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Orpheus
Orpheus
by White Wolf

Its called projecting, the ability to separate the soul from the body and interact with ghosts.

Its a multi-billion dollar enterprise for companies like Orpheus Group, which offers its services to public and private interests.

Its also a portent of dark things to come.

 
 Hottest World of Darkness, classic

 
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Giovanni Chronicles IV: Nuova Malattia

Giovanni Chronicles IV: Nuova Malattia


The final installment of the Giovanni Chronicles resolves the mysterious ending of The Sun Has Set, including the significance of the sought-after Sargon Fragment. The story takes place in some of the most memorable and exciting periods of American history, from the Roaring '20s to the looming terror of the modern nights. Players get a chance to help or hinder the newest machinations...   [click here for more]
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Giovanni Saga I (WW2098)

Giovanni Saga I (WW2098)


The First Nights Clan Giovanni joined the ranks of the undead and ascended to power through backstabbing, butchery and bloodshed. Now you can live this page in Vampire history by staging the events of the Giovannis rise by being a part of it. Join the usurpers or resist their claim as Kindred. Just be certain youre on the winning side. The Final Nights Giovanni Saga 1 compiles the out-of-print...   [click here for more]
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Giovanni-Chroniken II: Blut & Feuer

Giovanni-Chroniken II: Blut & Feuer


Blut und Feuer, die Fortsetzung der Giovanni-Chroniken, die in Das Letzte Mahl ihren Lauf nahmen, verwickelt die Charaktere in einen tödlichen Kampf gegen den aufstrebenden Clan der Giovanni. Seine Mitglieder, allesamt verdorbene Nekromanten, wollen die Apotheose. Allein die Charaktere haben eine Chance, die Pläne der Giovanni zu durchkreuzen und den Clan davon abzuhalten, sich zur Herrschaft...   [click here for more]
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Guardians of the Caerns

Guardians of the Caerns


Home Sweet Home Werewolves would give their lives to keep the sacred places of Gaia from being defiled. They draw lines of battle, readying themselves to fight, bleed and die in defense of their homes. Their conviction is absolute; they fully believe that their homes must be defended for the good of the world. Now find out why. Trespassers Will Be Mauled! Ever wondered...   [click here for more]
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Guía de los Anarquistas

Guía de los Anarquistas


Derriba las Murallas La sociedad de los Vástagos está estancada y favorece a los privilegiados. Los antiguos reclaman su dominio sobre derechos que pertenecen por naturaleza a todos los hijos de Caín. Príncipes y arzobispos por igual abusan del contrato social que les concede el poder que domeñan. ¿Cuál es la respuesta? La revolución abierta....   [click here for more]
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Guía del Jugador de Changeling

Guía del Jugador de Changeling


Criaturas del Ensueño Somos criaturas hechas de sueños. Sin imaginación... sin pasión... no somos nada. - Lady Sierra, Casa Gwydion El Reino de los Sueños La Guía del Jugador de Changeling es una referencia esencial tanto para jugadores como para Narradores. Al expandir las posibilidades de las hadas y presentar una cultura completamente nueva, la Guía...   [click here for more]
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Guía del Narrador de Changeling

Guía del Narrador de Changeling


Un mundo de sueños Al igual que su nombre, Changeling es un mundo siempre cambiante lleno de misterio y sorpresa. Por desgracia, este misterio a veces se desborda sobre las reglas, así como el escenario. La Guía del Narrador de Changeling aclara muchas de las preguntas mas comunes sobre el juego, a la vez que ofrece abundante información nueva que con seguridad avivar toda...   [click here for more]
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Guide to the Anarchs

Guide to the Anarchs


Break the Walls Down Kindred society is stagnant, and it favors the priveledged. Elders claim domain over rights that, by their nature, belong to all of Caine's childer. Princes and archbishops alike abuse the very social contract that gives them the power they wield. What's the answer? Open revolution. Bring down the system! ...   [click here for more]
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Guide to the Camarilla

Guide to the Camarilla


The end of the millennium is at hand. The Final Nights are here. The proud Camarilla is beset by doubt, betrayal and the rage of its enemies. The Masquerade has worn dangerously thin. Not even the most powerful Justicars are safe. But this is not the end, for the wounded beast is the most dangerous. The elders of the Camarilla will not let their dream die without a fight. The New Face of the Camarilla...   [click here for more]
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Guide to the Sabbat

Guide to the Sabbat


The Sabbat are depraved monsters, reveling in their Damned state and herding the kine like cattle. Or so it would seem to the uninitiated. In truth, the Sabbat wage a secret war on the elders, struggling night after night to free themselves from the tyranny of the dread Antediluvians and the Jyhad itself. But are their tactics effective or simply horrific? Cast by the Fires of the Packs The Guide...   [click here for more]
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Guide to the Technocracy

Guide to the Technocracy


Embracing Science for All Mankind We are the Greatest scientific minds of the world. We influence every aspect of human society. We protect the Earth from the aliens without and the deviants within. Through order, science and technology, our conventions shape the course of the furure and catalog the wonders of the cosmos. We are there whenever someone uses a tool. We create the advancements...   [click here for more]
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Guide to the Traditions

Guide to the Traditions


Keeping the World's Magic Alive We keep alive the old ways. We remember the days when magic flowed across the Earth and dreams strode in hosts with spirits. For every person who believes in a world beyond reason, we are the illumination, teacher and guardian. Although beset by unbelief and torn by dissent, we stand together as guides to the shining. Ascension to which humanity may strive....   [click here for more]
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Guildbook: Artificers

Guildbook: Artificers


Taste the Hammer and the Flame! In the darkest heart of Stygia, they wait for you. Do you have what it takes to place another in the flames of soulfire? Can you bring the hammer down and close you ears to the screams? Or even now, are the Legionnaires bringing you to the forges in chains? One way or another, the Artificers' Guild is waiting for you. Guildbook: Artificers...   [click here for more]
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Guildbook: Haunters

Guildbook: Haunters


do yOU WaNt tO PlaY wiTh MadNEsS? Hi, there. I know you're not dead yet, but we're working on it. Anyway, I was wondering if you'd thought about your career prospects once I finally get around to killing you. I was hoping you'd consider coming to work for us. No? You won't even consider it? Oh, wel.. And, yes, Im going to kill you anyway.   And All Pandemonium Breaks Loose! Some...   [click here for more]
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Guildbook: Masquers

Guildbook: Masquers


Why do you have to keep the face you died with? Odds are, you weren't looking your best when you croaked. that's where the Masquers come in. They can make you look like anyone or anything, or even nothing at all. Masquers are never the same Wraith twice! Included are rules for use of Moliate, among the most potent wraithly powers known. Also, the history and secrets of the Guild that houses the Underworld's...   [click here for more]
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Guildbook: Pardoners and Puppeteers

Guildbook: Pardoners and Puppeteers


Pardoners Your sins cry to me from the depths of your Shadow. Yield to me, and I will grant you absolution and healing. If you resist, I will still aid you. It's just going to hurt a lot more. Puppeteers Hiya, bunky. Guess what? Ypu're a passenger in your own body right now, so sit back and enjoy the ride. I've been watching you for a while, and it's pathetic. Si I think it's...   [click here for more]
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Guildbook: Sandmen

Guildbook: Sandmen


Where Do Dreams Go When They Die? So little dead man, have you come join our masque? Welcome to the play that never ends, the dream that dreams itself through eternity. Once upon a time, I thought Life was Art and Art was Life. Now I know better. Soon, you will too. - Malaika Singleton, Night Angel of Philadelphia Only the Living Can Awaken From This Dream!...   [click here for more]
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Guildbook: Spooks and Oracles

Guildbook: Spooks and Oracles


Spooks This is my fist. That is your Fetter. This is your Fetter after I've beaten the living hell out of it with my fist. Any questions? Oracles I am a spider in the web of Fate. You are a fly, caught in it. I walk along the strands, untouched. You are bound. The more you struggle, the worse it will be.   The Spooks: Pathos-runners, Fetter-breakers and bagmen of the Underworld....   [click here for more]
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Gurahl

Gurahl


Waking from centuries of slumber, the Gurahl — the werebears — rise again. Some aid the Garou from the shadows. Others exact vengeance on werewolves for ancient slights. Now players can become these gentle and ferocious, strong and unyielding creatures. Gurahl allows you to create a werebear character of your own — and to join in the final struggle against the forces of Apocalypse....   [click here for more]
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Half-Damned Dhampyr

Half-Damned Dhampyr


The Children of the Living and the Dead They are born with the torment of Yomi in their veins and the hatred of the living as their birthright. They are destined to be servants to those who should call them kin, and monsters to those who should embrace them. But they will not be denied their birthright.
Their Age Is Here What does it take to be one of the mortal children
...   [click here for more]
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Halls of the Arcanum

Halls of the Arcanum


This book explores the history, beliefs, methods and suspicious of mortals who probe secrets best left alone. Halls of the Arcanum is a crossover book for all Storyteller games including: Vampire: the Masquerade, Werewolf: the Apocalypse, Mage: the Ascension, etc. ...   [click here for more]
White Wolf  $12.00 $7.20

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Hammer & Klaive

Hammer & Klaive


Living Metal and Thundering Bone A silver knife twists in mid-blow, striking unerringly at a foe's heart as if it were alive. A dagger made from a great beast's fang bites deeper into a wound. A whirling bullroarer calls up a thunderstorm, and a simple reed flute lulls a monster into sleep. With the help of the spirits, the impossible becomes easy. With the right fetish in hand, a werewolf...   [click here for more]
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Haunts

Haunts


Shrouded from Mortal Eyes... Since the world began, certain places have been claimed by death, whispered by the Quick to be sites of terrors unimaginable. It is said that in these places the Shroud between the worlds of the Quick and the Dead grow thin, allowing ghostly forms to manifest as they will. The Dance of Death Goes On! From Portugal to Providence, the Restless have laid claim to...   [click here for more]
White Wolf  $15.00 $9.00

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Havens of the Damned

Havens of the Damned


Where the Undead Stay Almost every Kindred has a haven, and those who dont are a sorry lot indeed. From a princes sprawling estate to the steam-tunnel nest of a Nosferatu, havens say much about their owners. This collection of unique havens looks at the specific needs of the Kindred who maintain them and gives advice for how to incorporate them into a story. Dwellings of the Kindred The...   [click here for more]
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Hengeyokai: Shapeshifters of the East

Hengeyokai: Shapeshifters of the East


The Courts of the Beasts My cousin, you seem confused. Did you truly expect that our ways would be as your own? Did you think that we fight your battles against thisWyrm? Cousin, you have much to learn. Perhaps we shall share our wisdom and ways with you. Then again, perhaps not. One with Gaia, but a World Apart If you want to see how the Changing Breeds are different in the East this is...   [click here for more]
White Wolf  $20.00 $12.00

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Hengeyokai: Way of the Beast Courts

Hengeyokai: Way of the Beast Courts


This is Not Your Land, Gai-jin For centuries, the hengeyokai - the secretive shapeshifters of the East - have resisted the incursions of the Western world. Tales of goblin spiders, mischievous fox-women, chattering ravens and mighty dragons abound from Indias rivers to the islands of Japan. But as the West and its creatures invade the sacred homelands, the hengeyokai watch the Wheel of Ages grind...   [click here for more]
White Wolf  $9.99

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Heresies of the Way

Heresies of the Way


The Mad Dance For centuries, the Quincunx has advocated its truths as absolute and without peer, destroying all those who would refute its ways. For centuries, however, a handful of dharmas have survived the Quincunx's tyranny, following belief structures alien to the Middle Kingdom. Now, with the Sixth Age nigh, the so-called heretical dharmas grow in strength. Do they herald an even...   [click here for more]
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Hidden Lore

Hidden Lore


From our Archives... to your table: a pack of mystick goodies. ​A Storyteller's work is never done. A few helpful charts, secrets and reference sheets, however, can make his (or her) life a whole lot easier. All the charts you need for your Mage chronicle can be found within this fold-out screen including: combat tables, easy reference Sphere sheets, character creation steps and more. Meanwhile,...   [click here for more]
White Wolf  $15.00 $9.00

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Historias de la Cruzada

Historias de la Cruzada


Voces en la Noche... Los magos no son más que la punta de la lanza en el mundo de la Fantasía Oscura. Poderosos mortales, conspiradores vampíricos, espectros lastimeros y hadas furiosas acechan en los límites del crepúsculo. Cuando los candiles se apagan y las sombras se adueñan del mundo puedes necesitar ayuda en tu crónica de La Cruzada. No tienes...   [click here for more]
LaFactoria  $5.42

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Hombre Lobo: El Apocalipsis (edición revisada)

Hombre Lobo: El Apocalipsis (edición revisada)


Las Señales están sobre nosotros La Tierra arde Las aguas sangran Los humanos dan rienda suelta al hambre a la enfermedad y a la masacre Crean veneno y odio El mundo agoniza Sólo nosotros podemos ver las Señales finales El Ojo del Wyrm se ha abierto La Nación se ha separado Los Tiempos Finales están aquí No queda nada más que la Guerra Y sólo...   [click here for more]
LaFactoria  $12.22

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Hombre Lobo: Guia del Jugador

Hombre Lobo: Guia del Jugador


Los últimos de una raza moribunda “Los humanos pueden contemplar el estado del mundo y decirse a sí mismos que la Tierra no está muriendo. No podemos aceptar su ignorancia como una excusa. Los reinos espíritu están ahogándose; el sol de desvanece tras un manto de aire impuro. Nuestra madre ha caído gravemente enferma, y su envenenador espera riendo...   [click here for more]
LaFactoria  $9.50

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Hombre Lobo: Libro del Narrador y Pantalla

Hombre Lobo: Libro del Narrador y Pantalla


Un mundo repleto de enemigos Los Garou se ven asediados por muchos y distintos problemas. Deben evitar la violación de dos mundos distintos; deben enfrentarse no sólo con las fuerzas del Wyrm y de la Tejedora, sino también con los rivales que moran en el Mundo de Tinieblas. ¿Cuánto más se puede esperar que resistan? Un libro repleto de ayuda Hombre Lobo:...   [click here for more]
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Horizon: the Stronghold of Hope

Horizon: the Stronghold of Hope


As the Mythic Ages fell, a group of magi convened to create a monumental Realm, Horizon. This detailed sourcebook contains the Nodes, geography, politics, celebrities and ecology of this matchless place, plus new rules for arch-magi. ...   [click here for more]
White Wolf  $15.00 $9.00

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House of Tremere

House of Tremere


Throw Open the Gate of Ceoris High in the Transylvanian Alps sits Ceoris, the home of Tremere and his Usurpers. From its battlements they plot against magi and Cainites alike, send their Gargoyle slaves against the Tzimisce and increase their power nightly. One of the most secret and protected places in Cainite world, Ceoris shelters Tremere himself as well as teh most powerful and ambitious...   [click here for more]
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Houses of the Fallen

Houses of the Fallen


Angels of Wrath The seven ages of Creation spawned seven Celestial Houses of angels, each one created to govern its own facet of the cosmos. Fire and wind, the earth and the stars, the seas, the wilds, even life itself was governed by a host of angels mandated by God. Although the fallen turned on heaven and renounced their service to the Creator, the essence of who and what they are remains....   [click here for more]
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Hunter Book: Avenger

Hunter Book: Avenger


An Eye for an Eye Rise and shine, nightstalkers. The sun is up. We're up. And you're about to be put down for good! Avengers: the bloodthirsty, incensed, outraged and self-righteous among hunters. What makes a normal person go toe to toe with monsters-and win? Insanity? Divine blessing? Driving will? Just ask. Then again, you may not get an answer. Actions speak louder than words....   [click here for more]
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Hunter Book: Defender

Hunter Book: Defender


The Best Defense "We know your kind. You stalk and kill innocent human beings for your own amusement. Not on our watch. This is our turf. You're not welcome." Defenders: stalwart, determined, the last line against the monstrous hordes. What drives a person to make herself a veritable shield in the war against the abominations? Passion? Pride? Penance? There's no time to...   [click here for more]
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Hunter Book: Hermit

Hunter Book: Hermit


Amid the Horrors of the World. . . Every hunter can attest that there are no certainties on the mission. No one knows who the Messengers are, where monsters come from or why certain people are chosen to be imbued. But now, a new force emerges, a new creed never seen before. Can these strange, distant, isolated people answer the questions on all hunters' lips? Or does their seeming...   [click here for more]
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Hunter Book: Innocent

Hunter Book: Innocent


Let He Without Sin. . . "Monsters exist. What's so hard to understand? The hard part is helping them. If we don't, we're no better." Innocents: the unabashed, direct and accepting among hunters. The Innocent recognize that monsters were once people; that there's a fine line between human and inhumane, and that even hunters can cross it. Innocents naive? No. Assuming all...   [click here for more]
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Hunter Book: Judge

Hunter Book: Judge


Justice Is Blind For your crimes against humanity, I find you guilty! May God have mercy on your soul!" Judges: the self-appointed law among hunters. Judges understand that evil is a choice, not an affliction. The abomination who stalks and kills people can be a monster. . . or one of the imbued. What makes these hunters decide who lives and dies? Arrogance? Prudence? Insight?...   [click here for more]
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Hunter Book: Martyr

Hunter Book: Martyr


Every Revolution has its Martyrs "You monsters can't win. You can strike me down, but another will rise to take my place!" Martyrs: The sacrificial among hunters, but by no means the lambs. Martyrs believe that inspiring the imbued against the supernatural means leading from the front, suffering the teeth and claws of the enemy and perhaps even dying for the cause. What...   [click here for more]
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Hunter Book: Redeemer

Hunter Book: Redeemer


The Hand of Salvation I am here to confess your sins. It's never too late to repent your monstrous ways. . . even after an eternity." Redeemers: the self-appointed saviors among hunters. Redeemers believe that any soul, even a monster, can atone for its sins. The price of penance is high, though - as high by the reckoning of these imbued as the depth to which the enemy has fallen....   [click here for more]
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Hunter Book: Visionary

Hunter Book: Visionary


Prophets or Madmen Monsters might win battles, but we are going to win the war.Visionaries: The thinkers, prophets and leaders of the imbued. Hunters struggle against the supernatural night after night, but to what end? Visionaries live in the now and look to the future, hoping to guide the imbued to a better world maybe one that only they can see. What makes these hunters so certain of their...   [click here for more]
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Hunter Book: Wayward

Hunter Book: Wayward


The End Is Nigh Monsters are everywhere, lurking in the shadows, masqueradingas upstanding citizens or hiding in plain sight. They murder,abuse and oppress humanity. They have to be stopped, at anyprice. A new force emerges among hunters, a new creed neverseen before. These chosen are bent on obliterating the supernatural and anyone who gets in their way. Are these wanton killersthe worlds messiahs...   [click here for more]
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Hunter Survival Guide

Hunter Survival Guide


Dead Things Walk the Earth... Your neighborhood isn't the only place crawling with zombies, bloodsuckers and ghosts. They're all over the world! Fortunately, so are hunters. We fight monster everywhere. But unless hunters can unite, our weapons, knowledge and tools will be lost with each of us. Together we stand, divided we fall. They Better Run The Hunter Survival Guide...   [click here for more]
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Hunter: Apocrypha

Hunter: Apocrypha


The End Is Nigh Once, hunters were normal people who lived regular lives, just like you and me. That was before. Now that the Messengers have touched them, the imbued recognize the real horrific world ruled by monsters. But who are the Messengers, where did monsters come from and why were these once-blind people chosen to inherit the Earth? The answers lie in the ravings of a madman. Its Just...   [click here for more]
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Hunter: Fall From Grace

Hunter: Fall From Grace


The Bigger They Are Ever since hunters first emerged, they have known only a confusing, terrifying world and have been granted only limited tools with which to confront its demons. And yet, those lucky (or cursed) few who have survived have gained deep insights into the truth. Now they emerge as the most powerful and dangerous of the imbued, but are they still human? The Harder They Fall...   [click here for more]
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Hunter: First Contact

Hunter: First Contact


The Hunters Hunted As far as the chosen know, they're the first to see the truth, to know that monsters exist and prey upon humanity. But the imbued aren't the only ones to oppose the creatures of the night. Government agents, crusaders and mystics wage their own wars. How do these people perceive the chosen? Can alliances be forged? Or is war inevitable between all these hunters? And can monsters...   [click here for more]
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Hunter: Holy War

Hunter: Holy War


What Monsters Lurk Hunters may have been exposed to the truth of the World of Dakness© - that monsters exist - but they actually learn very little about what stalks the night. Every hunter must answer the call in his own way, according to his own values and beliefs. What other choice does he have? But what if a radically different outlook made the hunt...   [click here for more]
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Hunter: Players Guide

Hunter: Players Guide


Do Not Go Gentle... Now that your hunter knows the truth about the World of Darkness - that monsters lurk in the shadows, prey upon helpless victims and oppress humanity - he goes well armed into the night. Finally, the predator will know what it means to be prey. Into That Dark Night Now, you as a player can go well armed into your Hunter games. The Hunter...   [click here for more]
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