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Revision as of 13:26, 16 September 2024
Vampire: The Masquerade | Hunter: The Reckoning | Werewolf: The Apocalypse
Fifth Edition is a return to Vampire's original vision, moving boldly into the 21st century. While the rules have been redesigned, this new edition honors the deep story of the original, advancing the metaplot from where it left off and detailing exactly what has happened in the world of the Kindred up until tonight.
This book collects new character-building options, powers, guides for playing together and alone and virtually, and new ways to use the old rules of Vampire: The Masquerade. The Players Guide is the perfect companion to the core Vampire: The Masquerade rulebook!
The global blood opera of the Camarilla story continues. As the eldest vampires begin to vanish, the Ivory Tower starts to crack under the weight of its own decay. Once it was the mightiest faction of vampires in the world, now it retreats into itself . Includes rules for characters of the Banu Haqim clan.
For centuries the Anarch Movement enjoyed an uneasy truce with the Camarilla, but no longer. Claiming the nighttime streets as their own, the Anarchs seek independence from the despotic Elders, by any means necessary. Only the toughest and smartest of self-made vampires will survive. Includes rules for playing The Ministry clan.
An antagonists’ guide to the cultic fanatics of the Sabbat, this book contains descriptions of the Paths of Enlightenment, the foundations of Sabbat identity. It also details the Gehenna War, and how the Sabbat opposes the dread Antediluvians. As well as new Storyteller tools to expand your chronicles, including Discipline powers, versatile antagonists, and the horrifying Ritae of the Black Hand.
The Black Hand: Playing the Sabbat is a unofficial players guide to the inhuman Cainite of the Sabbat. This book details the process of supplanting Humanity with one of the many Paths of Enlightenment, with full write-ups of the accompanying ritae. Additional powers — both Disciplines and Path-based — are presented, as well as new Loresheets that your entire pack can use.
The Book of Nod is a collection of mythic texts presented as an epic poem. The Book of Nod is an in-game resource, viewed as sacred by Noddist scholars and most vampire elders, especially of the Sabbat. Rather than a book of game mechanics, this book can be used as a prop and for lore, as it outlines the genesis of vampires with the mythology of Caine.
Blood trickles in channels alongside the walls of Ur, and pools in chalices in Transylvanian castles, carrying within it the power of sorcery – to ward, and guide, and perform dark miracles impossible even to vampires. Orphaned Judges, desperate Warlocks, and Mercurians rewrite the rules of blood craft in these modern nights, spelling out new names and laws in their Blood Sigils. This book presents Blood Sorcery and Thin-Blood Alchemy for Vampire: The Masquerade.
Expand your game of personal and political horror to include wide-eyed lovers and manipulative monsters. The book is for Storytellers and players alike, giving you tools, techniques and advice on how to bring romance to the undead. This book includes 6 six fleshed out storytelling characters and six detailed story concepts, all designed to maximize romance potential.
This supplement includes guidance on how to use ecclesiastical horror and construct cults in Vampire, making them a vivid backdrop for your own stories, including new coterie styles focused on cult play. It also features the history, structure, and ambitions of the Hecata, the vampire group known as the Clan of Death, as well as a chapter dedicated to playing a vampire among the Necromancers, and the ceremonies for their death-defying Discipline: Oblivion.
Offering a broad selection of new SPCs for Storytellers to introduce as antagonists and supporting characters, with many linked to strange and dangerous cult organizations. As well as ready-made characters for players, along with coteries for them to form. Perhaps most excitingly are the new Bloodlines, Loresheets, Merits, and Flaws — all available to help expand your player options!
Explore a wide selection of belief systems, some widespread and cloaked in secrecy, others extreme in their focus, from Golconda-seekers and Gehenna cults to infernal religions and churches dedicated to methuselahs. This supplement also includes new powers, rituals, Loresheets, Merits and Flaws, as well as coterie types befitting these religions.
Centered around the resurrected Clan of Death, Trails of Ash and Bone offers four stories, each of a different theme. One set in the forests outside Copenhagen, another in decadent Atlantic City, one in arcane Florence, and the last in urban Birmingham. Also includes are new Loresheets and additional Oblivion Ceremonies.
Hazel Iversen, the Swan, is the new Prince of the Boston Camarilla. An iron hand in a velvet glove, she intends to assert her power and reinforce the Masquerade. However, the best-laid plans of mice and men are often torn asunder. Betrayal, murder, and power struggles plunge Boston into chaos Boston by Night expands upon the story from Vampire: The Masquerade — Swansong.
Chicago By Night includes all the information you need to build ongoing chronicles. From courtly intrigue within the Masquerade to confrontations at the Succubus Club, this setting sourcebook will help Storytellers develop rich and rewarding tales of excess set in the Windy City. It also includes information and game rules for Clan Lasombra, and their shadowy discipline of Oblivion.
Chicago contains sufficient stories and mysteries to entice any neonate and bewitch any Kindred scholar. From accounts of clandestine meetings to encounters with horrific beasts, these folios provide a deeper insight into the city’s darkest tales. Includes new Loresheets and new Blood Sorcery rituals, handling the Thaumaturgical powers devised in the domains of Chicago and Milwaukee.
Deep coverage of the vampire domains of Chicago, Milwaukee, Indianapolis, and Gary and some of those cities’ undead inhabitants. New Loresheets for inclusion in your game, allowing player characters to start with a foot, claw, or fang already planted in the roots of the chronicles within this book, and beyond.
The Crimson Gutter provides a starter chronicle, designed to help novice or experienced Storytellers run any introductory game of Vampire: The Masquerade. The Crimson Gutter chronicle introduces core concepts during play such as feeding, the factions (Anarchs, Camarilla, and the Church of Caine), and the Masquerade itself while giving the players' characters a chance to carve a niche for themselves among the Kindred.
An antagonists’ guide to the rising Second Inquisition, this book contains opponents of your Kindred, and their special forces and equipment. Also detailed are the fires rising against the world’s vampires, stoked by the Society of St. Leopold and the American FIRSTLIGHT black ops program. Storytellers can also enjoy new tools to expand their chronicles, including eldritch Artifacts and dozens of antagonists.
The Fall of London is a Chronicle set in London in 2012, exploring the events that led to the canonical destruction of the city’s Kindred by the Second Inquisition. It is centered around a group of members of the Cult of Mithras who are awakened during the turmoil to retrieve five ancient relics of the Kindred god-ruler of Britain.
You saw what you shouldn’t have, the veil pulled back from the secret world and the monsters who prowl it. You chronicled the tragedies they wrought, and the victims upon whom they preyed. You grasped the extent of their influence and witnessed the corruption of the organizations formed. And you vowed to do something about it. Tonight, you act.
Lines Drawn in Blood presents a series of four stories that can be played individually or linked together to tell an entire chronicle. Ghostly incursions, ancient pacts, occult murders, and a nest of monstrous puppeteers.
The colleges, universities, and other academic institutions in this book are rife with all three. Containing everything from succinct locations to take the heavy lifting out of designing a campus setting, to four deeply-developed settings suitable for an entire chronicle. Alma Maters sheds light on the ivory towers of academia – home to information that can keep a Hunter cell alive, and quarries that want them dead.
The ice melts, while the seas swell. The heat rises, as the forests wither. Gaia is dying. After many generations, the Garou — Gaia’s chosen warriors and defenders — are divided on how to save their spiritual mother. Attacked by outside forces and plagued by infighting, each Garou tribe shares different ideologies and goals, which have all failed. The Apocalypse is here. When will you rage?
Milton has become a company town, and that company is Pentex. Between the rent-a-cops, the wasp fomori and the malicious spirits life there gets harder every day. Can a single pack of Garou scrape off the rot and turn Milton into territory they actually want to hold? Scent of Decay presents guidance for character creation and three pre-written stories set in the same small town and scenes which can be included in any Werewolf chronicle.
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INTELLIGENCE DOSSIER
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GAME INFORMATION
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WORLD INFORMATION
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Tools
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Personal tools