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Vampire: the Masquerade
Vampire The Masquerade 2nd edition Vampire: The Masquerade A Storytelling Game of Personal Horror By becoming a monster, one learns what it is to be human 1 Vampire The Masquerade 2nd edition By Mark Rein•Hagen Vampire TM Game system Copyright 1992,1997 by White Wolf. All rights reserved. Reproduction of this book in any manner without consent from the publishers is prohibited. Players may reproduce the character sheets for personal use only. Credits Design: Mark Rein•Hagen Written by: Mark Rein•Hagen, Graeme Davis, Tom Dowd, Lisa Stevens, Stewart Wieck Development: Mark Rein•Hagen, Andrew Greenberg, Stewart Wieck Editing: Robert Hatch Design Contributors: Lisa Stevens, Travis Williams, Chris McDonough, Joshua Gabriel Timbrook, Nicole Lindroos, John Brandt, Brenda Stiles, Tom Dowd, Graeme Davis, Timothy Carroll, Stephan Wieck, Aaron Voss Art Director: Richard Thomas Art: Tim Bradstreet, John Cobb, Felipe Echevarria, Max Shade Fellwalker, Doug Gregory, John Lakey, Laura Lakey, Larry McDougall, Robert McNeill, Ken Meyer, Jr., Richard Thomas, Joshua Gabriel Timbrook Models: Tristan M. Duarte, Max Shade Fellwalker, Doug Gregory, Ken Meyer, Jr., B.J. West Typesetting & Layout: Sam Chupp, William Hale,Chris McDonough Production: Richard Thomas, Josh Timbrook, Sam Chupp, William Hale, Chris McDonough Cover Design: Chris McDonough Cover Photograph: Mark Pace Playtesters: Joshua Gabriel Timbrook, Chris McDonough, Brenda Stiles, John Brandt, Nicole Lindroos, Stewart Wieck, Andrew Greenberg, Lisa Stevens, Ann Nappo, Seth Tepher, Stephan Wieck, Kelly Golden, Jeff Berry, Guy Wells, Gail Starr, Mark Matthews-Simmons, Christopher Lancaster, KC Lancaster, Stacia M. Bannan, Timothy Carroll, Bryan A. Case, Michael Coyne, Shane D. Harsch, Steven Kaye, Edwin Nealley, Laurel Schippers, John Schippers, Robert G. -
Bleeding Edge Villains by Robert J
Bleeding Edge Villains by Robert J. Schwalb Within each of Green Ronin’s Bleeding Edge Adventures is a compelling adventure designed to take advantage of the robust options and innovative concepts of the d20 system . The adventures provide compelling plots and engaging characters, all of which work to provide gaming groups with exciting play experiences that promise to keep them coming back for more. To demonstrate these features, Green Ronin is proud to present a collection of sinister foes for GMs to incorporate into their games. Each character includes a short history, advice for using the character with a Bleeding Edge adventure and a stat-block. Each villain is perfect for expanding play in any of these fantastic offerings. KLAX Skills Balance +15, Climb –1 (+1 ropes), Escape Artist +12 (+14 ropes), Hide +15, Mansion of Shadows Jump +6, Listen +3, Move Silently +12, Open Locks +13, Search +7, Sleight of Hand +15, “Don’t cry little one, candy will make you fat.” Spot +4, Survival +0 (+2 follow tracks), Having slipped through a planar rent that Tumble +15, Use Rope +14 (+16 bindings) connected the Material Plane to the dismal Possessions combat gear plus +1 short sword, layers of Gehenna, Klax has delighted himself masterwork thieves’ tools, sack of 240 gp by thieving anything he can from the Klax stands just over two-feet tall and weighs beleaguered people of Staufendorf. about 25 pounds. Like others of his kind, he is KLAX CR 3 small and frail with spindly arms and legs and Male furtivin* rogue 1 with a series of leathery ridges marching up *Book of Fiends his back. -
SILVER AGE SENTINELS (D20)
Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells. -
Dragon Magazine #228
Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up. -
C Amarilla G Enre P Acket
Camarilla Genre Packet Version 2.7 Last Updated 2017 February 01 Legal The following document is for supplemental purposes only—no copyright infringement is intended. It is not intended for profit or official representation of White Wolf Publishing/CCP hf and/or their subsidiaries. Written information, including all names, abbreviations, and anything related to White Wolf’s “World of Darkness” and “Vampire: the Masquerade” are copyright White Wolf Publishing/CCP hf. The creators, editors, and so on of this document do not represent White Wolf Publishing or CCP hf, in any capacity. The packets and guides are written and designed by One World by Night (OWbN) and are in order to specify modifications to the system provided in our work, as deemed necessary by the organization pursuant to White Wolf/CCP requests as part of Dark Pact guidelines. Portions of this material are copyrighted and trademarks of CCP hf., and are used with permission. All rights are reserved. For more information please visit http://www.white-wolf.com or http://rpg.drivethrustuff.com. Credits ● Jeff Cauley, Camarilla Coordinator 2015-2016 ● Akira Barnes, Geoffrey Bayley, Tracy O’Malley, William Wadhams, and Maja Zaccara for their outstanding work in designing the Status rules. ● Members of the Shadow Coterie, the Camarilla SubCoordinator team of 2015-2016. ● LA Reger, Jonathan Slack, and Akira Barnes for their formatting and editing work. ● All the other various Coordinators, SubCoordinators, and Storytellers that contributed ideas. ● The past Camarilla Coordinators and SubCoordinators for their work on previous versions of this packet and suggestions made on the revisions to this one. -
Storytellers Companion
Storytellers Companion Sample file Credits Authors: Jackie Cassada and Nicky Rea, Kevin Andrew Murphy Development: Jess Heinig Editing: Carl Bowen Art Direction: Aileen Miles Interior Art: Jeff Holt, Drew Tucker, Leif Jones, Shea Anton Pensa, John Cobb, Richard Clark, Matt Mitchel, Larry MacDou- gall, Langdon Foss and Jeff Laubenstein as the Beaver Cover Art: Richard Clark Front and Back Cover Design: Ron Thompson Layout and Typesetting: Ron Thompson © 2000 White Wolf Publishing, Inc. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for per- sonal use only. White Wolf, Vampire the Masquerade, Vampire the Dark Ages, Mage the Ascension, World of Darkness and Aberrant are registered trademarks of White Wolf Publishing, Inc. All rights reserved. Werewolf the Apocalypse, Wraith the Oblivion, Changeling the Dreaming, Hunter the Reckoning, Werewolf the Wild West, Mage the Sorcerers Crusade, Wraith the Great War, Trinity, and Mage Storytellers Companion are trademarks of White Wolf Publishing, Inc. All rights reserved. All characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. Reader discretion is advised. For a free White Wolf catalog call 1-800-454-WOLF. Check out White Wolf online at http://www.white-wolf.com; alt.games.whitewolf and rec.games.frp.storyteller PRINTEDSample IN THE UNITED STATES OF AMERICA. -
An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978. -
Exploring Gameplay, Initiation and Technology in LARP
City University of New York (CUNY) CUNY Academic Works Dissertations and Theses City College of New York 2014 Technological Mediations in Collective Fantasy: Exploring Gameplay, Initiation and Technology in LARP Gary Catano CUNY City College of New York How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/cc_etds_theses/489 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] Technological Mediations in Collective Fantasy: Exploring Gameplay, Initiation, and Technology in LARP by Gary Catano Submitted in partial fulfillment of the requirements for the degree of Master of Arts in Sociology, City College The City University of New York 2014 Thesis Sponsor: Date Signature Katherine Chen Date Signature of Second Reader Reuben J. Thomas In live action role-play or larp, imaginary worlds are co-created through the persistent organizational actions – both online and ‘in real life’ (IRL) – of gamers as they embody carefully constructed game personas. This project poses the question: how are newcomers initiated into live action role-playing, and how are these processes aided through online actions and social media? I argue that larpers collectively fabricate a universe from existing and user generated texts through the merging of creative production and narrative consumption, integrating newcomers into these creative processes at the organizational, interpersonal, and diegetic, or imaginary, levels. In larp, these processes are technologically mediated. Social media and virtual worlds provide meditative and contemplative spaces for gamers to reflect on their in-game lives in ways that facilitate meaning, identity, and community for a tight-knit collective of larpers in New York City. -
Dragon Magazine #120
Magazine Issue #120 Vol. XI, No. 11 SPECIAL ATTRACTIONS April 1987 9 PLAYERS HANDBOOK II: Publisher The ENRAGED GLACIERS & GHOULS games first volume! Mike Cook Six bizarre articles by Alan Webster, Steven P. King, Rick Reid, Jonathan Edelstein, and Editor James MacDougall. Roger E. Moore 20 The 1987 ORIGINS AWARDS BALL0T: A special but quite serious chance to vote for the best! Just clip (or copy) and mail! Assistant editor Fiction editor Robin Jenkins Patrick L. Price OTHER FEATURES Editorial assistants 24 Scorpion Tales Arlan P. Walker Marilyn Favaro Barbara G. Young A few little facts that may scare characters to death. Eileen Lucas Georgia Moore 28 First Impressions are Deceiving David A. Bellis Art director The charlatan NPC a mountebank, a trickster, and a DMs best friend. Roger Raupp 33 Bazaar of the Bizarre Bill Birdsall Three rings of command for any brave enough to try them. Production Staff 36 The Ecology of the Gas Spore Ed Greenwood Kim Lindau Gloria Habriga It isnt a beholder, but it isnt cuddly, either. Subscriptions Advertising 38 Higher Aspirations Mark L. Palmer Pat Schulz Mary Parkinson More zero-level spells for aspiring druids. 42 Plane Speaking Jeff Grubb Creative editors Tuning in to the Outer Planes of existence. Ed Greenwood Jeff Grubb 46 Dragon Meat Robert Don Hughes Contributing artists What does one do with a dead dragon in the front yard? Linda Medley Timothy Truman 62 Operation: Zenith Merle M. Rasmussen David E. Martin Larry Elmore The undercover war on the High Frontier, for TOP SECRET® game fans. Jim Holloway Marvel Bullpen Brad Foster Bruce Simpson 64 Space-Age Espionage John Dunkelberg, Jr. -
View Book Sample
DANGEROUS GAMES: HOW TO PLAY (BOOK #1) BY MATT FORBECK ALSO BY MATT FORBECK Hard Times in Dragon City (Shotguns & Sorcery #1) Bad Times in Dragon City (Shotguns & Sorcery #2) End Times in Dragon City (Shotguns & Sorcery #3) Leverage: The Con Job Matt Forbeck’s Brave New World: Revolution Matt Forbeck’s Brave New World: Revelation Matt Forbeck’s Brave New World: Resolution Amortals Vegas Knights Carpathia Magic: The Gathering comics Guild Wars: Ghosts of Ascalon (with Jeff Grubb) Mutant Chronicles Star Wars vs. Star Trek Secret of the Spiritkeeper Prophecy of the Dragons The Dragons Revealed Blood Bowl Blood Bowl: Dead Ball Blood Bowl: Death Match Blood Bowl: Rumble in the Jungle Eberron: Marked for Death Eberron: The Road to Death Eberron: The Queen of Death Full Moon Enterprises Beloit, WI, USA www.forbeck.com Dangerous Games and all prominent fictional characters, locations, and organizations depicted herein are trademarks of Matt Forbeck. The appearance of other trademarks herein is not intended as a challenge to those trademarks. © 2013 by Matt Forbeck. All Rights Reserved. 12 for ’12 logo created by Jim Pinto. Dangerous Games logo created by Matt Forbeck. Cover design by Matt Forbeck. This is a work of fiction. Names, characters, places, and incidents are the products of the author’s imagination or are used fictitiously. Dedicated to my wife Ann and our kids Marty, Pat, Nick, Ken, and Helen. They’re always my favorite players. Thanks to Peter Adkison, Adrian Swartout, Owen Seyler, and the rest of the Gen Con staff for being such great sports and even better friends. -
Terrel and Squib Sourcebook
The Terrel & Squib sourcebook is a fan produced product not meant for sale or profit. The production of the Terrel & Squib sourcebook is not a challenge to White Wolf Publishing, Inc.’s trademark or any copyrights concerned. For more fan-produced resources based on the OrpheusTM game setting, please go to www.projectflatline.com This Is Not An Official White Wolf™ Product This Book Is Not For Sale or Profit By Rob Engen, Adam Wells Davis, Steven MacLauchlan, David Plank, Jason Wallace, Tuukka Hurmeranta, and Tome Wilson World of Darkness created by Mark Rein•Hagen. This is not an official White Wolf Product. The Terrel & Squib sourcebook is not for sale or profit. Credits Dedication Authors: Adam Wells Davis, Rob “Ravil” Engen, To the man whose golden heart and creative Tuukka Hurmeranta, Steven MacLauchlan, David genius brought the classic ghost story back to life Plank, Jason “Leach” Wallace again. Additional Writing: Tome Wilson You gave us new dreams & nightmares to share Storyteller Game System Design: Mark with our friends and for that we thank you, Lucien Rein•Hagen Soulban. T&S Developer: Rob “Ravil” Engen Editor: Adam Wells Davis & Jason - The T&S Sourcebook Staff & “Leach” Wallace Orpheus™ fans everywhere. Art Director: Tome Wilson Layout and Typesetting: Tome Wilson Interior Art: Tome Wilson and Rob “Ravil” Engen Front Cover Design: Tome Wilson Special Thanks: Allan "Lucas" Hansen, Tragick Arthouse (Tragick.net) and Donnovan “Van” Douglas Knight Orpheus and Terrel & Squib Created By: Lucien Soulban and White Wolf Game Publishing, Inc. © 1990-2004 White Wolf Publishing, Inc. All rights reserved. Terrel & Squib, Inc. -
The Magazine of Adventure Gamin... $3.00
• 76 The Magazine of Adventure Gamin... er$3.00 76 Space Gamer Number Sept/Oct 1985 SPECIAL SECTION Editor-In-Chief: Warren Spector Assistant Editor: Allen Varney Mastering the Games Contributing Editors: William A. Barton Specific roleplaying systems call for specific advice to the referee. Matthew J. Costello Three offbeat games represent special gamemastering challenges, Jerry Epperson which are dealt with in articles by expert GMs. Bob McLain The Morrow Project • Jonathan Walton 14 Rick Swan Chill • Troy Denning 17 Tips on Horror Games • W. Peter Miller 19 Publisher: Steve Jackson Paranoia • Ken Rolston 20 Production Manager: Marie Mahoney Production Staff: C. Mara Lee Kyle Miller ARTICLES DC Heroes Design Notes • Greg Gorden 5 Business Manager: Mark Chandler Small Arms: The Future and Roleplaying Advertising Manager: Caroline Chase Near -future weapon developments for SFRPGs 10 Circulation Manager: Creede Lambard Unauthorized Paranoia Repair Kit • Allen Varney Traitorous Commie mutant propaganda . 22 Man to Man Design Notes • Steve Jackson ART IN THIS ISSUE 24 Cover: Kyle Miller. The development of the GURPS combat system Line Art: Kyle Miller. Ham Design Notes • N. Robin Crossby The development of the popular FRPG world 27 Game Art: Mayfair/DC Comics Inc.: 7. Pacesetter Ltd.: 18. West End Games: 20. Steve Jackson Games: 25. REVIEWS DC Heroes • Allen Varney 7 Most game names are trademarks of the Stellar Conquest • Tony Watson companies publishing those games. In par- With an appreciation by Greg Costikyan 28 ticular: Dungeons & Dragons,