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ON YX PAT H PU BLI S H I NG

2014 / 2015 PUBLISHING BROCHURE


Darkness Is Always With Us
We have shared the world with monsters for millennia.
In the time of Alexander the God-King, mages fought
their secret wars. In Elizabeth’s London, vampires
built their own empire brick by bloody brick.
Before the founding of America, hunters fought
enemies within and without. And in the Cold War,
as the clock ticked towards Armageddon, we could
have been damned by fallen angels.

Secrets Revealed
Dark Eras chronicles the new World of Darkness
throughout its long and storied past.
Each line receives a chapter detailing a
historical period with a unique impact on
that setting. You’ll get a description of
history up to that point, paths the future
might follow, and stories ready to
play against the backdrop of history. From
revolution in Paris to the ashes of the
Ottoman Empire, the secret history of the
world is revealed.
Dare to Walk
the Onyx Path...

Onyx Path Publishing was founded by industry veteran and


long-term White Wolf Creative Director Richard Thomas.
The company has partnered with CCP/White Wolf and
collaborates with other experienced designers, developers, artists,
and writers to bring new (and existing) games like Scion®,
Vampire: the Requiem®, and Mage: the Ascension
20th Anniversary Edition® to fans worldwide.

Games from Onyx Path Publishing and


CCP/White Wolf are currently available at
DriveThruRPG.com.

For more information, visit the Onyx Path


website at: www.theonyxpath.com
Hello and welcome to the Onyx Path!

Within these pages you will find descriptions and listings


for many of the classic World of Darkness, new World of
Darkness, and Exalted products that Onyx Path publishes under
our White Wolf license. We’ve also included our schedule from
mid 2014 through mid 2015, revealing for the first time our
very cool upcoming projects for the WW lines as well as for our
Scion and Trinity Continuum game lines.

At Onyx Path Publishing, we are committed to delivering to you


the absolute finest games that we can, even if that takes more
time than originally planned. We look at our listed schedules as
frameworks for our intended projects, and so you should know that
the info contained herein WILL evolve. We may add products as the
result of one of our Kickstarters (we’ve done eleven successful
ones so far), or we may delay a project due to it needing extra
time to get the writing, the art, or the editing just right.

While this commitment can sometimes be frustrating if you are


looking forward to a particular project’s release, we work very
hard to keep our fan community up to date as plans evolve. We
start with www.TheOnyxPath.com, our website, as the locus for
all of our communication. Every week on our site you will see a
link to the Monday Meeting Notes blog that contains a snapshot
of just where each of our active projects are in their creation.
As soon as we know what stage a project is in, so do you.

We’re proud to work with some of the finest and most


creative professionals in the business, many of whom you know
from their years working on WW projects. As they post to our
forums, our blogs, and our Facebook page, whether just to talk
or to post ongoing text from the books in our Open Development
Process, you have a chance to be more involved in the creation
of your favorite games than ever before. Our community is our
greatest strength and really what makes this such a great
business to be in.

Over the past two years at Onyx Path Publishing, we have


begun to really reinvigorate the WW games and start designing
our own. This has been exciting, exhausting (in a good way), and
an incredible opportunity to create games hand-in-hand with our
fans! Please join us as we travel down this Onyx Path together.

Thanks!
Rich Thomas
Creative Director
Onyx Path Publishing

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TA B L E O F C O N T E N T S
VAMPIRE: THE MAS Q U ERADE
20 TH ANN IVERSARY 6

WEREWOLF: THE APO CALYPSE


20 TH ANN IVERSARY 7

MAGE: THE ASCENSION


20 TH ANN IVERSARY 8

WRAITH: THE OBLIVION


20 TH ANN IVERSARY 10

VAMPIRE: THE MAS Q U ERADE


20 TH ANN IVERSARY: THE DARK AGES 11

ONYX PATH PUBLISHING


BACKLIST 12

THE WORLD OF DARKN ESS


THE GOD MACHIN E CH RON ICLE 14

VAMPIRE: THE REQ UIEM


THE STRIX CH RON ICLE 15

WEREWOLF: THE FORSAKEN


THE IDIGAM CH RON ICLE 16

MAGE: THE AWAKEN ING


FALLEN WORLD CH RON ICLE 17

DEMON: THE DESCENT 18

EXALTED THIRD EDITION 20

TRIN ITY CONTIN U UM 22

SCION: ORIGINS 23

2014/2015 ONYX PATH U PCOMING PROJ ECTS 24


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Vampire: The Masquerade exploded into hobby games in 1991 and inspired a generation of
fans the likes of which the game industry had never seen before or since. It was a game that allowed
players to portray the monstrous vampires of myth and legend in a sleek, modern setting. The cultural
significance Vampire left on not just the gaming world but on modern vampire-related pop culture can be
seen and felt at virtually every turn and in every medium today.

Anarchs Unbound
A revisitation of the old Anarch Cookbook, Anarchs Unbound exam-
ines the large scale of the Anarch experience (domains, the Movement inside
other sects’ domains, overthrowing tyrants) on down through the local and per-
sonal scale of the Anarchs (being in an Anarch brood or coterie, “growing up
Anarch,” converting from other sects, and maintaining deep cover or nomadic
Anarch ideals). Available Now.

The Hunters Hunted II


Most mortals turn away from the darkness that preys upon them, going
about their lives in despair of the Damned and the evils they visit upon the
world. But a precious few wage a personal war to shine light on those shad-
ows and diminish them, like solitary candles shining in the night. The path of
the hunter is lonely and fraught with danger, at once beset by the monsters
they hunt and looked upon with suspicion by their fellow mortals they thank-
lessly seek to protect. Available Now.

Rites of the Blood


This is a collection of rituals practiced among the various Kindred sects
including the major and minor sects: The Thaumaturgy of the Camarilla
Tremere, the priestly rites and witchy sorcery of the Sabbat, the creepy and
alien practices of the Tal’Mahe’Ra, “street” rituals from the Anarch con-
tingent, and some of the mysterious ways of the Inconnu. And, of course,
the sorceries of the Assamites and Setites, and new necromancies for the
Giovanni. Available Now.

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Werewolf the Apocalypse roared into hobby games in 1992, inspiring a generation of fans to stand
up and howl their defiance at a corrupted world in a battle they knew they were doomed to lose. WtA present-
ed the Garou: creatures at once both man and wolf, and filled with a Rage against the evils that would destroy
and corrupt both the natural and spirit worlds. Capable of transforming into a variety of forms and blessed with
Gifts that enabled superhuman and supernatural powers, the Garou fought many foes, always knowing that in
the end they would fall. But what stories would be told and what songs sang of their exploits!

Changing Breeds
This book brings the Changing Breeds right up to date, giving both players
and Storytellers all of the tools needed to integrate shapeshifters other than
werewolves into the World of Darkness. Eleven extant Changing Breeds are
described in detail, along with three long-extinct Lost Breeds. Available Now.

Rage Across the World


The Garou fight their war against the Wyrm throughout the world. Were-
wolves fight a deadly three-sided war in the Amazon, facing both the Wyrm’s
forces and native shapeshifters who do not appreciate the Garou’s incursion.
In Cairo, the Arab Spring provides cover for the werewolves’ enemies, but also
opportunity and hope. In Iberia and America, the plight of wolves mirrors the
Wyld’s declining influence. At home, the Garou must be ever-vigilant for threats
against their septs, both from within and without. Available Now.

Book of the Wyrm


From the Umbral realm of Malfeas to the boardrooms of Pentex and its sub-
sidiaries, minions of the Wyrm plot to kill Gaia. Warped fomori, monstrous Banes,
and Wyrm-tainted shapeshifters lash out at the world with acidic claws. The
Maeljin Incarna steals the easily forgotten, ignored, or missed to populate their
perverse realms. Factories belch smoke that blackens the sky, and toxic waste
floods into rivers and seas. The heads of the Hydra see what they have done to
the world and know that it is good. Coming Soon.

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In 1993, a game came along that
changed gaming. It was big and epic and
confusing as hell. It dared folks to think out-
side the box – to not simply throw fireballs
but to really think about how and why we do
the things we do. Mage challenged people to make
a difference in their world. And now, more than
ever, that challenge stands.

Against the epic tapestry of an Ascension


War, Mage: The Ascension, then and now, fea-
tures architects of reality locked in a deadly fight to see
whose future will prevail. 

But within that sometimes cosmic scope, Mage asks


an intimate question: If you had the power of a god,
what would you do with it… and what would IT do with
YOU?

Mage: The Ascension 20th Anniversary Edition


includes:

•  Compiled rules and Magick from throughout Mage’s


storied history.
•  Every Tradition and Convention, plus the Crafts.
•  Setting options covering the entire range of the Mage
backstory, from 1993 to today.

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Mage 20th Anniversary Quick Start
This introduction to Mage20 includes a summary of the setting and basic
rules, and features descriptions, stats, and story-hooks for playing an unlikely
pack of mages: the Bridge Troll Cabal, a “family” of gutter mystics whose life in
the underside of Seattle contrasts with the vibrant face of that city. For the mo-
ment, they exist outside the vast intrigues of the Ascension War. Yet, depending
on their choices, that isolation may not last for long. Available Now.

Mage Translation Guide


Add the Traditions in your Awakening game, or bring the ten Arcana
to Mage: The Ascension. Pit the Seers of the Throne against the Tech-
nocracy for dominion over the world, and let your Nephandi call forth the
Abyss.  This guide will help you translate the feel and core elements from each
version of Mage into the other’s game system and background, or combine
them into a unique cosmos for the Awakened.  Available Now.

Upcoming Releases
“How do You DO That?!?!”
Practical Guide to Sphere Magick
An illustrated game-system overview of common magicks and the rules for running them successfully.

Gods, Monsters, and Other Familiar Strangers


An M20 Character Compendium– features a selection of characters from various Mage 20th factions
and sects designed as a handy resource for both examples of Mage characters and NPCs. Also contains
descriptions of familiars, spirits, beasts, powerful demons, totems, godlings, and Bygones.

M20 Book of Secrets


This illustrated compendium of additional M20 material includes such things as characters, Traits, influ-
ence, subsects, mage tricks, and more extended rules and advice

Book of the Fallen


The modern-day Nephandi, the dreaded mages who have chosen infernal darkness over light, finally
get a sourcebook of their own. Be afraid- be VERY afraid!

Technocracy: Reloaded
A 21st-century Guide to the Technocracy, including the Asian and African Technocracy divisions, Threat
Null, arrays of new gear, and potential options for infiltration, reorganizations, and other surprises.

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“There’s a storm that’s always screaming under the skin of the world. Sometimes, it comes
looking for you.”

Two decades after Wraith: The Oblivion’s debut, the storm is still raging. Obliv-
ion still hungers to devour all of existence. And for every soul still bound to existence
by the Fetters of their former life, there is still a chance to make things right – or to be
devoured by the darkness.

This is the world of Wraith, where dead souls who still have unfinished business in
the lands of the living find themselves dwelling in the Shadowlands of the world they
once knew, driven to protect that which mattered to them in life while facing the
challenges of their new existence. The empire of the dead, from its island citadel
in the heart of an eternal tempest, demands obedience from every soul. Ma-
levolent ghosts tainted by the power of Oblivion crawl through holes in reality
to try to drag others down with them. And in the back of every wraith’s head is
their Shadow, the seductive voice that wants only to lead them to destruction.

Wraith: The Oblivion 20th Anniversary Edition will feature over


300,000 words of material, updating the classic rules and setting
and incorporating new material from across the Underworld.
Players will get new takes on Spectres, the
Risen, Heretic cults and Renegade
gangs and the towering spires of
Stygia itself, with a closer look than
ever at the streets and inner workings of
the Empire’s capital city. There will also
be expanded rules and approaches to
core Wraith elements such as Shadowguid-
ing and Harrowings, along with revised
Arcanoi and an update of the core rules
to mesh with the Revised and 20th anni-
versary editions of other games from the
Classic World of Darkness.

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It is 1242 A.D. The Long Night is over, and the tumults of the
future beckon. Vampires walk the night, secure in hegemony over
hegemony, playing at lordship across the known world. A clan
has lost their founder, his Blood fueling the rise of a clan
of usurpers. Strange tidings come from the Silk Road,
and vampires not known to Caine walk the night. On
a thousand bloodstained lips, the same whisper rests:
Gehenna is coming.

Vampire: the Dark Ages was White Wolf’s


first historical setting. In 2002, it was revised into
Dark Ages: Vampire. NNow, Onyx Path Publish-
ing has produced this new version that brings the Dark
Ages to the Vampire 20th Anniversary Edition, giving
old and new fans alike new and revised material to
return their Dark Ages chronicles to life.

Vampire 20th Anniversary Edition:


The Dark Ages includes:

•  A global view of the Medieval World of Darkness,


revealing just how far the Blood has spread.
•  Every Dark Ages Clan and Bloodline, including the
Cappadocians, Salubri, and more.
•  New and Revised Clan Disciplines, including
Necromancy and Thaumaturgy Paths.

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Available Now
Hundreds of titles are available now for you order in multiple print and digital formats at DriveThruRPG.com.
Choose from supplements and core releases for game lines like Classic World of Darkness,
the World of Darkness, The Trinity Continuum, Scion and much more!

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Exclusively at

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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.

World of Darkness:
The God-Machine Chronicle
What is the God-Machine? That question doesn’t have a single, easy
answer, but that doesn’t stop people from asking. The World of Darkness
is layer upon layer of mystery, but what is the mechanism that keeps it all
moving? Is there a design in play? And what happens to those who think
to use the Machine for their own ends? Available Now.

World of Darkness:
The God-Machine Chronicle Anthology
The God-Machine Chronicle Anthology contains new fiction by
Justin Achilli, Eddy Webb, Stew Wilson, David A Hill Jr, and many
others, as well as previously published stories by Chuck Wendig,
Ray Fawkes, Rick Chillot and Matthew McFarland. All of these tales
feature encounters with the God-Machine, and serve to pave the
way for the God-Machine Chronicle itself. Available Now.

Upcoming Release
World of Darkness: Dark Eras
For 2014 we are not presenting a new game line. Instead each of the previous nine game lines is expand-
ed with an evocative and appropriate historical period. Each Dark Era is being created by a developer and
writer who are fully excited by the potential of that Era . For example, Ethan Skemp takes his award-winning
Changeling the Lost to France during the Era of powdered wigs, treachery, and flashing blades. For the first
time we will use Kickstarter to construct this book using direct feedback from the fans during the process and
increase some Eras’ word-count or add entirely new Eras as the community pushes for their favorites.
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What would you do if today was the last day of your life? It’s the kind of question you never answer honestly until
it’s too late. Until the last day of your life was yesterday, until you wake up in a stranger’s bedroom with a hunger
like fire. One of the graced, the cursed, the beautiful, the damned. One of us. You belong to the night, now, to the
streetlights and the concrete and the howl of sirens. To the glitter and the gore. To a world of want and need and kill.
Welcome to the first night of your life. What are you going to do?

Blood and Smoke: The Strix Chronicle


Tonight, you become one of the Kindred, the beautiful and the damned who hide
behind our ordinary world. Driven by a hunger like fire, you will struggle to maintain your
humanity while immersed in a vicious society of monsters.
But the sharks you swim with aren’t the only ones out there. Your Kindred are the
smart, sexy vampires of pop culture, but you are haunted by the Strix — the grisly, de-
mon-possessed corpses of folklore. They slaughtered the Night-Senate of Rome, drowned
the tombs of the Princes of Alexandria, and warred with the Plague Lords of Transylvania.
Tonight, they’re loose on the streets of your city. Time for the sinners to become the
saints, and the hunters to become the prey. Available Now.

The Strix Chronicle Anthology


They are the smoke and the darkness, shadowy things that could have
been us, creatures of hunger that Humanity stole the night from. They are the
Strix.

These primal vampires have preyed on human and Kindred alike since our earli-
est nights. Their latest schemes and atrocities are chronicled here with new stories by
Eddy Webb, Joshua Alan Doetsch, Greg Stolze, and more. Available Now.

Upcoming Release
Secrets of the Covenants
A clanbook-style investigation into the covenants, building on the rich setting introduced
in the Strix Chronicle.

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THE WOLF MUST HUNT
You are flesh and spirit, human and wolf. Your every
sense is open to a world of phantom threats, of posses-
sion and territory and power.

WEREWOLF:
THE FORSAKEN
The boundaries of the world are your hunting grounds. Your prey
are gorged spirits and possessed men and your own monstrous cousins.
And some nights, you hunt the most dangerous game.

THE IDIGAM CHRONICLE


You are Uratha, a child of wolf and moon. Where will you stake
your claim, and what will you do to hold on?

The Idigam Chronicle is a new edition of Werewolf:


The Forsaken, including:

•  A complete guide to playing a werewolf in the World of Darkness,


including shapeshifting, supernatural powers, and the culture of the
Forsaken. No other rulebooks are required, and the rules are fully
compatible with The God-Machine Chronicle.
•  An exploration of the Idigam, bizarre godlings once exiled
beyond the Earth.
•  Locations from around the world, detailed as hunting grounds for
your pack.

FALL 2014

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THE WORLD IS A LIE
The World of Darkness overflows with magic, but most people can’t see it.
Monsters haunt the dark corners, other realms of shadows, death, and the soul
exert invisible influence, but humanity is cursed to forget and look the other way,
remaining vulnerable and ignorant.

AWAKEN TO POWER
Mages see through the Lie, Awakening to the Supernal truths behind the world’s
surface. Seeing and commanding the occult signs and symbols they were once
cursed to ignore, they make magic; imposing their desires on reality for good or ill.

THE FALLEN WORLD


CHRONICLE
Seen with Awakened eyes, the countless Mysteries of the world tempt
mages with the promise of reward, greater understanding, and above all
power. With power comes danger; from your fellow mages, unwilling to
share their secrets, from the Mysteries themselves, from the all-consum-
ing Abyss in reality the Lie was summoned from, and from the secret
masters who summoned it and the mages who serve them.

The Fallen World Chronicle is a new edition of Mage:


The Awakening, including:

•  A complete guide to playing a mage in the World of


Darkness, fully
compatible with the God-Machine Chronicle. No
other rulebooks are required.
• Reimagined Paths, orders, and powers, includ-
ing an updated version of the most comprehen-
sive free-form magic system in gaming.
• A setting placing the Mysteries of the Fallen World at center-stage.

WINTER 2015
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Children of
a Killer God
Angels are everywhere. They are under the everyday world,
behind it, beyond it. They are sent by the God-Machine to enact its will
through time and space, delivering messages, building infrastructure, protect-
ing some people, killing others. You were one of those angels...

Servant No Longer
Now you are one of the Unchained, a fallen angel who defected to the
human race. Yours is a world of false identities and clockwork conspiracies, stolen
faces and hidden works of the Machine. 

Demon: The Descent


You cannot — will not — return to the sterile embrace of Heaven
All you can do is reign in Hell. Demon: The Descent is an all-
new World of Darkness game, including:

•  Rules for playing a fallen angel in the World of Darkness.


•  Powers suiting the former servants of the God-Machine, from
reality-hacking Embeds to earth-shaking demonic forms.
•  Details on the God-Machine’s angels, as well as stigmatics, people
altered by exposure to its mysteries.
•  An overview of the activities of both the Machine and the Unchained
in the city of Seattle, where even time is not what it seems.
Requires the World of Darkness core rulebook. Includes the rules updates
from The God-Machine Chronicle.

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Demon Ready Made Characters
Running a one-night game of Demon: The Descent? 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?
Ready Made Characters details “The Keystone,” a ring of demons
bonded by the strange circumstances of their Fall. It includes pre-generated
character sheets and Ciphers for all four members of the Keystone, plus the
group’s history and Storyteller advice. Available Now.

Flowers of Hell:
the Demon Players Guide
The definitive player’s guide to Demon: The Descent, Flowers of
Hell includes new Exploit and Embed powers, new demonic form abilities,
details on Gadgets, and a complete guide to suborning the God-Ma-
chine’s Infrastructure. Also includes details on playing a stigmatic, a human
changed by encountering the Machine. Available Now.

Heirs to Hell
Demons have defected to the human race. For some of them, that means living
the dream. Nice house. Picket fence. And starting a family, double life be damned.
Growing up the child of a demon is to be one step apart from your peers,
an outsider who sees the connections between cause and effect, between se-
crets and cliques. These unearthly children are drawn to investigate the myster-
ies everyone else in the neighborhood wants to ignore. Available Now.

Upcoming Releases
Splintered City: Seattle
First detailed in the Demon: The Descent core book, Seattle presents a city full of strange phenomena
and intrigue. On the city’s rain-slick streets, any face could be an angel. Even time is not what it seems in a
city splintered across multiple eras. Step into the past, and friends become foes… and vice versa. Includes
details on the city’s Infrastructure, unique characteristics, and angels – fallen and otherwise.

Demon Storyteller’s Guide


Deeper looks at the ongoing struggle to survive on the run from the God Machine, as well as several
suggested new Chronicle examples and variants.

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This is the tale of a forgotten age before the oceans were
bent, when the world was flat and floated atop a sea of chaos.
This is the tale of a decadent empire raised up on the bones of
the fallen Golden Age, whose splendor it faintly echoed but
could not match. This is a tale of primal frontiers, of the restless
dead, of jeweled cities ruled openly by spirits in defiance of
Heaven’s law. This is a tale of glorious heroes blessed by the
gods, and of their passions and the wars they waged in the
final era of legends.

Exalted is a fantasy roleplaying game intended for 2-8


players. It is set in the mythic prehistory of the world, a time when
gods still walked openly among men, the world was flat, and the
restless dead roamed on moonless nights. Players take the role on
the Exalted, heroic men and women granted blessings of power
by the mightiest of the gods. The Exalted can slay gods with
their blades and arrows, leap across vast canyons, master
ancient and miraculous sorcery, endure the burning heat of
the desert or the killing cold of the tundra with only their
natural resilience, and outwit demons using their razor wit.

Using the Exalted core rulebook, players are able to take on the


role of the Solar Exalted, mightiest among the ranks of the Chosen. The
Solars were once rulers of the world, but were betrayed and banished
for many centuries. Now their power has come back into the world,
imbuing men and women with divine might. They are stalked by the
Wyld Hunt and feared by gods and men for their incomparable
power, which will only grow in the fullness of time. Will your
characters attempt to rebuild the glories of ages past, or remake
the world according to a new vision? Will your power save the
world—or destroy it?

Exalted, Third Edition will include:

•  A new core system, covering everything from pitched battle to courtly


intrigue.
•  The Solar Exalted, Lawgivers returning from a greater age.
•  A guide to Creation, a larger-than-life world of fantastic places and
heroic deeds.

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Arms of the Chosen
The definitive tome of artifact weapons and armor for the Exalted. Arms expands and develops the Evocation
system introduced in the corebook. Evocation is the system by which Solars may derive unique Charms from arti-
facts. The book features new weapons and armor, as well as other mighty artifacts, including Warstriders.

Dragon-Blooded: What Fire Has Wrought


What Fire Has Wrought introduces the Dragon-Blooded for the first time in Third Edition, including char-
acter creation rules and the Dragon-Blooded Charm set. Players get
an iconic view of the Dragon-Blooded, showing their creation as the
armies of the Celestial Host and detailing their place in the current
era. It focuses on the legend of the Dragon-Blooded and the fires
they have had to walk through to get to where they are, as Cre-
ation’s premiere, dominant Exalted.

Towers of the Mighty


A setting book for Exalted, Towers covers First Age ruins in
Creation and beyond. It covers favorites like Rathess, but also
covers places only glimpsed but never explained, such as Lost
Zarlath. It will also feature completely new sites, including the
Holy City of Namasaro, a city of shrines that chronicled the
heritage of the Exalted. Towers will also feature an amped up
and improved system for manse building.

The Exigents
Third Edition introduces “the Exigence,” special
circumstances by which lesser gods can create their
own Exalted. The Exigents shows the role of new Exalted
throughout history. It features character creation, a power
matrix, and a guide for the players to build their own
Charms, while Exigents featured in the book will have full
Charm sets.

Different Skies
Different Skies is the first in a series of setting books for Third
Edition. The first part depicts the River Province at the height of tensions
caused by the Realm’s decline, the incursion of the Lunars, the appear-
ance of the Mask of Winters and the return of the Solars.

The second part covers the War in the West, offering frontier
adventure in a lawless land. The Western islands are a locus for
every kind of adventure, beset on one side by the Fae and the
Realm on the other.

War in Heaven
War in Heaven follows Rakan Thulio—the Sidereal traitor who is
out to bring down the pillars of Heaven and exact his revenge on the
Maidens. It discusses the political climate of war-time Yu-Shan, and explores
Thulio’s history, allies, and methods.
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EVERY AGE HAS ITS HEROES.
At long last, the Trinity Continuum returns in this new edition with a new system and
setting revised from the ground up. Talents: the subtle champions, daredevils of unparalleled
skill and luck. Psiads: those able to employ the powers of their own minds to affect those around
them. Novas: the stalwart few with the power to alter the very fabric of reality. These Inspired arise
in times of need. Few of them will ever sit idly: they seem to be driven to act. Some will be crowned
as heroes, others as power-mad aberrations. Which will you be?

THE TRINITY CONTINUUM RULEBOOK


Our modern world is fraught with dangers, from the products of mad science and
corporate greed to the perils of lost civilizations. Fortunately, as many of the Talented
will tell you, danger is their middle name, and the Æon Society is here to help them put
things to right. The only constant in the world is change, and that’s where you come in.

The Trinity Continuum Rulebook will include:


•  A comprehensive guide to the brand new rule system all Continuum games share
•  A modern-day action-adventure setting which acts as an introduction to the greater
Trinity Continuum
•  A full guide to playing Talents, their Gifts, and the various allegiances to which they
may belong.

THE TRINITY CONTINUUM: ÆON


In a world still recovering from a devastating war with horrifying mutated Aber-
rants, the last thing humanity wants to hear is that they’re are back, and they want Earth.
Fortunately, Orders have arisen, each responsible for the creation of a specialized type of
psion ready to combat the Aberrant menace. Will it be enough? A battle rages among the
stars, and the psions are humanity’s best weapon.

The Trinity Continuum: Æon will include:

•  A full 22nd century setting featuring an Earth’s first steps into the greater galaxy.
•  A guide to psions, the powerful artificially-created psi-users produced by the
quixotic Psi Orders.
•  A GM-only section detailing some of the setting’s secrets and potential
future fates.
22
GODS WALK THE EARTH
The ancient powers never fully went away. They wander our roads
and cities, mingling with the teeming masses of humanity. You are one of
their children, born to the magic of yesterday and the promise of tomorrow.

EMBRACE YOUR
BIRTHRIGHT
Now begins the war against the Titans, elder beings who rage
against the human world and its wayward gods. Commanding the
push and pull of Fate, you will ride into battle and work wonders,
the better to prove yourself worthy of legends.

Scion: Origins will include:

•  An all-new system that provides the foundation for playing any charac-
ter in the Scion world, from mortals to gods.
•  The first tier of supernatural Purviews, from Elementals to Therianthropes
to Berserkers.
•  Three detailed settings exploring different relationships between the
gods and humanity.

Scion: Hero will include:

•  The world of Scions, from their first godly Visitation to the titanspawn
who curse their very existence.
•  New Purviews and Edges, fleshing out the powers wielded by
children of the gods.
•  Ten pantheons from around the world to act as parents and
patrons for Scions.

COMING IN 2015!

23
Fall 2014
• V20 Dark Ages – In 1242, the War of Princes rages on. V20 Dark Ages includes the Dark
Medieval Clans and Bloodlines, as well as complete setting, rules, and powers. 500 pages.
PDF/PoD/ Deluxe Edition.

• nWoD: Dark Eras – Starting with Vampire and culminating with Demon, each game
line gets a unique historical setting. Through the Kickstarter campaign, we’ll be adding even
more historical lore based on backer input. 320+ pages, plus Kickstarter additions. PDF/
PoD/ Prestige Edition.

• VtR: Secrets of the Covenants – Following in the tradition of the Requiem clanbooks,
Secrets of the Covenants reveals the society of the Damned in their own words. Each of
the five main covenants is covered, and an appendix adds new Merits and powers. 160 pages.
PDF/PoD.

• WtF: The Idigam Chronicle – A new era for Werewolf: The Forsaken. The Idigam
Chronicle is a complete guide to playing a werewolf in the World of Darkness, with culture,
powers, and antagonists. Hunting grounds from around the world build the Forsaken setting
like never before. 300 pages. PDF/PoD

• WtF: Idigam Fiction Anthology – Multiple stories that provide a richer look at the on-go-
ing battle between the spirit world and the Forsaken as illuminated in the new Idigam Chronicle.
Includes both new and classic fiction. 300 pages. 6” x 9” PDF/PoD/ePub.

• V20 Ghouls – V20 contained a large section on Ghouls, and this book is intended to expand
on that info and really delve deep into the twilight lives of these empowered yet enslaved crea-
tures: lovers, slaves, guardians, betrayers. 160 pages. PDF/PoD/Deluxe Edition.

• Demon Translation Guide – This book provides the ability to translate characters from
Demon the Fallen to Demon the Descent and vice versa. 50 pages. PDF/PoD.

• Wraith: The Oblivion 20th Anniversary Edition – A letter of love to our Oblivion fans.
In style and philosophy a matching volume to V20. Developed by Rich Dansky, beloved WtO
developer. 500+ pages. PDF/PoD/ Deluxe Edition.

• Mage the Ascension 20th Anniversary Edition – A complete reworking and combining
of all the best from previous editions developed by Satyr Phil Brucato in style and philosophy as
a matching volume to V20 and W20. 600+ pages. PDF/PoD/ Deluxe Edition.

• MtC Curse of the Blue Nile – An anthology of Mummy novellas, one for each guild,
revolving around a common conceit. 320 pages. PoD/PDF/ePub.

• M20 “How do You DO That?!?!” Practical Guide to Sphere Magick– An illustrated


game-system overview of common magicks and the rules for running them successfully. 96 pages. PoD/
PDF.

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• DtD: Demon Storyteller’s Guide – Deeper looks at the ongoing struggle to survive on the
run from the God Machine, as well as several suggested new Chronicle examples and variants.
220 pages. PDF/PoD.

• W20- The Umbra – This book focuses on the Middle Umbra and the Penumbra as a setting
and a storytelling tool, using the detail that we couldn’t go into in W20. 160 pages. PDF/PoD.

Winter 2014-2015
• M20 Gods, Monsters, and Other Familiar Strangers: An M20 Character Compen-
dium – features a selection of characters from various Mage 20th factions and sects designed as
a handy resource for both examples of Mage characters and NPCs. Also contains descriptions of
familiars, spirits, beasts, powerful demons, totems, godlings, and Bygones. 200 pages. PDF/PoD.

• M20 Truth Until Paradox Fiction Anthology – features stories from past and present Mage
writers offering fascinating looks into the world of M20. 300 pages. 6” x 9” PDF/ePub/PoD.

• MtAw The Fallen World Chronicle – A reimagining of Mage: The Awakening. A com-
plete guide to playing a mage in the World of Darkness, including society, magic, and antago-
nists. Builds the global setting of Awakening as never before. 264 pages. PDF/PoD.

• MtAw Fallen World Fiction Anthology – Stories that illuminate the new Fallen World Chron-
icle for Awakening and provide a richer look at both the occult mysteries of the new World of Dark-
ness and the mages obsessed with uncovering them. 300 pages. 6” x 9” PDF/PoD/ePub

• M20 Book of Secrets – This illustrated compendium of additional M20 material includes such
things as characters, Traits, influence, subsects, mage tricks, and more extended rules and advice.
280 pages. PDF/PoD

• VtR: A Thousand Years of Night – Elders are vital and dangerous, canny
monsters who have survived the rise and fall of countless lesser vampires. This book provides
guidance on playing Requiem in a whole new way, with new powers and hooks into mortal
society out of reach for ordinary characters. 120 pages. PDF/PoD.

• V20 Lore of the Clans – This volume would revisit the Clans as a collection of mini-clan-
books, with each clan’s subsection arranged in the same format. Each Clan gets new story
hooks, character concepts, and history. 240 pages. PDF/PoD/ Deluxe Edition.

• Exalted Third Edition – A new edition of the White Wolf’s classic game of epic fantasy.
Exalted features a new system built from the ground up for the kind of action and intrigue for
which the game is known. Includes setting, rules, powers, and more. 500 pages. PDF/PoD/De-
luxe Edition.

• PtC Firestorm Chronicle Fiction Anthology – Stories written to foreshadow the new
Promethean Chronicle and provide a richer look at the horrors afflicting these tormented
constructs as they seek humanity. 150 pages. 6” x 9” PDF/PoD/ePub.

• VtR Half Damned – There are creatures tainted by Kindred blood, yet not quite among the
Damned. Building on Blood and Smoke, Half-Damned covers ghouls, revenants, and
dhampir as playable characters. 200 pages. PDF/PoD
25
• Ex3 Arms of the Chosen – The definitive tome of artifact weapons and armor for the Exalt-
ed. Arms expands and develops the Evocation system introduced in the core book, by which
the Chosen may derive unique Charms from artifacts. Includes a wide selection of weapons,
armor, and warstriders. 64 pages. PDF/PoD.

Spring 2015
• W20 Shattered Dreams – Presents the wars between the Garou and Fera, as well as the
time before that. Invaluable for owners of Changing Breeds as well as W20. 264 pages.
PDF/PoD/Deluxe Edition.

• MtAw Shards of Power – This book covers the physical, tangible expressions of magic:
Sacraments, Magical Tools, Grimoires, and more, as well as the creations of archmages. 120
pages. PDF/PoD.

• V20 The Black Hand: Guide to the Tal’Mahe’Ra – Akin to the previous Guides to the
Camarilla, Sabbat, and Anarchs, a sect book covering the True Black Hand. 240 pages. PDF/
PoD/ Deluxe Edition.

• PtC The Firestorm Chronicle – A reimagining of Promethean, featuring all-new setting,


rules, and powers. Firestorm makes the game more accessible than ever before, with exten-
sive tools and guidelines for designing each character’s Pilgrimage. 264 pages. PDF/PoD.

• Ex3 The Realm – Covers the Scarlet Empire in the current era. A large part of this book will
be devoted to detailing the houses of the Dynasty. 160 pages. PDF/PoD.

Summer 2015
• M20 Victorian Mage: This book will cover the Victorian era with as much detail and respect
for sources as Victorian Age: Vampire. VA: Mage will cover 1880 to 1897, building on
the foundation of the Order of the Golden Dawn, and revealing the foundation of the modern
Technocracy. 320 pages. PDF/PoD/Deluxe Edition.

• nWoD Hurt Locker – Hurt Locker extends the content in the Armory series, updating it to
the updated nWoD rules featured in The God-Machine Chronicle, as well as adding all sorts of
new options. 160 pages. PDF/PoD.

• Ex3 Dragon-Blooded: What Fire Has Wrought – This book introduces the Drag-
on-Blooded for the first time in Third Edition, including character creation rules and the Drag-
on-Blooded Charm set. This book will give an iconic view of the Dragon-Blooded, showing their
creation as the armies of the Celestial Host and detailing their place in the current era. 220
pages. PDF/PoD Hardcover/Deluxe Edition.

• V20 Beckett’s Jyhad Diary – Gives concrete advice on how to use Masquerade’s
wealth of cool canon characters and exciting events in a V20 chronicle. Includes advice on how
to run players through metaplot. 160 pages. PDF/PoD/Deluxe Edition

26
• CtL The Huntsmen Chronicle Fiction Anthology– Stories written to tease the new
Changeling Chronicle and provide a richer look at the perils of the Hedge and the terror of
returning to a home you no longer know. 200 pages. 6” x 9” PDF/PoD/ePub.

• Beast: The Primordial – Within every one of us lies the potential of the Beast. Unleash sav-
age powers, answer the call to your Lair, and become the thing that Heroes fear. Onyx Path’s
new nWoD game line for 2015. 320 pages. PDF/PoD /Prestige Edition.

• W20 Changing Ways – Explores the psychology of Garou as archetypal hunter and religious
fanatic, the mindset of a character that wasn’t born among humans, and the strange and some-
times disturbing powers that our protagonists derive from the spirit world. 160 pages. PDF/PoD.

• EX3 Towers of the Mighty – A setting book for Exalted, Towers covers First Age ruins in
Creation and beyond. It will cover classic favorites like Denandsor, Rathess and Mahalanka,
but it will also cover places only glimpsed but never explained. Towers will also feature an
improved system for manse building. 64 pages. PDF/PoD.

• M20 Digital Web 3.0 – The Digital Web for the new millennium. Explores the ins and outs of
one of Mage’s most iconic features as a game of modern magick. 160 pages. PDF/PoD.

Also Coming
• Scion Second Edition – Scion: Origins, Scion: Hero
• Trinity Continuum– Trinity Continuum Rulebook, Trinity Continuum: Aeon
• Scarred Lands
• Cavaliers of Mars
• W20 White Howlers
• V20 Red List
• DtD Demonseed Collection

27

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