Jump to content

Mortekai

©Pius
  • Content count

    5,568
  • Joined

  • Last visited

  • Days Won

    9

Mortekai last won the day on June 6

Mortekai had the most liked content!

Community Reputation

436 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

15,011 profile views
  1. In which Dixie, Matthew, and Eddy talk about Monarchies of Mau, Pan’s Guide (with the usual digressions) * Overview of Pugmire and Monarchies of Mau * Intentionally leaving the map open, and musing about Forgotten Realms * Canis Minor community content program * Pugmire’s voice (fur, paws, etc.) * Humor is tricky, and how it differs between Mau and They Came From * The fun of decoding post-apocalyptic imagery * Intentions behind the choice of using a derivation of the 5e OGL * How “technology as magic” adds mystery and texture to the game * How Mau reimagines D&D-style monsters * No species as “the evil race” and addressing problematic elements in genre fantasy * Pan’s Guide as a new kind of introductory product * Matthew is very proud of our work on Pan’s Guide * The challenges of doing something new * What we each love about the realms of Pugmire LINKS * Monarchies of Mau Early Access: http://www.drivethrurpg.com/product/211873/Monarchies-of-Mau-Early-Access * Monarchies of Mau pre-order: https://monarchies-of-mau.backerkit.com/hosted_preorders * Pugmire: http://www.drivethrurpg.com/product/204313/Pugmire-Core-Rulebook * Pan’s Guide: http://www.drivethrurpg.com/product/239620/Pans-Guide-for-New-Pioneers * Pan’s Guide video adventure: https://www.youtube.com/watch?v=5dUUdvp2zM0 View the full article
  2. Last week we looked at the intro fiction to Geist’s first edition. This week we do the same, but previewing some of the text from Geist’s 2nd Edition, currently on Kickstarter. This is the Prologue for “A Brighter Morning.” Two women sat at the candlelit dining room table with their hands on the spirit board, unaware of the figure that hovered above them. Oliver knew them very well. Like all his tenants, Oliver had given them a “grace period,” a time to settle into the house before he made himself known. He took that time to learn all about them. He knew that the older woman in the ponytail and long white t-shirt was named Jade, and that the younger woman in the full pajama set who kept her hair long and untamed was named Trisha. They were the daughters of Hari Patel, who still slept in his room on the other side of the house, where Oliver’s parents slept when they were alive. The Patels had fascinated Oliver from the moment they moved in. Hari was a single father who lived entirely within Oliver’s walls, running a business from the room that had previously been a nursery and worshipping at a household shrine tucked away in a small closet. Jade and Trish left the house far more often. On bad days, when Oliver felt compelled to wander the house and re-create his own death, he’d watch them leave for school instead. Jade went to a university downtown, Trisha to a high school a few miles away. The schools had names he couldn’t recognize and the subjects the women talked about sounded more like things that belonged in the pages of Amazing Stories than the world outside his window. What excited Oliver most about the Patels was that Trisha could sense him. He was sure that he saw her looking at him from the corners of her eyes and that she shivered whenever he was near. He broke the grace period early, touching the bathroom mirror while she was brushing her teeth. She saw the imprint of vapor that his hand made. While it was disheartening to see her scream and bolt directly into the bathtub, the makeshift séance before him now was an encouraging sign. After years of reaching out and driving people away, someone was finally going to reach back. Below him, the women talked. “It’s here,” Trisha said. “I can feel it.” Jade rolled her eyes. Trisha couldn’t see it through the dim light, but to Oliver it was clear as day. Trisha laid her fingers on the planchette. “Let’s get started.” Jade said, “Trisha, if this is some kind of prank…” “It’s not a prank. You saw the picture.” “The hand on the mirror? Anyone of us could have done that.” Oliver hadn’t breathed in decades but his chest rose and fell as if he were hyperventilating. He grabbed at the planchette. Trisha lifted her hands from it, and Oliver’s fingers phased through the plastic. “I saw it happen, right in front of me!” Trisha said. “And it’s not just that! Sometimes I can hear things.” “Like now!” Oliver yelled. “Right now!” She knitted her eyebrows and looked up at where he was. Jade leaned over the table. The creak of the floor boards caught Trisha’s attention. Oliver stiffened at the sound. “Trish, it’s an old house. It’s going to make noises.” Jade moved back into her chair, making a louder creak. Oliver squeezed his eyes shut. He kept saying “No” to himself, each repetition less steady. “I know what an old house sounds like!” Trisha threw her arms up, gesturing to the whole house. “This isn’t it. You can’t hear it?” “What am I supposed to be hearing?” Jade stomped a foot into the floor. “This?” Oliver clasped his hands on his ears. “Not now!” Mid-day. August. School’s around the corner. The whole family goes out for a drive but he’s at home. Slept in. Oldest child but just can’t keep routine. Feels bad, wants to make it up, starts making lunch for everyone. Sees a car roll up, rushes out to greet them. Only it’s not the Packard like it should be, it’s the shiniest Rolls Royce he’s ever seen… Trisha put a finger to her lips. “‘Now.’ That’s what I heard, ‘now.’ Listen!” Jade stood up. Another creak. Four well-dressed men come out of the car. He knows them now, recognizes the leader with the grin that’s far too wide. They’re not just here for Father’s money this time. Boy sees the shining glint of silver in the man’s hands, and tries to run… “It’s just the pipes, Trish.” Jade walked over to the sink with sure, steady strides. Creaks and groans rose from the floor with every step. She turned on the faucet. “Dad told me about this. We just have to run the water for a bit and it’ll settle out.” Trisha whispered. “I-i-it’s not the p-p-pipes.” Jade turned and saw vapor rising from her sister’s mouth. It glowed in the candlelight. Goosebumps ran up her spine. They catch him. Beat him down and break all his limbs. They stamp every tender part of his body until he feels bruises forming down his torso, between his legs. The floorboards creak as they pull them up. They bring in a shovel, dig a hole right next to him. “Your pa squealed about our little arrangement,” the man with the grin says. He’s still grinning, maybe even wider now. “So your kin’s dead. They’re gonna find them, but your pa loved you an awful lot. So I got something special.” The boy sees the silver thing. A hacksaw… Jade took a step towards her sister. The dining room table flew into the air and fell over, slamming the spirit board into the wall. The kitchen cabinets all flew open at once and every dish flew towards her. One shattered on her head and she tumbled to the floor. Every door in the house opened and slammed in a chaotic pattern. Hari ran out of the room, demanding to know what the girls had done. The circuit breaker behind him burst and he was silent. Jade rose from the floor to see her sister staring at a man standing before her, sliced into parts and held together by the thinnest viscera. Trisha whispered prayers under her breath as Oliver shambled towards her. “Help me,” he said. “It hurts.” Join the Kickstarter Krewe at the Geist: The Sin-Eaters 2nd Edition prestige Kickstarter! View the full article
  3. One of the questions some folks had during the Monarchies of Mau Kickstarter was the role that Ministers held — it seemed a little vague at the time. Here’s a snippet that talks about Ministers in more detail. The ministers consider themselves the monarchies’ heart and voice, and it is a view most cats share. Medics, inspirations, philosophers, and bards, ministers fulfill many roles in cat society, acting both as ministers in a bureaucratic sense as a spiritual one. It is the power of their voices, words, and songs that often serves to soothe conflict between the Monarchies through diplomacy or raw magical power. Despite the reverence cats afford ministers, they need not be educated, noble, or possess raw talent: The ranks of ministers support their own, elevating each other to communal greatness. Ministers guard the hearts and souls of their brethren. They maintain and enforce the Precepts of Mau to varying degrees of orthodoxy. When a minister first accepts the calling, the Precepts become their life’s mission, though some cats give younger peers a little wiggle room from strict judgement. More than law, ministers believe each cat’s personal spirituality is critical to the monarchies’ sustainability and growth. “Cats are independent creatures,” they say, “and we must help them all find their own spiritual journey.” Ministers derive power from their faith in society, and the study of their spirituality. Many a minister excels at whipping up a crowd into faithful fervor, with recitation of the deeds of their ancestors, who some ministers believe still interact with the world through their descendants. They also appear within bands of traveling cats, for no other calling has the presence of voice to rally a weakened group, tend to wounds so ably, and withstand the slings and arrows of enemies with such fortitude. Truly egalitarian, ministers may rise from nothing to prominence, based on conviction in their faith and the zeal with which they commit their words. Typical minister: Ministers come in many forms, from multiple lifestyles, though they all receive schooling in the Precepts of Mau. From any age, a cat may join a temple and become a novitiate minister, and after months or years of training, depending on the cat’s conviction, a minister emerges into the world to spread the Precepts and support her fellow cats in the ways of her ancestors. Ministers rarely engage directly in combat, preferring to negotiate peace or deeper understanding of the present conflict. Ministers will often display their belief by taking several blows from an opponent, responding only with words. Although ministers are not pacifists, they view combat as wasteful. View on the Precepts of Mau: Ministers live and die for the Precepts. Contrary to many cats’ beliefs, ministers are not all fanatics, and most demonstrate their reasoning capabilities. Crimes against the Precepts test this ability to reason, forcing ministers into damning polemics when another cat tricks an opponent in a duel, or displays disloyalty. In all things, ministers crave the order in which they receive education, and attempt to educate others. Freedom is fine, but the Precepts don’t stop at the monarchies’ walls. View on other callings: Champions: I spend a lot of time tending to the wounds of champions, but they defend our people, making the sacrifice of my time and efforts worthwhile. Footpads: I have little time for thieves. They mock the Precepts. Mancers: The other side of our coin. Their intellect cannot be doubted, though they are in it for themselves. Trackers: We give voice to the wisdom they collect, though they could afford to be more faithful. Wanderers: To pursue life as an independent cat? It is a dream few follow for long. Miss the Kickstarter? You can still pre-order Monarchies of Mau via BackerKit! View the full article
  4. Now available on DriveThruRPG in PDF and print for Wraith: The Oblivion 20th Anniversary Edition: the Handbook for the Recently Deceased! It’s a big afterlife. What are you going to do in it? Handbook for the Recently Deceased is a guide for those who are new to the Underworld – players, Shadowguides, and Storytellers alike. It offers advice on how to handle new players, new wraiths, and new chronicles, all with an eye towards the inexperienced at being restless dead. From the first words of the Shadow, to the first Harrowing, to the first time a player asks, “What do we do now?” the Handbook has the answers. Let it be your guide to the Underworld as you set foot in the Shadowlands for what could be the first time. Handbook for the Recently Deceased includes: Chronicle ideas for campaigns featuring new wraiths — and new players. Advice on handling first Catharsis and first Harrowings. Helpful hints and suggestions for players just starting out in the world of Wraith: The Oblivion. Also available, more Scarred Lands goodies! The original Scarred Lands Dead God Trilogy is now available on Kindle and Nook stores: Dead God Trilogy 1: Forsaken (Kindle/B&N) Dead God Trilogy 2: Forsworn (Kindle/B&N) Dead God Trilogy 3: Forbidden (Kindle/B&N) Kickstarter Update Last week we launched the Geist: The Sin-Eaters 2nd Edition prestige Kickstarter! We funded in just under 10 hours, and have since raised $84,018 of our $50,000 goal, or 168% We’ve got 1399 backers We’ve passed three stretch goals: The Memento Mori Companion will contain sections on Mementos, Krewe Regalia & Ceremonies, and Dominions 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 Community Spotlight The following community-created content for Scarred Lands has been added to the Slarecian Vault in the last week: Scarred Lands: Scarred Lands Starter Set Scarred Lands: Encounters in the Calastian Hegemony Vol 2 Your product could be here! Have you considered creating your own to sell? The following community-created content for 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 Vampire has been added to the Storytellers Vault in the last week: Vampire: The Masquerade: Beckett’s Vampire Folio 11: The Dead Walk Vampire: The Masquerade: Leviathan Character Sheets for the Darkest Timeline Vampire: The Masquerade: Of Blood and Bays Vampire: The Masquerade: Random Character Generator for V20 Vampire: The Masquerade: Les Amis Noirs Character Sheets for the Darkest Timeline Vampire: The Masquerade: Triumvirate Character Sheets for the Darkest Timeline Werewolf: The Apocalypse: Wolfmancer Werewolf: The Apocalypse: Werewolf Gift Compilation Werewolf: The Apocalypse: Forgotten Corners of the Earth: A Listing of Lost Caerns Werewolf: The Apocalypse: Wolfmancer Demo Werewolf: The Apocalypse: Zufallsbegegnungen Werewolf: The Apocalypse: Papercraft Breed Dice Werewolf: The Apocalypse: WoDTeX Template for LaTeX Werewolf: The Wyld West: Welcome to Purgatory: Osage Character Option Supplement Your product could be here! Have you considered creating your own to sell? View the full article
  5. “The wound is where the Light enters you” — Rumi That’s the opening quote to the Promethean chapter of Night Horrors: The Tormented. It’s also good way to introduce myself, because it perfectly encapsulates what Promethean means to me. Being Promethean is like an open wound. It’s life handing you the short end of the stick, which is also on fire and trying to strangle you. It’s always having a no good, horrible, very bad day. It’s being stuck in the dark with no visible way out. But it’s also about light in that darkness. The thing that fucks up the Prometheans’ existence — Azoth — is also what sees them through. It stays with them in the darkness, is always at their side*. Rooting for them. Telling them, in the way a giant might try to explain the world to ants, that there is a way out: Keep going, and Dawn will come. That is a powerful promise, and this struggle between torment and elpis is the heart of Promethean — it’s what sets the Created on the Pilgrimage. Nothing’s ever easy though, and Night Horrors: The Tormented is filled with 52 (I counted them) characters to get in the Promethean’s way. I’m Steffie de Vaan, you might recognize me from various works including the Promethean Second Edition Core, and I’m the new developer for Promethean the Created. Your preview for the day introduces the petrificati, a stagnancy of Prometheans that snuffs out the flame if they stay in one Refinement for too long. Guy Reece conceived and wrote them, and I look forward to more of his work in future books. Let me know what you’d like to see in the next preview. We have Pandorans, humans (your pick of alchemists, hunters, and genitors), qashmallim, clones, and Zeky (for the latter two: characters or mechanics) to choose from! *Unless you’re Extempore, in which case it really sucks to be you, but maybe we can talk about them later. Preview: Petrificati What happens to a Promethean who sticks to a completed Role long past Wastelands and Firestorms that signal them to change? What happens when she ignores the dire warnings of Azothic Memory and qashmallim? Her Pilgrimage stalled to the point of impossibility, her Azoth finally gutters out and, along with it, her free will and intelligence. What’s left is a mindless thing that can only act out her Role. Anytime she’s alone or in a situation outside the purview of her Role, she is an automaton, mutely shoveling food into her mouth, or staring unblinking at the walls. When time comes for the Promethean to adopt her Role again, she springs back to life and acts as if all is well. Attempts at mind reading reveal absolutely nothing, but even when she is talking, working, and laughing, she does not have conscious thought. It’s all instinctual responses. She has become a petrificatus. Petrificati, colloquially called the Stuck or Automatons, would just be sad failures in the quest towards the New Dawn, if not for two things. Firstly, they still perform the generative act. Whenever petrificati encounter a dead body, they instinctively seek it out and perform the same rite that gave the original Promethean its Divine Fire and life. They never create new Prometheans though: they either rip the corpse apart into Pandorans (who ignore any petrificatus‘ presence) or they create another petrificatus with a Role that best fits their former situation in life. Since the Stuck are just as resilient and unaging as a normal Promethean, throngs have encountered small communities filled with people who shuffle to work and come alive, only to walk outside and immediately lose all emotions and ability to communicate. And if one of these petrificati‘s Roles is murderous or works with corpses, their numbers just keep multiplying. To the sorrow of Created who encounter them, no one has recorded a petrificatus rejoining the Pilgrimage, nor does Azothic memory tell of such an event. That hasn’t stopped more optimistic and curious Prometheans from trying to redeem them. Until one Promethean or demiurge finds success, Automatons will remain both a sad reminder of the perils of the journey to the New Dawn and a potential threat to any throngs in the area. Mechanics To become a petrificatus, a Promethean must stay in a completed Role for a year and a day (see Promethean: The Created, p. 179). Furthermore, he cannot be part of a branded throng, nor have completed the multiplicatio step of his Pilgrimage. If he meets all of the above requirements, his Azoth and Pilgrimage scores both drop a dot for every week he stays in the same completed Role, until he reaches zero in both scores. At that point, the Promethean becomes one of the Stuck. Petrificati cannot use Bestowments or Transmutations. As they do not have an Azoth score, they do not have Azothic Radiance, do not cause Disquiet, Firestorms, or Wastelands, nor can they be Measured by Prometheans. They cannot gain, store, or spend Pyros. They do not wake dormant Pandorans, nor hold any sustenance for them. Petrificati still benefit from Superlative Endurance, though they cannot return from death. They also heal from electricity, but do not gain Pyros from it. Fire no longer causes aggravated damage, as the Divine Fire within them has cooled to ashes. Their disfigurements are still visible to other Prometheans. While acting in their Role, petrificati have a dice pool of 4 for all Role-oriented actions. Outside of their Role, they can only walk to a safe location, feed themselves, and bat weakly at attackers. All non-Role and concealment actions automatically fail, though mortals generally explain away any weird behavior as the result of being stressed, overworked, or otherwise tired. Attempts to read an Automaton’s thoughts or emotions automatically fail. There’s nothing to read. When creating a petrificatus, Storytellers determine how many Vitriol Experiences they possess. Petrificati that have had a chance to multiply should have Experiences equal to the number of other petrificati they have created. If a petrificatus receives more than (7 – Vitriol Experiences) points of damage from one attack, the Vitriol erupts within him. If the original damage was bashing, the Vitriol eats away at his body, causing one bashing damage per turn. This eventually reduces him to a steaming puddle of biological waste, unless someone performs the lacuna upon him to pull out the Vitriol. If the damage was lethal or aggravated, the Vitriol sprays outward, burning everyone nearby. Treat this as a chemical fire (Promethean: the Created, p. 213) that lasts for (Vitriol Experiences) in turns. The Automaton loses all of his Vitriol Experiences and Beats. This only happens on the first wound a petrificatus receives in a scene. Any Vitriol that leaks or explodes outward this way is useless for both the lacuna and alchemical purposes. Any time a petrificatus encounters a dead body or a severely injured person, his behavior while outside of their Role changes. Instead of seeking shelter or food, he seeks out the target and performs the generative act upon it. If his target was living and is helpless and injured, he kills it in the process. The petrificatus has a dice pool equal to the amount of Vitriol Experiences stored within him for both seeking out their target and performing the generative act. Consequently, most Petrified use a chance die. Roll Results Dramatic Failure: The corpse shudders and jerks, splitting into a writhing mass of Pandorans. Create one Pandoran for each die in the dice pool. Failure: The corpse twists, flesh tearing into a single Pandoran. Success: The petrificatus creates a new one of its kind. It does not become active for several days and has an appropriate Role upon waking. The creator gains a Vitriol experience. Exceptional Success: The new petrificatus comes to full capability by the end of the scene. Both created and creator gain a Vitriol experience. Creation Modifiers ?1 Per week the body has been dead. ?1 Generative act takes place in a Wasteland. Cathy: Agony Aunt Have a lovely day. Background When Cathy awoke the first time, she was in a water-pumping station, wrapped in newspapers and surrounded by flowers. The body of her Creator was beside her: suicide by shotgun. Cathy took her name from the newspaper’s advice column, “Cathy Counsels.” She still carries those newspapers with her wherever she goes, with a flower pressed between each page. Cathy did more than just use those newspapers to learn about people; they guided her entire life and Pilgrimage. From their directions, Cathy took on the Refinement of Iron, and completed the Martyr Role. People need help with their problems, and the “Cathy Counsels” column always said the best thing to do was “stick to it” and “endure any hardships to reach your goal.” So when a man made of fire told her she had to move on and locked her out of the pump station, she ignored him and lived under the open sky. When the neighborhood surrounding the pump station became overrun with kudzu and poison ivy, and everybody began fighting, and they all moved away, she endured. When it rained burning acid, and lightning flashed brighter than the sun, she kept at it. When she was all alone, with no one around her with problems to bear, she made a martyr of herself, letting the Divine Fire inside her die. Now she wanders alone, eating kudzu and poison ivy, only coming alive to suffer. Description Agony Aunt is dressed haphazardly, in clothes stolen from laundromat dryers and backyard clotheslines. She explores her Wasteland like a queen in her castle. Her light auburn hair frizzes out behind her head like a cloud. Tall, willowy, and walking confidently, she steals and scavenges, then mindlessly piles items about the closed pump station. When she leaves the Wasteland, she is once again Cathy. She walks out of her Wasteland and looks for people in trouble. Her body language changes: no longer a queen, but a hesitant child fearing an ill-tempered parent. She steps between muggers and their victims, looking scared yet defiant. She blocks abusers with her own body, a tight smile on her face for the person she’s protecting. She gives away any possessions she has, insisting folks in need take them. She preaches a litany of self-reliance while helping others. And then she returns to her Wasteland, once again the vacant-eyed ruler of vine-covered ruins. Rumors “There’s a bad Wasteland, just east of here. Don’t go there. The few folks remaining are real mean.” The Disquiet Cathy accrued in her neighbors before her unfortunate transformation lingers like a miasma. She can no longer be the target of humanity’s ire, but that ire has not gone away. Searching for a new target, the people suffering from Disquiet latch onto the first Promethean they encounter. “My throng-mate left us to go make his own child. He seemed so ashamed. Barely even got him to admit what he was doing. We never saw him again.” Redeeming Agony Aunt, bringing her back to Cathy, certainly requires finding out more about her maker. He had a throng and an active Pilgrimage. Maybe by tracing his life and finding his motivations, Cathy’s Azoth can be rekindled. Or maybe that’s just a wishful dream, the fruitless quest making putting her down all the more poignant. “She had a knife sticking out of her eye! She just turned and told me she would take care of it and smiled. She’s a hero!” The homeless and downtrodden gossip about this new vigilante. She stands in between attackers and their victims while giving life advice, ignoring all wounds she receives. Is this savior an actual hero, or just someone else who will eventually betray or let them down? Without Disquiet, Cathy is racking up a positive reputation. Agony Aunt Lineage: Galateid Role: Martyr Vitriol: 0 Dice Pool: 4 Health: 7 Size: 5 Speed: 5 Defense: 0 Initiative: 0 Armor: 0 View the full article
  6. Long time readers of this blog might have noticed that we, or the tabletop RPG business as a whole, often have incidents occur during the course of a year that flare up on social media for one reason or the other that Onyx Path doesn’t really officially comment on. This isn’t an accident, as I don’t think a lot is gained by verbally sparring in social media while we have games and books that need to be created and made available to all of you folks. This can be frustrating. I mean really, really, head is going to explode, frustrating. Particularly when ourselves or our friends are being attacked online. But here is a statement I _do_ need to make officially, although I never thought it would have been necessary. It, in fact, squicks me out to think that the world needs to hear this, but since a whole bunch of folks have indicated that they’d feel a lot better if I said it, there you go: Onyx Path is against Nazis. We do not support Nazis, and if you are reading this and self-identify as a Nazi, we don’t make these games for you. Don’t buy them, or steal them, or read them, or play them. Simplistic and low-hanging fruit, maybe, but this is something I thought was painfully obvious about us. Yet, clearly it was not. Hence this statement, made in all seriousness to hopefully end any confusion, and starting us out today so that you, our loyal readers, know where we stand first. And now we’ll get back to our usual mix of hi-jinks and project info. Which brings us to: the dead! The Geist: The Sin-Eaters 2nd Edition Kickstarter funded in less than a day last week, and now is smashing through Stretch Goals. Like a lot of our latest Kickstarters, we have the full text of the Geist 2e core book that we’re revealing to backers during the course of the month, and the Stretch Goals are for additional projects like a Companion or Ready Made Characters. Both approaches are designed so that the production and release of the Geist 2e book is not delayed by finishing writing or adding writing to the book. Which has extended our production time on previous projects by far more than we wanted or planned for. We’ve been thrilled by everyone’s response to this Kickstarter so far, so if you haven’t had a chance but like engaging with a very positive and energized community of backers, please pop over. Geist 2e illustration by Sam Araya And just to add another bit about the dead from a different gameline: Wraith: The Oblivion 20th PoD files are away at DTRPG, and we’ll be putting the intro booklet for Wr20, the Handbook for the Recently Deceased, on sale this Wednesday also at DTRPG. Getting these projects to these stages is incredibly satisfying, as the Wraith 20th Kickstarter is one of the ones that taught us a lesson about having the finished text in hand since getting the book written was another unexpected ordeal. Cavaliers of Mars illustration by Andrew Trabbold Last Friday’s Onyx Pathcast was an interview with the multi-talented developer and writer Danielle Lauzon, and besides the very enjoyable interview itself, I think the various tales of life as a TTRPG freelancer (especially when listened to after the Pathcast the week before about freelancing in general) and Danielle’s experiences with other companies and developing Vampire: The Requiem 2e and 7th Sea projects concurrently, is an accurate and fascinating peek into the way our projects are created. To stress the point, perhaps unnecessarily, most of our projects are created by freelance contract writers, developers, editors, artists, etc. That creates a very different working environment and challenges than the old school RPG company in a building with everyone on-staff and down the hall from each other. We’re continually trying to find better ways to do it and to keep our creators sane (ish) while we all work from offices in different parts of the world. Monarchies of Mau illustration by Pat McEvoy This Friday on the Onyx Pathcast, Eddy, Matthew, and Dixie will be talking about two Realms of Pugmire projects and the different challenges and levels of experimentation that went into them: it’s “Dissecting Pan’s Guide and Monarchies of Mau“. Hope you all can take some time and listen, and remember: they’re talking about… Many Worlds, One Path! BLURBS! KICKSTARTER: The Geist: The Sin-Eaters 2nd Edition Kickstarter began a week ago and has funded and passed several Stretch Goals to build a companion book, the Memento Mori, as I write this. We want to be able to make a great looking hardcover edition, and get that into stores while giving backers first look at the complete text and other fun benefits: https://www.kickstarter.com/projects/200664283/geist-the-sin-eaters-2nd-edition Geist: The Sin-Eaters 2nd Edition includes all the rules you need to play as one of the Bound: Five Burdens reflecting the cause that pulled you back from the grave, five krewe Archetypes for building your own mystery religion, and the Haunts, Keys, and Ceremonies that provide the Bound with their macabre powers. It also includes the Chronicle of the Dead, featuring the Sin-Eaters’ struggle against the all-consuming Underworld and a variety of terrifying threats. In addition, for the first time in the Chronicles of Darkness line, ghosts are presented as playable characters. Chapters include: The Quick and the Dead: the five Burdens (the reason a Sin-Eater comes back from the dead and what draws a particular geist to them) and krewe Archetypes (the common cause that draws a krewe of Sin-Eaters together). The Road Back: On death and coming back, and why Bound make the Bargain, including possible consequences. One Foot in the Grave: Character creation, with sections on both geist and krewe creation, Anchors, Merits, Synergy, Plasm, Abilities, Haunts, Keys, Ceremonies, and Mementos. Old Laws: the core Chronicles of Darkness rules, with special rules for playing Sin-Eaters, as well as information on subsystems for krewes, ghosts, and the Underworld, including Avernian Gates. Antagonists: villains for your Geist chronicle, including Reapers, Eaters of the Dead, necromancers, enemy Bound, and Kerberoi. The Quiet Places: Setting information and story hooks for playing your Geist chronicle in specific times and places in history., from 16th-century Brazil to modern-day Edinburgh, Scotland to Mobile, Alabama in 1910, as well as information on Dominions. Ghost Stories: Storyteller advice and information for running a Geist chronicle, including designing Remembrances, how to set theme and mood, story seeds, and various ways to play out the end of a game. Appendix: The Absent: This Appendix details the Absent, playable ghosts, including Memories, new Merits, and a collection of possible ghost characters to expand on and use in your chronicle. Appendix: Conditions and Tilts: Geist-specific Conditions and Tilts, including ephemeral Influence Conditions and Manifestation Conditions for ghosts, as well as Haunt Conditions and Tilts. 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: The Handbook for the Recently Deceased for Wraith 20th materializes at DTRPG this Wednesday in its PDF and physical book PoD forms… Handbook for the Recently Deceased is a guide for those who are new to the Underworld – players, Shadowguides, and Storytellers alike. It offers advice on how to handle new players, new wraiths, and new chronicles, all with an eye towards the inexperienced at being restless dead. From the first words of the Shadow, to the first Harrowing, to the first time a player asks, “What do we do now?” the Handbook has the answers. Let it be your guide to the Underworld as you set foot in the Shadowlands for what could be the first time. Handbook for the Recently Deceased includes: • Chronicle ideas for campaigns featuring new wraiths — and new players. • Advice on handling first Catharsis and first Harrowings. • Helpful hints and suggestions for players just starting out in the world of Wraith: The Oblivion. CONVENTIONS! Prep is seriously underway for Gen Con 2018 in less than a month during the first week of August, in Indianapolis. In addition to our booth presence, be sure to check out the games and panels in the Gen Con Event Schedule. 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 If you are going and want to meet up, let us know! 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) M20 Book of the Fallen (Mage: the Ascension 20th Anniversary Edition) 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) Changeling: The Lost 2nd Companion (Changeling: The Lost 2nd) Night Horrors: Nameless and Accursed (Mage: the Awakening Second Edition) Heirs to the Shogunate (Exalted 3rd Edition) Witch-Queen of the Shadowed Citadel (Cavaliers of Mars) Redlines Deviant: The Renegades (Deviant: The Renegades) Spilled Blood (Vampire: The Requiem 2nd Edition) Wr20 Book of Oblivion (Wraith: The Oblivion 20th Anniversary Edition) Changeling: The Lost 2nd Jumpstart (Changeling: The Lost 2nd) Lunars: Fangs at the Gate (Exalted 3rd Edition) Adventures for Curious Cats (Monarchies of Mau) CofD Dark Eras 2 (Chronicles of Darkness) Second Draft WoD Ghost Hunters (World of Darkness) Tales of Good Dogs – Pugmire Fiction Anthology (Pugmire) Night Horrors: Shunned by the Moon (Werewolf: The Forsaken 2nd Edition) Aeon Aexpansion (Trinity Continuum: Aeon) C20 Players’ Guide (Changeling: the Dreaming 20th Anniversary Edition) In Media Res (Trinity Continuum: Core) Development Signs of Sorcery (Mage: the Awakening Second Edition) 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) Dog and Cat Ready Made Characters (Monarchies of Mau) Manuscript Approval: Editing: They Came From Beneath the Sea! Rulebook (TCFBtS!) 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) GtS Geist 2e core (Geist: the Sin-Eaters Second Edition) M20 Gods and Monsters (Mage: the Ascension 20th Anniversary Edition) Night Horrors: The Tormented (Promethean: The Created 2nd Edition) Guide to the Night (Vampire: The Requiem 2nd Edition) Indexing: Monarchies of Mau (Monarchies of Mau) ART DIRECTION FROM MIRTHFUL MIKE: In Art Direction Ex3 Monthly Stuff Trinity Continuum Geist 2e The Realm M20 Gods and Monsters Ex3 Dragon Blooded VtR – Guide to the Night Dystopia Rising: Evolution Marketing Stuff Posters and Displays In Layout Fetch Quest Scion Hero Cavaliers of Mars Cards Promethean Night Horrors: The Tormented – Sending files to KT. Proofing Changeling: the Lost 2 – Page xx’s getting filled in. Cover is done. At Press Scion Dice – At fulfillment shipper. Monarchies of Mau – In Indexing. Monarchies of Mau Screen – Printing. Cavaliers of Mars Screen – Printing. Wr20 Guide for Newly Departed – PoD and PDF versions on sale Wednesday. Gen Con Buttons – At press. WoD and CofD reroll cards – At press. FQ and PG Gen Con cards – At press. Wraith 20 Screen – Printing. GenCon Brochure – Printing. Storypath Brochure – Printing. Wraith 20th – PoD files uploaded. Scion Origin – Backer PDF going to backers this week. Cavaliers of Mars – Sent to press. TODAY’S REASON TO CELEBRATE: Been informed I’m going to be a grandparent by the end of the year. So that is pretty joyous! View the full article
  7. In which Eddy and Dixie talk to Danielle about vampires and pirates and networking, oh my! The transition to Requiem line developer What’s cool about Requiem Working as line developer for 7th Sea Origin via neuroscience and LiveJournal Networking advice How Danielle trains new writers The industry is mainly contractors The struggle with turning down work How mentally draining creative work is Capitalizing words Trinity Core, Dystopia Rising, and the evolution of Storypath Working with Choice of Games Eddy ends up being awkward, again Vampire the Requiem 2nd Edition: http://drivethrurpg.com/product/123898/Vampire-The-Requiem-2nd-Edition 7th Sea 2nd Edition: http://7thsea.com/ Trinity Continuum: http://theonyxpath.com/category/worlds/trinitycontinuum/ Dystopia Rising: https://www.dystopiarising.com/ Choice of Games: https://www.choiceofgames.com/ More of Danielle’s work: http://drivethrurpg.com/browse.php?x=0&y=0&author=Danielle%20Lauzon View the full article
  8. The following fiction excerpt, from Rum Is the Drink the Dead Like Best, comes from Geist: The Sin-Eaters‘ first edition. They hear the sounds coming from above, from Apartment 303. A woman weeps, the sounds of her bawling carried through pipes and mortar. Something falls over, a dull thud. A glass breaks, or maybe a plate. These things are not enough to draw Ben and Marie’s attention, because the couple upstairs, they fight all the time. Tooth and nail. Like it’s the end of the world. But the sounds continue. The sounds change. The woman screams. Then it’s the man that weeps. Great guffawing sobs. Soon after, a sound rises — quiet at first, just a dull whining hum. Marie looks to Ben across the kitchen table. She mouths the question as if someone is listening: “Call 911?” He shakes his head. Not yet, not yet. The low hum becomes a thrum, and soon it reminds them of something that it cannot be: ?ies, the sound of a ?y’s wings buzzing, multiplied a hundred times. Or a thousand. It’s coming from upstairs, but even here, they can feel it in their ears, an echo boring its way to the brain. Ben draws a deep breath and tells Marie he’s going upstairs. She tells him she’s going with him. It’s a mistake for both. The door to 303 is stained with rusty water. Red like blood, almost. They don’t hear the sound anymore, which makes them hesitate. Maybe it’s over. Maybe it’s done. Ben knocks anyway. The door’s not properly closed, and it drifts open like a yawning mouth. The apartment is dark. Ben and Marie take a step inside. Behind them, the door closes — not a slam, but a tight snap, as if shut by a deliberate hand. The sound in their ears rises anew: ?y wings, a thousand, a million, and when their eyes adjust, they see. The ceiling is carpeted with them, fat black beads, jostling for attention: ?ies, all ?ies. The walls are wet, dripping, and the air sits suffused with the smell of saltwater. Furniture lies in pieces. In the center of the ?oor three figures wait, two of them dead. The couple who lived here lie arranged in an awkward circle, their fingers clasped together. Their bodies are bloated and gray, with hair like seaweed. Sitting between them is a young black boy, no older than 12. He looks up with innocent eyes and wipes wet hands on his Superman T-shirt. Ben and Marie don’t know what to say. They want to help this boy, whoever he is. They want to take him far from this place, but their feet won’t move and their mouths cannot speak, cannot scream. The boy speaks, instead. “You all don’t look too good,” he says. He shrugs. “Old Salt says that sometimes, people just have to go, like they’re overstaying their welcome. You folks ever feel that way?” They didn’t before, but they do now. Marie sneezes saltwater and blood. Ben screams but it’s choked off by a knot of bile and seaweed. The boy changes, seems to grow taller without standing, a great black shadow with anchors for eyes and fishhooks for teeth, and then it’s all over for Ben and Marie. The ?ies are still hungry. Old Salt smiles. * * * Cason stands apart. He always did, and always does. Right hand resting on an old Singer sewing table, one of the few pieces rescued from the fire so long ago; left hand curled around a brown paper bag, clutching it tightly; eyes drifting over the room, over all the mourners gathered in their black suits and gray dresses, except for that one asshole who wore jeans and a button-down ?annel shirt. Probably some cousin of a cousin. Occasionally, one of them drifts over to him. They offer him condolences. She was a beautiful lady, they say. She was a smart woman, they whisper. A good mother, they explain, as if they’re trying to convince him. He feels Cassie before he sees her, but that’s been true since before the fire. Twins work like that, sometimes. She is, of course, in a red dress. Lipstick the color of oxblood. Around her wrist, an elastic cord from which tiny charms dangle: two silver skulls, one golden Saturnian sickle, three runes of Tyr. On her neck, a tattoo — a fat-bellied snake biting its own tail. Pinned to her dress is a red poppy on red fabric, colors so close they’re lost in one another. Cassie walks — no, slinks — over, and slides her arm across her brother’s shoulders. It sends a chill down his spine. “Welcome home, Cass,” Cason says. “A little Southern Horse Brutality, huh?” “Yup. Been a while.” “A year, now,” she says. She kisses him on the cheek. “Shame about our dear mother.” “I think so. But do you?” She doesn’t answer, and that’s probably good of her. “Last time we saw each other was…” “Tampa,” he says, but he knows that she knows damn well when they met last. “Oooh, right, Tampa. The Bucs are, what, four games up?” His hand tightens around the brown paper bag. “I don’t dig the football, sis.” “Still? Always the brooding artist, you. And yet, despite your refined tastes, you still dress like shit.” Cassie starts going over him, fingers like pecking hens. “Houndstooth jacket with elbow patches? You a forty-year-old professor, or a young, vibrant sculptor? And this tie — burgundy? With an oil stain on it? You have to be fucking with me, little brother.” They were born 30 seconds apart, but she came out first. Cassie relished that. She relinquishes her grip after scowling at the buttons up and down the jacket. “Anyway. Tampa,” she said. “That went well for you. I hear Charlie Mars is still alive and kicking, that ol’ corker.” “No thanks to you.” “I suppose not. I did try, didn’t I? Came so close.” Cason can’t help but think back: Charlie Mars with his wrinkled bulldog face, screaming as Cassie stands over him, and she’s stuffing a fistful of lavender and licorice root into his mouth with one hand, a gleaming black sewing needle in the other. “But you had other ideas. Figurin’ on going against the natural order of things.” Cason doesn’t say anything. He just watches the mourners mill about. From his vantage point, he can’t see much of his mother — just the end of the casket spotted through a doorway. Her permanent home, now — at least for her body. “Come back to me, space case,” Cassie interrupts, snapping her fingers in front of his face. “Get out of your own head. Isn’t good for you, never was. You hear the news? I’m fixin’ to put together a new krewe.” He sniffs. “I heard.” “Exciting.” “That’s one word for it.” He thinks on keeping quiet, but he can’t. The bouncers that guard his mouth must be asleep, because words just start streaming through the doors. “You know what? I don’t want to talk about your fuckin’ — about your damn krewe. I want to talk about Mom, Cassie. Mom’s dead, case you thought she was in there having a quick little laydown from a hot day in the garden. She’s dead. She’s dead too young, and I know you have certain feelings in that regard but this is our mother I’m goddamn talking about, and you come in here looking like a, a, an I don’t know what. Mom’s dead. You get that? You feel me, big sister?” Cassie goes quiet. It doesn’t happen often. Her face droops. She casts her gaze toward the other room, and gnaws on her painted lip. Cason can see when it hits her: it’s like an invisible mask drops off, revealing the real Cassie, if only for a moment. She swallows, and when she speaks, her voice croaks a little. “I see a brown paper bag,” she said, blinking back something that might be tears, something she hasn’t felt in so long she thinks they might burn trails down her pale cheeks. “You have what I think you have?” “The good stuff. Angostura, 1824.” “Cemetery, then?” she asks. “Best do it before she’s buried,” he says, his voice quiet. He pauses, thinks for a minute, and then decides. “On the way, I’ll tell you how she died.” You can read the rest of the introduction in Geist: The Sin-Eaters, available in PDF and print from DriveThruRPG. And don’t forget our Kickstarter for a prestige edition of Geist: The Sin-Eaters 2nd Edition is currently running! View the full article
  9. Bill returns with another Character Creation entry: I’ve long been intrigued by the setting for Werewolf: The Apocalypse 20th Anniversary Edition: Gaia’s warriors, protecting the planet from those who would deliberately despoil her for their own greedy ends. While the wolf pack inherent in W20 is the default, I’m more interested in creating a Fera or different type of Breed. W20 Changing Breeds allows me to explore several types of playable possibilities from the Ajaba to the Rokea, and includes legends, history, culture, Traits, new Merits and Flaws, and so much more. To build a character, I’m going to use the character creation process beginning on page 112 of W20. Then, I’m going to apply options from Changing Breeds when needed. Step One: Character Concept For this step, I’m referring to Changing Breeds to mull over my options. I see crows in my daily life, and marvel at stories of them bringing shiny things to people’s homes in exchange for food. Since I have a personal fascination with crows, I select the Corax. The write-up begins on page 92. Aspects of the Corax that stand out to me are their immunity to silver and their tendency to be hired as spies and information gatherers. The Corax are weakened by gold, however, and can’t resist picking up a shiny object. After reading the Corax Traits on page 94, I form a basic character concept. Keira likes dance music, jewelry, and going out most nights. She favors wearing black to compliment her dark hair and often dons sunglasses to hide her ink-black eyes, the mark of her breed, Homid. As a Homid, Keira was born human and that acts as her natural form. Keira wears a black trench coat and carries a large messenger bag over her shoulder. The coat has lots of extra hidden pockets and the bag is large enough to carry several items if needed. Unlike other Breeds, the chatty Corax don’t belong to a tribe. Instead, they have associations that allow members to join or leave as they please. To mesh with Keira’s character concept, I opt to associate her with the Hermetic Order of Swift Light: the New York-based business arm of the Corax that finds information and things other Fera need. To pay bills, Kiera is a freelancer who buys and re-sells rare and unusual goods on the Internet. The money she makes covers rent, but also funds her Twinkie-corn chips-and-tequila habit, too. On the side, Kiera brokers additional information for her personal contacts and, for a price, she’ll pass on what she knows. Step Two: Select Attributes To assign my character’s Attributes, I refer to page 112 of W20. Since Kiera specializes in acquiring, selling, and negotiating, I prioritize her Mental Attributes and have seven dots to spend. She also, however, needs to be good at communication so Social Attributes will be secondary with five dots, and Physical Attributes will be last with three. For my point spend, I decide to prioritize Wits in the Mental Attributes, give my Social Attributes an even spread, and spend more dots to up my Dexterity rating for Physical. My starting character now has the following ratings which reflects the total including the free dot in each Attribute. Mental Attributes: Intelligence 3, Wits 4, Perception 3 Social Attributes: Charisma 3, Manipulation 2, Appearance 3 Physical Attributes: Strength 1, Dexterity 3, Stamina 2 Step Three: Select Abilities For this step, I’m referring to page 112 of W20. The number of dots I have for Abilities (Talents, Skills, and Knowledges) breaks down into 13 for primary, nine for secondary, and five for tertiary. I opt to put the most dots in Talents to help counter my lower rating in Physical Attributes and because those are useful Abilities to have. Skills will come in second with 9, and Knowledges will come in last with 5. Because Keira is a Corax, she is entitled to a free dot for Subterfuge (Talents), Athletics (Talents), and Enigmas (Knowledges) per page 407 of W20. Talents I have 13 points to spend. I’m giving one dot each to Athletics, Empathy, Expression, Intimidation, and Primal Urge; I’m allocating two dots each to Alertness, Brawl, Streetwise, and Subterfuge. When adding my free dots, my Talents are as follows: Athletics 2, Alertness 2, Brawl 2, Empathy 1, Expression 1, Intimidation 1, Primal Urge 1, Streetwise 2, and Subterfuge 3. Skills I have nine dots to allocate for appropriate Skills. I don’t have any free dots, so my Skills are as follows: Crafts 1, Drive 1, Melee 1, Larceny 2, Stealth 2, and Survival 2. Knowledges For Knowledges, I allocate five dots relevant to Kiera’s job and take advantage of the free dot in Enigmas. Her Knowledges are as follows: Computer 1, Enigmas 1, Investigation 1, Rituals 1, and Technology 2. When this book was originally written, phones weren’t the powerful tools they are today. The extra dot in Technology will help cover Keira’s reliance on cell phones, since she’ll likely be using her phone (or an anonymous ‘burner’ phone) for her business. I like characters with a broad range of Abilities. They may not be sure-skilled at anything, but they have a chance to do more than highly specialized characters. I believe this gives them a better chance of survival; or, at least, to survive long enough to beef up those scores through spending experience points later. Step Four: Select Advantages For Advantages, I’ll refer to page 112 of W20. In this step, I’ll be selecting Backgrounds, Gifts, and Renown which give the Fera additional powers and abilities reflecting their dual natures as both human and supernatural creatures. These powers may or may not be supernatural themselves, but often — in the case of Gifts — relate to the supernatural. Renown is a measure of the Fera’s successes, and how much other members of her Breed are aware of those successes. Backgrounds Given the social nature of Corax and Keira’s role as a gatherer of information and finder of things, Allies, Contacts, and Resources seem like natural choices. I only have five dots to spend in Backgrounds, so Allies gets one dot, Contacts gets three, and Resources gets one. Gifts Gifts are supernatural blessings given to the Fera by Gaia and sometimes by the spirit of their Breed. Corax get to choose three from two different starting lists – one list for Homid breeds, the other for Corvids. There’s some overlap, but enough differences that choosing between the two gave me more than a moment’s pause. In the end I stuck with Homid, though a couple of the Corvid Gifts made me kind of jealous. For Keira’s Gifts, I selected Morse, Open Seal, and Spirit Speech found on page 99 of Changing Breeds. With the Morse Gift, Keira can tap out a message in code on a hard surface, sending a clear message to the nearest Corax. The number of successes indicates how elaborate (or simple) that message can be. With extra effort, the message can instead be transmitted to the nearest Gaia shapeshifter of any Breed. The Gift of Open Seal allows the user to open any closed or locked physical device. With extra effort, even magically locked devices can be opened. Spirit Speech is a Gift that bestows understanding of spirit speech to the user. Spirits know a lot of secrets, so this may come in handy for Keira’s tasks as a runner/operative for the Hermetic Order of Swift Light. Renown The Renown system for Changing Breeds is on pp. 217-222. The were-ravens follow the same paths of Glory, Honor, and Wisdom the other Fera do — they just assign different value to the three terms that fall under Renown. Wisdom is most important of all to a Corax, and Glory least of all. Corax value actions that benefit others, especially other Corax. Selfless sacrifice is highly prized, but rash acts or rage are strongly discouraged. Being notorious rumormongers, Corax seem to hold a “what have you done for me lately?” kind of philosophy, with Renown being lost as easily as it is won thanks to a constant stream of rumor and innuendo. As a starting character, Keira has three points allocated to Wisdom, but zero in Glory and Honor. Step Five: Finishing Touches Finishing touches begins on page 112 of W20; I also refer to page 406 for specific rules. First, I need to record Rage. Corax don’t have auspice; their Rage at character creation is 1. Gnosis, which is based on their Breed, is 6, and their Willpower is 3. Following this, I have 15 freebie points to spend. I’m spending 5 of my freebie points to give Keira a second dot in Strength, just in case. I also want to acquire the Raven’s Gleaning Gift, so I spend seven points to acquire it. This Gift allows Keira to see value in random objects, but doesn’t indicate whether that is practical, monetary, or if it will fill some future need. Then, I’m spending one point to add one dot to my Backgrounds for a Mentor, which will hopefully be another Corax Keira can turn to for advice now and then. I spend the remaining two points to buy a seventh dot of Gnosis. If Keira plans to use any of her Gifts, she’ll need Gnosis to power them, and it seems harder to replace than it is to use. My freebie points spend is as follows: Strength +1, adding Raven’s Gleaning as a Gift, adding Backgrounds (Mentor) 1, and bumping up Gnosis +1. I didn’t choose any Merits for Keira. They are presented in the W20 book as optional, purchased with freebie points. I didn’t have that many freebie points to begin with but, more importantly, none of the Merits presented in W20 or in Changing Breeds didn’t enhance Kiera’s core concept. That’s it: I now have a Corax that’s ready to play. Keira is ready to take on the Wyrm in her own way and do a little business on the side. Her ‘finding things’ career might be the easy way in to any chronicle, but she has to be careful: she isn’t built for combat, so she needs to pick her battles more selectively than the battle-ready Garou, the various Bastet, or a Gurahl. View the full article
  10. Greetings from beyond the veil, ghostly and ghastly types. Matthew Dawkins here. Anyone who’s been tracking the development of Wraith: The Oblivion 20th Anniversary Edition will be aware a certain curse afflicted the book repeatedly in the run up to its release. Thankfully (and tempting fate now) we seem to have bypassed the curse in errata phase, as that’s now complete. I thumb my nose at the curse, knowing it holds no power over me! What’s the worst that can happen? At any rate, amended, removed, and added text is being worked on by Aileen, who’s handling any layout adjustments. I understand she’s getting through this at a fair click. If you check out the Onyx Path Forums, you’ll see Wraith accumulated a decent amount of errata, fairly standard for a book its size. Some of the posts focused on grammatical corrections, others on content or system that held inconsistencies across chapters, and some — likely the most important of all — mentioned the absence of Lifesight, Deathsight, Heightened Senses, and Insubstantiality in the book. At the time these basic wraith abilities were omitted for space, but on discussion, we’ve decided to include them in the core book. We’ve been able to include them without seriously adjusting words, art, and layout around them (always an issue when inserting big blocks of text at this stage), so celebrations all around! But here’s a thing I’ll give you right now. Some of you may already be running or playing Wraith without these abilities, so rather than wait for the errata’d book to reach you, here’s the text for each of these powers. Feel free to incorporate them into your game, and see you soon with an amended PDF! Lifesight Lifesight is the ability common to all wraiths to see the life force still extant within a living being. This manifests to a wraith’s eye as an aura, with the color and strength of the aura relating to the subject’s mood and health. If a wraith wants to try reading the aura, the roll is Perception + Empathy, difficulty 5. The greater the number of successes, the deeper the wraith’s understanding of the target’s current health, mood, and state of mind. One success gets a general sense for how the mortal is feeling, while four is practically reading their mind. Deathsight Deathsight lets wraiths view the Oblivion within all things. Objects and individuals appear not as they are but as they will be, gaunt and decayed. However, wraiths can use Deathsight to measure the amount of Oblivion in something. This enables a wraith to spot weak points or determine how much health a living being has. To exercise Deathsight in this fashion and either Discern Weakness or Sense Health, the wraith rolls Perception + Awareness, difficulty 5. The number of successes indicates the detail the wraith is able to observe. One success might let a wraith know that a mortal is ill, while four successes pinpoints a yet-undiscovered tumor that’s sapping their life. A weak spot identified through Deathsight, be it on a building or a person, offers a -1 difficulty to hit. Heightened Senses Wraiths are unusually well attuned to the world. They hear more clearly, see more sharply and sense more accurately the state of the world around them than the living. That makes them good at overhearing whispers, noticing small details and otherwise picking up on things that a mere mortal would have missed. At Storyteller discretion, a wraith can roll Perception + Alertness (difficulty 5) to pick out a detail that otherwise might have escaped them. Note that heightened senses can have a drawback. They can be overwhelmed by an excess of stimulus, causing the wraith severe discomfort (though no actual Corpus loss). Insubstantiality Perhaps the defining trait of a wraith’s existence, Insubstantiality is both a blessing and a curse. With a minimal expenditure of Corpus a wraith can walk through walls – or bullets, but without the help of Arcanoi the simplest touch into the Skinlands is beyond them. View the full article
  11. Just today, Monday, we launched the Kickstarter campaign for Geist: The Sin-Eaters 2nd Edition! We’re really thrilled to be able to do this, as Geist has been a bit of a sore spot for us, and some of our community too, for years. First edition was the last of the new World of Darkness game settings to be created by the original White Wolf, during my time as WW creative director. It never got the releases and support it could have, mostly by the sheer unfortunate timing of when it arrived. So gather ’round, kiddos, and Unca Rich will tell you a Geist story. Despite the stellar sales of Changeling: The Lost, and excellent sales of Hunter: The Vigil, not to mention the Scion and Exalted lines, we received just absolutely abysmal pre-orders from the distribution chain for GtSE 1st Edition. We even had word that one buyer for the book trade hated it and wouldn’t order any supplements. Which was a significant percentage of our usual pre-orders. The entire company was transitioning in the years after the CCP merger, and developer Ethan Skemp, a rock of reliability, attention to detail, and excellent game design, got sick midway through finishing the book. Basically, Geist was in the wrong place at the wrong time. Scion Hero art by Enzo Lopez So the first edition was a fair bit jumbled, and hard to find. The only supplement we did was made a “blue book” nWoD release rather than a Geist one (we tricked you, book trade buyer!) and events rushed forward and everything game studio-wise was eased back as the WoD MMO became priority #1. Geist first edition went up on DriveThru, and those who found it seemed to love the feeling of it, and have issues with the rules. As time went by, I read those messages, and felt pretty bad about the wounded thing we had published. It was, after all, a project I had greenlit, one of my babies, and while I was trying to keep an eye on things in WW‘s remaining game studio, I was also nostrils deep in the MMO. When Eddy and I created the CCP Transmedia group after V20, one of the first projects on our very limited slate was a revised version of Geist first edition. Not a new edition, but a fixed-up one. I think it was Eddy who first called it Geist 1.1, and in April 2012 it was put up on DTRPG. And a funny thing happened. Sales happened. Continuing healthy sales. Somebody was out there, and they sure seemed devoted to Geist. What a wonderful thing to discover about a game and setting that seemed like it was stillborn. But actually, once folks could get a cleaned up version, people kept buying it. This realization coincided with the timing of creating the first Dark Eras book, and when backers were voting for which lines to appear in which Dark Eras there was pretty intense lobbying for Geist. Huh. More confirmation. If you haven’t yet, you can check out the Geist sections in both Dark Eras and the Dark Eras Companion volume here on DTRPG: http://www.drivethrurpg.com/browse/pub/4261/Onyx-Path-Publishing/subcategory/27199/Dark-Eras The Dark Eras books were, in fact, the method we had to deliver new material, albeit historical, for all of the new World of Darkness lines as they transitioned into the Chronicles of Darkness and we moved forward with creating their second editions. (Which is a very, very, cleaned-up and simplified version of the tortuous transition, indeed. And a story for another times, kiddos.) Wraith20 Handbook for the Recently Deceased art by Michael Gaydos Which, basically, brings us to this Kickstarter for Geist 2nd Edition. Spearheaded by the titanically talented Travis Stout and a fantastic team of writers, nurtured by Rose Bailey and Dixie Cochran, with stunning art that you can see represented on the KS page…this is truly the second chance for the “game of second chances”! Now, we still don’t know what size audience we’ll have for this KS, nor how fast we’ll fund, or how many Stretch Goals we’ll achieve. (I was thinking about stopping mid-sentence and going into the next line, like I was caught off-guard by some sort of alarm, but honestly, I stopped with “achieve” and went and checked the KS hoping I could say the next paragraph right now). And BOOM! as I was writing this little tale, the Geist 2e Kickstarter has funded in 9.75 hours! Thanks to everyone who contributed so far, and to all of you who will help us bring forth a new 2nd Edition version of this awesome game by pledging this next month! https://www.kickstarter.com/projects/200664283/geist-the-sin-eaters-2nd-edition Phew! Scion Hero art by Marco Gonzales Meanwhile last Friday, our Onyx Pathcast featured Dixie, Eddy, and Matthew telling tales of the freelancer lifestyle and just what that means. Lots of creativity, lots of communication with the clients depending on you, lots of making sure you have another gig in the works. You can hear them on your preferred podcast service, or right here on PodBean: https://onyxpathcast.podbean.com/ This coming Friday, the Terrible Trio of Terror will be interviewing the terrific Danielle Lauzon, who has been just tearing up the place developing Vampire: The Requiem 2nd, a lot of brilliant work on Storypath generally, and the Trinity Continuum specifically, and she’s been a mover and shaker on the new releases for 7th Sea for John Wick Presents. Finally, in other news, it’s the 4th of July holiday Wednesday here in the US, so a lot of us will be out of the office that day, although we will have our usual Wednesday “on sale alert”. Some of our shipping services also have a day or two off, so that’s throwing some pre-Gen Con plans off a tad, but we’re adjusting. Make sure you watch the musical 1776 (an inspiration for “Hamilton“), and keep your pets inside away from the loud noises for the holiday. And with that, I’ve leave you with these fours words of wisdom muttered by John Adams on his deathbed: Many Worlds, One Path! BLURBS! KICKSTARTER: The Geist: The Sin-Eaters 2nd Edition Kickstarter began today (Monday) and already has funded as I write this. We want to be able to make a great looking hardcover edition, and get that into stores while giving backers first look at the complete text and other fun benefits: https://www.kickstarter.com/projects/200664283/geist-the-sin-eaters-2nd-edition Geist: The Sin-Eaters 2nd Edition includes all the rules you need to play as one of the Bound: Five Burdens reflecting the cause that pulled you back from the grave, five krewe Archetypes for building your own mystery religion, and the Haunts, Keys, and Ceremonies that provide the Bound with their macabre powers. It also includes the Chronicle of the Dead, featuring the Sin-Eaters’ struggle against the all-consuming Underworld and a variety of terrifying threats. In addition, for the first time in the Chronicles of Darkness line, ghosts are presented as playable characters. Chapters include: The Quick and the Dead: the five Burdens (the reason a Sin-Eater comes back from the dead and what draws a particular geist to them) and krewe Archetypes (the common cause that draws a krewe of Sin-Eaters together). The Road Back: On death and coming back, and why Bound make the Bargain, including possible consequences. One Foot in the Grave: Character creation, with sections on both geist and krewe creation, Anchors, Merits, Synergy, Plasm, Abilities, Haunts, Keys, Ceremonies, and Mementos. Old Laws: the core Chronicles of Darkness rules, with special rules for playing Sin-Eaters, as well as information on subsystems for krewes, ghosts, and the Underworld, including Avernian Gates. Antagonists: villains for your Geist chronicle, including Reapers, Eaters of the Dead, necromancers, enemy Bound, and Kerberoi. The Quiet Places: Setting information and story hooks for playing your Geist chronicle in specific times and places in history., from 16th-century Brazil to modern-day Edinburgh, Scotland to Mobile, Alabama in 1910, as well as information on Dominions. Ghost Stories: Storyteller advice and information for running a Geist chronicle, including designing Remembrances, how to set theme and mood, story seeds, and various ways to play out the end of a game. Appendix: The Absent: This Appendix details the Absent, playable ghosts, including Memories, new Merits, and a collection of possible ghost characters to expand on and use in your chronicle. Appendix: Conditions and Tilts: Geist-specific Conditions and Tilts, including ephemeral Influence Conditions and Manifestation Conditions for ghosts, as well as Haunt Conditions and Tilts. 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: Following up last week’s Sword and Sorcery Day, with the first-ever Amazon and Nook store releases of the epubs for the first edition Scarred Lands fiction Dead God Trilogy: Forsaken: Book One, Forsworn: Book Two, and Forbidden: Book Three! CONVENTIONS! Prep is seriously underway for Gen Con 2018 in the first week of August, which takes place in Indianapolis. In addition to our booth presence, be sure to check out the games and panels in the Gen Con Event Schedule. 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 If you are going and want to meet up, let us know! 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) M20 Book of the Fallen (Mage: the Ascension 20th Anniversary Edition) 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) CofD Dark Eras 2 (Chronicles of Darkness) Trinity Continuum: Aberrant core (Trinity Continuum: Aberrant) Tales of Excellent Cats (Monarchies of Mau) Adventures for Curious Cats (Monarchies of Mau) Scion Companion: Mysteries of the World (Scion 2nd Edition) City of the Towered Tombs (Cavaliers of Mars) Changeling: The Lost 2nd Companion (Changeling: The Lost 2nd) Night Horrors: Nameless and Accursed (Mage: the Awakening Second Edition) Heirs to the Shogunate (Exalted 3rd Edition) Witch-Queen of the Shadowed Citadel (Cavaliers of Mars) Redlines Deviant: The Renegades (Deviant: The Renegades) Spilled Blood (Vampire: The Requiem 2nd Edition) Wr20 Book of Oblivion (Wraith: The Oblivion 20th Anniversary Edition) Changeling: The Lost 2nd Jumpstart (Changeling: The Lost 2nd) Lunars: Fangs at the Gate (Exalted 3rd Edition) Second Draft WoD Ghost Hunters (World of Darkness) Tales of Good Dogs – Pugmire Fiction Anthology (Pugmire) Night Horrors: Shunned by the Moon (Werewolf: The Forsaken 2nd Edition) Dog and Cat Ready Made Characters (Monarchies of Mau) Aeon Aexpansion (Trinity Continuum: Aeon) C20 Players’ Guide (Changeling: the Dreaming 20th Anniversary Edition) In Media Res (Trinity Continuum: Core) Development Signs of Sorcery (Mage: the Awakening Second Edition) 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) Manuscript Approval: Editing: They Came From Beneath the Sea! Rulebook (TCFBtS!) 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) GtS Geist 2e core (Geist: the Sin-Eaters Second Edition) M20 Gods and Monsters (Mage: the Ascension 20th Anniversary Edition) Night Horrors: The Tormented (Promethean: The Created 2nd Edition) Guide to the Night (Vampire: The Requiem 2nd Edition) Indexing: Monarchies of Mau (Monarchies of Mau) ART DIRECTION FROM MIRTHFUL MIKE: In Art Direction Ex3 Monthly Stuff Trinity Continuum – Workin’ on it… the priority. Geist 2e The Realm M20 Gods and Monsters Ex3 Dragon Blooded – More more sketches coming in. Promethean Night Horrors: The Tormented – Sketches and finals almost all in. VtR – Guide to the Night Dystopia Rising: Evolution – Eddy’s notes are approved… so getting Mark on fulls and Riley on splats. Marketing Stuff Posters and Displays In Layout Fetch Quest – Playtest decks uploaded. Scion Hero Cavaliers of Mars Cards Proofing Scion Origin – Onyx review finishes, comments sent to Neall and OK’d, now being input. Changeling: the Lost 2 – Josh is working on the interior fixing. Cavaliers of Mars – Dropping in the Index and sending it over to Rose for a final once over. At Press V20 Beckett’s Jyhad Diary & Beckett Screen & V20 Dice – KS backer rewards shipping. Scion Dice – At fulfillment shipper. Monarchies of Mau – In Indexing. Monarchies of Mau Screen – Screen proof this week. Cavaliers of Mars Screen – Screen proof this week. Wr20 Guide for Newly Departed – PoD proofs shipping. Gen Con Buttons – At press. WoD and CofD reroll cards – At press. FQ and PG Gen Con cards – At press. Wraith 20 Screen – Screen proof this week. GenCon Brochure – Printing. Storypath Brochure – Files sent to printer. Wraith 20th – PoD files uploaded. TODAY’S REASON TO CELEBRATE: This space needs to stop being for memorials – last week we lost one of the most awarded and prolific speculative fantasy writers, ever: Harlan Ellison died in his sleep at the age of 84. Which is an amazingly inappropriate way for that angry young man to go out. A ruptured aorta while spewing invectives into the venal face of mediocrity, or a fiery bounce-back from a Molotov cocktail, maybe. But in his sleep? Well, you fought the good fight longer than most, Harlan, and you always had a keen eye and ear for irony (and a sailor’s mouth), so go in peace, you who whipped inspiration into so many of us. You earned it. View the full article
  12. The Kickstarter for a prestige edition of Geist: The Sin-Eaters 2nd Edition is now live! In Geist: The Sin-Eaters, you play a person who died with a powerful burden on their soul — something they didn’t accomplish in life, or something they never found. On the other side of the veil, they made a bargain with a powerful being called a geist, which returned them to the world of the living and to their own body, at the cost of a permanent bond between them and the geist. Now your character stands as a medium, with one foot in the world of the living and one in the world of the dead. Originally released in 2009, Geist: The Sin-Eaters was a sleeper hit for the Chronicles of Darkness, finally bringing “life” to the realm of ghosts and death. And now this game of second chances gets a second edition, with Geist: The Sin-Eaters 2nd Edition, offering a revised and updated rules system and an expanded setting. Come join us! View the full article
  13. Release Roundup: June 2018

    Here’s a look at what we put out over the course of the last month: Scarred Lands: Dagger of Spiragos in 5e and Pathfinder (print) Scarred Lands: Ring of Spiragos in 5e and Pathfinder (PDF/print) Scarred Lands: Spiragos Saga Bundle in 5e and Pathfinder Changeling: The Dreaming: Kithbook: Boggans (PDF/print) Exalted: Hundred Devils Night Parade part 14: Lodestar and Susuruss (PDF) Exalted: Adversaries of the Righteous part 9: Fivefold Masks and Lies (PDF) Also now available via our Indie Press Revolution store: Vampire: The Masquerade: Lore of the Clans Deluxe Edition Vampire: The Masquerade: Lore of the Clans Storyteller’s Screen Available via Fantasy Grounds: Gauntlet of Spiragos for 5e (FG/Steam) Gauntlet of Spiragos for Pathfinder (FG/Steam) Shelzar: City of Sin for Pathfinder/3.5 (FG/Steam) Blood Bayou for Pathfinder/3.5 (FG/Steam) Echoes of the Past: The Slarecian Legacy for Pathfinder/3.5 (FG/Steam) Merch V20 Assamite (journal) V20 Brujah (journal) V20 Followers of Set (journal) V20 Gangrel (journal) V20 Giovanni (journal) V20 Lasombra (journal) V20 Malkavian (journal) V20 Nosferatu (journal) V20 Ravnos (journal) V20 Toreador (journal) V20 Tremere (journal) V20 Tzimisce (journal) V20 Ventrue (journal) V20 Baali (journal) V20 Daughters of Cacophony (journal) V20 Gargoyles (journal) V20 Harbingers of Skulls (journal) V20 Kiasyd (journal) V20 Nagaraja (journal) V20 Salubri (journal) V20 Samedi (journal) V20 True Brujah (journal) W20 Black Furies (journal) W20 Bone Gnawers (journal) W20 Children of Gaia (journal) W20 Fianna (journal) W20 Get of Fenris (journal) W20 Glass Walkers (journal) W20 Red Talons (journal) W20 Shadow Lords (journal) W20 Silent Striders (journal) W20 Silver Fangs (journal) W20 Stargazers (journal) W20 Uktena (journal) W20 Wendigo (journal) Kickstarter Week we wrapped up the Fetch Quest deck-building card game Kickstarter! We funded in 21 hours, and since raised $21,059 of our $6,000 goal, or 351% We’ve got 488 backers We’ve passed four stretch goals: A Kickstarter backer T-shirt Fetch Quest Booster Cards: 6 Pioneers from the Monarchies of Mau Fetch Quest unlocked for Canis Minor community content. Create your own cards! Tomorrow, we launch the Kickstarter for Geist: The Sin-Eaters 2nd Edition. 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 Community Spotlight The following community-created content for Scarred Lands has been added to the Slarecian Vault in the last week: Scarred Lands: Encounters in the Calastian Hegemony Volume 1 Scarred Lands: Love-Scorned Soul Scarred Lands: Dungeon of Horror Scarred Lands: Encounters in the Calastian Hegemony, Volume 2 Your product could be here! Have you considered creating your own to sell? The following community-created content for 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 Vampire has been added to the Storytellers Vault in the last week: Vampire: The Masquerade: Secrets of the Masquerade’s Guide to Playable Characters Vampire: The Masquerade: Jack Snow Vampire: The Masquerade: 10 Feeding Surprises Vampire: The Masquerade: Dark New England Regional Sourcebook Vampire: The Masquerade: Descendants of the Three Sisters: Native American Clans of the Northeast Vampire: The Masquerade: The Endless Death, Volume 1: Curses Writ in Blood – Sample Vampire: The Masquerade: Verona by Night Vampire: The Masquerade: Disciplinas Olvidadas Vampire: The Masquerade: Artifacts of Blood Vampire: The Masquerade: To sup upon the city Vampire: The Masquerade: Beckett’s Vampire Folio 10: Hands of Darkness Vampire: The Masquerade: Camarilla Edition Art Pack Vampire: The Dark Ages: VTDA Clan Sheets [1st Edition] – PACK 3/4 Vampire: The Dark Ages: VTDA Clan Sheets [1st Edition] – PACK 4/4 Vampire: The Dark Ages: Dark Myth and Legend Werewolf: The Apocalypse: Werewolf: The Apocalypse Storytellers Vault Style Guide Your product could be here! Have you considered creating your own to sell? View the full article
  14. In which Eddy, Dixie, and Matthew talk about the freelance life, both for Onyx Path and in general. How to get into freelancing The submission guidelines Importance of tone in submissions Matthew’s curveball: Networking and social media The reality of emotions and personal conflict with clients Dixie’s experience on great projects Eddy’s experience on a difficult project The importance of communication Dealing with redlines and criticism Eddy’s experience with redlines on Futurama: Game of Drones Dixie’s experience with editing Juggling work-life balance Eddy’s cuts a promo on Matthew: Do you feel better about yourself after becoming a freelancer? View the full article
  15. This piece accompanies the Fall of Isireion era (69 BCE-30 BCE) in the Dark Eras Companion. Her jaw snaps and groans like breaking green branches. There’s a face in her mouth. It disappears when she swallows. She spits and it smellsof raw meat and ancient dust. Nefersobk rolls the blue, withered corpse off the slab. Its head is gone. She ate it. “Send it down the river,” she says. “His worshippers will find it.” And I will find them, and him again. And again and again and again. But for now she’s as close to sated as she’ll ever be. The hole in her soul never goes away completely, but feasting makes it feel smaller: something to step over and ignore, for a time. Besides, she plans to eat again, soon. Her servants cart the “deathless” one’s body away as she reels, clutching the mortuary slab. Sekhem’s stronger than hashish or unmixed wine, but it doesn’t confuse her. It makes her brilliant, like a child seeing constellations in the stars for the first time. Out of nothing but sky, the gods dance. She’s the smartest woman in the world again. Mortals dance, too, in Alexandria tonight: Laborers stagger drunk and full through the narrow streets, sometimes stalked by thieves, and sometimes stalking each other with wine-soaked aggression, ready to fight. Whenever people drink and kill they refresh the earth, too, opening each other with small knives and letting Shezmu’s red vintage drip out. In red-roofed mansions, courtyards glow with fires where the well-to-do celebrate less enthusiastically, with plentiful food, watery wine, and nervous chatter. Today, Mark Antony made himself Osiris to Cleopatra’s Isis. Nefersobk lives in such a house but mostly alone, and in the dark. Her fires have died and she can see all the Fate-arrayed stars above. She sent her servants home, well-paid and discreet, and she has no slaves to stoke the flames at night. She passes her outer walls for the streets. Divine titles aren’t blasphemous, as long as you can keep them. It has always been right for gods to rule the Black Land, and for men and women of power to be their bau-presences in this world. Unfortunately, even the gods obey political realities. The wealthy know this. Cleopatra’s father bought his way back to the throne with Roman money, so her divine ascension was never foreordained, but a business transaction. They called him the Flutist, the Bastard, the Debtor. She hears a loud, rich neighbor say the names tonight as she walks past his house (but he stays away from her dark, cursed house). She avoids firelight as she goes. People here have two basic responses to a woman walking alone at night and they both enrage her. She doesn’t want to kill anyone right now. The Bastard debased coins to pay back Rome, so aristocrats hoard old and foreign money. Everybody knows it. That’s why thieves a cut above Alexandria’s street muggers will climb their walls tonight, with longer, sharper knives. Some of them are Nefersobk’s agents. They are not necessarily aware of the fact. The chain of influence, through bored scribes, bribed tax collectors, and hawkeyed nomads, is too complex to fully describe to anyone stupider than her — or even to her, when she hasn’t eaten enough to manifest her full brilliance — but in the end a list of names and houses reached a certain village at the edge of the desert, and its redheaded, mad natives saw an opportunity to get rich and perform certain rites for the glory of Sutek, who they call a forefather. These Parangelía Seth are witches. Nefersobk is smart enough to keep her distance. She turns down a crooked alley. Tonight will be the first time she’s ever met them. The Arisen are not as intelligent. When Sybaris twitched, a great snake nailed to the world by Fate’s fallen stars, they came back. They woke up buried brethren and they’re all so excited by what they read out of the Sickness, of Azar’s return, of Cleopatra as Esit, the god-king’s vessel of rebirth. She notes that of course, Esit is nothing but a womb with a crown to the Deathless, who have always been unimaginative users of men and particularly, women. She understands why: To enslave others, one must believe in his heart that every person has a natural owner. As the Arisen own they long to be owned, to be ruled again, and not merely influenced by cryptic Judges. They can’t imagine that the Black Land left them behind, gave its fertility to new owners: mortals, sorcerers who learned from old scrolls and omens in this magic-soaked land. ARE YOU NOT OWNED AS WELL? The voice is not hers, but echoes from the hole in her soul, from the ever-hungry jaws under all worlds. And her mind chants: Not by choice. Never by choice. View the full article
×