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Episode 74 - V20 Roundtable II with Shane DeFreest

Episode 74 - V20 Roundtable II with Shane DeFreest (audio product)


Episode 74 - V20 Roundtable II with Shane DeFreest The ninth of the Vampire 20th Anniversary Edition roundtables, Eddy talked again with Shane about the context of V20 with the Grand Masquerade, and the community celebration of this milestone. ...   [click here for more]
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Episode 75 - 300,000 Words Later

Episode 75 - 300,000 Words Later (audio product)


Episode 75 - 300,000 Words Later * Eddy is still braindead from sending Vampire 20th Anniversary Edition to edits. * We're going to be at GenCon. * Wrap-Up. ...   [click here for more]
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Episode 78 - The Grandest Masquerade of All

Episode 78 - The Grandest Masquerade of All (audio product)


Episode 78 - The Grandest Masquerade of All * Eddy preps for Grand Masquerade, and has a new podcasting toy * V20 Companion news. You can join open development at www.whitewolfblogs.com/v20Companion * Update on Victorian Lost outline * Email, Twitter, etc. ...   [click here for more]
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Episode 79 - Grand Masquerade Roundtable

Episode 79 - Grand Masquerade Roundtable (audio product)


Episode 79 - Grand Masquerade Roundtable * Eddy, Rich, and Justin talk about the Grand Masquerade, as well as the V20 conversation during and after the show. They talk about their porn names, and Justin bitches about not getting his own copy of the book. ...   [click here for more]
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Episode 80 - Twenty Years of Vampire, Part 1

Episode 80 - Twenty Years of Vampire, Part 1 (audio product)


Episode 80 - Twenty Years of Vampire, Part 1 The first half of the "Twenty Years of Vampire" panel at The Grand Masquerade, 2011. With Shane DeFreest, Mike Tinney, Justin Achilli, Rich Thomas, Tim Bradstreet (with Eddy putting his two cents in at the end). ...   [click here for more]
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Episode 81 - Twenty Years of Vampire, Part 2

Episode 81 - Twenty Years of Vampire, Part 2 (audio product)


Episode 81 - Twenty Years of Vampire, Part 2 The second half of the "Twenty Years of Vampire" panel at The Grand Masquerade, 2011. With Shane DeFreest, Mike Tinney, Justin Achilli, Rich Thomas, and Tim Bradstreet. ...   [click here for more]
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Episode 82 - Criminal Intent (V20 Game at Grand Masquerade)

Episode 82 - Criminal Intent (V20 Game at Grand Masquerade) (audio product)


Episode 82 - Criminal Intent (V20 Game at Grand Masquerade) Snips and pieces of a V20 game that Eddy ran for Mike Tinney, Rich Thomas, Russell Bailey, and our friends at Machinima Realm (Elissa, Joel, and Ian). ...   [click here for more]
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Episode 83 - Monday Meeting

Episode 83 - Monday Meeting (audio product)


Episode 83 - Monday Meeting An extra-long episode (nearly an hour) containing a complete recording of a Monday Meeting between Rich and myself. We also address the repercussions of the recent CCP layoffs. ...   [click here for more]
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Episode 84 - White Wolf 2.0, part 1

Episode 84 - White Wolf 2.0, part 1 (audio product)


Episode 84 - White Wolf 2.0, part 1 Presentation at Grand Masquerade with Rich Thomas and Eddy Webb, as well as Justin Achilli, Matt McElroy, and Russell Bailey. Some details of this presentation may be out of date since the date of this presentation (September 16th), but the majority of information is accurate. ...   [click here for more]
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Episode 85 - White Wolf 2.0, part 2

Episode 85 - White Wolf 2.0, part 2 (audio product)


Episode 85 - White Wolf 2.0, part 2 Presentation at Grand Masquerade with Rich Thomas and Eddy Webb, as well as Justin Achilli, Matt McElroy, and Russell Bailey. Some details of this presentation may be out of date since the date of this presentation (September 16th), but the majority of information is accurate. Also, there are bursts of static through the episode, due to the recorder's...   [click here for more]
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Episode 87 - Your Game Sucks 2011 Q&A

Episode 87 - Your Game Sucks 2011 Q&A (audio product)


Episode 87 - Your Game Sucks 2011 Q&A I answer questions on a new version of my "Your Game Sucks" presentation at Grand Masquerade 2011. Because I only had one microphone, some of the audience questions are very hard to hear. ...   [click here for more]
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Episode 93 - Atlanta by Night 2012: Kill the Prince

Episode 93 - Atlanta by Night 2012: Kill the Prince (audio product)


Episode 93 - Atlanta by Night 2012: Kill the Prince A recording of the "Kill the Prince" panel at Atlanta by Night 2012 ...   [click here for more]
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Episode 94 - Atlanta by Night 2012: Your Game Sucks

Episode 94 - Atlanta by Night 2012: Your Game Sucks (audio product)


Episode 94 - Atlanta by Night 2012: Your Game Sucks A recording of the "Your Game Sucks" panel at Atlanta by Night 2012 ...   [click here for more]
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Episode 95 - Atlanta by Night 2012: Playing to Lose

Episode 95 - Atlanta by Night 2012: Playing to Lose (audio product)


Episode 95 - Atlanta by Night 2012: Playing to Lose A recording of the "Playing to Lose" panel at Atlanta by Night 2012 ...   [click here for more]
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Episode 96 - Atlanta by Night 2012: What's Up with White Wolf

Episode 96 - Atlanta by Night 2012: What's Up with White Wolf (audio product)


Episode 96 - Atlanta by Night 2012: What's Up with White Wolf A recording of the "What's Up with White Wolf" panel at Atlanta by Night 2012 ...   [click here for more]
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Epitaph #1 (Spring 2009)

Epitaph #1 (Spring 2009)


The release of our spring/summer e-magazine, Epitaph! Sample pages from new releases and pre-release material, along with staff interviews and columns make this a huge 50 page bundle of free fun for our fans! Among the contents there is a brief teaser from Geist: The Sin-Eaters, which will be released this year at Gencon 2009. ...   [click here for more]
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Frontier Secrets

Frontier Secrets


It's the Savage West, Tenderfoot! The world of Werewolf: the Wild West is a fearsome and dangerous place. Texas Tarantulas and Storm Eater spirit minions are everywhere, while the Enlightened Society of the Weeping Moon converts its followers under night skies. How's a Storyteller supposed to tie all the elements of the Savage West together? With the help of Frontier Secrets,...   [click here for more]
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Ghost Towns

Ghost Towns


Ghost Towns Ain't All Deserted The Savage West is dotted with numerous sites that wraiths call home. Of course, when those wraiths start becoming a problem for the local Garou, relations between werewolves and ghosts sometimes get ugly. Just how ugly depends on what town you're talking about, and which particular pack of Garou... Werewolves and Ghosts Side-by-Side Ghost Towns offers...   [click here for more]
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Ghouls: Fatal Addiction

Ghouls: Fatal Addiction


This volume is the Year of the Ally supplement for Vampire: The Masquerade. This invaluable sourcebook provides heretofore unrevealed details on vampires' closest friends, confidants, servants, and lovers-and, at times, deadliest enemies. Includes a detailed character creation system that enables gamers to play retainers, independents, revenants, and even szlachta. Plus, information on how ghouls...   [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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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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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! Note: This digital edition includes the PDF and EPUB versions...   [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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Harvesters Compilation

Harvesters Compilation


The belief in a supernatural source of evil is not necessary. Men alone are quite capable of every wickedness.   - Joseph Contrad, Under Western Eyes In the Harvesters, the characters are pitted against a group of kidnappers that prey upon the forgotten people and sell them off to the highest bidder. They visit upon those lost souls any torment that pleases them, so long...   [click here for more]
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Heralds of the Storm (Year of the Scarab Trilogy Book 1)

Heralds of the Storm (Year of the Scarab Trilogy Book 1)


The Ghost Storm Rages Drawn into a struggle against the forces of darkness, Thea Ghandour encounters and enigmatic figure who shares her same immodest goal: the ultimate destruction of evil. Maxwell Carpenter has tracked an entity of incredible power to an obscure temple in the heart of Chicago. Only with the aid of Thea and her fellow hunters can Carpenter hope to stand against its dark...   [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: 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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Keys to the Supernal Tarot

Keys to the Supernal Tarot


The Major Arcana Each key, each trump, is a step along the path of the mage. From the dangerous ignorance of the Fool to the completion of the World, each card holds a secret. Seek Justice, pursue Strength, trick the Devil, and defy Death — the cards will show you the way. A Chronicle Book for Mage: The Awakening™ • Storytelling the journey through the Tarot as...   [click here for more]
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Kiss of the Succubus: Daeva

Kiss of the Succubus: Daeva


Death has never looked so good Love them or hate them, the Daeva are the ones you die for. Tempters and priests, madonnas and horrors, these vampires feed on the blood and vices of the World of Darkness — and feed well. From the best parties to the worst parts of town, be seduced by the beautiful among the Damned. For the Succubi, a good-looking corpse is only the first step in the Danse...   [click here for more]
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Laws of Judgment

Laws of Judgment


Prophecies Ancient and Terrible It is known by many names: Gehenna, Apocalypse, Ascension. For millennia, humanity and its supernatural masters have wondered at and dreaded the nature of the End Times. Now the signs are unmistakable -- the oldest fears of the prophets are about to be realized. Will it be annihilation? Or does new hope await beyond this great darkness? The End is Here...   [click here for more]
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Laws of the Hunt

Laws of the Hunt


Saving The Mortal World In a world twisted by dark magic and despair, supernatural creatures rule from behind the scenes. Vampires pull strings in their deadly games while werewolves roam the woods. Mere mortals are playthings and puppets - until they decide to fight back. Some people know the truth, and they plan to make a difference, to save humanity from the...   [click here for more]
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Laws of the Wild: Changing Breeds 3

Laws of the Wild: Changing Breeds 3


Won't You Come Into My Parlor? The vermin are always swept aside - few consider what they see. What does the rat see from his hiding-spot under the wharfs? What does the humble spider, spinning in the corner, overhear? No one asks and no one knows. The Ratkin continue their earth-wars from the shadows, and the Ananasi prepare for a time when balance will return. One day, these not-so-meek will inherit...   [click here for more]
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Masquerade of the Red Death Trilogy Volume 1: Bloodwar

Masquerade of the Red Death Trilogy Volume 1: Bloodwar


For ten thousand years a race of immortal vampires has waged a secret war to control mankind. Beings of incredible supernatural powers, they are driven by a lust for power... and human blood. They are the Kindred. Though mortal, the enigmatic detective Dire McCann knows a great deal about these undead. So does Alicia Varney, one of the world's wealthiest women. They are two wild cards in a global...   [click here for more]
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Mind's Eye Theatre Journal #1

Mind's Eye Theatre Journal #1


Welcome to the Mind's Eye Theatre Journal, the magazine that picks up where other Mind's Eye publications leave off.Our first issue presents: live-action rules for playing Pumonca; adaptations of the True Black Hand to MET; World of Darkness Fiction; deadly arcane Tremere rituals; and topical issues on live-action roleplaying and more! The Journal provides everything you need to make your Mind's Eye...   [click here for more]
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Mind's Eye Theatre Journal #2

Mind's Eye Theatre Journal #2


Welcome to the Mind's Eye Theatre Journal, the magazine that picks up where other Mind's Eye publications leave off.This issue presents: rules for live-action Nunnehi; the next installment of the Mayday chronicle; a look at two of the largest live-action gaming organizations-The Camarilla and One World by Night; and topical issues on live-action roleplaying and more! The Journal provides everything...   [click here for more]
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Mind's Eye Theatre Journal #3

Mind's Eye Theatre Journal #3


Welcome to the Mind's Eye Theatre Journal, the magazine that picks up where other Mind's Eye publications leave off. This issue presents: live-action rules for playing the Thallain of the Shadow Court; World of Darkness Fiction; a human's perspective of the terrors that stalk the World of Darkness; a look ahead at one of the most eagerly anticipated Mind's Eye Theatre releases of the year. The Journal...   [click here for more]
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Mind's Eye Theatre Journal #4

Mind's Eye Theatre Journal #4


Welcome to the Mind's Eye Theatre Journal, the magazine that picks up where other Mind's Eye publications leave off. This issue presents: the secrets of the wraiths of the Jade Empire; the conclusion of the Mayday! chronicle; live-action Mage rules... sort of; World of Darkness fiction; topical issues on live-action roleplaying and more. The Journal provides everything you n eed to make your Mind's...   [click here for more]
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Mind's Eye Theatre Journal #5

Mind's Eye Theatre Journal #5


Welcome to the Mind's Eye Theatre Journal, the publication that picks up where other Mind's Eye books leave off. This issue presents: The first part of MET's look at Wraith: The Great War; a look at the Bunyip for Laws of the Wyld West; the einherjar of the Dark Ages; World of Darkness fiction; topical issues on live-action roleplaying and more. The Journal provides everything you need to make your...   [click here for more]
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Mind's Eye Theatre Journal #6

Mind's Eye Theatre Journal #6


Welcome to the Mind's Eye Theatre Journal, the magazine that picks up where other Mind's Eye publications leave off. This issue presents: The second part of MET's look at Wraith: The Great War. Werewolves in the Dark Ages. Yulan-jin and Dhampyrs. World of Darkness fiction. Topical issues on live-action roleplaying and more. The Journal provides everything you need to make your Mind's Eye Theatre chronicles...   [click here for more]
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Mind's Eye Theatre Journal #7

Mind's Eye Theatre Journal #7


Welcome to the Mind's Eye Theatre Journal, the magazine that picks up where other Mind's Eye publications leave off. This issue presents: A guide to acting in live-action play. Dharmas heretical to all self-respecting Kuei-jin. A look at the hideous fomori. Motivation to torch my effigy. Topical issues on live-action roleplaying and more. The Journal provides everything you need to make your Mind's...   [click here for more]
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Mind's Eye Theatre Journal #8

Mind's Eye Theatre Journal #8


The Black Hand crumbles. The Final Nights approach. The Gurahl awaken and Doissetep falls. The world is on a high-speed collision course to The End, and you don't wanna get run over. Don't Be Left Behind The Mind's Eye Theatre Journal is a quarterly trade-sized release that showcases new rules, updates and changes in the World of Darkness® for live-action games. Material never before unearthed...   [click here for more]
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Monkeywrench! Pentex

Monkeywrench! Pentex


Drity Money Pentex is the vilest corporation on the planet - and the most powerful tentacle of the Wyrm. Through its various subsidiary companies, Pentex attempts to taint the world by destroying the environment and brainwashing humankind. What Garou can stop this pervasive onslaught? Dirty Work The Monkeywrenchers can! These savvy and clever Garou hit Pentex from the inside - by...   [click here for more]
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Night Horrors: The Unbidden

Night Horrors: The Unbidden


I used to be so foolish. I used to think that the world was too small for me, that I was always destined to break through the invisible doors that kept me enclosed among the mundane. Oh, and I was right about that — and I was terribly wrong, too.   Oh yes, I was always destined to break through those doors. I’ve done it. But I was wrong when I thought the world was...   [click here for more]
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Oblivion

Oblivion


Death used to be the end. Not anymore. Now Oblivion lets you take Mind‘s Eye Theatre across the Shroud into the lands of the Restless Dead. Expore the depths of the eternal Tempest. Join the centuries-old political dances in the halls of Stygia. Run the mean streets of The World of Darkness,, and protect the Fetters that tie you to the lands of the living. Being dead is all...   [click here for more]
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Ordo Dracul

Ordo Dracul


Beyond Undeath Visionaries among the Damned, members of the Ordo Dracul seek to transcend the curse of vampirism. Devoting themselves to hoary experiments and the philosophies of their leader, Dracula, the Dragons of this covenant seek to discover what lies beyond the Requiem. A Covenant Guide for Vampire: The Requiem™ * Details the history, hierarchy and goals of the Ordo...   [click here for more]
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Prince of the City

Prince of the City


The Price of Power At the height of the American Revolution, Virginia aristocrat Vannevar Thomas fell victim to a rogue vampire. The newly Embraced Vannevar was taken in by a secretive organization of vampires known as the Camarilla and sent to San Francisco in 1849. Here Vannevar found a newborn, vibrant city, ripe for the taking - but other powers also cast covetous eyes on the growing town. Ascending...   [click here for more]
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Rage Across the Heavens

Rage Across the Heavens


The Prophecy Fulfilled
The orb of the Wyrm opens in the heavens, and madness shall rule the skies. So read the prophecies - and they are true. The red star has become visible and the blasphemous consummation has come to pass. The Reckoning is upon the Garou Nation and nothing shall be the same. The Eye of the Wyrm Opens
To the Garou, the Year of the Reckoning is a time of

...   [click here for more]
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Ready-Made Player Characters (World of Darkness)

Ready-Made Player Characters (World of Darkness)


Five player characters, ready to use in your chronicle. Running a one-night game of The World of Darkness? Wanting to start up a new chronicle, but your players aren’t sure what to play? Looking for a fast way to dive into one of White Wolf’s SAS adventures? This PDF details “Legacy Security and Courier Services,” a security company of player characters designed for...   [click here for more]
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Rites of Spring

Rites of Spring


The King of Spring has been enspelled And wanders in the green. The Queen of Spring put on her Mask And walks a path unseen. The Knight of Spring is dressed in gold And guards the maiden’s dream. The Knave of Spring, she stole the moon… Or so it all would seem. — Pretty Penny, freelance soothsayer This book includes: * Expanded information on the magic of the Lost,...   [click here for more]
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Scenes of the Embrace

Scenes of the Embrace


Welcome to Scenes of the Embrace, a collection of fourteen stand-alone scenes based on the seven Vices for your use in any Vampire: The Requiem chronicle. Although some suggestions for mechanics are included with this anthology, these scenes have a strong emphasis on dramatic storytelling. Each Embrace focuses on a sire's struggle with her Vice. As such, you will find that these scenes...   [click here for more]
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