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› Find signed collectible books: 'Advanced Dungeons & Dragons, Dungeon Masters Guide: Special Reference Work a Compiled Volume of Information Primarily Used by Advanced Dungeons & Dragons Game Referees, Including Combat Tables, Monster Lists and Encounters, Treasure and Magic Tables...'
Special Reference Work: a Compiled Volume of Information Primarily Used by Advanced Dungeons & Dragons Game Referees, Including Combat Tables, Monster Lists and Encounters, Treasure and Magic Tables and Descriptions, Random Dungeon Generation, Random Wilderness Terrain Generation, Suggestions on Gamemastering, and More. [via]
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› Find signed collectible books: 'Advanced Dungeons & Dragons, Legends & Lore'
Deities & Demigods Cyclopedia provides the Dungeon Master with gods, heroes and monsters from myth, fiction and legend for use in rounding out an Advanced D&D campaign. Within this book are fifteen pantheons of divinities, each profusely illustrated. Also included are new material on clerics' conduct and their relationships with their deities, information on character mortality and immortality, and more! [via]
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› Find signed collectible books: 'Advanced Dungeons & Dragons, Players Handbook: Special Reference Work a Compiled Volume of Information for Players of Advanced Dungeons & Dragons, Including, Character Races, Classes, and Level Abilities; Spell Tables and Descriptions; Equipment...'
This is the first of the series of the world famous AD & D role-playing aids. To complement the original version we've asekd new cover art. It is the ideal vehicle of imagination for intermediate through advanced players, ages 10 and up. #2010 1978 TSR By Gary Gygax illustrations by David C. Sutherland III [via]
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![[???]: Advanced Dungeons and Dragons [???]: Advanced Dungeons and Dragons](http://ecx.images-amazon.com/images/P/0786903295.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Advanced Dungeons and Dragons Monster Manual II'
AD&D Monster manual [via]
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![[???]: Advanced Dungeons and Dragons/Master Guide [???]: Advanced Dungeons and Dragons/Master Guide](http://ecx.images-amazon.com/images/P/0786903287.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Amber Diceless Role-Playing: Diceless Role-Playing System'
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› Find signed collectible books: 'Ars Magica'
Ars Magica ("The Art of Magic") is the award-winning roleplaying game that focuses on wizards who are as powerful as the ones we know from legend and literature, and the land of Mythic Europe, where those legends are real. The rules encourage players to develop their characters over long periods of time, and make the covenant, the home base of the characters, as central to the stories as any individual character. Troupe-style roleplaying allows players to take on the roles of different characters in different stories, so that the players have equal access to power even though the characters do not. This new edition is rewritten to improve the rules for existing players, and to be more attractive and accessible to new audiences. [via]
› Find signed collectible books: 'Besm: Big Eyes, Small Mouth'
The multi-genre Japanese anime RPG is now available in a more compact Revised Second Edition format! Big Eyes Small Mouth is inspired by the dynamic settings and stories found in a wide range of anime shows, allowing players to create characters from any genre or sub-genre. Comedy or horror, fantasy or science-fiction, mecha action or passionate romance...if you can image it, you can play it. The game features an updated version of the popular and easy-to-learn Tri-Stat System (d6) rule mechanics, which includes expanded sections on magic, mecha, supernatural abilities, skills, and much more. [via]
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› Find signed collectible books: 'Book of Artifacts'
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› Find signed collectible books: 'Call of Cthulhu'
Call of Cthulhu is a roleplaying game based on the works of H. P. Lovecraft, in which ordinary people are confronted by the terrifying beings and forces of the Cthulhu Mythos. Players portray investigators of things unknown and unspeakable. Except for dice, everything needed for play is included in this book. [via]
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› Find signed collectible books: 'Call of Cthulhu'
Call of Cthulhu is a horror roleplaying game using the Basic Roleplaying system and based upon the writings of Howard Phillips Lovecraft and a few others. Lovecraft wrote during the 1920s and 1930s, and he became a cult figure before dying in 1937. Since then his stature as an author has grown, and now he is generally recognized as the major American horror-story writer of the twentieth century. [via]
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› Find signed collectible books: 'Call of Cthulhu'
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› Find signed collectible books: 'Changeling'
The World of Darkness role playing games tak e the reader into worlds and realities where magic is not de ad and not even the dead are dead. Changeling: The Dreaming takes the player into the strange world of the Kithain. ' [via]
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› Find signed collectible books: 'Complete Arcane: A Player's Guide to Arcane Magic for All Classes'
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› Find signed collectible books: 'Defenders of the Faith: A Guidebook to Clerics and Paladins'
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› Find signed collectible books: 'Discworld Roleplaying Game: Adventures on the Back of the Turtle'
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› Find signed collectible books: 'The Dungeon Master's Guide'
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› Find signed collectible books: 'Dungeon Master's Guide: Core Rulebook II'
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› Find signed collectible books: 'Dungeon Master's Guide: Core Rulebook II'
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› Find signed collectible books: 'Dungeon Master's Guide v.3.5'
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› Find signed collectible books: 'Dungeons & Dragons Complete Warrior: A Player's Guide to Combat for All Classes'
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The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.
Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians and gnome monks are now possible. THACO, negative armour class, funky saving throws, inflated ability scores, heat-based infravision and just about every other needlessly complex rule has been reworked into a faster, more consistent and fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customised characters.
Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf and elf, or relative size differences between creatures or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.
The illustrative changes may be too radical a departure from AD&D tradition for some, but the other modifications are definite improvements. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who's played D&D since its inception, then welcome to then new era. You won't want to go back. --Mike Fehlauer, Amazon.com [via]
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› Find signed collectible books: 'Dungeons & Dragons Player's Handbook: Core Rulebook 1'
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› Find signed collectible books: 'Eberron Campaign Setting'
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› Find signed collectible books: 'Epic Level Handbook'
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› Find signed collectible books: 'Exalted'
Youve Heard the Rumors
Before the Impergium before the Mythic Ages before the Sundering before there was a World of Darkness there was something else. And now it is revealed, at last. Come adventure in the Second Age of the World, the fantastic world of the Exalted.
Now Play the Game
Though thematically related to the modern-day World of Darkness, Exalted begins a whole new line of fantasy products from White Wolf. This hardcover rulebook invites you to become one of the Exalted, an heir to an Age of Heroes. Created to be saviors and Prometheans to humanity, the first Exalted were corrupted and slain by their own brethren. But now, new Exalted are being reborn into the Second Age of the World. Can you survive in a world that needs you yet reviles you? The fate of this new world is in your hands. [via]
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› Find signed collectible books: 'Expanded Psionics Handbook'
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› Find signed collectible books: 'Feng Shui: Action Movie Roleplaying'
The true power of Feng Shui is known only to a few...
...too bad they all want you dead.
Bad guys are coming out of the woodwork to wage the secret war. Powerful eunuch sorcerers from ancient China. Modern-day conspiracy masterminds. Cyber-demonic scientists from the future.
They've almost won: Portals through time lay bare a secret history of our world, a history that changes like the breeze and can erase you without you even knowing it.
There's only one things standing between these monstrous powers and complete control of all of human history: you and your buddies.
But you aren't just anyone.
You're secret warriors -- a group of butt-kicking, kung-fu fighting, spell-chucking, pistol-packing badasses. It's up to you to save the world, or die trying.
Feng Shui is the Hong Kong martial arts action-movie roleplaying game. It contains all of the rules necessary for play.
Feng Shui was originally published by Daedalus Entertainment in 1996, and Atlas Games is pleased to bring this best-selling game back into print. The Atlas Games edition features the same text as the original in a new format including new artwork, layout, and a hardcover binding. [via]
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› Find signed collectible books: 'Foes of Freedom'
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› Find signed collectible books: 'Forgotten Realms'
Dark perils and great deeds await.Welcome to Faerûn, a land of high magic, terrifying monsters, ancient ruins, and hidden wonders. From the forbidding forests of the Silver Marches to the teeming cities of the Inner Sea, Faerûn encompasses shining kingdoms, monster-infested wastes, endless caverns, and sinister citadels. The Forgotten Realms Campaign Setting presents the most comprehensive fantasy world ever described!This book contains all the details you need to play Dungeons & Dragons adventures in the Forgotten Realms setting: A new full-color poster map of Faerûn. Dozens of new races, feats, and prestige classes for your characters. The Faerûnian pantheon, including over 100 deities and powers. Highly detailed regions, new monsters, mysterious sites, and two short adventures to begin your campaign. The Forgotten Realms Campaign Setting is fully updated and redesigned for the new edition of the D&D game. To make full use of this book, you also need the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. [via]
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› Find signed collectible books: 'Go for It!'
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› Find signed collectible books: 'Gurp's Basic Set'
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› Find signed collectible books: 'Gurp's Space'
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› Find signed collectible books: 'Gurps Basic Set Campaigns'
With GURPS, you can be anyone you want - an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!
GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II - plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting - there isn't some game-altering metaplot - but it's there if you want it.) [via]
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› Find signed collectible books: 'Gurps Basic Set: Characters'
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› Find signed collectible books: 'Gurps Compendium I: The Indispensible Companion for All Gurps Players'
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› Find signed collectible books: 'Gurps Discworld'
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› Find signed collectible books: 'Gurps Discworld'
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› Find signed collectible books: 'Gurps Magic'
A complete world of magic that can be used in any game and with any type of magic. Includes 300 new spells. There is information for the GM to create their own magic system. This book is a flexible magic system for playing the world of a favorite author or any type of wizard you can imagine. [via]
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› Find signed collectible books: 'Gurps Magic'
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› Find signed collectible books: 'GURPS Space: Roleplaying in the Worlds of Tomorrow'
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› Find signed collectible books: 'Gurps Vehicles'
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› Find signed collectible books: 'Mage'
The World of Darkness role playing games tak e the reader into worlds and realities where magic is not de ad and not even the dead are dead. Mage is the 3rd game in t he Storyteller Series. ' [via]
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› Find signed collectible books: 'The Mage'
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› Find signed collectible books: 'Mage: The Ascension A Storytelling Game of Modern Magick'
RPG Book [via]
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› Find signed collectible books: 'Mage: The Awakening, A Storytelling Game Of Modern Sorcery'
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› Find signed collectible books: 'Manual of the Planes'
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› Find signed collectible books: 'Manual of the Planes'
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› Find signed collectible books: 'Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers'
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› Find signed collectible books: 'Monster Manual'
Over 200 creeps, critters and creatures to keep players on their toes. From Aboleths to Zombies, the third edition Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. Plus, all monster entries include character stats so for the first-time players can play as the monsters. Dungeon Masters and players alike will find the new Monster Manual an indispensable aid in populating their third-edition campaigns. [via]
› Find signed collectible books: 'Monster Manual: Core Rulebook III'
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› Find signed collectible books: 'Monster Manual II'
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› Find signed collectible books: 'Monstrous Manual'
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› Find signed collectible books: 'Mutants & Masterminds'
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› Find signed collectible books: 'Nobilis: The Game of Sovereign'
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› Find signed collectible books: 'Player's Handbook'
Advanced Dungeons & Dragons Player's Handbook, 2nd Edition THE BOOK IS IN GOOD CONDITION HOWEVER, THE PAGES HAVE SIDE TABS ATTACHED [via]
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› Find signed collectible books: 'Player's Handbook: Core Rulebook I'
Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons roleplaying game.
The revised Player's Handbook is the definitive rulebook for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.
The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc.
[via]
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› Find signed collectible books: 'Psionics Handbook'
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› Find signed collectible books: 'Rifts'
RPG Book [via]
› Find signed collectible books: 'Serenity Role Playing Game'
Here's How It Is... The Earth got used up, and we found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point. After the Unification War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies. A ship would bring you work, a gun would help you keep it. A captain's goal was simple: find a crew, find a job, keep flying. The Serenity Role Playing Game lets you re-create the action of the 'Verse, the science-fiction setting created by writer/director Joss Whedon. Fly a ship out in the black, take jobs as they come, and always make sure you get paid. Everything you need to get started is right here! All you need is dice, friends, and your imagination. - A self-contained role playing game. All the rules are provided for both players and Game Masters! - Full character creation rules, plus fifteen sample characters-including the crew of Serenity. - Complete details on spaceships, guns, and technology. - Emphasis on story, action, and character development with easy-to-learn rules. - Game details and descriptions of the characters and settings of the film! [via]
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› Find signed collectible books: 'Shadowrun'
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› Find signed collectible books: 'Shadowrun'
The Shadows Have Evolved
The year is 2070. The world is not only Awakened -- it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand. Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line You're a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages or code-cracking hackers. No matter what, you're a -- professional corporate pawn or "deniable asset," -- you get the job done. Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, new magical discoveries, and more. This hardcover rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. Note that the Shadowrun, Fourth Edition will replace the Shadowrun, Third Edition rules set. Source material from previous editions will still be compatible. [via]More editions of Shadowrun:

› Find signed collectible books: 'Shadowrun: 25000'
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› Find signed collectible books: 'Song and Silence: A Guidebook to Bards and Rogues'
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![[???]: Star Wars: Aliens & Creatures 30 Postcards [???]: Star Wars: Aliens & Creatures 30 Postcards](http://ecx.images-amazon.com/images/P/0874311810.01._SL160_SCLZZZZZZZ__.jpg)
This is the classic, 1996 copyright, D6 version of the Star Wars Roleplaying game. *Important: there are two different versions of the second edition. The 1992 version DOES NOT contain the latest/final version of the rules.* If you are interested in giving this game a try, you can do so as both a player and a GM with this one book. This one book contains pretty much everything both the player and the GM need to play. It begins with a "Player Section" that covers everything the player needs to know about creating and playing a character. The rest of the book is for the GM. There is also a starter adventure that pits the players against the fearsome Pirates of Prexiar and a detailed history of the Star Wars universe to help GMs design their own chapters of this epic saga. [via]
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› Find signed collectible books: 'Star Wars Roleplaying Game'
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› Find signed collectible books: 'Sword and Fist'
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![[???]: Temple of Doom [???]: Temple of Doom](http://ecx.images-amazon.com/images/P/0874314356.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Tome and Blood: A Guidebook to Wizards and Sorcerers'
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› Find signed collectible books: 'Tome of Magic'
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› Find signed collectible books: 'Unearthed Arcana'
Includes spells, character classes, magic weapons, and other items used in playing Dungeons and Dragons. [via]
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› Find signed collectible books: 'Unknown Armies: A Roleplaying Game of Power And Consequences'
What will you risk to change the world?
The acclaimed RPG of modern occult intrigue returns in a stunning new hardcover edition. Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass!
We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the
GM wants them to know.
But the beats don't stop there:
Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns.
* New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing.
* Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment.
* More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen.
* Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy).
* Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior).
* More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues.
* New cover art and design, new interior art and design, and a hardcover binding to keep this game in line. [via]
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› Find signed collectible books: 'Vampire: The Masquerade'
The World of Darkness role playing games tak e the reader into worlds and realities where magic is not de ad and not even the dead are dead. Vampire is the anchor for all the games set in the World of Darkness. ' [via]
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› Find signed collectible books: 'Vampire: The Masquerade'
THE MIDNIGHT DANCE CONTINUES...
They stalk in the shadows, moving gracefully and unseen among their prey. They are the blood-drinking fiends of whispered legends Kindred, Cainites, the Damned. Above all, they are vampires. Their eternal struggle, waged sicne the nights of Jericho and Babylon, plays itself out among the vampires' grand Masquerade is imperiled, and the night of Gehenna draws ever closer.
UNTIL THE END OF ALL THINGS
This new edition of Vampire: The Masquerade is an updated, revised version of the popular classic. In this mammoth volume can be found all 13 Clans, all major Disciplines, and a host of brand-new infomation on both the Kindred and the...things...that hunt them. This book compiles everything that a Vampire player or Storyteller needs to know about the Kindred and the World of Darkness for the new millenium. Plus, the new edition provides all-new information on the changes that affect the Clans, and on the beginning of the end of the Camarilla. Finally, the first of the Storyteller rulebooks is the best again! [via]
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› Find signed collectible books: 'Vampire: The Requiem a Modern Gothic Storytelling Game'
Welcome to the Danse Macabre
Since time immemorial, the Kindred - vampires - have stalked their prey, unseen by the mortal masses. Their world is a xenophobic nightmare, populated by tyrannical despots, wildeyed heretics, bloodthirsty rogues and scheming manipulators, all unified by the mysterious curse of vampirism. And you would join them? You would live forever? To play the lusts of mortals like a violinist plays the strings? Then beware, the price is steep to enter the neofeudal hell that the Damned have wrought.
Welcome to Undeath
Join the revival of the Storytelling tradition. Vampire: The Requiem invites you to tell your own stories set within the world of the Kindred. This book includes rules for using vampires in World of Darkness chronicles, covering everything from the five clans to covenants to Disciplines, bloodlines, storytelling advice and a complete spread of game systems governing the undead. Hardcover. Requires the World of Darkness rulebook for play. U.S. Page Count: 304 [via]
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› Find signed collectible books: 'Werewolf The Forsaken Rulebook: A Storytelling Game of Savage Fury'
Full Moon Rising
The world is in shadow. To one side stretches the forest, to the other the city. Your claws are stained with blood. Your senses whisper of prey that runs before you, and of predators who stalk even the likes of you. You hear the howls of your brothers and sisters. Luna rises. Your blood boils. It is time to hunt.
Wolves at the Door
Werewolf: The Forsaken - the game of bestial violence and supernatural terror - is the second core setting sourcebook intended for use with White Wolf's new Storytelling System . Werewolves are creatures of original sin, tainted by ancestral crimes and driven to hunt by the shame of being abandoned. This book details what it is to be Forsaken, one of the Tribes of the Moon. Create your own werewolf pack and seek redemption or give in to your savage nature. Hardcover. For use with the World of Darkness Rulebook. [via]
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› Find signed collectible books: 'World Of Darkess Core Rulebook'
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› Find signed collectible books: 'A World of Darkness'
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› Find signed collectible books: 'World Of Darkness'
Where the Shadows Grow Long
We live our days completely ignorant of the true terrors lurking around us. Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies - 'There are no such things as monsters' - or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.
Abandon Hope All Who Enter
The World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real. Players join to tell tales of mystery and horror, where theme, mood and plot are more important to a character's experiences than his weapons or equipment. Inside are rules for character creation, task resolution, combat and any activity your character attempts as he delves into the shadows. Hardcover. Page Count: 224 [via]
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› Find signed collectible books: 'Wraith: The Oblivion'
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› Find signed collectible books: 'Wraith: The Oblivion'
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