Jump to content

Mortekai

©Pius
  • Content count

    5,629
  • Joined

  • Last visited

  • Days Won

    12

Mortekai last won the day on August 24

Mortekai had the most liked content!

Community Reputation

439 Excellent

About Mortekai

  • Rank
    Mr Shade
  • Birthday 07/27/1974

Contact Methods

  • Website URL
    http://www.jimiwikman.se

Profile Information

  • Gender
    Male
  • Location
    Stockholm, sweden

Recent Profile Visitors

15,321 profile views
  1. As Neall would say: Greetings, true believers! Meghan here, to share with you a high-level preview of what’s going into Scion: Mysteries of the World, the companion book to Origin and Hero. Remember that the book is still in first drafts, so anything and everything is subject to change! But this is what Neall and I have worked out for the outline, and what the writers are currently busy working on. Chapter One: Myth Level The Myth Level is five options along four axes of design, meant to allow the Storyguide to choose how many of Scion’s setting “dials” they want to crank. This chapter lays out what each of those dials looks like at each of the five Myth Levels. Those Myth Levels are: Iron: Perfectly mundane. Very similar in nature and tone to Gaiman’s American Gods, where ifriti are cab drivers, Odhinn is a shiftless wandering con man, and Chernobog and the goddesses of dawn, midday and evening are poor immigrants scraping by in a shitty apartment in Chicago. Heroic: Mostly mundane, but with room for great acts of heroism. Most supernatural creatures still have mundane manifestations here (that centaur is still just a biker here), but Scions and gods may appear as impressive and tremendous – Aphrodite isn’t some burnt out barfly here, she’s drop-dead gorgeous and probably on fashion covers. This is the level of the Iliad and the Odyssey. Bronze: This is where the supernatural really comes into play. Creatures of Legend shed their mundane disguises in areas of Bronze Myth, and appear in their true nature. Magic becomes overt here, and Demigods wield their true power. This is Clash of the Titans territory, and there might just actually be dragons in that undetailed area of the map. Silver: Past the threshold of urban myth and getting into epic fantasy, places of Silver Myth are deeply resonant with Myth. They are often fanciful places and hidden vales of magic technically found in the World, but not of it. The power of a creature of Legend is reflected in its appearance – the mightier the entity, the more impressive it appears. Zelazny’s Lord of Light goes into this area of Myth in its narrative. Gold: Flat-out mythological, where symbolism is the same as its reality. Places of Gold Myth are not even of this World. Lots of Scion 1e went into this territory, with its otherworldly locales, and lots of fantasy that touches on extradimensional areas and the like qualify. The trick is this: you should be able to choose a starting Myth Level and then turn each dial up or down within that level to taste. So, for instance, as Storyguide I might choose to start at the Iron Level but crank the Titanomachy up, turning American Gods into a raging shadow war that you have to keep peeling back layers of the World to see. Chapter Two: Cults This chapter covers mortal interactions with Scions. We’re drilling down on both a Hero’s function as intermediary with the divine, and the propensity of people to directly worship the Scion. One of the main questions we get is, “What do Scions do?” and the answer is, besides fighting monsters, they intercede between humans and the divine and act as mortal champions — as people at the forefront of societies. This causes Hero cults to form around our protagonists, small offshoots of their parent’s cult and the larger faith. These can get borderline heretical and nearly to the level of cults of personality, with various people assuming positions of importance to the cult and the Scion. We’ll also have a basic system for how the cults — a new type of Birthright — can do things for the Scion and vice versa. This includes creating a cult and its SG characters: prominent positions, roles, and the like. Chapter Three: Pantheons First, we’ll present the Loa, to update the Gods who weren’t carried over into Hero’s Òrìshà Pantheon, and depict how the practice of Voudoun differs from the religion and practices there. Next, we’ll give a full Pantheon write-up for the Nemetondevos, the lost (but to be once again found) Gods of Gaul. The Nemetondevos were, as a Pantheon, destroyed by Julius Caesar after his progression to Demigod and as part of the Deeds he performed to earn his apotheosis. Several Gods and many of their Scions were slain, their followers enslaved and put to the sword, their shrines upon the nemetons broken and destroyed. Some managed to flee and survive Caesar’s wrath. The others retreated to the Gaulish Underworld, Dubnolissos, where they licked their wounds and awaited the wheel of reincarnation to return them to the World. Then, a full 2e write-up for the Yazata: the Zoroastrian Gods of Persia. Because their Gods are pretty much all dedicated to upholding the idea of fighting as the Side of Good against the Forces of Evil, they have a much higher per-capita representation of concepts like righteousness and holiness, justice and law, and purity that fights corruption. They also equate righteousness with truth, so anything that is true is righteous and good, and anything that is a lie is evil and contemptible. Finally, this chapter will give one additional God write-up for each of the 10 Pantheons in Hero, and talk a bit more about Mantles and how they manifest. Chapter Four: Pantheon Creation This chapter does two things: presents rules for how to create your own Purviews, including some samples, and then walks the reader through a Pantheon creation exercise using the fictional Gods of Atlantis as an example. Chapter Five: Expanded Relics This chapter does a few things: expands the crafting rules from Origin and the relic design rules from Hero with more advice; walks through a more detailed in-character process for creating relics, including using the Forge Purview to do so and examples of what its Marvels can do in crafting; and presents detailed play examples. We’ll also have a few new example relics. Chapter Six: Translation Guide This chapter focuses on how to translate elements of Scion 1st Edition into 2e, including creating a character in the new system from an established character, with examples; and addressing system and setting changes, like creating new Purviews from the rest of the Epic Attributes and discussing the revised role of Fate and Titans in the World. View the full article
  2. Now available via our RedBubble storefront: Hardcover Covenant journals for Vampire: The Requiem 2nd Edition! These blank journals can be purchased with your choice of lined paper, grid paper, or blank pages. Whether you’re planning on writing prose, drawing diagrams, or creating art, these journals have you covered. Requiem Covenant Art: Carthian Movement (journal) Requiem Covenant Art: Circle of the Crone (journal) Requiem Covenant Art: Invictus (journal) Requiem Covenant Art: Lancea et Sanctum (journal) Requiem Covenant Art: Ordo Dracul (journal) Requiem Covenant Art: VII (journal) Also available: The Onyx Dice dice app (iOS/Google) now supports two different styles of Werewolf: The Forsaken dice! Werewolf dice (rust colored) and Werewolf Bone dice (ivory). Sales There’s fewer than two days remaining on DriveThruRPG’s massive 75% off sale for Vampire: The Masquerade, Werewolf: The Apocalypse, and Mage: The Ascension PDFs from every edition! Grab those PDFs while you can! Kickstarter Update Our Kickstarter for Dystopia Rising: Evolution, the 2nd edition of the Dystopia Rising tabletop RPG, has only 48 hours left as of the time this post goes live! We hit our goal in under a day, and are currently sitting at $35,060 (175% of the goal), with 632 backers. Join us as we push back the undead hordes! With your help, we’ve achieved five stretch goals so far: Dystopia Rising: Evolution Kickstarter backer T-shirt The Threat Guide companion has added two sections Dystopia Rising: Evolution digital wallpaper A Dystopia Rising: Evolution community content portal will be created on DriveThruRPG Dystopia Rising: Evolution jumpstart Did you miss one of our previous Kickstarters? The following Kickstarted products are still open for preorders via BackerKit: Scion: Scion 2nd Edition (Origin and Hero) Trinity Continuum: Trinity Continuum (core rules and Trinity Continuum: Æon) Cavaliers of Mars: Cavaliers of Mars rulebook Monarchies of Mau: Monarchies of Mau rulebook Exalted: Dragon-Blooded: What Fire Has Wrought Chronicles of Darkness: Chronicles of Darkness: Dark Eras 2 Changeling: The Lost: Changeling: The Lost 2nd Edition Geist: The Sin-Eaters: Geist: The Sin-Eaters 2nd Edition Community Spotlight The following community-created content for Scarred Lands has been added to the Slarecian Vault in the last week: Your product could be here! Have you considered creating your own to sell? The following community-created content for Realms of Pugmire has been added to Canis Minor in the last week: The Pugmire System Guide for OGL 5e Creators Your product could be here! Have you considered creating your own to sell? The following community-created content for the World of Darkness has been added to the Storytellers Vault in the last week: Vampire: The Masquerade: Beckett’s Vampire Folio 16: The Fall of the House Vampire: The Masquerade: Of Northern Twilight: Draugar and Jotuns Vampire: The Masquerade: Tzimisce Your product could be here! Have you considered creating your own to sell? View the full article
  3. Gods and Monsters [Mage20]

    Via Satyros Phil Brucato: Janine was a homeless junkie I found dying one night along the path of my post-midnight constitutional. What could I do? Let her perish? Of course not! I took her home and did what any conscientious scientist would do: used my G8-Z26 purgative treatments while stabilizing her physical condition with Dr. Johnstone’s now-famous bioregeneration matrix. I admit she’s not the sharpest scalpel in the drawer but given the condition I found her in last year, I doubt she ever was. There’s no excuse for sloppy work on my part, of course, but Janine’s still alive, and I consider that a victory… Hola, folks! When I first conceived of Gods, Monsters and Other Familiar Strangers in 2013, I had initially pictured it as a collection of good, bad, and neutral NPCs to drop into your Mage 20 chronicle. During the intervening years and projects, however, I began to envision a more coherently thematic book – a collection, true enough, but one that featured a coherent theme, hinted at potential metaplots, provided additional rule-systems for non-mage characters, and approached those characters from a broader perspective than a simple, “Here’s a bunch of folks you can marry, fuck, or kill.” Bringing in several additional authors – Hiromi Cota, Atalanti Evripidou, Jason Louis Feldstein, Antonios Galatis, J.F. High, and Isabella M. Price – we began to shape the slightly retitled Gods, Monsters & Familiar Strangers into a larger and more comprehensive sourcebook. Featuring constructs, consors, Avatars, familiars, spirits, Loa, and many other entities, this book also contains a revised and expanded collection of Special Advantages, spirit Charms, and companion construction rules. Although the past year or so has hit most of the book’s contributors with an array of personal and professional complications, we’re nearly finished with a book that is – in the grand Mage tradition – larger and more ambitious than we had initially intended it to be. The following excerpts come from that bigger, better book. Enjoy! The Banner Dei Brute Squad When the Ecstatic jam band / performance troupe Banner Dei formed on the last night of 1999, that troupe found immediate, enthusiastic support from fans who’d been there that night. The Brute Squad, as they were dubbed by then-bandleader Tricia “Thunderheart” Rykomanski, held the fire-line against unskilled would-be performers who’d be more likely to set themselves on fire than add anything to the performance, pounded out improvised percussion on anything that would make some noise, and then stayed all day the following morning in order to help Banner Dei and their friends clean up the post-gig trash-piles and load the gear into whatever vehicles they could find. Since that night, both Banner Dei and the Brute Squad have cycled through dozens of members. The core of both groups, though, remains stable: Banner Dei blows minds, and the Brute Squad gets them in and out of gigs intact without leaving a huge mess behind. Under the guidance, since 2010, of Kore Valkyrie Smith, the “Banner Brutes” provide drop-in support for Banner Dei’s members and former bandmates. Either collectively or as a group, those Banner Dei personnel can send up a flare, text message, phone call or blog post and have members of the Brute Squad on the location as quickly as a bunch of mortals can arrive. Because the Brute Squad consists of several dozen unAwakened hangers-on scattered across North and Central America, Northern Europe, Japan and India, and because Smith happens to be really good at resource-management (and has backing from several noted Ecstatic philanthropists), a team of three to 15 Brute Squad folks can show up within a day or less with a little advance warning, or be on-site when needed if they know at least two days in advance where they need to be. Once dispatched, the Banner Dei Brute Squad can handle trash collection and disposal, crowd control, violence-free de-escalation, light medical attention, and set-up / tear-down logistics for stage gear and musical equipment. Most Brute Squad members can also dance, spin fire, perform acrobatics, play musical instruments, or contribute other skills to the performance itself. Kore and her co-leaders train Brute Squad personnel in the essential skills before those people are allowed to back up the band and its people, and though Banner Dei and its support team have rather liberal attitudes about sex and drugs, there’s a strict code of conduct that expels any Brute Squad member who abused his position or can’t be bothered to respect a given “no.” So far, most folks associated with the Brute Squad have remained trustworthy and reliable; Kore’s very good at vetting people, and the few who step out of line and take advantage of Ecstatic hospitality tend to wind up gibbering mindlessly by the side of a road if they’re ever seen again at all. Traits-wise, Banner Dei’s Brute Squad features a colorful collective of Subculture Devotees (as per that template) whose training lets them haul gear and calm crowds with minimal fuss. Although the oldest members have looked age 40 in the rearview mirror, most Banner Brutes are in their mid-20s to early-30s. Regardless of age or gender, these folks combine tattooed badassery with Zen-focus people skills. Most have traveled extensively throughout the mortal world, and a number have spent time in the Otherworlds as well. Despite appearances, these are friendly people who blend old-school manners with new-millennium social consciousness. They rarely possess paranormal powers themselves (Kore probably does, but if so she doesn’t brag about it), but occasionally bring along mystic goodies they’ve found or been gifted with at various events. The majority of them speak at least two languages, and some enjoy learning as many tongues as they can recall. Arriving in dust-crusted cars (many of which have been modified for all-terrain use), all Banner Brutes sport a tattoo that marks them as approved and official members of the group. This design – a Hulk-green banner with a white lightning bolt slashed across its surface – glows in the dark so Brutes can find each other in the dark. If a Brute gets booted for good cause (as opposed to retiring from the group on good terms), his tattoo burns away in an agonizing flash of bright green fire, leaving the thunderbolt behind as a permanent scar. Joe Dread He’s the face of fear, though he has no face. He can look like anyone yet resembles no one. Joe Dread is the embodiment of terror that wears a human guise. He lurks in alleys, shouts from cars, and walks loudly down the street behind you when no one else is around. Some people, though, make a friend of Dread. For them, he’s family, and his gifts to them are legion. You’ll never see Dread clearly. That’s the point. His dominion is the unknown factor at the edge of what seems certain otherwise. At times, he’ll crouch on your shoulders when you’re trying to get things done, or loom over your bed on a restless night. Dread is an imp. Dread is a stranger. Dread looks just enough like one of Those People to get you fired up about them, yet he can look like you as well. He’s the fiend whose face is everyone’s. Dread knows no ethnicity or class because terror haunts us all. Some folks view Joe Dread as part of Big Owl’s brood – a servant, perhaps, or a human manifestation of the fear-god himself. That might be true, but there’s no way to be sure. These days, Dread is everywhere: screaming at you on the internet, lurking behind your best friend’s grin, knocking on your door and the then disappearing before you answer, smashing your car window just for fun so you can wonder what he took or fear that someone might be inside the car, waiting… As a totem entity, Joe Dread gifts his chosen with Intimidation, Stealth, and Torture. He knows how to hurt folks and likes to share his secrets. For Joe, the threat of pain is sweeter than pain itself; thus, the favors he confers focus more upon what might happen than on violent acts of certainty. He’s not about beating someone to a pulp, but about getting them to fear what being beaten to a pulp feels like. Dread’s chosen people are similarly frightening, not because they use brutal force but because the potential for force always seems to hover around them. Inflicting such fears really is a kind of science, so Joe’s an exception to the rule that Technocrats cannot bond with totem spirits. His kinsmen among the Black Suit and PsychOp ranks don’t view him as an ephemeral entity, though; to them, he’s just a guy (regardless of gender) like them, who happens to be extremely good at his job. Despite his colloquial name, Dread isn’t bound by gender. A man who fears women would meet Jo Dread instead. She sneers at him, tears him down, leaves a blank space of rejection in the center of his world or else tells that world that he’s really no one at all. Names are just conveniences we attach to things we wish to classify, and Dread reminds us we have no control. Even those who Dread befriends realize that life is full of terrors and their lives are no exception. Manifestations: Loud noises, sudden shouts, feelings of anxiety, shadowy figures, whispered threats, posts and comments on the internet, sudden acts of random violence. Associations: Terror, anxiety, suspense, phobias. Brood: Elementals of cold wind, “bad luck” or fearsome animal spirits (spiders, black cats, crows, owls, snakes, and so forth), people who use fear to their advantage. Abilities: Intimidation, Stealth, Torture. Bans: Those who embrace Dread cannot comfort other people or ease their fears unless they do so as a tactic to scare that person even worse afterward. Baron Samedi, the Cemetery Lord Everybody dies. Even gods, it is has been said, must die eventually. And when we die, it is the Baron – Baron La Croix, Ghede, the Cemetery Lord – who will greet us on the other side. Tipping his top hat, puffing his cigar, laughing at mortality’s little joke on us, Samedi embodies life as well as death, and can bestow either one with a snap of his fingertips. Wrongly viewed by outsiders as a demonic figure, the Baron represents balance, not cruelty. Amidst the horrors of slavery and poverty, his presence seems oddly comforting. All things end, the Baron reminds us. Even suffering. Especially suffering. This doesn’t mean he’s not above poking fun at humanity, of course. Among Loa and devotees alike, he’s infamous for crude jests and sexual humor. You might as well laugh at it all, La Baron says. The alternative is misery… and who wants to go through life like that? A large man dressed in a mockery of the white man’s fashions, Baron Samedi heads the Guédé Loa family: a clan of entities whose provinces are death and fertility. His wife, Grandma Brigitte, appears as a blazing skeleton-woman who guards the crossroads and cemeteries of the nighttime American South. Le Baron has a thing for crossroads too – a territory he shares with Papa Legba… usually over a bottle of good rum and a lot of filthy jokes at humanity’s expense. Manifesting most often with his signature top hat, tailed coat, and a face either painted with skull-like make-up or replaced by an actual skull, Samedi speaks in a high, often loud, nasal voice, swears continually, and smokes up a storm. He often wears dark glasses, with plugs up his nose like any well-dressed corpse should have. His devotees, when ridden by La Baron and his kin, smear themselves with crushed hot peppers and raw rum, taxing the limits of the flesh because what’s most important is the state beyond this mortal shell. Straddling life and death like an enthusiastic lover, Gedhe always speaks the truth. Because he transcends mortal limitations, he ignores the bounds of propriety, too. The head of his cane has been carved into the shape of a cock, and he loves to wave it around. Samedi is, after all, a deeply sexual Loa, too. Some folk call upon him when they want to get laid in non-fatal fashion, and his devotees have a reputation for being frighteningly seductive yet downright crude. Samedi loves to party, but he’s always watching the clock… not his, but yours. A trickster godhead, he’s got the blunt honesty of the grave. Sex and death are his dominion, and he enjoys indulging both. Thanks to his province over death, Samedi tends to attract necromancers to his path. These folks often wind up wishing they’d knocked on someone else’s door. Although he often plays the fool, La Baron does not suffer fools at all, most especially not if they’re white folks who think they understand voodoo. In addition to the frenzied dance called the banda, Papa Gedhe loves to mess with people’s minds. He can read minds, too, so it’s a bad idea to try and fool La Baron. Coffins, poisons, graveyards, and near- or actual death are signatures of his rites, and would-be devotees need the courage to face both the grave and what lies beyond it if they wish to beg Samedi’s favors. Offerings of rum, cigars, black coffee, roasted peanuts, and bread (baked black if you can manage that) attract La Baron’s attention, but you’d best be ready to meet Death face-to-face if you wish to work with Samedi. Though often associated in popular media with zombis, Samedi actually prefers to keep dead people dead. Behind his rough humor and fearsome façade, Baron Samedi hides a secret compassion for the poor souls walking this hard earth. Demise, he knows, is not a torment but the blessed relief from life itself. Manifestations: Skulls and skull-faced men, gravediggers, skeletons… very profane skeletons. Associations: Crossroads, death, sexuality, graves, top hats, phalluses, black or purple clothing, cemetery dirt. Brood: Ravens, black dogs or roosters, gravedigger spirits, Southern American Goths, and the Guédé Loa as a whole. Abilities: Intimidation, Medicine, Occult. Bans: Don’t lie. Seriously, don’t. View the full article
  4. Last week, I had a great interview with the guys from the Everybody Loves Pudding podcast, and since their questions started with the early days with White Wolf and being a Magic card artist and led right through the CCP years to V5 and its several controversies, I thought this week that I’d go over a couple of questions folks have been throwing at us that relate to the whole ownership and licensing thing. And the difference between those two kinds of business deals. (As soon as the Pudding guys are ready to post the interview, I’ll share the links with all of you. Mmmm, I sure do like pudding, Cotton). I recently saw online somebody asking how CCP being bought was going to affect us and White Wolf and the WW game lines. So, first, if you missed the news: CCP, the company that used to own White Wolf and who tried to create a World of Darkness MMO, but who ultimately sold WW to Paradox, who then recreated White Wolf as a company and created Vampire 5th Edition, were themselves bought by a bigger computer game company out of Korea or China. Wow, that was still pretty convoluted, wasn’t it? Let’s try bullet points: The original White Wolf, after years of creating great games lines, merges with/is bought by CCP, an Icelandic MMO company. CCP licenses the rights to create tabletop RPGs for WoD, Chronicles of Darkness, and Exalted, to my new company, Onyx Path. The license means we don’t own those lines, we “just” make TTRPG books for them. They sell all the rights to Scion, the Trinity game lines, and the Scarred Lands to Onyx Path, as well, so we do own them and can call all the shots for them. After years of trying to create a WoD MMO, and failing, CCP sells everything they have left that is White Wolf to Paradox Interactive, a Swedish computer game company. CCP at this point has no further ownership or connection to anything once created by White Wolf. Paradox spins off a company named White Wolf that they intend to use to build the World of Darkness into the most recognized and coolest horror Intellectual Property in the world. They intend to do this by matching the right creators with the right projects via licensing. This White Wolf continues with Onyx Path‘s license to create tabletop RPGs, but decides to create the newest edition of the WoD game lines, starting with Vampire: The Masquerade 5th Edition, themselves and let other licensees, like Onyx Path, publish V5 books as well. CCP is bought by a bigger computer game company and because they sold everything White Wolf years ago, they have no connection to and their be bought has no effect on anything White Wolf related today. Or on Onyx Path in any way. Although, we do all wish them luck and a great future! This corporate stuff does get complicated, don’t it? Dragon-Blooded art by Melissa Uran You might wonder why I can wish the crew at CCP good luck after all the upset that happened during the WoD MMO years – many of us still have flashbacks to the endless “stand-up” team meetings, and the sit-down management meetings weren’t much better – but without them licensing the WW game lines to us, Onyx Path would have had a very, very, tough time starting as a TTRPG publisher. That gave us the boost of awareness and continuity with the old WW community that allowed us to build Onyx up and experiment on game-lines and business options that has enabled us to keep growing. So, yeah, I am grateful for that. And honestly, even with these great WW licenses, there are still many struggles that we’ve surmounted. Contrary to some belief, and something that some other companies are learning, having a well-known and much loved TTRPG gameline is not a license to print money. Although good online gaming representation helps a lot, these days! I used those bullet points to answer a few of the other questions, too, like “Why isn’t White Wolf doing more books themselves?” and “Did Onyx Path lose the White Wolf license? I see all these other companies involved!”. A fair bit of the confusion, once you get past the corporate buy-outs and license definitions is just that White Wolf now isn’t functioning like we did in the first White Wolf. Which is really good, because back then, we were just making stuff up as we went along! M20 Gods and Monsters art by Michael Gaydos Now, for some quick notes from our Monday Meeting today. First, Eddy Webb let us in on his iThrive retreat and “think tank” that he attended at the end of last week. Eddy shared a lot of notes on how to professionals and academics are viewing TTRPGs as learning, teaching, and therapeutic tools. Like I said at the meeting, it is really fascinating to hear analysis and data that confirms a lot of the ways we’ve seen kids and teenagers use games to help themselves. Good stuff, and perhaps I can convince Eddy to put together a more in-depth blog sometime in the future, or even devote an episode of the Onyx Pathcast to the topic. My notes from the meeting tell me that this Friday’s Pathcast is slated to be an phantasmagorical interview with the Master of Mage: The Ascension, Satyr Phil Brucato himself. With M20 Gods and Monsters and M20 Book of the Fallen handed off into the production process, this is a great time to delve deep into what Satyr Phil was thinking and went through to create those projects. Last week’s Pathcast was an amazing deep-dive into the creation of Beckett’s Jyhad Diary, and many other things Vampire as well, with the Terrifically Terrifying Trio adding both insight and insanity to the exploration. They have stated quite clearly that it was their best look into a specific book EVAH, so it’s well worth a listen on PodBean or on your favorite podcast venue: https://onyxpathcast.podbean.com/ Impish Ian Watson, our Community Manager, talked a bit about the LA By Night streaming V5 Chronicle from Geek & Sundry, and how at one time in the chat there were something like close to 10,000 folks chatting. Yes, that is a very good thing, even if you don’t follow “actual play” streaming. That’s a lot of potential players excited about WoD, many for the first time. Plus, I hear they did a fantastic job evoking the World of Darkness and V5. VtR2 Guide to the Night art by Mirko Falloni Finally, thanks to all of you who have been taking advantage of this week’s huge sale at DriveThruRPG.com, it has been a stunning success, and runs until Thursday morning here in the US. In case you have somehow missed it. Then, as soon as it stops, DTRPG is running the same deal, but for Vampire: The Requiem, Werewolf: The Forsaken, and Mage: The Awakening PDFs, all part of the Chronicles of Darkness. More info below. So many things are happening all over, and yet, ultimately, we are so thrilled to be creating the projects that provide the impetus for so much of all that. It’s what we do, we make worlds, in fact: Many Worlds, One Path! BLURBS! KICKSTARTER: The Dystopia Rising: Evolution Kickstarter funded in less than a day, and two sections of the Threat Guide companion PDF Stretch Goal have been added, which is a first-person guide with mechanics to the various threats facing survivors in the DR:E world, and we have opened up a Community Content site for the game! Now we’re staggering towards a fiery Jumpstart! Dystopia Rising: Evolution is powered by Onyx Path’s Storypath system, and includes all the rules you need to play as a survivor in the post-apocalypse, including rules for creating characters for up to 24 different Strains, variations on humanity that survived the Fall. It also has details on the powers of faith and psionics, along with advice on running action-adventure stories, webs of personal intrigue, or procedural investigations. And, finally, dozens of antagonists, including a variety of zombies and raiders to use in your series. Throughout this Kickstarter campaign, we will be posting complete previews of the Dystopia Rising: Evolution manuscript as backer-only updates. With one week to go, you can back now and get the text to find out what are the excitement is about! ELECTRONIC GAMING: As we find ways to enable our community to more easily play our games, the Onyx Dice Rolling App is now live! Our dev team has been doing updates since we launched based on the excellent use-case comments by our community, and this thing is both rolling and rocking! Here are the links for the Apple and Android versions: http://theappstore.site/app/1296692067/onyx-dice https://play.google.com/store/apps/details?id=com.onyxpathpublishing.onyxdice&hl=en Three different screenshots, above. ON AMAZON AND BARNES & NOBLE: You can now read our fiction from the comfort and convenience of your Kindle (from Amazon) and Nook (from Barnes & Noble). If you enjoy these or any other of our books, please help us by writing reviews on the site of the sales venue you bought it from. Reviews really, really help us with getting folks interested in our amazing fiction! Our selection includes these fiction books: Vampire: The Masquerade: The Endless Ages Anthology (Kindle, Nook) Werewolf: The Apocalypse: Rites of Renown: When Will You Rage II (Kindle, Nook) Mage: The Ascension: Truth Beyond Paradox (Kindle, Nook) Chronicles of Darkness: The God-Machine Chronicle Anthology (Kindle, Nook) Mummy: The Curse: Curse of the Blue Nile (Kindle, Nook) Beast: The Primordial: The Primordial Feast Anthology (Kindle, Nook) Vampire: The Masquerade: Of Predators and Prey: The Hunters Hunted II Anthology (Kindle, Nook) Werewolf: The Apocalypse: The Poison Tree (Kindle, Nook) Werewolf: The Apocalypse: Songs of the Sun and Moon: Tales of the Changing Breeds (Kindle, Nook) Vampire: The Requiem: The Strix Chronicle Anthology (Kindle, Nook) Werewolf: The Forsaken: The Idigam Chronicle Anthology (Kindle, Nook) Mage: The Awakening: The Fallen World Chronicle Anthology (Kindle, Nook) Vampire: The Masquerade: The Beast Within Anthology (Kindle, Nook) Werewolf: The Apocalypse: W20 Cookbook (Kindle, Nook) Exalted: Tales from the Age of Sorrows (Kindle, Nook) Chronicles of Darkness: Tales of the Dark Eras (Kindle, Nook) Promethean: The Created: The Firestorm Chronicle Anthology (Kindle, Nook) Demon: The Descent: Demon: Interface (Kindle, Nook) Scarred Lands: Death in the Walled Warren (Kindle, Nook) V20 Dark Ages: Cainite Conspiracies (Kindle, Nook) Chronicles of Darkness: Strangeness in the Proportion (Kindle, Nook) Vampire: The Requiem: Silent Knife (Kindle, Nook) Mummy: The Curse: Dawn of Heresies (Kindle, Nook) OUR SALES PARTNERS: We’re working with Studio2 to get Pugmire out into stores, as well as to individuals through their online store. You can pick up the traditionally printed main book, the Screen, and the official Pugmire dice through our friends there! https://studio2publishing.com/search?q=pugmire Looking for our Deluxe or Prestige Edition books? Try this link! http://www.indiepressrevolution.com/xcart/Onyx-Path-Publishing/ Here’s the link to the press release we put out about how Onyx Path is now selling through Indie Press Revolution: http://theonyxpath.com/press-release-onyx-path-limited-editions-now-available-through-indie-press-revolution/ And you can now order Pugmire: the book, the screen, and the dice! http://www.indiepressrevolution.com/xcart/manufacturers.php?manufacturerid=296 DRIVETHRURPG.COM: Ending this Thursday, DTRPG together with White Wolf and Onyx Path are having a one week massive 75% off sale on all Vampire: The Masquerade, Werewolf: The Apocalypse, and Mage: The Ascension PDFs! AND, starting this Thursday morning, we are having a one week only 75% off sale on all Vampire: The Requiem, Werewolf: The Forsaken, and Mage: The Awakening PDFs! This Wednesday we expand our blank journal offerings on our RedBubble site with Vampire: The Requiem blank journals! CONVENTIONS! From Fast Eddy Webb, we have these: Eddy will be speaking at Broadleaf Writers Conference (September 22-23) in Decatur, GA. He’ll be there to talk about writing for interactive fiction, and hanging out with other writers who have far more illustrious careers. http://broadleafwriters.com/3rd-annual-broadleaf-writers-conference/3rd-annual-broadleaf-writers-conference-speakers/ Eddy will also be a featured guest at Save Against Fear (October 12-14) in Harrisburg, PA. He’ll be running some Pugmire games, be available for autographs, and will sometimes accept free drinks. http://www.thebodhanagroup.org/about-the-convention Monica Valentinelli will be a professional guest at Great Falls Gaming Convention in Montana the first week of October. http://gfgr.org/guests-of-honor/ Dixie Cochran will be at High Level Games Con in Atlantic City October 12-14, running a Women in Game Design panel, Eddy’s RPG Developer Bootcamp, and possibly making a surprise appearance at another event! And now, the new project status updates! DEVELOPMENT STATUS FROM FAST EDDY WEBB (projects in bold have changed status since last week): First Draft (The first phase of a project that is about the work being done by writers, not dev prep) C20 Novel (Jackie Cassada) (Changeling: the Dreaming 20th Anniversary Edition) M20 The Technocracy Reloaded (Mage: the Ascension 20th Anniversary Edition) M20 Victorian Mage (Mage: the Ascension 20th Anniversary Edition) Trinity Continuum: Aberrant core (Trinity Continuum: Aberrant) Tales of Excellent Cats (Monarchies of Mau) Scion Companion: Mysteries of the World (Scion 2nd Edition) City of the Towered Tombs (Cavaliers of Mars) Heirs to the Shogunate (Exalted 3rd Edition) Witch-Queen of the Shadowed Citadel (Cavaliers of Mars) Mummy: The Curse 2nd Edition core rulebook (Mummy: The Curse 2nd Edition) Scion Ready Made Characters (Scion 2nd Edition) Scion Jumpstart (Scion 2nd Edition) Redlines Deviant: The Renegades (Deviant: The Renegades) Night Horrors: Nameless and Accursed (Mage: the Awakening Second Edition) Second Draft Tales of Good Dogs – Pugmire Fiction Anthology (Pugmire) Oak, Ash, and Thorn: Changeling: The Lost 2nd Companion (Changeling: The Lost 2nd) CofD Dark Eras 2 (Chronicles of Darkness) V5 Chicago By Night (Vampire: The Masquerade) Development Hunter: the Vigil 2e core (Hunter: the Vigil 2nd Edition) Fetch Quest (Pugmire) CofD Contagion Chronicle (Chronicles of Darkness) Dystopia Rising: Evolution (Dystopia Rising: Evolution) Night Horrors: Shunned by the Moon (Werewolf: The Forsaken 2nd Edition) Adventures for Curious Cats (Monarchies of Mau) M20 Book of the Fallen (Mage: the Ascension 20th Anniversary Edition) Lunars: Fangs at the Gate (Exalted 3rd Edition) Spilled Blood (Vampire: The Requiem 2nd Edition) In Media Res (Trinity Continuum: Core) Aeon Aexpansion (Trinity Continuum: Aeon) WoD Ghost Hunters (World of Darkness) C20 Players’ Guide (Changeling: the Dreaming 20th Anniversary Edition) Wr20 Book of Oblivion (Wraith: The Oblivion 20th Anniversary Edition) Manuscript Approval: Signs of Sorcery (Mage: the Awakening Second Edition) Editing: Dog and Cat Ready Made Characters (Monarchies of Mau) (With Eddy) Changeling: The Lost 2nd Jumpstart (Changeling: The Lost 2nd) Post-Editing Development: Scion: Hero (Scion 2nd Edition) Trinity Continuum Core Rulebook (The Trinity Continuum) Trinity Continuum: Aeon Rulebook (The Trinity Continuum) Ex Novel 2 (Aaron Rosenberg) (Exalted 3rd Edition) Exalted 3rd Novel by Matt Forbeck (Exalted 3rd Edition) They Came From Beneath the Sea! Rulebook (TCFBtS!) Indexing: Changeling: The Lost 2e ART DIRECTION FROM MIRTHFUL MIKE: In Art Direction Dystopia Rising: Evolution – KS is going. M20: Gods and Monsters – AD’d and Contracted. Geist 2e The Realm Trinity Continuum (Aeon and Core) – AD’d and Contracted. Ex3 Monthly Stuff Ex3 Dragon Blooded – Finals coming in. Chicago By Night – KS art sketches and finals coming in. Pugmire Roll of Good Dogs and Cats Marketing Stuff In Layout Trinity Core Trinity Aeon Proofing Scion Hero – Putting in Neal’s changes, updating font PTC: Night Horrors: The Tormented – Corrections over to KT. Scion Origin – Doing Neall’s errata changes, and swapping out the font. VtR: Guide to the Night Lost 2e Screen – At WW for approval Fetch Quest – Package design done At Press Monarchies of Mau – Printing. Dice and buttons printing. Cavaliers of Mars – At Studio2. Wraith 20th – Prepping the interior Deluxe files, cover design sent to printer. Monarchies of Mau Screen – At Studio2. Cavaliers of Mars Screen – At Studio2. Wraith 20 Screen – Printing. Scion Dice – At fulfillment shipper. Cav Talent cards – PoD proof coming. Requiem Journals – On Sale at RedBubble on Weds! TODAY’S REASON TO CELEBRATE: In 1859 Joshua A. Norton declares himself “Norton I, Emperor of the United States.” I mean, if you like WoD or CofD, They Came From Beneath the Sea!, Scion, or the Trinity Continuum…this guy was just the tip of the odd history iceberg that we draw on for all those settings. View the full article
  5. In which Dixie, Matthew, and Eddy talk about Beckett’s Jyhad Diary and other bits of Vampire: The Masquerade * Dixie asks Eddy and Matthew about their first Masquerade projects * What is Beckett’s Jyhad Diary? It’s a celebration of 25 years of Masquerade metaplot * The role of humor in the project * Bloodlines is the new wrestling reference (RIP wrestling jokes) * Who is Beckett? What is the Jyhad? * The Book of the Grave War * The look of the book * Easter eggs and references * The complication of what Activision owns * The co-developer relationship * The problem of silly Malkavians and the Joker * Linguistics! * Our favorite part about the book * “Book boyfriend” * Eddy asks everyone’s favorite clan * Is this the new running gag? View the full article
  6. This week, for Fiction Friday, we’re pleased to offer Part One of Catherine Lundoff’s story for the upcoming World of Darkness: Ghost Hunters, A Cry in the Night. Catherine also wrote a story for the V20 Dark Ages anthology The Cainite Conspiracies, and we are thrilled to have her back for a new supplement. “It doesn’t look haunted,” Bethany scowled out the smudged car window of Al’s junker at what passed for downtown Cobb’s Center. It didn’t even look that interesting, just stores and bars and houses, a lot like Lakeside, where they lived, only with less people on the streets. A lot less people. That might be interesting if she didn’t think that it was because there was nothing to do. “You always say that.” Al scowled back, then made a face at her until she broke into a reluctant laugh. “That’s because I’m always right.” “Not this time. This time, I’ve got a feeling. Specter Detectors are gonna score big, maybe get our own cable show.” He turned down the main street, then pulled into a convenience store parking lot and parked. “You want coffee?” “Don’t I always? Let me look at the map again just in case we need to ask for directions.” Bethany pulled her phone out of her bag and squinted at the broken screen. Making it big by finding a real ghost would be a nice change, especially if it came with a cash payoff. She sighed loudly, then navigated to the website with the video on it. This time, she muted the sound so they wouldn’t hear the noise again. She shivered at the memory of the first time that Al played the video. It had been pretty much the usual ‘kids running around the supposedly haunted woods with a handheld camera’ set up until the woods started howling and screaming around them. Just remembering that made her want to cover her ears and hide…but she knew she was just being silly. It was staged or made up, just like all the other ‘hauntings’ they’d been to, it had to be. It sure looked fake if she just watched it without that horrible noise and that made her feel better. The way the teens dropped their camera on the ground and turned it off suddenly after the noise started made it seem like more of a setup. Bethany rolled her eyes at the muted video and found the location she was looking for in the comments: the woods were out by Cobb’s Center City Park, about a mile away. All they had to do was turn right off the main street a few blocks down and they were practically there. “C’mon, Bethany! The truth is out there!” Al rapped his knuckles on her window, making her jump. Asshole. She rolled her eyes and climbed out of the car to trail after him across the parking lot. “What is up with you, my Bethany? I sense that you are not feeling this ghost hunt. Are you burning out on me? Say it isn’t so! You are my number one ghost hunting pal!” Al waved his long thin arms dramatically and dropped to one knee. I’m your only ghost-hunting pal. Bethany didn’t say that out loud. And we gotta do something about that. She didn’t say that out loud either. Instead, she went with, “It does feel like we’ve been doing this forever.” She paused and sighed. “But that’s not it. At least not right now. This time, it’s different. I’ve got a weird feeling about these stupid woods.” “Because–” Al drew back dramatically as he swung the store door open, “the woods are filled with ghosts! Oooooo!” She smacked his arm. “Not that kind of weird. Just off or something. Like a premonition.” Al rolled his eyes, but didn’t respond and she grabbed the bathroom key from the counter and went to the back of the store to use the bathroom. When she got back, she stopped to check out the candy bars while Al got them two coffees. She walked up to the counter just as Al told the clerk that they were headed for the woods by the park to “do some filming.” One minute, the convenience store clerk was just like any other night clerk at a thousand different convenience stores: middle-aged, dark circles under her eyes, bored and sleepy. But when Al mentioned the woods, she woke up fast. Eyes wide, expression frantic, she started yelling at them, “Are you kids nuts? There’s something in those woods, something bad, and you don’t want to be going anywhere near it!” She reached across the counter and grabbed Bethany’s arm. “You got nothing to prove, little girl. You take your boyfriend home and don’t worry about none of this filming nonsense. I don’t want to see your faces up there!” She gestured at a bulletin board by the door. Words jumped out at Bethany: MISSING. Call if you have any information. Names. Photos. There were at least five of them, all about the same age as Al and Bethany. One of them even looked like one of their classmates from high school, but Bethany didn’t try to step any closer to confirm that. She could feel her arm start to shake in the woman’s grip and tried to break free. “They didn’t listen to me either and they haven’t found any of them yet.” The woman’s voice dropped to a sinister whisper and Al blanched. That was enough to give Bethany a moment of ferocious clarity and she yanked her arm free. “He’s not my boyfriend! Stop trying to scare us!” She reached down and grabbed Al’s hand, felt his fingers tremble in hers. “We know what we’re doing. And we don’t believe that there’s anything out there. I bet those other people just left this town because they got bored and you cooked up this crazy story about them going missing so it wouldn’t drive off the tourists or something.” She was breathing hard and the more she felt Al shake, the madder she got. Who did this woman think she was? The clerk stared at them, eyes narrowed, lips tight. “Fine. See if I care about you or your poor families. At least I tried to warn you. My conscience is clear.” She glared at them as they backed slowly out of the store. They got outside and ran to the car. Bethany let go of Al’s hand as she threw her door open and he ran around the other side. They slammed the doors shut and stared at each other. “What now?” Al’s voice still shook a little bit. “Crap. I forgot the coffees.” Bethany smacked the dashboard, then collapsed in her seat. “Dammit! I still don’t want to do this, but now I want to show her. That had to be part of this whole setup! This stupid town must be in on it.” “Yep? I dunno, I think she really believed what she was saying. Which doesn’t mean it’s true. Somebody else might be tricking her into thinking the woods are dangerous.” Al scowled and looked thoughtful. “What if there is somebody up in the woods, someone with something to hide?” “You mean like, I dunno, drug dealers or serial killers or something?” This was sounding worse and worse by the minute. Maybe they could just tell people they went to the woods but didn’t find anything. After all, the only people who knew they were here at all were Al’s housemates and her sister. And her friend Anna. Then she glanced at the store where the clerk was still staring at them through the window and got angry all over again. Al obviously felt the same way. He took a deep breath. ”Let’s go now, before I lose my nerve. It’s 9 PM, so let’s go out to the edge of the woods and set up the equipment and wait for a couple of hours. Nothing happens by then, we head home. If we hear anything weird and non-ghostly, we run. If we can’t run, we turn off everything and hide until it stops, then we leave. Okay?” He looked over at her, his lips thin with determination. Bethany grimaced. This was Al, after all. Her bestie forever, or at least since elementary school. She couldn’t let him go into the woods alone. She just couldn’t. Besides, they were prepared. Her phone was charged, they had flashlights and if they had to, they could outrun any drug dealers or other scumbags hanging out in the woods. In the end, what mattered was that they stick together. Three years of running around deserted beaches and abandoned houses and they’d been just fine so far. This wasn’t going to be any different. “Okay, let’s do this.” To be continued! View the full article
  7. DriveThruRPG / Storytellers Vault is running a huge sale on the cornerstones of the World of Darkness: get 75% off every PDF from Vampire: The Masquerade, Werewolf: The Apocalypse, and Mage: The Ascension, from every edition! Get in on the Storytellers Sale now! The sale only runs for one week! This covers everything released by White Wolf and Onyx Path, stretching as far back as 1991’s Vampire 1st Edition and as recently as 2018’s releases, like Beckett’s Jyhad Diary! Additionally, all Storytellers Vault community content is 25% off! That’s a total of more than 650 products on sale! Excited yelling! View the full article
  8. Via Eddy: Pugmire and Monarchies of Mau both make some subtle changes to the “traditional” fantasy gaming formula. One that I’ve found some people struggle with is the lack of a detailed currency system. Most people seem to get it after they try it for a bit, but I’ve had a number of players and Guides who simply can’t wrap their heads around it. So why did I do it? There are three main reasons. For one, I just don’t like detailed financial systems. I think it gets in the way of the parts of gaming that I enjoy, and as a self-employed freelancer, I have to do enough of my own taxes as it is! But to be fair, that’s not a very good reason. Another reason is that I wanted to reposition the role of money in fantasy. By carefully articulating how much money something is worth or how much a character has, you give narrative weight to that concept. If I discover that the rat bandits have, say, 14 plastic coins, there must be a reason why that’s important. And in Pugmire, it really isn’t. It’s important to distinguish if someone is rich and someone else is poor, and there’s something compelling about finding out a noble is only carrying a few coins — money does some role in things — but not enough to calculate it to the last plastic chunk. By abstracting loose money, it reduces the impact of it for the player experience. Which leads nicely into my third point: It also doesn’t matter as much to the kingdom of Pugmire. Both Pugmire and Mau aren’t too far removed from pure barter societies. The Monarchies are a little further along — they had centuries of having negotiations and trade between city-states — but the idea that plastic is both valuable and a way to barter by proxy is still relatively novel. And while certain fantasy settings claim similar dynamics, it doesn’t pan out in practice. Player characters will haggle over a few copper pieces, because the price in the book is listed as a certain amount. By keeping currency abstract, it also allows for (pardon the pun) fuzzier negotiations for services. Imagine the following scene: Guide: “The innkeeper scowls and holds out his paw. The services he provide are cheap, in every sense of the word, but he’s asking for a lot more than this inn is worth.” Player in Traditional Currency System: “Well, he’s asking for 80 copper. Would 30 be a fairer price? I only have 25, so maybe he’ll accept that. Or maybe I can get a loan from the noble and come back with the difference. How much does everyone have again?” Player in Pugmire: “He’s asking for many coins, when he’s only worth a few? Bah! I’ll convince him to lower his prices, or we’ll take our custom elsewhere!” In both case the same idea is present, but one gets lost in the specific numbers, while the other keeps things moving. And in both the game system and the game world, the specific details are secondary to the larger point — this innkeeper is trying to get more than he can reasonably charge. The concept of detailed economics are one of the aspects that the Old Ones have yet to re-impart on the dogs and cats of the world. All that said, if you prefer to pinch your plastic, feel free! Just because I don’t spell things out doesn’t mean you can’t add such details to your own chronicle. You won’t break the game by providing a price list for items and services, nor awarding players with heaps of plastic. If you’re running a game centered around mercenaries, this might be a particularly good addition. Just be careful if your core idea is that the characters are well-stocked adventurers taking on difficult tasks in the name of the state. View the full article
  9. Now available in print via DriveThruFiction: the Scarred Lands Dead God Trilogy! The classic Scarred Lands trilogy from 2002 is back in print! Dead God Trilogy 1: Forsaken Dead God Trilogy 2: Forsworn Dead God Trilogy 3: Forbidden To Resurrect a God The Divine War, the great conflict between gods and titans, shattered the world of Scarn and transformed it into the Scarred Lands. It also claimed many casualties, including the god of the elves of Termana. With his death, the elves lost their immortality, their purpose and their future. They became forsaken. Vladawen, the forgotten god’s high priest, has not given up hope, however. He struggles to return his people to greatness in the only way he knows how: by bringing their god back from the dead. But resurrection is a tricky business, full of pain and sacrifice. To gain worshipers, Vladawen manages to start a religious war in the land of Darakeene and gains the dubious patronage of Belsameth, Goddess of Lies and Murder. Now, Vladawen’s only chance to secure his fledgling religion is to find the lost relics of his god-and forsake those he loves the most. Our friends at White Wolf have also released The Monsters: A Vampire 5th Edition Quickstart, as a PDF on DriveThruRPG. If you’re looking to get into V5, this is a great place to start! Sales A huge sale on all Vampire: The Masquerade, Werewolf: The Apocalypse, and Mage: The Ascension PDFs from every edition begins very soon on DriveThruRPG! Keep an eye on this blog for more details when it goes live! Kickstarter Update Our Kickstarter for Dystopia Rising: Evolution, the 2nd edition of the Dystopia Rising tabletop RPG, launched three weeks ago today! We hit our goal in under a day, and are currently sitting at $33,221 (166% of the goal), with 596 backers. There are 8 days remaining to join us as we push back the undead hordes! With your help, we’ve achieved five stretch goals so far: Dystopia Rising: Evolution Kickstarter backer T-shirt The Threat Guide companion has added two sections Dystopia Rising: Evolution digital wallpaper A Dystopia Rising: Evolution community content portal will be created on DriveThruRPG Did you miss one of our previous Kickstarters? The following Kickstarted products are still open for preorders via BackerKit: Scion: Scion 2nd Edition (Origin and Hero) Trinity Continuum: Trinity Continuum (core rules and Trinity Continuum: Æon) Cavaliers of Mars: Cavaliers of Mars rulebook Monarchies of Mau: Monarchies of Mau rulebook Exalted: Dragon-Blooded: What Fire Has Wrought Chronicles of Darkness: Chronicles of Darkness: Dark Eras 2 Changeling: The Lost: Changeling: The Lost 2nd Edition Geist: The Sin-Eaters: Geist: The Sin-Eaters 2nd Edition Community Spotlight The following community-created content for Scarred Lands has been added to the Slarecian Vault in the last week: Your product could be here! Have you considered creating your own to sell? The following community-created content for Realms of Pugmire has been added to Canis Minor in the last week: Your product could be here! Have you considered creating your own to sell? The following community-created content for the World of Darkness has been added to the Storytellers Vault in the last week: Vampire: The Masquerade: Beckett’s Vampire Folio 15: The Price of Hospitality Mage: The Ascension: Heirs to the Mountains of Madness Mage: The Ascension: Progenitors Crash Cart, Vol 1 Exalted: Exalted Storytellers Vault Style Guide Your product could be here! Have you considered creating your own to sell? View the full article
  10. It’s been at least four generations since the Fall of humanity. No one knows the exact number of years since the world was blasted with nuclear radiation and became infected with fungus and the undead, so the best the survivors can do is count the number of generations before them. Oral tradition and crumbling documents detail the remaining history of those first few generations of survivors, and misinformation has clouded the tragic events around the original catastrophe. Prior to the Fall, humanity did everything they could to record and share data across the world; unfortunately, as green movements and landfill concerns took the forefront of human focus, the shift from hard sustainable technology to digital and virtual mediums caused a massive period of human growth to be lost. Music released on digital formats all but disappeared. Information shared via the internet and television was eradicated by electromagnetic pulses and low-level ground destruction. Generations of neglect, misunderstanding, and misuse caused localized electronic equipment to break or fall into disuse. Humanity lost most of the advancements from the mid-1990s forward, and comforts of the modern age were replaced with tools for survival. The ancestors of today’s survivors were the first deviations of the human condition — the initial contact with the mutating fungal infection — and were able to survive the rapidly spreading epidemic. Those ancestors then taught their children, born in a deadly world, how to survive. Those children, the first generation of the new “strains” of humanity adapted to exist in this deadly new world, in turn taught their children how to live in the ruined world, and so on. History is a distant second to survival skills such as punching the undead and firearm maintenance. Small communities come together in a world where concepts such as “democracy,” “freedom,” and “government” are newly reborn. Major cities have been all but destroyed; transit has been reduced to animals, wagons, and the occasional iron horse. Humanity has just started to rebuild the telegraph lines and the postmen have begun to ride from territory to territory, but large sections of the world are still irradiated or completely overrun by the undead. Steam trains become networks of travel for the affluent and industrialized territories, while small hold-out communities hidden in the wastes worship strange cargo-cult gods scraped out of the irradiated soil. Finding a community of decent size in this world is rare; finding one that has any concept of equality or morality is rarer still. Oh, and people have the unnerving ability to come back from the dead, regrown from the very virus that destroyed the world. This is dystopia. The world is broken. It is up to you to pick up the pieces and make a new world from the remains of the old. Welcome to the evolution. *** Goliaths Among the largest zombies of the wastelands, Goliaths are giant, malformed figures with misshapen limbs and swollen growths across its muscles. Standing between fifteen and twenty feet tall, its weight slows it down and forces it to move with both arms and legs. However, its giant mass of flesh can suffer a lot of punishment, and its arms are strong enough to behead a survivor with a single swipe. Many consider this form of death to be a merciful one when facing a Goliath, though. Unlike other undead, they do not gnaw on their food. Rather, they use their weight as a weapon, crushing targets into the ground with arms, legs, and bulbous torso. Once their target’s limbs have been shattered, a Goliath leans over them and inverts its decomposing stomach. As it does so, the acidic nature of this undead flesh rapidly breaks down the target, usually while they’re screaming, until they are little more than a condensed blob of human flesh. With a horrific slurp, the Goliath then retracts its organs and food via the esophagus cord still hanging from its maw. Previous attempts to neutralize Goliaths have always resulted in casualties for the attackers. While feeding, the esophagus cord proves a weak spot, as it cuts off the ability of the Goliath to feed and regain strength. Unfortunately, victims tend to be too far gone at this point. Goliath Massive and intimidating, the Goliath roams the wastes in search of food. Traveling survivors know from a very young age the trail of this zed and take care to avoid areas under threat. Initiative: 2 Melee Attack: 8 Ranged Attack: 0 Defense: 3 Health: 6 Vulnerable Gullet: Once a target is Taken Out, the Goliath takes two turns for it to crush them, invert their stomach, and begin breaking down the victim, sending it into Bleeding Out. Every round during this process, it gains 1 Health, but any attacks against the exposed esophagus cord do double damage to its Health. In the meantime, rescuers may roll Athletics + Stamina against difficulty 5 to free the victim, whether or not the Goliath is neutralized. Dystopia Rising: Evolution is currently available on Kickstarter. View the full article
  11. Yes, we stumbled back to a fully attended Monday Meeting today – the first one where we were all there in quite some time with GenCon and vacations and all. A good and informational meeting nevertheless. They’re not all that way, though. We have 50ish of them a year, and sometimes the energy level all around is low. Sometimes the upset level is really high, like if we’re all under stress or if a social media flame-war is flaring around us. Sometimes I’m the crabby one, and so I set us off in the wrong direction. Feelings get hurt when you have a lot of intensely dedicated and creative folks trying to wrestle our schedules together and make them work. But. Not today. A lot of that, no doubt is because we’re seeing movement on projects that, for a variety of reasons, had been bogged down for a long time. Not everything that is lagging but most of the real long-term ones, so if we can catch up on the latest and keep getting tighter on the newer projects: we’ll be rockin’. That’s the result of the very hard work our crew put forth in the first half of the year. Not just their personal work of writing, developing, editing, but their efforts at working together and helping our freelance talent focus and push their work forward. Helping others create is, it turns out, really difficult! (Just as examples, I’m looking at WoD: Ghost Hunters, M20 Book of the Fallen, and Signs of Sorcery for Mage: The Awakening as the most egregious examples. Even Wraith20 has gone to press and the Scion core books are working together they way we have tried so long to make happen). Dystopia Rising: Evolution Mutant art by Aaron Riley Our Dystopia Rising: Evolution Kickstarter is also lurching forward right now into the wastelands of a Kickstarter’s time-frame – that very slow pledge time before things pick up close to the end. If you pledged; thanks so much and please tell your friends. If you haven’t, here are some reasons why we think this is a very cool game to play and might inspire you to check out the KS here: https://www.kickstarter.com/projects/200664283/dystopia-rising-evolution-tabletop-rpg 1- Characters don’t necessarily die forever when they are killed. The path to a shambling zombie starts with your first resurrection at the behest of an entity known as the Gravemind. This means, gameplay-wise, that you can play Dystopia Rising: Evolution with a sense of lurking doom ala The Walking Dead, or as a contrast, you can play balls-to-the-wall like the Mad Max universe because you can blow up real good and still come back! Could the Gravemind be pulled from DR:E and used in any of our other games? Well, just as an example I thought of this afternoon as I thought about this blog, I’m wondering if the Gravemind could arise as a rival to the God-Machine in a Chronicles of Darkness chronicle. It is clearly messing with the order set down by the G-M…or is it? 2- As I think I mentioned last week, Eddy adapted the Storypath System to create a simple but strong system for finding, retrieving, and pulling useful items from scrap. If your thing is using your real world knowledge in a post-apocalyptic setting, this here’s a built-in framework in the game to really enable you to use that info. With physical items also being degraded by the Gravemind, being able to fabricate the things needed for survival is one of the best and integrated uses for a “crafting” system in a game I’ve ever heard of. 3- While Dystopia Rising: Evolution is definitely a grim and scary post-apocalyptic world, it is also a world where settlements are surviving and growing. There is a sense of hope and community that can serve as a counterpoint and a backdrop to the hard tales of hard survivors making hard decisions. Included are rules for those settlements and how they can work (or not). 4- You don’t have to take my word for it. As we’ve done with almost all of our recent Kickstarters, we are releasing a section of the book each week and before the end of the KS backers will be able to download the complete edited text and dig in for their favorite sections! Changeling 20th Players Guide art by Drew Tucker As if you have not heard enough about this damn Dystopia Rising: Evolution game, I do strongly suggest that if you want to know about the thinking behind the game – and this is some really fascinating, in-depth, discussions of both the reasons for the game design and the thinking behind the last ten years of the game world’s creation and growth – that you download and listen to last Friday’s Onyx Pathcast. Eddy interviews the very people that started Dystopia Rising as a LARP over a decade ago, Michael Pucci and Ashley Zdeb, and then created a tabletop RPG version that Dystopia Rising: Evolution is the new edition of. Some of the highlights of what they discuss are: Eddy admits to an error in the Kickstarter The history of Dystopia Rising How Eddy and Onyx Path came into the picture Faithful licensing vs “throw it all away if you want” Disability as post-apocalypse trope The struggles of introducing inclusivity over the past decade The push and pull of abstracted social tension vs community building The switch from 20+ Strains to 8 Lineages Here the link to our Onyx Pathcast page on PodBean, although you can find it at your favorite podcast venue too: https://onyxpathcast.podbean.com/ This Friday, the Terribly Terrific Trio will be back together and taking an in-depth deep dive into Vampire: The Masquerade, which makes sense considering our long history with it and the advent of V5, so it should be a good…no wait, dare I say it? A GREAT podcast this week! Yes! Changeling: The Lost 2e art by Mark Kelly Finally, although I added some info about this in our On Sale section below, just a word that sometime this week DTRPG.com will be running a week-long sale for 75% off of Vampire: The Masquerade, Werewolf: The Apocalypse, and Mage: The Ascension PDFs. Not just the 20th Anniversary ones we have created, but all of them back through time. We’re thrilled to be able to work together with White Wolf to offer you folks this chance to catch up on anything you are looking for, particularly with all the discussion featuring WoD, by new fans and long-time ones as well, due to the V5 interest and publicity. And we’ll have another, different, combined sale running the week after this one! There you go, so much is going on you need a scorecard to keep track of our: Many Worlds, One Path! BLURBS! KICKSTARTER: The Dystopia Rising: Evolution Kickstarter funded in less than a day, and two sections of the Threat Guide companion PDF Stretch Goal have been added, which is a first-person guide with mechanics to the various threats facing survivors in the DR:E world, and we are shambling forward to open up a Community Content site for the game! Dystopia Rising: Evolution will be powered by Onyx Path’s Storypath system, and includes all the rules you need to play as a survivor in the post-apocalypse, including rules for creating characters for up to 24 different Strains, variations on humanity that survived the Fall. It also has details on the powers of faith and psionics, along with advice on running action-adventure stories, webs of personal intrigue, or procedural investigations. And, finally, dozens of antagonists, including a variety of zombies and raiders to use in your series. Throughout this Kickstarter campaign, we will be posting complete previews of the Dystopia Rising: Evolution manuscript as backer-only updates. ELECTRONIC GAMING: As we find ways to enable our community to more easily play our games, the Onyx Dice Rolling App is now live! Our dev team has been doing updates since we launched based on the excellent use-case comments by our community, and this thing is both rolling and rocking! Here are the links for the Apple and Android versions: http://theappstore.site/app/1296692067/onyx-dice https://play.google.com/store/apps/details?id=com.onyxpathpublishing.onyxdice&hl=en Three different screenshots, above. ON AMAZON AND BARNES & NOBLE: You can now read our fiction from the comfort and convenience of your Kindle (from Amazon) and Nook (from Barnes & Noble). If you enjoy these or any other of our books, please help us by writing reviews on the site of the sales venue you bought it from. Reviews really, really help us with getting folks interested in our amazing fiction! Our selection includes these fiction books: Vampire: The Masquerade: The Endless Ages Anthology (Kindle, Nook) Werewolf: The Apocalypse: Rites of Renown: When Will You Rage II (Kindle, Nook) Mage: The Ascension: Truth Beyond Paradox (Kindle, Nook) Chronicles of Darkness: The God-Machine Chronicle Anthology (Kindle, Nook) Mummy: The Curse: Curse of the Blue Nile (Kindle, Nook) Beast: The Primordial: The Primordial Feast Anthology (Kindle, Nook) Vampire: The Masquerade: Of Predators and Prey: The Hunters Hunted II Anthology (Kindle, Nook) Werewolf: The Apocalypse: The Poison Tree (Kindle, Nook) Werewolf: The Apocalypse: Songs of the Sun and Moon: Tales of the Changing Breeds (Kindle, Nook) Vampire: The Requiem: The Strix Chronicle Anthology (Kindle, Nook) Werewolf: The Forsaken: The Idigam Chronicle Anthology (Kindle, Nook) Mage: The Awakening: The Fallen World Chronicle Anthology (Kindle, Nook) Vampire: The Masquerade: The Beast Within Anthology (Kindle, Nook) Werewolf: The Apocalypse: W20 Cookbook (Kindle, Nook) Exalted: Tales from the Age of Sorrows (Kindle, Nook) Chronicles of Darkness: Tales of the Dark Eras (Kindle, Nook) Promethean: The Created: The Firestorm Chronicle Anthology (Kindle, Nook) Demon: The Descent: Demon: Interface (Kindle, Nook) Scarred Lands: Death in the Walled Warren (Kindle, Nook) V20 Dark Ages: Cainite Conspiracies (Kindle, Nook) Chronicles of Darkness: Strangeness in the Proportion (Kindle, Nook) Vampire: The Requiem: Silent Knife (Kindle, Nook) Mummy: The Curse: Dawn of Heresies (Kindle, Nook) OUR SALES PARTNERS: We’re working with Studio2 to get Pugmire out into stores, as well as to individuals through their online store. You can pick up the traditionally printed main book, the Screen, and the official Pugmire dice through our friends there! https://studio2publishing.com/search?q=pugmire Looking for our Deluxe or Prestige Edition books? Try this link! http://www.indiepressrevolution.com/xcart/Onyx-Path-Publishing/ Here’s the link to the press release we put out about how Onyx Path is now selling through Indie Press Revolution: http://theonyxpath.com/press-release-onyx-path-limited-editions-now-available-through-indie-press-revolution/ And you can now order Pugmire: the book, the screen, and the dice! http://www.indiepressrevolution.com/xcart/manufacturers.php?manufacturerid=296 DRIVETHRURPG.COM: Starting later this week, DTRPG together with White Wolf and Onyx Path are having a one week massive 75% off sale on all Vampire: The Masquerade, Werewolf: The Apocalypse, and Mage: The Ascension PDFs! This Wednesday the original Scarred Lands Trilogy: Forsaken, Forsworn, and Forbidden by Richard Lee Byers, will now be available in PDF/ePub and physical trade paperback format PoDs on DriveThruRPG.com! CONVENTIONS! From Fast Eddy Webb, we have these: Eddy will be speaking at Broadleaf Writers Conference (September 22-23) in Decatur, GA. He’ll be there to talk about writing for interactive fiction, and hanging out with other writers who have far more illustrious careers. http://broadleafwriters.com/3rd-annual-broadleaf-writers-conference/3rd-annual-broadleaf-writers-conference-speakers/ Eddy will also be a featured guest at Save Against Fear (October 12-14) in Harrisburg, PA. He’ll be running some Pugmire games, be available for autographs, and will sometimes accept free drinks. http://www.thebodhanagroup.org/about-the-convention Monica Valentinelli will be a professional guest at Great Falls Gaming Convention in Montana the first week of October. http://gfgr.org/guests-of-honor/ Dixie Cochran will be at High Level Games Con in Atlantic City October 12-14, running a Women in Game Design panel, Eddy’s RPG Developer Bootcamp, and possibly making a surprise appearance at another event! And now, the new project status updates! DEVELOPMENT STATUS FROM FAST EDDY WEBB (projects in bold have changed status since last week): First Draft (The first phase of a project that is about the work being done by writers, not dev prep) C20 Novel (Jackie Cassada) (Changeling: the Dreaming 20th Anniversary Edition) M20 The Technocracy Reloaded (Mage: the Ascension 20th Anniversary Edition) M20 Victorian Mage (Mage: the Ascension 20th Anniversary Edition) Trinity Continuum: Aberrant core (Trinity Continuum: Aberrant) Tales of Excellent Cats (Monarchies of Mau) Scion Companion: Mysteries of the World (Scion 2nd Edition) City of the Towered Tombs (Cavaliers of Mars) Heirs to the Shogunate (Exalted 3rd Edition) Witch-Queen of the Shadowed Citadel (Cavaliers of Mars) Mummy: The Curse 2nd Edition core rulebook (Mummy: The Curse 2nd Edition) Scion Ready Made Characters (Scion 2nd Edition) Scion Jumpstart (Scion 2nd Edition) Redlines Deviant: The Renegades (Deviant: The Renegades) Night Horrors: Nameless and Accursed (Mage: the Awakening Second Edition) Second Draft Tales of Good Dogs – Pugmire Fiction Anthology (Pugmire) C20 Players’ Guide (Changeling: the Dreaming 20th Anniversary Edition) Wr20 Book of Oblivion (Wraith: The Oblivion 20th Anniversary Edition) Oak, Ash, and Thorn: Changeling: The Lost 2nd Companion (Changeling: The Lost 2nd) CofD Dark Eras 2 (Chronicles of Darkness) V5 Chicago By Night (Vampire: The Masquerade) Development Hunter: the Vigil 2e core (Hunter: the Vigil 2nd Edition) Fetch Quest (Pugmire) CofD Contagion Chronicle (Chronicles of Darkness) Dystopia Rising: Evolution (Dystopia Rising: Evolution) Night Horrors: Shunned by the Moon (Werewolf: The Forsaken 2nd Edition) Adventures for Curious Cats (Monarchies of Mau) M20 Book of the Fallen (Mage: the Ascension 20th Anniversary Edition) Lunars: Fangs at the Gate (Exalted 3rd Edition) Spilled Blood (Vampire: The Requiem 2nd Edition) In Media Res (Trinity Continuum: Core) Aeon Aexpansion (Trinity Continuum: Aeon) WoD Ghost Hunters (World of Darkness) Manuscript Approval: Signs of Sorcery (Mage: the Awakening Second Edition) Editing: They Came From Beneath the Sea! Rulebook (TCFBtS!) Dog and Cat Ready Made Characters (Monarchies of Mau) (With Eddy) Changeling: The Lost 2nd Jumpstart (Changeling: The Lost 2nd) Post-Editing Development: Scion: Hero (Scion 2nd Edition) Trinity Continuum Core Rulebook (The Trinity Continuum) Trinity Continuum: Aeon Rulebook (The Trinity Continuum) Ex Novel 2 (Aaron Rosenberg) (Exalted 3rd Edition) Exalted 3rd Novel by Matt Forbeck (Exalted 3rd Edition) Indexing: Changeling: The Lost 2e ART DIRECTION FROM MIRTHFUL MIKE: In Art Direction Dystopia Rising: Evolution – KS is going. M20: Gods and Monsters – AD’d and Contracted. Geist 2e The Realm Trinity Continuum (Aeon and Core) Ex3 Monthly Stuff Ex3 Dragon Blooded – Finals coming in. Chicago By Night – KS art contracted. Marketing Stuff In Layout Fetch Quest – Finishing package design Proofing Scion Hero – Putting in Neal’s changes PTC: Night Horrors: The Tormented Scion Origin – Doing Neall’s errata changes, and swapping out the font. VtR: Guide to the Night Lost 2e Screen – At WW for approval Requiem Journals – At WW for approval At Press Monarchies of Mau – Printing. Dice and buttons printing. Cavaliers of Mars – At Studio2. Wraith 20th – Prepping the interior Deluxe files, cover design sent to printer. Monarchies of Mau Screen – At Studio2. Cavaliers of Mars Screen – At Studio2. Wraith 20 Screen – Printing. Scion Dice – At fulfillment shipper. Cav Talent cards – PoD proof coming. SL Trilogy Pt 1,2,3 – On sale this Wednesday! TODAY’S REASON TO CELEBRATE: Like every year for this week, it is worth it to celebrate the sacrifice made by all the special responders, fire-fighters, police, and other heroes who gave their lives trying to help during 911. We celebrate that they had that spark which exists in humanity that flares up in times of crisis and enables regular people to put the lives of terrified strangers before their own. View the full article
  12. In which Eddy talks with the core of Eschaton Media about Dystopia Rising: Evolution * Matthew is out this week. Probably self-reflecting. * Ashley Zdeb and Michael Pucci of Eschaton Media * Eddy admits to an error in the Kickstarter * The history of Dystopia Rising * Trying to do creative work while holding another job * The merging of tabletop and LARP canon * The shifting focus of rules over the past decade * How Eddy and Onyx Path came into the picture * Faithful licensing vs “throw it all away if you want” * Disability as post-apocalypse trope * The struggles of introducing inclusivity over the past decade * The push and pull of abstracted social tension vs community building * Games that work on two levels at the same time * Passionate LARP fanbases * New LARP system and the three year jump * The switch from 20+ Strains to 8 Lineages * Changes to resurrection * It’s (emotionally) hard to change things * Sometimes we’ll make mistakes * Dixie talks about her experience about Dragon Con * Eddy works in a wrestling AND Sailor Moon reference (but it’s Xavier Woods, so that’s pretty easy) LINKS * George Romero: https://www.rollingstone.com/movies/movie-news/george-a-romero-pioneering-horror-director-dead-at-77-198502/ * Dystopia Rising Kickstarter: https://www.kickstarter.com/projects/200664283/dystopia-rising-evolution-tabletop-rpg View the full article
  13. This fiction, “Tell Me About Yourself,” comes from Dystopia Rising: Evolution, currently on Kickstarter! “Tell me about yourself.” The woman who spoke to Mila Tierney did not wear anything as fancy as Mila. She did not have a private army. She did not have vast wealth. She certainly did not have a name known among the powerful Pure Bloods, except in whispers and curiosity. What she did have was a means to get answers from the dead. Mila offered money, and the woman took it of course, but she placed other conditions on her assistance. Most were minor. This request, however, was the most uncomfortable of all. The woman peeled back the skin on the body resting on the table in front of her; her child apprentice took notes in the dim light. They did not speak to each other; the woman pointed, and the girl wrote. The girl faded in and out of view on the edges of the operating theater, the sole lantern hanging above the table providing scant illumination. Occasionally, Mila heard others above and to the sides whom she could not see. “Ms. Tierney, please tell me about yourself.” “You know who I am,” Mila said, finally turning towards the woman rather than being transfixed by the body in various stages of skin and muscle. The woman sighed and tilted her head. She wore a mask to conceal the Retrograde features beneath, a polished brass oval with a slit for a mouth and circles for eyes. Edges of her skin were rotten and corpse pallor, but her eyes were the silky blue of the sky and Mila’s sheltered childhood. The woman blinked once, twice, tilted her head again. “But do you? I don’t ask these questions for idle talk, Ms. Tierney. I am not one to climb your high towers and twirl with soft-handed boys and girls. We are in the middle of a procedure which will give you the answers you seek if you only follow the instructions I gave you. And the instructions I gave you were?” Mila saw herself in the mask, a funhouse mirror reflection of washed hair and exfoliated skin and painted lips. Her mouth twisted in brass as she answered. “No matter what question you ask, I am to answer. No matter how simple the question, I am to answer truthfully. And I am not, under any circumstances, to step outside the light.” Mila watched herself nod in the reflection; she realized it was the woman nodding. “Good. Tell me about yourself.” “Mila Tierney, of the Delphian Waste Tierneys. My family is acknowledged by the Lineage League —” The mouth behind the brass mask hissed at Mila. “Tell. Me. About. Yourself.” Mila paused, seeking words and failing to find them. The woman grumbled. “You are only what others define you as, Ms. Tierney. What is your happiest childhood memory with Tobias?” Mila braced for the cold which ran over her heart. “We had a pool.” “A pool of water?” The woman in the brass mask carefully sawed at the top of the body’s head, blade rasping at bone. “No, indoors, for swimming. It was ten feet wide by twenty feet long. It was a metal tank which used to hold oil from the time of the oldcesters; my father had the top cut off —” “I asked about your brother, not your father.” Mila sighed. “We weren’t supposed to swim without our guards, but I loved it so much. I snuck away early in the morning to the pool.” “How old were you?” The woman stopped sawing, put her tools down. Her apprentice faced Mila, taking notes. “I was nine.” “What happened?” The woman stepped forward, uncomfortably close, blue eyes unblinking. “The ladder broke free. I screamed, fell in the water.” “Then?” Mila watched herself tell the tale in the mask. “It hit me in the head. The ladder was on me. I couldn’t move it.” “You were frightened?” Mila lost track of the woman with the mask, turning and nearly colliding with her on the other side. Mila banged into the table. “Yes…” “Why?” “I didn’t want to die.” The brass mask shook her head. Mila’s chest tightened. “Why, also?” “Because my father would know I disobeyed him.” Her heart squeezed tighter. “Why, also?” “Because… because I promised my brother I wouldn’t swim without him.” Mila felt words pulled from her; they were not just hers any longer. Mila’s heart beat again, the tightness leaving it. The woman, in a blink, was on the other side of the table. “My brother pulled me out and took me back to my room.” “Why was this your happiest memory?” “Tobias didn’t tell anyone. He was the little brother, but he promised he would always keep me safe and that we would rule the wastes. I was the brave one, everyone said, and he was the sensitive one, and he wasn’t going to take that from me.” Those words were no longer hers either. “If you had died, he would have been next in line. But he saved you.” “Yes.” “And you trusted him from that moment?” “With my life. My heart.” “Good,” the woman in the mask said. Lights flared, the single lantern glow replaced by dim electric lights amplified with polished metal and mirrors. It was an operating theater, rows and rows of empty seats and broken tiles ringed with crystals and fungus. Again, Mila Tierney was the confident and powerful Pure Blood Mayor of Philly Del Phia, not a scared drowning girl. The Mütter, wrapped in robes, her rent and torn flesh covered and concealed, resumed her place in society as an oddity. A Graverobber, one who bridges life and death. “I will have an answer in a day,” the Mütter said. “He should trust me, now that you shared that moment no one else knows. Feel free to stop by the gift shop on your way out.” “Who are you going to ask?” The Mütter paused, her eyes blinking abnormally long. “Why, who else should I ask but your thrice-murdered brother?” View the full article
  14. Today, we’re focusing on the Solar Bond. Inspired by mythic duos like Gilgamesh and Enkidu, Achilles and Patrochlus, and Xbalanque and Hunahpu, as well as fantasy romances that persist beyond lifetimes, the Bond has always been an essential feature of Lunars. For 3rd Edition, we’ve refined and revised its presentation in both the setting and mechanics to make Lunars as awesome and as fun to play as they should be. Enjoy! Eric & Vance History of the Silver Pact The Silver Pact’s roots trace back to the early First Age. Today’s few surviving First Age Lunars each describe these events through different lenses of fading memory and personal interpretation. That which became the Pact was born out of violence. Near the dawn of the First Age, a coalition of Lunar princes and their Circlemates challenged the supremacy of a Solar monarch who claimed authority over Creation as the chief surviving general of the Divine Revolution. The war drew in more Lunars and Solars across a period of years, eventually embroiling much of the Exalted Host. In the end, the two sides made peace through a series of sacred marriages, Solars and Lunars forging bonds that persisted across the millennia. Character Creation Some Lunars have a deep spiritual tie to a Solar — or an Abyssal or Infernal. At character creation, you can decide your Lunar definitely has a Solar Bond, decide she definitely doesn’t, or let the Storyteller decide. Let the Storyteller know your choice, so she can plan accordingly. The Solar Bond Not all Lunars have a Solar mate, but for those who do, the experience of meeting him is unmistakable — the Lunar instantly recognizes that person as her bonded mate, and forms a Minor Tie towards them with an emotional context chosen by the Lunar’s player, if she doesn’t have one already. The Lunars’ feelings for their Solar mates run the gamut of human emotions, but they are all passionately felt. If a Lunar’s Tie for her Solar mate is ever fully eroded, either voluntarily or with social influence, she forms a new Minor Tie towards him with a player-chosen context at the scene’s end. Many Lunar Charms expand upon the Solar Bond, protecting the Lunar’s Tie for him against unwanted influence or empowering her when she acts in accordance with it. A player who wants to guarantee her Solar mate will be a prominent and positive figure in her Lunar’s life should take the Allies Merit at the five-dot level to represent him. Otherwise, his appearances and role are up to the Storyteller — Solars mates can be friends, rivals, enemies, lovers, and more. If a Lunar’s Solar mate dies, he still counts as her mate for purposes of the bond and related Charms until she meets his next incarnation. In the Time of Tumult, some Lunars have discovered their mates reincarnated as the Abyssal and Infernal Exalted. This doesn’t change the Solar bond’s effects, though it often complicates the Lunar’s relationship with their reborn mate. Charms Divine Paramour’s Embrace Cost: 4m; Mins: Appearance 4, Essence 2 Type: Supplemental Keywords: None Duration: Instant Prerequisite Charms: Irresistible Silver Spirit The Lunar watches over those who take her into their hearts, bestowing her strength upon them. When she makes a persuade roll to seduce a single target, that character may opt not to resist, allowing the roll to succeed automatically. A character who does so is comforted and affirmed by the Lunar’s affections; following at least a scene of physical intimacy, the Lunar may transfer up to (his positive Tie towards her + 1) points of her temporary Willpower to him. Once per story, when the Lunar uses this Charm to benefit her Solar mate, he loses one point of Limit. An Appearance 5, Essence 3 repurchase of this Charm waives the need to engage in physical Intimacy in order to grant the beneficiary Willpower — the Lunar’s affectionate words alone embolden him. This allows this Charm to be used in combat and similar scenarios. Shining Moon-Child Mark Cost: 2m; Mins: Charisma 3, Essence 2 Type: Reflexive Keywords: Stackable Duration: Indefinite Prerequisite Charms: Guiding the Flock The Lunar lays her sign upon a beloved companion or hated foe, marking them with the touch of monstrosity and divinity. After placing a visible mark on a character she has a Tie toward — such as war paint, a tattoo, a ceremonial diadem, or a crippling injury — all who see the mark recognize it a sign left by a powerful supernatural force, and are aware of the emotional context of the Lunar’s Tie. This Charm’s cost is waived if the Lunar uses it on her Solar mate. Characters with Resolve lower than the Lunar’s Charisma are treated as having a Minor Tie towards the marked character with an emotional context that’s either identical to that of the Lunar’s Tie or appropriate to the nature of the mark. They will shun someone who has provoked a monster’s wrath, or attempt to placate a divinity’s trusted envoy. This Charm ends if the Lunar fully erodes her Tie towards its recipient or if the mark is removed. She may stack multiple activations to mark multiple different characters. Taboo-Enforcing Beast Cost: 3m, 1wp; Mins: Charisma 4, Essence 3 Type: Reflexive Keywords: Protean Duration: Instant Prerequisite Charms: Herd-Reinforcement Stance Speaking harshly against those who would transgress the sacred traditions and mores she’s sworn to uphold, the Lunar deters those who would violate them. When she is aware a member of a culture she has a positive Major or Defining Tie towards attempt to do something that would violate one of the culture’s customs, she can reflexively make a special (Charisma + [Presence or Socialize]) persuade roll against him. If she succeeds, he must enter a Decision Point, calling upon an Intimacy whose intensity is greater than or equal to that of his own Tie to that culture and spend one Willpower in order to proceed with that action. If he doesn’t, he must abandon the attempt, and can’t retry it for the rest of the scene. This Charm can only be used once per scene. Once per story, when the Lunar uses this Charm to reinforce a custom of a society ruled by her Solar mate, she may force her target into a Decision Point without needing to make an influence roll. Protean: In a human shape that holds a position of authority within the culture, or an animal shape that is attributed special significance by the culture, the Lunar adds (Essence) automatic successes on the roll. In animal shapes, she ignores the Resolve bonus for employing body language. Blood Geas Binding Cost: 10m, 1wp; Mins: Intelligence 3, Essence 1 Type: Reflexive Keywords: Mute Duration: Instant Prerequisite Charms: None The Lunar stands witness to the oaths and pacts that bind families and tribes together, a sacred monster empowered to enact awful vengeance on those who forsake their vows. Whenever a human makes a promise to the Lunar, or swears a vow in the Lunar’s presence with the intent that she will be an official witness to it, she may sanctify that oath. Henceforth, if that character breaks his oath, the Lunar is alerted to this fact by a sharp spike of rage, and takes the oath- breaker’s shape as though she had performed a sacred hunt. This Charm can’t be used to seal oaths made for no purpose other than allowing the oath-giver to easily grant the Lunar his shape by breaking it. Special activation rules: If the Lunar’s Solar mate uses his anima power to seal an oath while she is present, she waives this Charm’s Willpower cost, and may use it on that oath even if it is not made to her or by her. History-Divining Scent Cost: 7m, 1wp; Mins: Perception 4, Essence 3 Type: Simple Keywords: None Duration: Instant Prerequisite Charms: Blood on the Wind The Lunar breathes in the Essence of the world, beckoning forth the scent of the past. She makes a (Perception + [Awareness, Investigation, or Survival]) case scene roll over the course of a few seconds to reconstruct an event that occurred at a location, subtracting successes equal to the number of days since event occurred. This penalty can’t be negated by Sense-Sharpening Change or Heightened Sense Method. Success allows the Lunar to mentally reconstruct the details of a single scene based on scent, distinguishing the identities of any characters she knows, a general description of any unknown characters, and the movements and emotional states of all characters present in the scene. She generally can’t discern visual or auditory details, such as an unknown character’s appearance or the content of a conversation, although creative stunting may allow her to reconstruct details not normally tied to scent. Certain conditions increase the interval of time used in determining the penalty applied to her roll. For each applicable condition, the interval increases by one degree: from days, to weeks, to months, to seasons, to years. The conditions are as follows: The Lunar has memorized the scent of a character who was present at the scene with Catching the Prey’s Scent. The Lunar is pursuing an investigation that upholds or protects one of her Defining Intimacies or her Solar mate’s Defining Intimacies. A character the Lunar has a Major or Defining Tie towards was present at the scene. Her Solar mate always counts, including his past incarnations. The Lunar has Essence 5+. Omniscient Instinct Concentration Cost: —(1wp); Mins: Perception 5, Essence 5 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Grandfather Spider Mastery Standing at the center of the changing seasons, the Lunar can scent distant strife on the wind, read portents written on the stars, and discern secret wisdom from her dreams. Whenever an event occurs within (Essence x100) miles that threatens or strongly impacts the object of one of the Lunar’s Defining Ties, or her Tie to her Solar mate, she feels a tingle of prescient instinct. She may spend one Willpower to focus her senses on the distant event, receiving a brief description of it as well as the direction and distance to it. Any Survival rolls she makes to navigate her way towards the event’s location double 7s. While Watchful Spider Stance is active, the Lunar can sense events at any range, as long as she is within the same realm of existence. The Lunar can always sense the death or reincarnation of her Solar mate with this Charm, regardless of range or being in a different realm of existence, and without needing to spend Willpower. Blood-and-Tear Elixir Cultivation Cost: 5m; Mins: Stamina 3, Essence 2 Type: Simple Keywords: Totemic (Intelligence) Duration: Instant Prerequisite Charms: Scorpion and Toad Absolution Redirecting her internal processes, the Lunar distills efficacious medicines and antivenins from her body. She produces a single dose of medicine, which counts as exceptional equipment (Exalted, p. 580) to treat a specific malady. Additionally, if the Lunar or her Solar mate uses the medication to make a Medicine roll in the same scene she used this Charm, they reroll (Essence) 1s. If the disease or poison being treated is one the Lunar has suffered, they reroll 1s until they cease to appear instead. Totemic: A Lunar whose spirit shape is venomous or poisonous may learn this as an Intelligence Charm, with Night’s Mercy Panacea as a prerequisite. Moon-Follows-Sun Assurance Cost: —; Mins: Wits 1, Essence 1 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None The sacred vows that once bound the Lunar and Solar Exalted are reborn, blossoming in the hearts of the Moon’s Chosen. The Lunar’s positive Ties to her Solar mate can’t be weakened or altered by other character’s social influence, except that of her Solar mate. She can still erode them voluntarily. Once per story, when the Lunar forms or strengthens a positive Tie to her Solar mate, she gains a point of Willpower, which can raise her above her permanent Willpower. Additionally, if her Solar mate forms or strengthens a positive Tie towards her while in her presence, he can also gain this bonus once per story. Moon-and-Sun Panoply Cost: 10m, 1wp; Mins: Wits 4, Essence 3 Type: Simple Keywords: None Duration: Indefinite Prerequisite Charms: Moon-Follows-Sun Assurance, Quicksilver Legend Evolution The Lunars of the First Age took up the arms of their Solar mates in times of need and peril, fighting with blades consecrated by the power of their sacred bond. Now that the Lawgivers are returned, the Chosen of Sun and Moon may have new cause to share their treasures. The Lunar attunes an artifact weapon or armor that her Solar mate is already attuned to without disrupting his attunement, replacing the normal attunement cost with her commitment to this Charm. Both of their bonds to the artifact are rendered inviolable, immune to any effects that would break attunement. If the Lunar’s Solar mate is resonant with the artifact, the Lunar is also treated as being resonant with it for any Evocations she uses that her Solar mate has also awakened. The first time the Lunar uses this Charm on an artifact, she rolls (Wits + [Craft, Lore, or Occult]) against (artifact’s rating + 2; 10 if N/A). Every two extra successes lets her to awaken an Evocation that her Solar mate has already mastered, gaining it at no experience point cost as long as she meets its prerequisites. If she crafted the artifact for her Solar mate, she may awaken Evocations he has yet to master, granting them both to him and herself if they both qualify. This Charm’s cost is reduced by the Lunar’s (Intimacy) for her Solar mate. Moon-and-Sun Panoply may only be used once per story. Using it to attune an artifact that the Lunar has previously used this Charm to draw Evocations forth from does not count against this limit. View the full article
  15. Now Available: C20 Journals!

    Now available from our RedBubble store: blank hardcover kith journals for Changeling: The Dreaming 20th Anniversary Edition! Dreaming Art: Boggans (journal) Dreaming Art: Eshu (journal) Dreaming Art: Nockers (journal) Dreaming Art: Pooka (journal) Dreaming Art: Redcaps (journal) Dreaming Art: Satyrs (journal) Dreaming Art: Sidhe (journal) Dreaming Art: Sluagh (journal) Dreaming Art: Trolls (journal) Kickstarter Update Our Kickstarter for Dystopia Rising: Evolution, the 2nd edition of the Dystopia Rising tabletop RPG, launched two weeks ago today! We hit our goal in under a day, and are currently sitting at $31,059 (155% of the goal), with 554 backers. There are 15 days remaining to join us as we push back the undead hordes! With your help, we’ve achieved four stretch goals so far: Dystopia Rising: Evolution Kickstarter backer T-shirt The Threat Guide companion has added two sections Dystopia Rising: Evolution digital wallpaper Did you miss one of our previous Kickstarters? The following Kickstarted products are still open for preorders via BackerKit: Scion: Scion 2nd Edition (Origin and Hero) Trinity Continuum: Trinity Continuum (core rules and Trinity Continuum: Æon) Cavaliers of Mars: Cavaliers of Mars rulebook Monarchies of Mau: Monarchies of Mau rulebook Chronicles of Darkness: Chronicles of Darkness: Dark Eras 2 Changeling: The Lost: Changeling: The Lost 2nd Edition Exalted: Dragon-Blooded: What Fire Has Wrought Geist: The Sin-Eaters: Geist: The Sin-Eaters 2nd Edition Community Spotlight The following community-created content for Scarred Lands has been added to the Slarecian Vault in the last week: Your product could be here! Have you considered creating your own to sell? The following community-created content for Realms of Pugmire has been added to Canis Minor in the last week: Bizarre Bestiary Your product could be here! Have you considered creating your own to sell? The following community-created content for the World of Darkness has been added to the Storytellers Vault in the last week: Vampire: The Masquerade: Vampire: The Masquerade Art Pack #13 (Gangrel) Vampire: The Masquerade: Art: Dracula’s Castle Vampire: The Masquerade: Monstros da Mitologia Vampire: The Masquerade: Charts of Darkness: Vampire Vampire: The Masquerade: Forgotten Disciplines Vampire: The Masquerade: Gangrel Notes Editable Werewolf: The Apocalypse: Hunting: the Monsters Werewolf: The Wild West: Hunter’s Armory 6 Your product could be here! Have you considered creating your own to sell? View the full article
×