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ON YX PAT H PU BLI S H I NG

2015 / 2016 PUBLISHING BROCHURE


Hello and welcome to the Onyx Path!

For the last three and a half years Onyx Path Publishing has
created new editions of your favorite White Wolf games. We’ve also
started designing our own to include Scion, Trinity Continuum,
Scarred Lands, Cavaliers of Mars, and Pugmire. This is only the
beginning of our plans to expand our catalog of games, and this
year we’re pleased to share more information with you about these
titles.

This brochure holds entry to the many worlds we have in store


for you. Within these pages, you’ll discover our game lines and
recent projects, as well as a mid-2015 through mid-2016 listing
of our upcoming projects. We hope you enjoy reading through the
descriptions and perusing the beautiful art examples, and are as
excited as we are to see these games come to life.

We’re proud to work with some of the finest and most creative
professionals in the business, many of whom you know from years
working on White Wolf projects. We’re equally thrilled to be able
to introduce talented new artists and writers from around the
world as well; creators who were inspired by the very game worlds
they now lend their talents to. When you see our creative talent
post to our forums, our blogs, our Kickstarters, and our Facebook
page, we hope you’ll take the chance to interact with members
of our community. By joining the discussion and being part of
our Open Development programs, you’ll have a chance to directly
communicate with our creators, fans, and staff to let us know what
you think.

As you can see from this year’s catalog, we are expanding our game
worlds, our range of projects, and the kinds of themes and stories
you can enjoy in an RPG. The possibilities are vast and ours
to explore together, and we’re thrilled to bring you our first
creator-owned games in the coming months.

For more information, please check in at our Onyx Path website at


www.theonyxpath.com.

Thanks! I hope to see you there!

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

BEAST: THE PRIMORDIAL 4

VAMPIRE: THE REQ UIEM SECON D EDITION 8

WEREWOLF: THE FORSAKEN SECON D EDITION 9

MAGE: THE AWAKEN ING SECON D EDITION 10

PROMETHEAN: THE CREATED SECON D EDITION 11

CHANGELING: THE LOST SECON D EDITION 12

HUNTER: THE VIGIL SECON D EDITION 12

DEMON: THE DESCENT 13

MUMMY: THE CU RSE 13

GEIST: THE SIN-EATERS 13

VAMPIRE: THE MAS Q U ERADE 20TH ANN IVERSARY 16

VAMPIRE 20TH ANN IVERSARY: THE DARK AGES 17

WEREWOLF: THE APO CALYPSE 20TH ANN IVERSARY 18

MAGE: THE ASCENSION 20TH ANN IVERSARY 19

WRAITH: THE OBLIVION 20TH ANN IVERSARY 20

CHANGELING: THE DREAMING 20TH ANN IVERSARY 21

EXALTED TH IRD EDITION 22

THE SCARRED LAN DS SECON D EDITION 24

PUGMIRE 26

TRIN ITY CONTIN U UM 28

SCION SECON D EDITION 29

CAVALIERS OF MARS 30

U PCOMING RELEASES 32
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All your life, you’ve dreamed of monsters. They pull you into blackened
depths, leap at you from the shadows, dive at you from the skies,
swarm from cracks in the walls, or break you to pieces. Then one night,
you realize the truth — you are the monster in the dream, and all the
other monsters are your family. The World of Darkness is the page
on which you write your Legend, and every scream you elicit
grows it further.
In Beast: The Primordial, a Storytelling game set in the
World of Darkness, you portray one of the Children of
the Dark Mother, embodiments of humanity’s deepest,
most basic fears. Your Soul is a ravenous monster,
waiting in its Lair for you to feed. And feed you must,
else the Soul will find its own prey in the Primordial
Dream of humanity.
Beast: The Primordial is a brand new World
of Darkness game debuting in 2015. Features will
include:
• World of Darkness 2nd edition ruleset featured in the
God-Machine Chronicle and the upcoming World of
Darkness 2nd Edition Rulebook.
• Core rulebook with character creation rules, details on how
to act as Storyteller, and a complete S.A.S. story — everything
you need to get a new chronicle up and running.
• Crossover possibilities with other new World of Darkness
games.
• Customization for players that allows them to define their
characters’ monstrous Souls and Lairs.
• New setting and system elements incorporating Primordial
Pathways, Kinship, and Nightmares.
• Stunning original art by Mark Kelly, John Bridges, Sam Araya,
and more!

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UPCOMING TITLES
Additional supplements for Beast: The Primordial beyond the two listed below will depend upon the
conclusion of the Summer 2015 Kickstarter. Be sure to visit the Onyx Path website for more information
about the line and to read our Open Development blogs.

BEAST PLAYER’S GUIDE


Designed with players in mind, this guidebook will provide player-facing setting elements, more
Atavisms and Nightmares, a full exploration of Lairs, and detailed information on building a Legend.
Tentative title.

BEAST STORYTELLER’S GUIDE


Storytellers will discover extended information on crossovers with other game lines, setting hacks for
Beast, and expanded information on the Inheritance. Tentative title.

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At a warehouse on 17th street, surgeries are per-
formed in accordance with the phase of the moon.
In the suburbs, a housewife dotes on a large dog
with man-like hands. Roaming the backwoods, there
is a man who traded his hand to a hungry devil for
immortality. He spends his nights polishing his hook.

This is the World of Darkness, a world like ours,


but just slightly wrong. A place we recognize, but
where our fears take on lives of their own. The
World of Darkness 2nd Edition Rulebook is the
key to exploring that world, a guide to storytelling
encounters with the uncanny and a foundation for
tales in which the monster becomes the hero.

This second edition Rulebook is the cornerstone for all


games, and the rules have been featured in Vampire:
The Requiem 2nd Edition, which features the
Blood and Smoke Chronicle, and Werewolf: The
Forsaken 2nd Edition, which includes The Idigam
Chronicle. With upgraded rules, more immediate
storytelling, and a fresh perspective, the new Rulebook
serves the definitive reference for the WoD setting and
the Storytelling system, offering new systems for investi-
gation and chases, along with an extensive section on
building antagonists both monstrous and mundane.

Hurt Locker
The debut of the Second Edition Rulebook will be backed up by Hurt Locker. This supplement will delve into
violence in the World of Darkness, from the classic beatdowns in dark alleys to scene kits designed to help
players guide story action for themselves. Coming Soon.

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The history of the World of Darkness isn’t a secret, it is a myriad of secrets.
Every supernatural creature — every vampire, changeling, mage, and demon —
knows that her kind has been hiding among the human masses for time immemo-
rial. But, a being in the modern day might consider the past and wonder... What
did we do then?
Dark Eras offers insight into historical eras in the World of Darkness. It is compat-
ible with second edition rules and includes:
• Vampire: The Requiem — Requiem for Regina (1587-1593)
• Werewolf: The Forsaken — The Bowery Dogs (1969-1979)
• Mage: The Awakening — To the Strongest (330-320 BCE)
• Promethean: The Created — Handful of Dust (1933-1940)
• Changeling: The Lost — Lily, Sabre and Thorn (1600s-early
1700s)
• Hunter: The Vigil — Doubting Souls (1690-1695)
• Geist: The Sin-Eaters — God’s Own Country (1950s)
• Demon: The Descent — Into the Cold (1961)
• Mummy: The Curse — The Ruins of Empire (1893–1924)
Thanks to our successful Kickstarter, backers added new
eras including Changeling: The Lost in the world
of the Brothers Grimm, Skinchangers in the Aztec
Empire, and Werewolf: The Forsaken in the Age of
Vikings!

Dark Eras Companion


The Companion will feature nine, new eras including: Vampire
and Promethean in the time of the Black Death; Second Sight
during the Rise of Spiritualism; Geist: The Sin-Eaters and the
Lost Colony of Roanoke; and Demon: The Descent during the
Russian Revolution. Coming Soon.

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Tonight, you become one of the Kindred, the beautiful and the damned who hide be-
hind our ordinary world. Driven by a hunger like fire, you will struggle to maintain your
humanity while immersed in a vicious society of monsters. Let the good times roll and
the pretty things sigh, tonight you’re loose on the streets of the city looking for love,
redemption, and maybe a little fun.

Vampire: The Requiem 2nd Edition, which is available now, turns up the
volume on both the tragedies and triumphs of the damned, introducing cooler
yet more frightening powers, a deeper world, and a modern take on the punk
aesthetic that made Vampire great.

The standalone corebook is backed up by a legion of upcoming supplements,


including:

Secrets of the Covenants


Told in the vampires’ own words, in the style of the bestselling clanbook series, Secrets of
the Covenants immerses you in the experience of being a vampire. It is an insider’s look
at the religious and political establishments of the dead, from the strange science of the
Ordo Dracul to the realpolitik of the Invictus. Coming Soon.

A Thousand Years of Night


Young vampires laugh at their elders, the mouldering relics of countless bygone
ages. But elders are more than that. They are canny beasts, vital and adaptable to
survive where their countless brethren and sistren fell to fire and sun. A Thousand
Years of the Night introduces new background and systems for games focusing on
these unliving legends. Coming Soon.

Half-Damned
There are creatures more than kin and less than kine. The ghouls, ever-so-loyal until they
finally break. The revenants, half-vampires born of spontaneous Embrace. And the dham-
pir, the impossible children of vampires and mortals. Half-Damned gives players and
Storytellers everything needed to incorporate them in a game. Coming Soon.

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The need to hunt burns in your heart and in your soul. To chase down prey
with your blood pumping fire through your body. Yesterday you didn’t know
what that felt like, but today you’re sitting in a room with the bodies of your
family and you need to hunt.
You are a human, a wolf, a killer, a monster. The ultimate predator.

Werewolf: The Forsaken 2nd Edition, which is available now,


puts you into the shoes of a consummate hunter, a shapeshifter
who wears the forms of man and wolf while stalking your prey be-
fore taking nightmarish forms to move in for the kill. Pitted against
humans and spirits, monstrous hybrids and other werewolves,
you must also face the threat of the idigam — terrifying spirits
of change locked away by Wolf and Moon but now loosed
upon the world once more.

The Idigam
Chronicle Anthology
On the hunt, your blood races. When something hunts you, it
runs cold. You have to hunt, it’s what you do, a key part of your
psyche. You hunt people and spirits, hosts and other werewolves. But
those things hunt you in turn. You’re always one bad choice away from
being the prey. The Idigam Chronicle Anthology contains 11 short
stories of bestial violence and supernatural terror. Available Now.

The Pack
One part family, one part gang, and one part military unit, a werewolf’s pack
ties her to other werewolves, Wolf-Blooded, and a wide network of humans that
ground her in the mundane world. This book is a thorough look at the pack from
within and without. Coming Soon.

Secrets of the Tribes


This supplement is in-depth look at the tribes of the Uratha, their customs, traditions, and their
sacred prey. Coming Soon.

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The World of Darkness overflows with invisible magic, influenced by countless
other realms and secretive monsters. Humanity is cursed to forget and look the
other way, remaining vulnerable and ignorant.

You are a Mage who peers through this Lie, Awakening to the Supernal truths
behind the world’s surface, wand commanding the occult signs and symbols be-
hind reality. Seen with Awakened eyes, the countless Mysteries of the world tempt
you with the promise of reward, further 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-consuming Abyss the Lie was summoned
from, and from the secret masters of the world and the Mages who serve them.

The upcoming Mage: The Awakening 2nd Edition will feature reimagined
Paths, Orders, and powers, and will include an updated version of the most
comprehensive free-form magic system in gaming.

The Fallen World Anthology


Every Mystery is a revelation, a danger, an obsession in the making. Armed
with magic and a need to know, mages confront the supernatural and
unexplained. This anthology contains 12 stories of magic and Mystery.
Available Now.

New titles will follow after the release of the upcoming Mage: The
Awakening 2nd Edition.

Signs of Sorcery
Explore mysteries of Supernal origin, the creations of mages
and the reclusive archmages, and the tools by which they
practice magic – yantras, magical items, soul stones, arti-
facts, Supernal Verges and more. Coming Soon.

Tome of the
Pentacle
Born at the dawn of the 20th century, the
alliance of the Diamond and Free Council
is the preeminent society of magic in the
Fallen World. Discover the history of the
Orders, travel to foreign Consilia, and take
your seat at Convocation. Coming Soon.

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Created by obsession, forever set apart from humanity
and yet longing to join it, Prometheans wander the
World of Darkness on a long Pilgrimage to the New
Dawn. Powered by alchemical fire, they are able to
transmute themselves and the world around them
by bringing that fire to the fore. The Created, as
they call themselves, must take care — their Divine
Fire burns hot and intense. It scorches the land and
scars the minds of the people they hope to join.

The upcoming Promethean: The Created 2nd


Edition will present a revised system for the
Pilgrimage that will allow players to take control
of their characters’ journey toward Humanity.
It will also introduce a new antagonist: mortal
alchemists eager to rip the Vitriol from the bodies of
the Created.

The new rulebook is designed with these concepts in


mind. They include:

• World of Darkness 2nd Edition rules and compatibility with


other gamelines.

• Seven playable Lineages, including the inhuman Unfleshed and


the mysterious Extempore.

• All 10 Refinements. Will also add a new Refinement called


Phosphorum, the Refinement of Ephemerality.

• A new system for the Pilgrimage, designed to be a collabora-


tion between player and Storyteller.

• Revised and simplified rules for Disquiet and the


Wasteland.

• The Firestorm Chronicle, a reminder that a Promethean’s


journey is dangerous and destructive.

...and more!

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Taken from your home, transformed by the power of Faerie, kept as the
Others’ slave or pet — but you never forgot where you came from. Now you
have found your way back through the Thorns, to a home that is no longer
yours.
You are Lost.
Find yourself.
Changeling: The Lost 2nd Edition will feature the Huntsmen
Chronicle. It employs the World of Darkness 2nd Edition rules and will be
compatible with other game lines.

The scales have fallen from your eyes.

A fire is lit: is it a lamp perched over the inscription upon an ancient


blade? Or a roaring conflagration consuming the house in which the
howling fiends wait?
Things will never be the same after this. You’ve set forth on a damn-
ing path.
Carry the Vigil.
Fight back the shadows.
Hunter: The Vigil 2nd Edition will feature The Slasher Chronicle.
It employs the World of Darkness second edition rules and will be
compatible with other game lines.
For more information about 2nd Edition games, visit the Onyx Path
website to find Open Development blog posts that include
outlines and weekly updates.

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You were once an angel, but not anymore.
You are one of the Unchained, a fallen angel who defected to the human race. Yours is a world of false identi-
ties and clockwork conspiracies, stolen faces and hidden works of the Machine.
Demon: The Descent employs the World of Darkness second edition rules and is compatible with The God
Machine.

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.
Death is a door.
You are the one with the key.

Imagine being cradled in the arms of death for years, sometimes decades on end, but all the while knowing
that you will eventually not only arise again, but awaken to an unfamiliar world that mostly fears and hates you.
Now imagine that your entire existence is bound within this cycle for all eternity.
In Mummy: The Curse you play one of these beings. Those who know they exist, from the cultists who serve
them to the dark forces arrayed against them, call them the Deathless. We call them mummies.

Demon: The Descent, Mummy: The Curse, Geist: The Sin-Eaters, and supplements are available exclu-
sively through DriveThruRPG.com.
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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 and much more!

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Exclusively at

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Vampire: The Masquerade exploded into hobby games in 1991, and has
inspired a generation of fans of which the game industry had never seen before
or since. 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.
Vampire: The Masquerade - 20th Anniversary Edition brings the
entire World of Darkness experience full circle and will serve as the per-
fect anniversary milestone to celebrate two decades of gaming after
dark. This is the original Masquerade in all its glory, and our way
of saying thank you and welcome home.

Rites of Blood
Rites of the Blood is a collection of rituals prac-
ticed among the various Kindred sects and Clans.
This isn’t just a collection of powers, but an
examination of the sects themselves and
how they use their eldritch mystical arts.
Available Now.

Lore of the Clans


Lore of the Clans is a single volume revis-
iting the history, lore, and nightly practices of
all thirteen Clans, told from the perspective of the Kindred
themselves. It also contains new combo Disciplines, pow-
ers, Merits, Flaws, and other rules specific to each Clan.
Coming Soon.

Guide to the Tal’Mahe’Ra


Guide to the Tal’Mahe’Ra offers a fresh take on the dark
conspiracy known as the True Black Hand, showing the twisted
lives of these strange and nihilistic Kindred. Coming Soon.

...and more!

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The year is 1242. The Mongol army crushed Baghdad and then Russia under its heel,
and then moved on to devastate Poland and Hungary. The Holy Roman Empire stood
to war with the Papacy. The second Lombard League wielded the word of the Pope and
fought off Frederick II.

The vampire War of Princes rages. Patricide looms. Young powers look up the ladder to the
next rungs, and see stagnation and hypocrisy. They see targets. When they look down,
they see humanity. They see a power that could change everything. They see mortals
organizing into universities and empires.

In the mortal world of 1242, power shifted at the rate an army marched.
For the undead, power shifts faster than a fire overtakes a haven. To the
Damned, power flows as fast as blood from an ancient heart.

Vampire 20th Anniversary: The Dark Ages is a storytelling


game of horrific power. It includes:

• All three castes of the dying Salubri:


the Warriors, the Watchers, and the
Healers.

• Bloodlines from every edition of


Vampire, and from all over the known
world.

• A new approach to Tzimisce Koldunic


Sorcery.

• An “apocrypha of the Clans” featuring


fiction, lore, Roads, and alternative castes within
the Clans of Caine.

• A complete game in one book, which does not require the


Vampire 20th Anniversary Edition.

• New full color original art by Mark Kelly, Kieran Yanner, Brian
Syme, Andrew Trabbold, and other fantastic artists, as well as a
handful of classic B&W pieces carefully chosen from the earlier
editions.

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Werewolf: The Apocalypse roared into hobby games in 1992 and inspired
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. Werewolf: The Apocalypse
– 20th Anniversary Edition features the Garou: werewolves that are
both man and wolf, filled with Rage against the evils that would corrupt
everything that is. Sacred warriors imbued with power from the spirits
of Earth and Moon, they are the doomed heroes screaming defi-
ance in the face of impossibly powerful foes.

Tribebook: White Howlers


For the first time, players and Storytellers can explore the story
of the White Howlers. Included is enough information to run
an entire chronicle before their extinction. Available Now.

Shattered Dreams
In pre-history, the Garou worked alongside other shapeshifters
to safeguard Gaia, but the werewolves’ great Rage drove them
into a civil war that left the world a much easier target. Later,
colonialism and conquest brought the shapeshifters into conflict
once again. This book presents a look at the Wars of Rage, both
as the setting of a chronicle and as parts of a great quest against
the Wyrm’s forces in the modern nights. Coming Soon.

Changing Ways
The Garou are shapeshifting warriors with physical abilities
and instincts that humans can only imagine. This book delves
into what it means to be a werewolf, including details on
the forms and senses of the Garou, the pack mentality,
what it is to grow up among wolves — or werewolves — and
the spirit magic that empowers Gaia’s defenders. Coming
Soon.

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Mage: The Ascension features architects of reality locked in a deadly fight to
see whose future will prevail: the Ascension War. 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 drawn from Mage’s storied history.

• Every Tradition and Convention, plus the Crafts.

• Setting options covering the entire range of the Mage backsto-


ry, from 1993 to today.

• New full color original art by Michael William Kaluta, Echo


Chernik, Steve Prescott, Christopher Shy, Larry MacDougall, and
other classic Mage artists, as well as classic B&W pieces careful-
ly chosen from the earlier editions.

How Do You Do That?!?


An illustrated game-system overview of common magicks and the rules for
running them successfully. Coming Soon.

Gods, Monsters, and


Other Familiar Strangers
Features a selection of characters from various Mage: The Ascension - 20th
Anniversary Edition factions and sects designed as a handy resource for both ex-
amples of Mage characters and NPCs. Also contains descriptions of familiars, spirits,
beasts, powerful demons, totems, godlings, and Bygones. Coming Soon.

Book of Secrets
This illustrated compendium of additional 20th Anniversary Edition material includes
characters, Traits, influence, subsects, mage tricks, and more extended rules and
advice. Coming Soon.

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Sometimes the dead just can’t let go. There are things holding them to this world,
even as they take the first step into the next one. Bound by these Fetters, driven by
feelings stronger than death, they are the Restless Dead. And they’ve been given a
second chance to set things right – or be devoured by the darkness of Oblivion.
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.
Wraith: The Oblivion - 20th Anniversary Edition returns to that darkly
compelling world and both compiles and completes the concepts of the
previous two editions.
It includes:
• Updated and revised Arcanoi, including those Charon had
forbidden.
• Updated setting material on every faction in the
Underworld.
• A new look at Stygia and the Guilds.
• Complete rules for playing Spectres
and Risen.
• Updated core rules.
• Advanced systems for Harrowing and
Shadowguides.
And more…because everything dead is
new again.

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TWENTIETH ANNIVERSARY EDITION

The gates to Arcadia, the original paradise, are closed. Only the world of humanity
remains. Without any awareness of our true nature, humankind crushes us
beneath its banal heel. Joy and laughter are gone; only the Dreaming
remains. We are changelings, the forgotten ones, neither fully fae nor
wholly mortal. The last of our kind on Earth, we have built ourselves
an invisible kingdom. We are everywhere, yet you have never
seen us. We hide, not behind some fragile Masquerade, but in
plain sight with the power of our Glamour. We exist within a real
world of make-believe where “imaginary” things can kill and
“pretend” monsters are real.

Changeling: The Dreaming is the storytelling game of


modern fantasy. The Kithain are heirs to Earth’s secret kingdom
of faerie. And yet they are only part fae; they are forced to
adopt mortal guises to survive disbelief in magic. The fae must
strive to forestall the coming Winter and bring about an endless
Spring lest Banality consume all and the Dreaming be lost.

Changeling: The Dreaming - 20th Anniversary Edition


brings the game back from a long hiatus, and will serve as the perfect
anniversary milestone to celebrate two decades of passionate
dreams. Players who loved Changeling will finally have a new
edition, and newcomers to the World of Darkness will able to
dream with us.

• Thirteen fully playable kiths, including fan favorites


from supplements (selkies, piskies, and more!);

• Updated and revised rules.

• Rules and history for the Gallain — the Nunnehi, the hsien, and
the inanimae.

• Arts collected from the classic Changeling sourcebooks and


revised for the current system.

• Updated setting for modern dreams.

...and more!

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The greatest men and women of Creation are those divinely
blessed heroes known as the Exalted. The mightiest among
these are known as the Solar Exalted, the chosen of the
Unconquered Sun, Lord of Heaven and first among the gods.

Exalted 3rd Edition depicts both a revitalized and


expanded Creation, and the triumphant
return of the Solar Exalted— but whether
their rebirth will herald the salvation or
destruction of the world, none can say.
The system redesign takes the best parts
of the previous editions and streamlines the
mechanics for maximum playability.

Exalted 3rd Edition will include:

• Expanded Character
Creation – Create and play Solar
Exalted characters and compelling
mortal heroes with more informa-
tion and fleshed out details.

• Merit System – Customize


characters more easily and precisely
than ever before with a new system of
Merits.

• Magical Equipment – Be more


prepared for battle with a new and
more compelling treatment of magical
weapons and armor, including Evocations,
Charms, and other miracles that may be gained by estab-
lishing rapport with mystical artifacts.

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• Combat System – Fight with a new cinematic combat engine, primed to deliver dynamic, excit-
ing, and easily resolved battles between heroes, gods, and armies.

• Charms – Explore a vibrant new Charm set encompassing both classic Solar powers from previ-
ous editions and all-new powers to shift the course of Creation.

...and much, much more!

Exalted: Tale of the Visiting Flare


The young warrior known as Visiting Flare wanders Vaneha in search of the answers to the jumbled
broken puzzle that is his past. In times of stress he catches fleeting glimpses of a time when his pow-
er reshaped history, but he does not know whether those visions are real or what they mean. When
the truth is revealed to him, his past and present will collide and legends will come alive once more.
Exalted: Tale of the Visiting Flare is a beautifully illustrated comic and the first glimpse into the
world of Exalted 3rd Edition. Available Now.

Tales of the Age of Sorrows


This anthology is the debut collection of stories inspired by Exalted 3rd Edition. Each tale is a
unique look at the world of the mighty Solar Exalted, their allies, and their enemies. Available Now.
Be sure to watch the Onyx Path site for updates about the development of this new edition!

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The Scarred Lands, known to its inhabitants as Scarn, is a place of dynamic heroism, supreme villainy,
and incalculable magic. Torn and broken by battles on a cosmic scale, it is a world still bleeding from
wounds suffered in the Divine War that ended only 150 years ago.

For untold years, the mighty young gods had warred with their parents, the primeval titans, for su-
premacy. Battered and twisted by these battles — fought largely by monstrous titans-
pawn pitted against humans, elves, dwarves, and other “divine races” — Scarn is a
world still wounded deeply by the Divine War.

Even Ghelspad, the most populous and well-known continent of Scarn, plays host
to vast unexplored regions, hides unsolved riddles from ancient cultures, and
taunts adventures with the promise of undiscovered riches hidden among
ruined civilizations.

The Scarred Lands has been a favorite fantasy setting since Creature
Collection was released for the d20 System in 2000. Over 40 titles
were published for the Scarred Lands, marking it as one of the
most fully-supported fantasy RPG settings at that time.

Now in 2015, Onyx Path Publishing and


Nocturnal Media are bringing this cherished
fantasy setting back to your gaming table!

The Scarred Lands Second Edition will draw en-


thusiastically on Greek mythology while retaining
its place as a modern fantasy RPG setting. Scarred
Lands Second Edition will also lean more heavily
than past editions on its mythological roots and
will highlight how the effects of the Titanswar still
ripple through the world, and how the heroes,
heroines, and villains of these stories are part of
living memory, if not still alive.

24
Player’s Guide: Ghelspad
The first book for the new Scarred Lands is the Player’s Guide: Ghelspad. This book is designed for use
with the Pathfinder Roleplaying Game. Alternate systems are planned and may be released following the
Scarred Lands Kickstarter Campaign.
In addition to an updated gazetteer, this book includes many updated and revised rules and items from older
Scarred Lands material, in addition to entirely new content:

• Scarred Lands-specific player races, including asaatthi (snakefolk), hollow legionnaires (half-constructs),
orcs, proud (lionfolk), slitherin (ratfolk), and sutak.
• Dozens of setting-specific archetypes for core, alternate, base, and even hybrid Pathfinder Roleplaying
Game classes.
• Over 50 feats and even more setting-specific traits.
• Nearly a hundred spells and true rituals.
• Dozens of magic items converted from the d20 System to Pathfinder Roleplaying Game rules.
• Comprehensive rules for mythic tiers of gameplay in the Scarred Lands.
• ...and much, much more!

COMING NEXT YEAR!


25
Be a Good Dog.
Protect Your Home.
Be Loyal To Those Who Are True.

These are the words of the Code of Man. Dogs have in-
herited the world, building the kingdom of Pugmire untold
years after the Ages of Man.
In the world of Pugmire, dogs have been changed to
use tools and language and they, along with other races
of uplifted animals, seek to rediscover the world they’ve
inherited. While some dogs use the leftovers of human
technology, they believe it to be magic handed to
them by their dead gods. Others seek to create an ide-
al civilization, using a Code of Man compiled from
ancient, fragmentary lore. The explorers choose
personal callings that determine their role in
society and in their adventuring parties,
such as the devout shepherds and the
noble guardians.
The world is dangerous and mysteri-
ous. Dogs must contend with rivals
like the cats from the Monarchies
of Mau, as well as enemies such
as the bizarre monsters that roam
the landscape. Only the most
courageous and loyal dogs will
persevere.
Pugmire juxtaposes high fantasy
tropes with the relationship be-
tween humans and domesticated
dogs to create a light-hearted gaming
experience. In this game filled with
mystery, magic, and intrigue, you are
a dog destined to explore the lost ruins of
Man in search of relics, knowledge, and
danger.
26
Some highlights of Pugmire include:
• Family-friendly world, inspired by comics, novels, films, and games such as Mouse Guard,
Redwall, early Dungeons & Dragons releases like the Expedition to the Barrier Peaks.
• New traditional fantasy rules system designed for quick character creation, heroic characters, and
streamlined game play, with an emphasis on cooperation and action over competition and violence.
• Various callings and breeds that give focus to a character’s role in society and in the adventur-
ing party.
• Rival races, like cats and badgers, along with terrifying and dangerous monsters that roam the
landscape.
• Iconic characters, like Rex Pyrenees, and setting hooks to frame the mystery of this world.
Pugmire is one of the first of Onyx Path Publishing’s creator-owned games, produced in a part-
nership with veteran game designer Eddy Webb and his company, Pugsteady. It’s also part of
the Open Development program featured on the Onyx Path website; you can follow Eddy’s
posts for updates about this new game.
Coming this fall, be sure to watch the Onyx Path website or subscribe to the company news-
letter for your opportunity to get the Pugmire Early Access kit and to participate in the Pugmire
crowdfunding campaign!

COM1NG 1N 2016!
27
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 reali-
ty. 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, dan-
ger 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 Aberrants,
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.

COMING IN 2016!
28
GODS WALK THE EARTH.
EMBRACE YOUR BIRTHRIGHT.
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.
The Primordial deities and savage Titans have escaped their
eternal prisons to wage war with the Gods once more, and
those battles in the heavenly Overworld have spilled over
into our World. Armed with Birthright weapons possessed of
mighty Boons, the Scions, divine offspring of both God and
man, stand as humanity’s only defense. But even the Gods
themselves cannot stand united, as ancient rivalries spring forth
once more.
Will you rise to the heights of power through your heroism? Will
you become more than just a pawn in a spiteful divine game? What
great events will mark your divine ascent?

SCION: ORIGINS
This brand new edition will include the Storypath system, providing
a foundation for playing any character in the Scion World from
mortals to gods. You’ll also find new character options, a detailed
setting, and more.

SCION: HERO
This new edition is designed to include the nature and relation-
ships of Scions, ten pantheons from around the World, de-
tailed Modes and Shards, alternate rules, settings, and more.

COMING IN 2016!

29
Return to dying Mars in its last age of glory!
Mars, a planet of flashing swords and choking sands, of winking courtesans and lantern-lit canal
cities. Mars, where fortune and death are two sides of the same obsidian chit, where lost cities and dry
oceans stretch between the last bastions of civilization. Where the First Martians, the monument-build-
ers, are but a haunted memory. Where the Red Martians become decadent and reckless in their last
days. Where the Pale Martians rule the wastes, remembering a history whose weight would crush a
lesser people.
In Cavaliers of Mars, you take the role of a Martian adventurer. You could be a cast-out priestess,
or a tradesman who’s put down his tools in search of adventure. You might even be a grizzled cava-
lier, who can charm and ride any beast, including the wind itself. But whoever you are, you’ll pit your
personal code of honor against a world by turns romantic and forsaken. You’ll find yourself tangled in
intrigues and wars, with only your friends to save you when your passions carry you too far.
This world needs heroes, and that’s the one thing you can’t help being.

Cavaliers of Mars Quickstart


The Quickstart includes a complete adventure set in one of dy-
ing Mars’ greatest remaining cities, the innovative Wushu rules,
for high-flying, swashbuckling adventure, and five pre-gener-
ated player characters, ready to get into the heart of the action.
Available Now.

For more information, visit the Onyx Path website or visit


www.cavaliersofmars.com.
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 Scion, Trinity Continuum, Exalted, and many more.

Exclusively at

31
FALL 2015
The Prince’s Judgment – An entry-level, simplified version of Vampire: The Masquerade. This
book contains everything players will need for an evening of casual gaming set in a vampiric Prince’s
Council as they try and determine who is a Sabbat infiltrator and traitor. 80 pages containing the rules
and the cards needed for play. PDF/PoD + possible limited edition print run.

WINTER 2015-2016
Endless Ages Fiction Anthology – The dark beauty of Vampire: The Masquerade has cap-
tivated and horrified readers for over twenty years. For the first time, we present an anthology con-
taining brand new stories of the Kindred spanning the continuity of VtM from 1st Edition all the way
through to V20. 300 pages. 6” x 9”. PDF/PoD.

Towers of the Mighty – Towers of the Mighty covers ruins in Creation and beyond, many dat-
ing back to the First Age, but some of even older and less certain origin. It will cover classic favorites
like Denandsor, Rathess and Mahalanka, as well as places only glimpsed but never explained, such
as Lost Zarlath, and completely new sites, including the Holy City of Namasaro—a city of shrines that
chronicled the heritage of the Exalted, and the union of the Chosen who rose up to overthrow the an-
cients. Towers will also feature a improved system for manse design, as well as powerful lost artifacts,
tantalizing hints of the mysteries of bygone ages, and lurking menaces that sleep beneath the surface
of Creation but can never truly die. 64 pages. PDF/PoD.

Digital Web 3.0 – Between the keyboard and the mind lies the Digital Web, a Net of virtual real-
ity spinning in an endless loop of format and creation. This expanding Realm of living thought forms
what might be the most dangerous frontier in the Ascension War. A new and modern Mage 20th
Anniversary Edition version of the classic magic infused internet sourcebook. 160 pages. PDF/PoD
+ possible Deluxe edition

Hunter: The Vigil 2nd Edition Anthology – This collection of stories will provide a richer look
at both the occult mysteries of the new World of Darkness and the hunters obsessed with destroying
them, as well as the Slashers: those hunters so driven by the Vigil that they are more of a menace to
their allies than the night horrors they hunt. 300 pages. 6” x 9”. PDF/PoD/ePub.

SPRING 2016
Night Horrors: Conquering Heroes – This antagonist book for Beast: The Primordial features
examples of Heroes, as well as Beasts that have undergone their Inheritance and become lurking
monsters or terrifying supernatural forces-to-be-reckoned with. Because Beast has a focus on cross-
over, some vampire, werewolves, mages, etc. will be included and described in story terms. 160
pages. PDF/PoD.

32
Paths of Brigid – Brigid, Twilight Caste Solar Exalted, Mother of Sorcery, champion of the Divine
Rebellion and first generation Solar Exalted, died over four thousand years ago, at the start of the
First Age. Hundreds of years after the death of Brigid, the Zenith sorceress Salina set out to write her
biography. The resulting book was the Paths of Brigid. Salina’s magnum opus is a rich Exalted 3rd
Edition exploration of a thousand obscure and occulted rituals of sorcery presented as a history of
sorcery while providing players with myriad new sorcerous rituals, sorcerous Charms, and spells of
the Emerald, Sapphire, and Adamant Circles of Sorcery. It is an in-depth look at sorcery in a very
non-standard format, covering expanded sorcery systems in addition to adding new spells to the
libraries of Creation’s sorcerers. 160 pages. PDF/PoD.

Ghost Hunters – This book covers a variety of investigators of the supernatural in the World of
Darkness. Chapters cover types of investigations, ghost hunting gear (infrared cameras, evp meters,
night-vision goggles, thermographic cameras) as well as methods of research and other resources
for investigators. New Merits representing ghost hunting equipment and connections would also be
included. 160 pages. PDF/PoD + possible Deluxe edition.

Tome of the Pentacle – A clanbook-style investigation into the Orders that explores how they inter-
act on a regional and global level. Included in this Mage: The Awakening 2nd Edition book will
be the history of each Order in more depth than ever before. 212 pages. PDF/PoD.

W20: Bunyip Tribebook – Designed to match the classic, original Tribebooks, this is the story of
the Australian Lost Tribe destroyed by their enemies and abandoned by their fellow Garou. 104 pag-
es. PDF/PoD.

The Hedge – The Hedge is an in-depth exploration of the quixotic zone between the World of
Darkness and Faerie for Changeling: The Lost 2nd Edition. What terrors and crystalline beauty lie
within and beyond the Hedge? 160 pages. PDF/PoD.

The Exigents – One of the most important new ideas for Exalted 3rd Edition is “the Exigence,”
special circumstances by which gods of lesser stature than the Celestial Incarnae may induct Exalted
into the rolls of the Chosen. These Exalts, known as the Exigents, take on themes and powers as diverse
as the gods who create them. The Exigents will show the role of the new Exalted throughout history,
a character creation system, a power matrix and a guide for the players to build their own custom
Charm sets for whatever Exalted they feel like creating and adding to the setting while Exigents fea-
tured in the book will have fully finished Charm sets usable in game. This book expands the “Exalted
universe,” setting up a variety of new threats, challenges, and allies for the standard Exalted and us-
ing the new Exalted as a basis for supplementing and enhancing the classic Exalted experience. 220
pages. PDF/PoD hardcover + possible limited edition print run.

SUMMER 2016
Rich Bastard’s Guide to Magick – A Mage 20th Anniverary Edition sourcebook that expands
on the mystique of the elite with an exploration of how the REAL movers and shakers operate when
you throw magick into their world as well. Mansions, high-ticket toys, expanded Backgrounds for
wealthy wizards, Technocrats, and other high-resource types. 120 pages. PDF/PoD.

33
Vampire: The Requiem Guide to the Night – Specific guidelines for getting the most out of
Vampire: The Requiem 2nd Edition for both players and Storytellers. Includes Three Tier advice for
setting your Chronicle and additional ways to expand your characters and Chronicles. 212 pages.
PDF/PoD.

Hunter: The Vigil 2nd Edition – A new edition of the HtV core rulebook that fully incorporates the
nWoD second edition rules changes, and takes advantage of almost a decade of game design think-
ing since first edition. This book combines both setting and rules info to create The Slasher Chronicle for
Hunter: The Vigil 2nd Edition while still allowing the sandbox play that nWoD is known for. 320
pages. PDF/PoD.

Hunter: The Vigil 2nd Edition Jumpstart Adventure – The best and easiest way to start play-
ing Hunter: The Vigil 2nd Edition featuring The Slasher Chronicle, with an adventure that starts
players in the midst of their hunt, and never lets up. Pregenerated characters, advice for starting your
Chronicle, and a quick and easy introduction to the Vigil. 48 pages. PDF/PoD.

Different Skies – First in a series of Exalted 3rd Edition setting books intended to give players an
infusion of setting information to flesh out their games and drive their storylines. The first part of the
book details our core setting, the River Province at the height of tension caused by the Realm’s tem-
porary decline, the incursion of the Lunars, the appearance of the Mask of Winters and the return of
the Solars and the Exigents. The River Province is the proudest region of the Threshold, cherishing its
hard-won freedom even in the midst of political brinksmanship and incipient disaster. The second part
of the book covers the War in the West. The Realm’s Great Houses, desperate for resources to fuel
their conflicts at home, are descending on the West like locusts, and only an uneasy alliance anchored
around the dread might of the Skullstone Archipelago has the potential to stand against the invaders.
Featuring exotic islands, lawless frontiers, mysterious Exigents, ancient lost treasures, and an ocean
teeming with pirates, faeries, and predatory spirits, the West offers up its bounty to those with the
strength and steel to claim it and keep it. 212 pages. PDF/PoD.

Deviant: The ??? – You woke up…different. Someone changed you; on a slab, an operating table,
an altar. By luck or by fate, you escaped. Hunted by the ones who made you, they hold all the cards.
Except one thing, what they don’t know is that a fire burns within you because what they did wasn’t
right. What they don’t know is that YOU’RE hunting THEM. Deviant: The ??? presents a game where
the victims of experiments band together to bring down the monolithic organizations that twisted and
warped them. 320 pages. PDF/PoD + limited edition print run.

ALSO ON THE PATH FOR 2016:

Pugmire
Trinity Continuum Core Rulebook
Trinity Continuum: Aeon
Scion: Origins
Scion: Hero
Cavaliers of Mars

34
Represent Your Dark Side

Choose from dozens of designs


including artwork, icons, and more.

New and Classic designs added monthly.

T-shirts are now available at Red Bubble.


Visit our store at www.redbubble.com/people/theonyxpath.
35

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