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Ethan Skemp

    The Art of Werewolf
    Werewolf: The Apocalypse: Subsidiaries
    Nagah
    Geist. The Sin-Eaters
    Winter Masques
    Swords at Dawn
    • 2009

      It's a story that begins with death -- with your death.Why did the Reaper reach out for you before your time? Why was it that you fell between the cracks?Do you remember the flare of the gun or the sharpness of the knife? Do you remember the gnawing emptiness or the choking thickness of disease? Did you fall across the Threshold alone in the wild, or in the heart of the city?The story begins there -- with the moment of death, and with the Bargain that reversed it. With the cold hand that brought you back to the living world, with the dry whispers that still haunt you, with the presence that has nestled in your soul.You've returned to a world where the living cannot see the shades that surround them. You drink rum to the dead, and you eat their remnants and legacies, taking their memories within you. Every night is the carnivale, because every night you walk with ghosts.Death is a door.You are the one with the key.Geist: The Sin-Eaters is the sixth game in the World of Darkness.Geist 1.1 has been fully re-edited to include the latest errata and then developed again to insure that those editing changes fully conform with the themes and intentions of the original design team. This is not a new edition, but an overhaul designed to insure that this version of Geist is everything you need to play the game.

      Geist. The Sin-Eaters
    • 2009

      Swords at Dawn

      • 156 Seiten
      • 6 Lesestunden
      4,1(40)Abgeben

      Details on the wars and conflicts of the Lost. Talecrafting and Fate as means to expand a character's legend. Glorious objects and terrible relics from legend and dream. The Court of Dawn and new Entitlements reflecting the aspects of change.

      Swords at Dawn
    • 2007

      Winter Masques

      • 144 Seiten
      • 6 Lesestunden
      3,9(79)Abgeben

      Masquerades in the Snow Legion are we, a thousand different faces all reflected in your dreams. The masks we wear are your goblins, your oni, your succubi, your Big Bad Wolves. We were born as human as you, but these masks—these masks don't come off. A Character Book for Changeling: The LostT • Expanded information on the seemings of the Lost • In-depth treatment of the kiths, expanding each one and providing dozens more • A look at changeling courts around the world, including the Directional Courts of Asia

      Winter Masques
    • 2001

      Nagah

      A Sourcebook for Werewolf; The Apocalypse; Changing Breed

      • 144 Seiten
      • 6 Lesestunden

      Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads. Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage. This Changing Breed Book delves into the mysteries of the most enigmatic and reclusive shapeshifters of all -- the deadly wereserpents.

      Nagah
    • 2001
    • 1999

      Werewolf: The Apocalypse: Subsidiaries

      A Guide to Pentex

      • 128 Seiten
      • 5 Lesestunden

      A Guide to Pentex details the structure, products, mission statements and innermost goings-on of six of Pentex’s nastiest subdivisions. Whether you like your Wyrm-tainted corporate antagonists awesomely powerful and iFootballuential, like Magadon or Endron, or nasty in a subtle fashion, like King Distilleries, Avalon Toys and Tellus Electronics, we’ve got what you need. Worst of all — dare you visit the dark side of roleplaying at Black Dog Game Studio? It might be more than you can handle.…

      Werewolf: The Apocalypse: Subsidiaries