Professional Documents
Culture Documents
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PUGMIRE 4
MONARCHIES OF MAU 5
CAVALIERS OF MARS 6
SCARRED LANDS 7
TRINITY CONTINUUM 10
CHRONICLES OF DARKNESS 20
ONYX PATH LIMITED AND PRESTIGE EDITIONS AVAILABLE VIA INDIE PRESS REVOLUTION 29
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D ogs have inherited the world, building the kingdom of Pugmire untold centuries after the
Ages of Man are over. These dogs have been uplifted to use tools and language, and they
seek to rediscover the ruins of the Old Ones. Some dogs have learned to use the leftover technology
of humanity, but they believe it to be magic handed to them by their lost gods. Others seek to
create an ideal civilization, using a Code of Man compiled from ancient, fragmentary lore left
behind by humanity.
Pugmire juxtaposes the tropes of high fantasy with our relationship
with domestic dogs. Dogs adventure to explore lost ruins in search of
relics, knowledge, and danger. They have access to magic that they
control through faith or academic study. Enemies of Pugmire can
either be monstrous or simply other misunderstood species, such
as the cats of the Monarchies of Mau. Civilized dogs have a moral
code that classifies some people as “good” and others as
“bad” (although not “evil” — that’s reserved for insane
monsters that only seek destruction and chaos).
The Secret
of Vinsen’s Tomb
“The Secret of Vinsen’s Tomb” is a Pugmire story
for three to six characters. This jumpstart contains all the
rules and characters you need to play — just grab some dice
and go! You can also use this adventure with the full version
of Pugmire. Available Now.
Fetch Quest
Fetch Quest is a cooperative deck-building game for
three to six players ages 12 and up. Each player rep-
resents a pioneer, one of six adventurous dogs on a
dangerous quest. The pioneers work together to over-
come dangerous challenges and resolve missions.
Once the missions are resolved, the quest is finished
and the players win the game. Coming Soon.
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C ountless centuries have turned since we disappeared. In the distant future, intelligent, evolved cats
seek to reclaim what was left for them by their godlike servants: humanity. The cats live within six
city-states recently united under one leader in the hopes of putting aside their differences to build something
stronger, something better, together. They seek out evidence of the Old Ones (also known as “Man”) to
discover what they did right, what they did wrong, and what those who remain can use to build their
society up in a strange new world. Other animals seek to answer the same
questions in their own way, like the dogs of the kingdom of Pugmire or the
mice and rats scattered throughout both lands. The world is dangerous and
mysterious, but the instincts of a good cat will always be true.
Monarchies of Mau is complete tabletop roleplaying game that acts as a
companion game to, and is totally compatible with, Pugmire. Monarchies
of Mau Early Access is a pre-release, advance look at the upcoming
Monarchies of Mau roleplaying game. It is a near-complete rule-
book allowing players to dive right into the world of Monarchies
of Mau as the final game is off to the
printers. Get it now at DriveThruRPG!
MONARCHIES OF MAU
CORE RULEBOOK
Some highlights of Monarchies of Mau will include:
In Cavaliers of Mars, you take the role of a Martian adventurer. You could be a cast-out priestess, or a tradesman
who’s put down his tools in search of adventure. You might even be a grizzled cavalier, who can charm and ride any
beast, including the wind itself. But whoever you are, you’ll pit your personal code of honor against a world by turns
romantic and forsaken. You’ll find yourself tangled in intrigues and wars, with only your friends to save you when your
passions carry you too far. This world needs heroes, and that’s the one thing you can’t help being.
Do you dare journey into Yazora’s city? Will you topple her sorcerous tyranny? Will you take her away into
the lands she so longs to see?
And will you learn the truth behind the Witch-Queen of the Shadowed Citadel?
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The Scarred Lands, known to inhabitants as Scarn, are a place of dynamic
heroism, supreme villainy, and incalculable magic. This is a world still bleed-
ing from wounds suffered in the Divine War, sometimes called the Titanswar,
which ended only 150 years ago. Even the most populous and well-known
continent of Scarn, Ghelspad, plays host to vast unexplored regions, hides
unsolved riddles from ancient cultures, and taunts adventurers with the prom-
ise of undiscovered riches hidden among ruined civilizations.
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SCION: ORIGIN
GODS WALK THE EARTH
The ancient powers never fully went away. They wander our roads and cities, mingling with the
teeming masses of humanity. You are one of their children, born to the magic of yesterday and the
promise of tomorrow.
Scion: Origin will include:
• The Storypath system. These rules provide a foundation for playing any character — mortal or God
— in the Scion World.
• Lots of character options ranging from pre-Visitation Scions to therianthropes to satyrs.
• A detailed setting exploring different relationships between the Gods and humanity.
SCION: HERO
EMBRACE YOUR BIRTHRIGHT
The Primordial deities and savage Titans have escaped their eternal prisons to wage war with the
Gods once more, and those battles in the heavenly Overworld have spilled over into our World. Armed
with Birthright weapons possessed of mighty Boons, the Scions, divine offspring of both God and man,
stand as humanity’s only defense. But even the Gods themselves cannot stand united, as ancient rivalries
spring forth once more.
Scion: Hero will include:
• Ten global pantheons that act as parents and patrons for Scions: Algonquin, Aztec, Chinese,
Egyptian, Greco-Roman, Hindu, Irish, Japanese, Norse, and Yoruba.
• Detailed Modes and Shards, optional rules, and alternate settings to accommodate new Scion
stories.
• Explorations of the nature of Scions and their relationships, from their first Godly Visitation to the
titanspawn who curse their very existence.
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SCION: BESTIARY
The World of Scion expands with the Scion: Bestiary. In this expanding volume, you’ll find different
Legendary Creatures of the World and how they interact with Scions. Satyrs, centaurs, therianthropes, and fair
folk will all get their due as both player characters and antagonists. Find detailed information to expand the set-
ting, and learn how these creatures hide (or don’t) from humanity.
SCION: JUMPSTART
The Scion: Jumpstart will provide everything
you need to start playing Scion Second Edition.
You’ll find rules for the Storypath system, five pre-
generated characters, and a self-contained sce-
nario to play “as is,” launch a new chronicle, or use
in an ongoing chronicle. And, for groups that already
have the Scion: Origin Second Edition rulebook, this
jumpstart will serve as an introduction for new players and a
quick reference during play.
SCION: DEMIGOD
The Overworld’s gone silent, and the Scions are left to their own
devices as they battle a renewed titanspawn offensive. But is the war
already lost? Without word from the Gods as to what’s occurred, the
heroes must master the powers of demigodhood, visit the World’s
Terra Incognitae and finally storm the Underworld itself in a desperate
attempt to reach the Gods and save all that exists. The second-edition
supplement will include rules for domain-level play and ways to interact
with the lands of the dead.
SCION: GOD
Now risen to the hallowed ranks of the Gods, the Scions must fight
as soldiers in the Overworld War, facing the Titans and their spawn
on a battleground beyond imagining. The final battle has yet to be
fought, and the future is undecided. Trusting that the inscrutable pow-
er of Fate will bear them to victory, the Scions press on, ignoring the
lesser threats and taking the battle to the Titans themselves. The sec-
ond-edition supplement will include rules for playing Incarnations, the
many lives Gods live through.
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Our modern world is fraught with dangers,
from the products of mad science and corpo-
rate greed to the perils of lost civilizations.
Fortunately, as many of the Talented will tell
you, danger is their middle name, and the
Æon Society is here to help them put things
to right. The only constant in the world is change,
and that’s where you come in.
At long last, the Trinity Continuum returns in this new edition
with a new system and setting revised from the ground up. Talents:
the subtle champions, daredevils of unparalleled skill and luck. Psiads:
those able to employ the powers of their own minds to affect those
around them. Novas: the stalwart few with the power to alter the very
fabric of reality.
These Inspired arise in times of need. Few of them will ever sit
idly: They seem to be driven to act. Some will be crowned as he-
roes, others as power-mad aberrations. Which will you be?
The Trinity Continuum Rulebook will include:
• The Storypath system
• A modern introductory setting that’s packed with action and
adventure
• A full guide to playing Talents, their Gifts, and their various
allegiances
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In a world still recovering from a devastating war with horrifying mutated Aberrants, the last
thing humanity wants to hear is that they’re back, and they want Earth.
Fortunately, orders have arisen, each responsible for the creation of a specialized type of psion
ready to combat the Aberrant menace. Will it be enough? A battle rages among the stars, and the
psions are humanity’s best weapon.
Trinity Continuum: Æon will include:
• A complete 22nd-century setting featuring Earth’s first steps into the greater galaxy.
• Your guide to psions, the powerful, artificially-created psi users produced by the quixotic psi
orders.
• Storyguide-centric material detailing some of the setting’s secrets and potential future fates.
“So-called ‘scientific understanding’ of nova abilities is in fact nothing of the kind and maintains
some very dangerous misconceptions about both novas and quantum physics. Not only does the scien-
tific community not fully understand how the abilities of novas work, those same abilities often appear
to violate some of our most fundamental previous understanding of the way in which the universe works.
The Mazarin-Rashoud Flux, while a significant discovery, is nothing more than an unusual energy read-
ing found in the brains of novas exercising their abilities. It tells us nothing about how they are accom-
plishing the impossible. ”
— from “Gods Among Us: Novas and the Future of Humanity”
A new edition of the classic Aberrant superhero game is coming soon. The year is 2028, a time
of Sacrifice. Ten years ago, the Galatea exploded in orbit. N-Day — March 23, 2018 — changed the
world forever, as people all over the world began to manifest the ability to manipulate the fundamental
forces of nature. These novas quickly rose to be media darlings, with influence felt everywhere: from
superteams to fashion shows, from conflict zones to computer tech, few parts of the world are left un-
touched. The Æon Society keeps an eye on things, but even it can only do so much.
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They Came from Beneath the Sea! is a new game encompassing the wonder, horror, thrills,
and hilarity of 1950s science fiction. This game evokes all that is great in the B-movies of decades ago,
and provides a dynamic, fun experience at the table.
Adventures range from the one-shot defense of a small coastal town, to the lengthier liberation of a
cruise ship infested with gill-kin, all the way to a campaign in which characters seize an alien submarine
and ride it all the way down to the sea bed to take the fight to the invaders. In this game, the protag-
onists are strong-jawed war veterans, cunning and resourceful explorers, utterly insane scientists, and
blue-collar heroes, just looking to defend their patches of land. Each appears in the B-movie classics of
the era, providing a wealth of inspiration for the kinds of characters you’ll play in this game.
Highlights of They Came from Beneath the Sea! include:
• The human world invaded! An entire chapter on the world of TCfBtS!, allowing you to pull events from
the 1950s and incorporate them into your game, with a distinctly fishy taste!
• Ready-to-play scenarios! New to roleplaying or uninspired? TCfBtS! contains an adventure and pre-
made characters that can be run straight from the book, and a separate comprehensive setting for you to
place your game into idyllic, 1950s Delaware!
• A plethora of characters! As well as the five Archetypes, a mix of 12 Origins and Ambitions make for a
wide variety of heroes for play in this game!
• Props! Stunts! Cinematics! The customization of character powers in this game is one of its most impres-
sive features, and can change from game to game!
• Quips! Built-in card-based mechanics so every character’s comments can add to the excitement, and the
hilarity!
• Over 30 alien threats! Complete with profiles, stat blocks, and story hooks for easy incorporation into
your game!
• Fiction, setting, and aliens by Larry Blamire! The director of such movies as The Lost Skeleton of
Cadavra and Trail of the Screaming Forehead lends his talents to a substantial portion of this book, branding
it with his distinctive style!
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“People don’t need a reason to be awful to each other.
They just need to survive. But people don’t need a reason to
survive, either. They just need each other. Figure that one out,
you’ve got a shot at understanding why we’re all still here.”
— Tribeca Rockaway, sniper of the Dead Heroes gang
No one knows how long it’s been since the world was blasted with nuclear
radiation and became infected with the undead. Major cities were all but destroyed;
transit is reduced to animals, wagons, and the occasional iron horse. The survivors of the
Fall were the first strain of deviation from the human condition and were able to make
it through the rapidly spreading epidemic.
Humanity has just started to rebuild, but large sections of the world are still irra-
diated or completely overrun by the undead. Small communities come together in
a world where concepts such as “democracy,” “freedom,” and “government” are
newly reborn. Finding a community of decent size in this world is rare; finding one
that has any concept of equality or morality is rarer still.
Oh, and people have the unnerving ability to come back from the dead, regrown
from the very virus that destroyed the world.
This is dystopia. The world is broken. It is up to you to pick up the pieces and make
a new world from the remains of the old.
• An update of the popular live-action setting, presenting a fresh and exciting take on
the post-apocalypse genre.
• Details on the powers of faith and psionics, along with advice on run-
ning action-adventure stories, webs of personal intrigue, or procedural
investigations.
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The World of Darkness is much like our world, with a darker, more devious, and gothic punk
twist. Decadence, cynicism, and corruption are commonplace, and the dichotomy between the pow-
erful and the weak is more pronounced as the denizens of the supernatural — vampires, werewolves,
mages, changelings, mummies, hunters, and wraiths — reign from the shadows.
Twenty years after the original World of Darkness debuted, Onyx Path Publishing relaunched the
World of Darkness through its 20th anniversary editions, RPG supplements, and fiction, as well as its
considerable efforts to offer the original source materials for fans through digital and print editions of
these books.
Today, Onyx Path continues to expand upon the 20th anniversary game lines with new supple-
ments and fiction to lend the World of Darkness a modern, updated touch. Its current catalog of World
of Darkness 20th anniversary game lines includes Vampire: The Masquerade, Werewolf:
The Apocalypse, Mage: The Ascension, Wraith: The Oblivion, and Changeling: The
Dreaming.
All World of Darkness 20th anniversary games are available through DriveThruRPG.com in print
and digital, and select titles may also be purchased in print through Indie Press Revolution.
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Vampire: The Masquerade exploded into hobby games in 1991 and inspired a generation of fans
the likes of which the game industry had never seen before or since. It was a game that allowed players
to portray the monstrous vampires of myth and legend in a sleek, modern setting. The cultural significance
Vampire left on not just the gaming world but on modern vampire-related pop culture can be seen and felt
at virtually every turn and in every medium today.
Prince’s Gambit
Prince’s Gambit is an entry level, simplified version of V20 play created and written by Justin
Achilli and played with cards included in the PDF and available separately. This introductory game con-
tains everything players will need for an evening of casual gaming set in a vampiric Prince’s Council as
they try and determine who is a Sabbat infiltrator and traitor. Available Now.
V5: CHICAGO
Chicago lies at the center of the web that is the American heartland. Tendrils of power, wealth, and
reward stretch outward, ensnaring the selfish, greedy, and unwary. Yet, Chicago attracts its predators,
too. Creatures that would have the city for their own, spinning their own webs of malice and intrigue.
But among the city’s towering skyscrapers and wind-swept streets, who is the spider and who is the
fly? This updated edition of White Wolf’s best-selling city book will be Onyx Path Publishing’s first
Vampire: The Masquerade 5th Edition supplement. Coming Soon.
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Werewolf: The Apocalypse presents the Garou: creatures at once both man and wolf, and
filled with a Rage against the evils that would destroy and corrupt both the natural and spirit worlds.
Sacred warriors imbued with power from the spirits of Earth and Moon, they are the doomed heroes
screaming defiance in the face of impossibly powerful foes.
A game of modern fantasy, Changeling: The Dreaming takes you into the secret kingdom of the
faeries on Earth. Half-human, half-fae, changelings come in all sizes, from the mischievous Pookas to
the surly Trolls to the bloodthirsty Redcaps. You are invited to enter a world where mythic adventure and
magical wonder coexist with the mundane.
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Mage: The Ascension features architects of reality locked in a deadly fight
to see whose future will prevail: the Ascension War. But within that sometimes
cosmic scope, Mage asks an intimate question: If you had the power of a god,
what would you do with it… and what would it do with you?
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More Exalted releases are planned in addition to the titles featured below.
Be sure to check our list of current projects for more information.
The Realm
The Realm is an in-depth guide to Creation’s greatest single
power, the empire of the Scarlet Dynasty. It details the insti-
tutions the Dragon-Blooded use to wield their power over
the world: the Thousand Scales, the Immaculate Order,
the mighty Imperial legions, and more. It also explores the
many lands the Realm holds — the prefectures and domin-
ions of the Blessed Isle, the Threshold satrapies, and the
weird continent of the Caul where the Dragon-Blooded war
openly with the armies of the Lunar Anathema.
Now more than a decade later, the Chronicles of Darkness and its supporting
lines are flourishing, with each game line receiving second editions, starting with the 2013
release of the Chronicles of Darkness Rulebook featuring The God-Machine
Chronicle.
Dark Eras 2
Chronicles of Darkness: Dark Eras 2 presents chapters
featuring two to three Chronicles of Darkness game lines in unique
historical eras and regions. Each terrifying time period and location is
examined through the supernatural creatures active in eras featuring the rise
of the Qing Dynasty, the French Revolution, the Necropolis of Hawara, the
Ancient Seven Wonders of the World and so much more. Compatible with
Chronicles of Darkness 2nd Edition rules. Coming Soon.
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Tonight, you become one of the Kindred, the beautiful and the damned who hide behind our ordi-
nary world. Driven by a hunger like fire, you will struggle to maintain your humanity while immersed in
a vicious society of monsters. Vampire: The Requiem 2nd Edition features Blood and Smoke: The
Strix Chronicle. In the chronicle, your Kindred are the smart, sexy vampires of pop culture, but you are
haunted by the Strix — the grisly, demon-possessed corpses of folklore! Available Now!
You are one of the Uratha who’s inherited the blessings of Moon and Wolf. You conduct your sacred
hunts in the shadows of the ordinary world, trying to maintain the boundaries, desperate to ignore your
instincts. But the hunt isn’t easy. Your werewolves think they can hunt any prey, but they now face the
return of the idigam — incomprehensible spirits of things that never existed, imprisoned at the dawn of
time. Now they’re back, and they want to kill their jailers. Werewolf: The Forsaken 2nd Edition
features The Idigam Chronicle. Available Now!
Signs of Sorcery
This book covers the physical, tangible expressions of magic: Sacraments,
Magical Tools, Grimoires, and more, as well as the creations of archmages.
Coming Soon.
In Demon: The Descent, angels are everywhere. They are under the
everyday world, behind it, beyond it. They are sent by the God-Machine
to enact Its will through time and space, delivering messages, building
Infrastructure, protecting some people, killing others. You were one of
those angels, but not anymore. Now you are one of the Unchained, a
fallen angel who defected to the human race. Yours is a world of false
identities and clockwork conspiracies, stolen faces and hidden works of
the Machine. You cannot — will not — return to the sterile embrace of
Heaven. All you can do is reign in Hell. The Demon: The Descent
rulebook and Night Horrors: Enemy Action are now available.
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You are a Beast, and you must feed. Your Hunger drives you, and your Hunger might damn you.
Indulge too lightly and your Horror will take matters into its own hands, roaming the Primordial Dream
for sustenance and awakening murderous hatred in spiritually weak individuals. Feed too deeply and
too often, and you become sluggish, sacrificing the raw edge of Hunger for the languor of Satiety.
Beast: The Primordial and the Beast Player’s Guide are now available!
Imagine being both dead and deathless at the same time. Imagine being cradled in the arms of
death for years, sometimes decades on end, all the while knowing that you will eventually not only
arise again, but awaken to an unfamiliar world that mostly fears and hates you. Now imagine that your
purpose, your entire existence, is bound within this cycle — that you are chained to it for all eternity.
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Changeling: The Lost is a game about people in awful situations, who
have mustered the strength to move on. It’s about learning to survive in a new
world, one that looks like the one you grew up in, but one you’ll never see the
same way because of what you’ve been through. It’s about struggling to find a
balance between facing the world, and looking back and healing.
The upcoming Changeling: The Lost 2nd Edition rulebook fea-
tures The Hunstman Chronicle.
Your story begins with the moment of your death, and with the Bargain that
reversed it. With the cold hand that brought you back to the living world, with
the dry whispers that still haunt you, with the presence that has nestled in your
soul. Every night is the carnivale, because every night you walk with ghosts.
Death is a door. You are the one with the key.
The upcoming Geist: The Sin-Eaters 2nd Edition will offer a revised
and updated rules system and an expanded setting.
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The scales have fallen from your eyes. A fire is lit: Is it a lamp perched over the inscription upon an an-
cient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will
never be the same after this. You’ve set forth on a damning path. Carry the Vigil. Fight back the shadows. The
upcoming Hunter: The Vigil 2nd Edition will feature new Endowment rules, new compacts and conspir-
acies in addition to fan favorites, loads of Storyteller advice, new and revised Dread Powers, and so much
more! It will also feature The Slasher Chronicle — including a new compact and the VASCU conspiracy!
You woke up…different. Someone changed you: on a slab, an operating table, an altar. By luck or by fate, you
escaped. Hunted by your creators, they hold all the cards, and it seems they might recapture you. Except, what they
don’t understand is they’ve stoked the fires of vengeance; what they did wasn’t right. What they don’t know is that
now — you’re hunting them. Deviant: The Renegades presents a game where the victims of experiments band
together to bring down the monolithic organizations that twisted and warped them. Watch for a Kickstarter to
launch this new Chronicles of Darkness game line. Coming soon!
You are a pilgrim now, one of the Created. You rose to life from dead flesh or inert matter, under the ministra-
tions of one of your own, or a mad scientist, or perhaps just the power of the Divine Fire. You wander the world,
sometimes alone, sometimes in the blessed company of your own kind, driven by memories of events and facts
you never knew, all in the service of one Great Work — to be human.
This book contains information on how to play a Promethean in the Chronicles of Darkness, reimagined
Lineages and Refinements, a redesigned system for Transmutations, new challenges on the road to humanity,
and more! Watch for the upcoming Promethean supplement Night Horrors: The Tormented. This book will
feature new antagonists and systems to use in your chronicle.
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Available Now
Hundreds of titles are available now for you order in multiple print and digital formats at DriveThruRPG.com.
Choose from supplements and core releases for game lines like World of Darkness,
the Chronicles of Darkness and much more!
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Exclusively at
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AND EARN CASH
Community content is a partnership between Onyx Path Publishing, DriveThruRPG.com, and you! This unique
series of programs allows you to create and publish new playable character classes and monsters, towns and
cities — even adventures!
To learn more, visit the FAQ for guidelines and templates at www.drivethrurpg.com/cc/17/Canis-
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Stay tuned for upcoming announcements as we open new communities for our games!
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In addition to producing games, Onyx Path Publishing is pleased to offer stand-alone collections of short
stories and novels for your favorite settings. We have expanded our reach to offer additional formats in PDF,
ePub, and Mobi so you can read our collections on your computer, mobile phone, Amazon Kindle, and the
Nook from Barnes and Noble®.
Now, you can purchase select anthologies and novels from www.amazon.com ,
www.barnesandnoble.com, and www.DriveThruFiction.com.
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Onyx Path Publishing is pleased to partner with Studio 2. Find select editions of our games you can order
directly or through your friendly local game store. Visit: studio2publishing.com for more info.
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Onyx Path Publishing is pleased to announce a new fantasy
roleplaying game based on the Legendlore series of critically-ac-
claimed comics from Caliber Comics.
Four normal, modern-day teenagers are plunged into a world
they thought only existed in novels and film. They are whisked
away to a magical land where dragons roam the skies, orcs and hob-
goblins terrorize weary travelers, dark magic consumes kingdoms,
and where unicorns prance through the forest. It is a world where
humans join other races such as elves, trolls, dwarves, changelings,
and the dreaded creatures who steal the night.
N
ow you can be transported to the world of Legendlore and
become the legends others speak of around the fire! The
Legendlore RPG will feature a character creation system
based on who you are in the real world: use the knowledge you
have here, and the powers you can discover there!