chest. A black cat mewed at her. Liza frowned. Who knew McCarthy had a cat? She turned back to the scroll and unfurled it. Dust plumed, exuding a strange, pungent smell, like wet hair mixed with… what? Animal urine? She leaned forward, prepared to read the faint glyphs, when the cat let out a low moan and hiss.

From the corner of her eye, Liza saw the animal back away as if afraid of something behind her. Something that stank of wet hair and animal urine….

We can perform actions and have intuitive talents such as running, theorizing and persuading others. So does your character. His basic, fundamental capabilities are represented with Attributes, which are the foundation of all the acts that he performs.

These traits are classified into three categories — Mental, Physical and Social — and are rolled to determine how well your character accomplishes efforts in the game. Mental Attributes suggest how insightful, clever and determined your character is. They are Intelligence, Wits and Resolve. Physical Attributes indicate how strong, graceful and enduring your character is. They are Strength, Dexterity and Stamina. Social Attributes determine how imposing, magnetic and dignified your character is.

They are Presence, Manipulation and Composure. The Attributes of ordinary people are rated from 1 to 5. Your character, even as a mortal human, automatically starts with one dot in each Attribute.

These dots are already filled in on your character sheet. When your character performs an action, the Attribute most appropriate to the effort is referenced. Contact us. My Library. Affiliate System. Gift Certificates. Create Content for your Favorite Games. About Us. Privacy Policy. Our Latest Newsletter. Product Reviews. Newsletter RSS Feed. Start Over Advanced Search. Products found in this section This Mage 20th Anniversary Edition sourcebook expands on the mystique of the elite with an exploration of how the real movers and shakers operate when you throw magick into their world as well.

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I haven't run the game for a few years and I use this system because I know What you're looking for is the Chronicles of Darkness core rulebook, released in advance form in mid-December to commemorate the rebranding of the nWoD Aug 21, — The World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real.



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