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 uniqueSample impact fileon 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... Sample file 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. Sample file 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 4 TABLE OF CONTENTS VAMPIRE: THE MASQ UERADE 20 TH ANNIVERSARY 6 WEREWOLF: THE APOCALYPSE 20 TH ANNIVERSARY 7 MAGE: THE ASCENSION 20 TH ANNIVERSARY 8 WRAITH: THE OBLIVION 20 TH ANNIVERSARY 10 VAMPIRE: THE MASQ UERADE 20 TH ANNIVERSARY: THE DARK AGES 11 ONYX PATH PUBLISHING BACKLIST 12 THE WORLD OF DARKNESS THE GOD MACHINE CHRONICLE 14 VAMPIRE: THE REQ UIEM THE STRIX CHRONICLE 15 WEREWOLF: THE FORSAKENSample file THE IDIGAM CHRONICLE 16 MAGE: THE AWAKENING FALLEN WORLD CHRONICLE 17 DEMON: THE DESCENT 18 EXALTED THIRD EDITION 20 TRINITY CONTINUUM 22 SCION: ORIGINS 23 2014/2015 ONYX PATH UPCOMING PROJECTS 24 5 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. SampleThe Huntersfile 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. 6 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. RageSample Across file 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. 7.
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