Onyx Path Publishing

Onyx Path Publishing is the current publisher for White Wolf's World of Darkness, Classic World of Darkness, and Exalted tabletop RPGs. We also publish our own lines, such as Scion, the Trinity Continuum, and Scarred Lands, and creator-owned properties like Cavaliers of Mars.

Hi everyone! Happy Thursday.

I’ve been down periscope a bit. I’m doing some last-minute tweaks to the text before I send it over to layout.

This is something I wanted to share to you a bit, partly because I did it myself and it’s good to get feedback, and partly because it shows off a bit of our design ethos with V20 Dark Ages. This power has some tonal shifts from V20 and Dark Ages, but I think it really helps the Setites to stand out and have some of their own identity, not in the shadow of the Lasombra (see what I did there?) and the Gangrel.

There’s one noted omission, and that’s Heart of Darkness. I felt that was less the purview of a Discipline, more a Thaumaturgy ritual. So, I filled the gap with something scary. I hope you dig.

Here’s Serpentis.

A lever and a firm place to stand


Welcome back to our tour of Awakening‘s Fallen World Chronicle. To the list of fora I’m now monitoring, we can add Penny Arcade’s tabletop roleplaying game thread. Hello everyone over there!

So. What’s a “Yantra,” then?

Put simply, when we were designing Fallen World Chronicle, wedecided to organize the spellcasting rules — every form of dice penalty would go together, and then every form of dice bonus. It’s especially important given that spells now obey the full dice action rules for the Storytelling system – you have a dice pool, you apply penalties (spell factors) and bonuses, then roll. You only need one success, but getting five means an exceptional success.

Because that means that you pre-determine your primary spell factor instead of applying successes to it (yes, mages trying to injure people with magic have to decide ahead of time how much damage they’ll do – if you think about it, that’s what the mage is actually doing while casting.) we found we needed more forms of dice pool bonuses than the handful the game’s current edition has.

And that, in turn, led us to magical style. Mages can cast spells while blindfolded and naked, without moving a muscle, but that makes for dull play, so in Fallen World Chronicle you’re rewarded for describing how your mage casts her spells. Rewarded with dice. In-world, mages use items, places, events, and actions with Supernal weight to help focus their mind on the spell they’re casting.

Because “Magical Tool” only covers a subset of all the different ways you can boost your magic, we needed a word for it, and I wanted to avoid “Focus” at all costs to avoid confusion with M20. We went back and forth between “Yantra” (a mystic pattern that, when meditated on, puts you in key with the divine) and “Instrument,” eventually splitting the difference and saying that the Diamond uses the former while the Free Council uses the latter. We have to call the game mechanic something, though, so majority rules. Apologies if that offends any hardcore Libertines. :D

One more thing before I hand over to the first draft of the Yantra section in the Chronicle Book; we have three types of spell in Fallen World Chronicle.

  • An Improvised Spell is just that – something you’ve used your knowledge of the Arcana to come up with.
  • A Praxis is a spell you’ve become especially practiced at, iconic for your character. You get one with every dot of Gnosis, and can buy more with Arcane Experiences. When a mage uses one of her praxes, all Magical Tools (NOT all Yantras – tools are a subset, as you’ll see) count as being Dedicated, which greatly reduces but never quite eliminates Paradox Risk.
  • A Rote is an imago designed by a Master and either cast by following the instructions in a Grimoire or learned with Experiences by less-developed mages.

All three use the same dicepool – Gnosis + Arcanum. If you’re casting a rote out of a book (which takes hours), or one you designed yourself, you get the rote factor (reroll failures) on the roll. There are other benefits of rotes, chiefly around Paradox, but we’ll save the detail of that for a future blog – for now, if you’re familiar with the current edition you’ll know the habit of some spells saying “with +1 dot in the Arcanum you can…” – for these purposes only, a mage casting a rote counts as the Master who designed it.

And now, the Yantra excerpt…



Magic is the act of transforming will to power. A mage needs no more than that — just the ability to think clearly enough to form an imago is enough to work magic. But mages are also humans, and humans find the focus necessary to form and maintain all but the simplest imago at the drop of a hat is elusive at best. Instead, mages do what all humans do: they use semiotic shortcuts. Just as a first-grader may learn “Roy G. Biv” as a mnemonic for the colors of the rainbow, so a mage uses symbolic times, places, words, items, and movements as a key to forming an imago. The Diamond call these keys “Yantras,” after the Sanskrit word for a mystical design or apparatus. The Free Council prefer the more prosaic “Instruments,” focusing on their grounding in humanity’s acts of creation, while the Seers know them as “Chains,” mystic signatures burned into the Fallen World by the hands of the Exarchs.

Sleepwalkers and Sleepers alike often mistake the medium for the message, believing that the Yantras associated with a given working are in and of themselves sources of power. This belief — that anyone can work Supernal magic with the right combination of items, motions, and words — is sadly mistaken. To a mage, they are aids to concentration and keys that unlock parts of an imago held in memories.


Each Yantra has a meaning above and beyond the Yantra itself — to the mage who wields it, a crystal rod is a tool of clarity and a means of action at a distance, of touching beyond one’s grasp. To some mages, it is a symbol of male sexuality. Others see it as a means of channeling power and removing illusions. Still others see it as a tool of command. All of these things are true — this crystal wand is a reflection of the Crystal Wand that casts a shadow on the wall of Plato’s cave.

In order to use a Yantra, a willworker has to recognize a specific symbolism in the tool. That reflection then factors into her arcane understanding, enabling her to use that symbol as the foundation for an imago. Rather than drawing a picture of what she wants freehand, she instead has a stock image she can trace or use as inspiration. The more Yantras she uses — whether different interpretations of the same tool or different tools altogether — the more basis she has for her imago, making it easier to form.

Naturally, using Yantras in this way has its limits — if the mage can’t fit any of the symbols associated with the Yantra into her working, she can’t use it to bolster her magic. A Guardian might set up a Chamber of Veils that she uses to hide truths and reveal secrets, but unless she can connect her Supernal understanding of the Chamber of Veils to a place of healing, it won’t help her when a cabal-mate stumbles through her door holding his intestines in place.

Unlocking the Imago

When a mage uses a Yantra in the working of a spell, she adds bonus dice to her spellcasting dice pool. The number of dice varies by the Yantra that she uses. These bonus dice can help eliminate penalties to her spellcasting pool, or provide bonuses. A mage can only get so much help from Yantras — after offsetting any penalties, the maximum bonus from all her Yantras combined cannot exceed 5 dice.

A mage may want to use as many Yantras as possible in her spellcasting, especially for powerful acts of magic. She can however only access so many pieces of Supernal knowledge at once. To reflect this, the number of Yantras she can apply to a given spellcasting pool is limited by her Gnosis. If she uses one ritual item in many ways, each individual use counts as one Yantra for this limit.

(DAVE’S NOTE – Breaking into the section for a moment, the number of Yantras you can use are:

Gnosis   Yantras
1 or 2           2
3 or 4           3
5 or 6           4
7 or 8           5
9 or 10         6)

It takes time to draw upon the Supernal sympathy of objects and actions. A mage can draw upon one Yantra as a reflexive action when casting a spell; each further Yantra extends the casting time by a turn. Someone who wants to interrupt an involved casting thus has plentiful opportunities to snatch away mystic items, block out the light of the full moon, or just shoot the mage in the head.


Mages seek out — or create — locations that border the Supernal in the hope of using that proximity to enforce ascended laws on the Fallen World. Others find places — or times — where the Lie reflects the Supernal without any specific proximity.


Many willworkers enhance their ritual space with a soul stone, turning it into a weak form of Verge. Mages most often decorate their ritual spaces according to their Order — a Mystagogue’s ritual space may be a storehouse of knowledge that reflects the Order’s Tarsi Archive, while a given Libertine may fit hers out as a machine shop or embed the soul stone in a sacred tree.

A Demesne is of most use in ritual casting. It provides a prepared, sacred space where the mystic can work without the interruptions of the Lie; only a few (such as a dojo used by an Adamantine Arrow to practice sacred weapon forms) are of any use with instant spells and then only in defense of the Demesne. Beyond that, the construction and sacred tools within a Demesne determine what magics it can apply to. A Libertine’s machine shop helps with spells that build, repair, or dismantle. An Arrow’s training room helps with spells involving duels, preparation for battle, self-mastery. A Guardian’s Veiled Room helps with spells of disguise, misdirection, and uncovering truths.

Effect: Casting in a Demesne has a +1 modifier


Places and times in the Fallen World can bring about the Supernal if they reflect the spell a mage is using. An Acanthus may use the sun at noon to see through falsehoods, while a Magistos might use the light of the full moon reflected in a pool of water to scry across vast distances. Locatin is just as important — many Obrimos seek out churches to perform spells of persuasion, command, and stewardship.

An environment has to link to the spell itself, not just the mage. The Obrimos in a church cannot use it as a Yantra to magically charge her cellphone. The magic must link to what Sleepers know about a place or time, not because their perceptions cause Supernal notice but because they act as unconsciously reflect the Supernal attributes of a place.

Effect: Casting in an appropriate location grants a +1 modifier.

Supernal Verges

In places where the Supernal touches the Fallen World, willworkers find it much easier to draw power through an imago. Such places are natural Yantras, lending their power to those within. Each Supernal Verge teems with the power of one of the Supernal Realms, and lends its power to the Ruling Arcana of that Realm.

Supernal Verges are thus as valuable for their versatility as their power. In a Pandemonic Verge, any spells that use the Mind or Space Arcana can draw upon the Verge’s power, be that a long ritual to superimpose two locations or a simple spell to fuddle an opponent’s senses. A mage in a Supernal Verge can use his mystic connection to the Watchtower to use it as a Yantra on any ritual spell that doesn’t involve the path’s Inferior Arcanum.

Effect: Casting in a Supernal Verge has a +2 modifier.


Everything a willworker does can be magic. Orders teach ritual gestures that bring the imago of a rote to mind through conditioning and muscle-memory. High Speech allows a mage to intone or write her spell not in the imperfect tongues of the Fallen World but the sacred glossolalia that is what it describes. A mage can even hold her spell’s imago in her mind, focusing on it beyond the point of creation in order to maintain Supernal truth upon the world.

Some mages use actions as Yantras to get out of a bind — even stripped naked and chained in a cannibal killer’s dungeon, a théarch can speak words of High Speech and focus upon the imago of a spell. It takes a little practice to get used to, but given a little time to breathe he can work magic far easier than if he formed an imago from whole cloth.


Many spells finish when the willworker forces the Lie to change. Some hold on for as long as the mage can impose her will. It’s a draining task, but worth it. Most common is a mage who holds her imago in her mind. If she’s particularly skilled in the High Speech, she may find it easier to keep the spell in mind by slowly translating her imago into runes back again, focusing on them. In either case, she must focus on the spell and only the spell. If she wavers, the effect is lost.

On a basic level, concentration is a mage exerting her will over even her own mind, forcing herself not to weaken. As such, it’s a symbol of ongoing action — and a means to have a spell last longer than it should. The vast majority of mages focus on a spell over time in order to bolster its duration. A few mages instead see concentration like a lens, focusing Supernal truth. While this interpretation can bolster a spell, it also leaves the mage open to disruption until she completes her spell.

Effect: Concentrating on an effect provides 2 extra dice. If the mage is hurt or takes a non-reflexive action while the spell is active, it ends immediately.


High Speech is both a language and not a language, a description that is the thing described. Though even mages hear it as gibberish, its Supernal nature ignores the Fallen idea that the map is not the territory. As such, a mage uses High Speech to intone her imago, describing the change that she wills and thus making that change real. As a means of changing the world it is flexible — it requires no external props nor ongoing concentration — but it requires her to speak the words out loud. It’s not enough to coop them up within the mage’s mind, she has to express her desire so the Lie can hear it.

As a Yantra, High Speech is very versatile. Almost every mage knows enough to declaim her control or dominance over a subject. She can repeat the words over and over again as she casts to build up a defense. It is however not subtle. She cannot work words of High Speech into a normal sentence to compel a listener to her will. The metalanguage of the Supernal can not hide in the shallow grammars and inflections of the Lie.

Effect: Vocally intoning her imago confers a 2-die bonus. As it takes time to speak the words, she cannot use any Yantra reflexively when using High Speech — every Yantra including this one adds a turn to the casting time.


Mudras are Supernal mnemonics taught by the Orders that draw on skills and knowledge of the Fallen World, cast through the Order’s philosophy. Creating mudras is part of defining a rote, codifying the structure of magic in the symbols of the Lie. Mudras come in many forms — Buddhist Libertines may use zazen, while the Arrow may tense specific muscles in a set pattern, and Guardians use specific rhythms of walking and representative hand gestures. Each rote is unique to the mage who created it — some encode specific symbolism into the positioning of individual fingers to allow a student to form his own mnemonic; far more present a paternalistic approach that teaches the mudra and the magic without an intervening step to consider the actions’ meaning.

Effect: Using a rote’s mudra adds the user’s rating the rote’s encoded Skill to her dice pool. If the Skill is one of her Order’s specialized rote skills, she adds an extra die.


An intersection between incanting in High Speech and concentrating on an imago, some mages use runic High Speech to enhance the power of a spell. Most use the boost from a runic Yantra to boost a spell’s duration; the need to scribe the runes on to the spell’s subject makes them less useful for most other castings. Anything that disrupts the careful shape and arrangement of the runes makes them an imperfect description of the spell’s imago, ending the effect.

The runes themselves are a written form of High Speech quite apart from the fortune-telling iconography of Sleeper occultists. They most often speak to effects of permanence and durability. Some inscribe the runes of a healing spell onto their cabalmates in the form of mystic tattoos that heal injuries, while others paint or carve them into solid objects to make them harder than diamond. When using runes on a person, a mage may paint her subject, scribe the runes with a tattooing gun, or brand them right into the subject’s flesh.

Effect: Runic casting adds 2 dice to the mage’s spellcasting pool. If anything damages or disrupts the runes — whitewashing runes painted on a wall, or slicing through a runic tattoo — while the spell is active, it ends immediately.


Each mage maintains at least a handful of magical tools, mundane items that have a symbolic link to specific kinds of magic. Almost no mages rely on just a single tool. Even if she only uses magic appropriate to its symbol, it’s too easy to take the tool away from her.

Effect: Each item used as a Yantra adds +1 to the spellcasting pool.

Path Tools

Each Supernal Realm has its reflections in the Fallen World, and a mage knows the tools of magic that align closely to her Path. While mages with a background in Sleeper occultism recognize that the Path tools show up in several traditions, their direct elemental or Tarot symbolism is the Lie’s corruption of the Supernal Realms’ truth.

Each path has five tools, each of which has a specific magical function:

  • Coins or other symbols of material wealth, which represent construction, repair, and inanimate or intangible things that last beyond mere human lifespans. It is the tool closest to the Fallen World, and so is often used to manipulate it directly, for money or other resources.
  • Cups or other drinking vessels can involve healing, intuition, perceptual magic, and gathering together. Drinking from a shared cup is a common way to spread a spell between a group. It’s often seen as a symbol of female sexuality, though what that means depends on the mage.
  • Mirrors may be actual mirrors, polished plates, or reflecting pools held in containers of the appropriate material. They represent sight, soul, and the self, and are the magical tool most commonly used when the mage would work a spell upon herself.
  • Rods, wands, or staves are symbols of control — the ability to point and have a thing happen. Pointing a rod is a way of singling out a specific victim, while holding one is a symbol of rulership and command. It’s also used as a symbol of male sexuality.
  • Weapons, most normally knives, are symbols of thought made action — any spell that takes direct, decisive action on the world (or a person) can benefit from a weapon. While often used to harm, weapons also represent the mastery of intellect and will over the world.

Each Path has specific materials that elevate a magical tool from merely an object to something resonant with a Supernal Realm, as well as weapons that can replace the traditional knife.

  • Acanthus: Glass, crystal, silver, reflective materials; Rapier, bow, precision weapons
  • Magistos: Iron, brass, leather, worked materials; Curved sword, whip, cruel weapons
  • Moros: Lead, bone, gems, buried materials; Hammer, mace, crushing weapons
  • Obrimos: Steel, petrified wood, gold, perfected materials; Double-edged sword, spear, noble weapons
  • Thyrsus: Wood, copper, stone, natural materials; Axe, sling, hunting weapons

Order Tools

An Order’s magical tools draw upon that Order’s symbols rather than those of the Supernal world directly, focusing a willworker’s magic in a way that matches her teachings. The formal magical style of the Diamond Orders and the Seers of the Throne all resonate through the same tools — the Arrow use martial tools as symbols of conflict, the Guardians use cloaks, masks, and veils as symbols of things hidden and revealed, the Mysterium teach books, writing, and language as tools of knowledge and communication, and the Silver Ladder uses signs of authority to as tools of status and persuasion. The Seers of the Throne each choose a sigil or word that they must display to use it as a tool.

The Free Council are an oddity among all the other Orders. Each Libertine learns a style of magic that draws from Sleeper occult beliefs, and their magical tools demonstrate that eclectic learning. A Libertine raised in Wiccan beliefs may use the trappings of that religion, while one who studies sacred architecture may use geometric tools.

(DAVE’S NOTE – Me again! As you can probably guess, many Orders have Merits that modify your Yantras. Adamant Hand, for example, lets you use your own combat rolls as a “Weapon” Tool. The Free Council have a Merit called Techne that lets them decide what their “Order Tools” are, based on what aspect of Sleeper culture they’re interested in.)

Patron Tools

The Seers of the Throne do not work their magic alone. Ascending through the priesthood of the lie drives a Seer to serve her patron Exarch. Once she gains its notice, it tests her. If she succeeds, she becomes a Prelate, and she can use her patron Exarch’s symbols to draw on its power. Each Exarch has its own symbols — its own strings that it uses to puppet the Fallen World like a broken marionette. A prelate can use his Exarch’s strings as Yantras for his own magic, but each individual Exarch has her own symbolic resonance that limit what its prelates can do with it’s blessing as a tool.


Rather than defining the “what” of a spell, sympathetic tools define the “who” — the person, place, creature, or institution upon which the mage forces her will. She may have a person’s real name or a lock of her hair, a ghost’s anchor, a chunk of concrete taken from a building, or a company’s articles of incorporation. Whatever the case, sympathetic tools give her a much easier time working her subject into the spell’s imago. As such, a sympathetic link is always suitable as a Yantra against the specific individual.

Effects: Each sympathetic link is a separate Yantra. A mage has to use a Sympathetic Yantra in order to cast a spell at Sympathetic Range.

(DAVE AGAIN – But you can use a Sympathetic tool even if you don’t have any dots in Space or Time, and the target’s right in front of you. Feel free to tear a picture of someone in half in order to cast a Fraying spell at them)


A sacrament is any magical tool symbolic of the spell in question that the mage destroys during casting. Many times — though by no means always — it also provides a sympathetic link to the subject of her spell. She may infuse bread with herbs and spices to make those who share the loaf work together smoothly. She may burn a man’s driving license and passport for a spell that removes him from government records. She may fire a male figure out of clay then crush it to powder when changing her body to match her gender. If she can find one of her enemy’s magical tools, she has both a sympathetic link and a sacrament for any spell that would hurt him.

Some mages go further than finding or creating things to sacrifice during casting. Some engage on quests into the other realms of the Fallen World, leaving the flesh behind to uncover items with magical properties of their own. Destroying them during casting can make a spell flare with power. Particularly twisted mages kill animals and murder humans for the magical power. The surest way to kill a powerful enemy with magic is to sacrifice something close to him — a beloved pet, or a family member.

Effect: Most sacraments grant a single die bonus. If the mage has to spend significant effort to find the right item or component, the bonus increases to +2, or +3 if the item comes from a realm other than the physical world. Using a blood sacrifice as a Yantra gives bonus dice equal to the amount of mana otherwise gained.


Some mages invest in their cabal and in their shadow name, coming up with a whole new persona as a willworker, independent — or at least, significantly divergent — from who they were as a Sleeper. A persona binds her magical style, her personal mysteries, and her Shadow Name into an identity that, over time, leaves its mark on the Fallen World. By playing to this fictional persona, she can tap in to a level of Supernal sympathy. Her actions must play in to her personal story, however — a fortune-teller or faith healer can’t use her persona as a Yantra to harm another. By contrast, the faith healer could use his persona not just for healing, but to bolster his reputation and give his words greater gravitas, making people more likely to believe him.

(DAVE REDUX – As you almost certainly can guess, this is a Merit. There’s one for Cabal Symbolism as well)

Dedicated Tools

Each mage has a dedicated magical tool — an item that synchronizes with her Nimbus and that feeds in to her understanding of magic. An Thyrsus who trusts to nature to provide may not have much by way of possessions, but his walking stick is his staff, and he uses it even for spells that do not benefit from its symbolism. A Botswanan Libertine who learned the magic of the Sangoma may tap a rhythm on her drum even when the noise has no bearing on her spells, as the drumming is part of her Nimbus. These dedicated tools can be of benefit even when the tool has no semiotic link with the mage’s desires, limiting the risk of paradox.

Effect: Using a dedicated tool as a Yantra gives the mage REDACTED PARADOX-REDUCING BENEFIT. She only gets bonuses to the spellcasting pool when the tool is symbolically appropriate.


And there we have it!

Next week will be the last proper update until after GenCon (I’m going to forgo the usual poll next week and just post the Inspirational Media list for the game on the GenCon weekend, as I’ll be traveling when I’d normally assemble the post for you,) so we’ll make it a biggie. Paths or Orders?

Heirs to Hell

Heirs to Hell, created as a stretch goal for the Demon: The Descent Kickstarter, is now available in PDF and print on DriveThruRPG!

When an angel Falls, she defects to the human race, and takes on everything that comes with that choice. All of the joy and heartbreak of humanity are hers, and that includes family.

Heirs to Hell discusses the children of the Unchained, and presents system and setting information for including these demon-blooded in your chronicles. Some demon-blooded are completely unaware of their heritage, and some are very much inheritors of their demonic parents’ power. But the God-Machine has plans for all of them.

Rich is off doing… something. I dunno. Something with his family, I think? He used this strange word “vacation” that I had to look up. The whole idea just doesn’t make any sense to me. But, he convinced me to handle the Monday Meeting blog for the next couple of weeks while he doesn’t do work (slacker), so I’m dusting off the old routine and posting updates under the guise of jocularity. Or maybe it’s the other way around.

For those that haven’t heard, I’m now working freelance full-time these days, and a fair portion of my time is devoted to Onyx Path contracts. Between juggling Masquerade books, I’m also helping out here and there on the back-end again. One of the things I’m helping out with is booth duty at Gen Con this year, which means I’ll fly in early to help unpack and set up the booth, sell things to people for several days, and stay to tear down and repack the booth in addition to my usual “attend panels, talks to fans, and drink heavily” schedule I’ve done the past few years. (Maybe not the “drink heavily” part this year, though.) In fact, that’s a picture of me last year at Gen Con (taken by the incomparable Meredith Gerber of Silhouette Studios).

In a lot of ways, it’s an odd blend of coming home and blazing a new path forward, like a lot of things with Onyx Path. I worked the old White Wolf booth back when I was with the Camarilla Fan Club and we shared space, so I’m familiar with the heavy boxes, the lack of air conditioning before the floor opens, and the variety of ways you try to find time to eat. I even had my job interview for CCP/White Wolf with Rich at Gen Con 2007. On the other hand, this is the first time in seven years that I’ll be there without representing CCP. Even though there are a lot of familiar faces, Onyx Path is a whole new thing, and it’s exciting and terrifying to see what happens on this first year when Onyx Path has its own booth.

But I think shows like Gen Con are important. So much of our industry has moved to the Internet. In a wide variety of ways, I think that’s an improvement: it’s allowed things like open development and last-minute errata and a perpetual bookshelf that never goes out of print. But it also means that sometimes the social touch is lost. I’m always nervous about Gen Con because I’m an introvert and being social for days on end wears me out, but I also feel so much more enthusiastic and excited for our industry after I’m done. Every single year it happens. I think it’s important for all of us to come together once in a while and share what we think is awesome together, as people. And I hope that you’ll think some of the new things coming out of OPP (whether I worked on them or not) are awesome, too.

But enough about me! Let us get on to updates! I hope I do this right….

ART STUFF (courtesy of Mike Chaney, who is awesome)

  • White Howlers – Leblanc is doing the fulls and halfs. Jeff is cranking along on the splats. Actually saw Jeffe’s sketches Friday night…so far so good.
  • Book of the Deceived – Sam is working on them.
  • DtD Seattle – Cover is in. Fulls are starting to come in…I got the first three on Friday night…should have rest by midweek.
  • DtD Demon Seed collection – Borja is working on the stuff.
  • DtD Interface – Awaiting final text. Should be a quick turnaround on this as it is fiction.
  • Book of the Wyrm 20 – Getting backer photos in.
  • DAV20 – Fulls rolling in along with progress shots for splats. Fulls thus far have looked nice.
  • Demon PG – Uploaded and awaiting approval. Got some Condition cards made for the additional stuff
  • Heirs to Hell – Ditto.
  • Rites of the Blood – Should have errata for that this week and then getting it ready for PoD. [Eddy Note: I sent Mike the errata earlier today, but it’s a lot. Shout-out to the forumites who posted on the thread!]
  • Anarchs Unbound – LtD cover stuff.

DEVELOPMENT STUFF (courtesy of Rose Bailey, who is also awesome)

  • DtD Storyteller’s Guide

First Draft

  • WtA Book of the Wyrm Stretch Goals
  • WtF Idigam Anthology
  • MtAw Fallen World Chronicle
  • MtAw Fallen World Anthology
  • Ex3 core (from Holden): “The corebook now has roughly double the originally-planned number of hearthstones. Other major matters this week included post-edits finalizing of martial arts and chapter fictions, and a whole ton of art notes.”
  • MtAs How do you DO that?
  • MtAs Book of Secrets
  • MtC Rio


  • VtM Lore of the Clans
  • MtC Sothis Ascends

Second Draft

  • V20 Ghouls
  • WtF Idigam Chronicle


  • WoD Dark Eras Vampire


  • MtC Book of the Deceived
  • DtD Anthology/Interface
  • DtD Demon Seed Collection
  • WtA Umbra
  • WoD Dark Eras

Development (post-editing)

  • Dark Ages


  • Tri Core (system work)
  • Tri Aeon (system work)
  • WtA White Howlers (waiting on comic)
  • MtAs M20 Core (with Bill)

Today’s Reason To Drink: On July 28th, 1540, Thomas Cromwell was executed on charges of treason. On the same day, Henry VIII married his fifth wife, Catherine Howard. So, let’s drink to the efficiency of having a funeral and a wedding with only one caterer.


All current supernatural TV series were inspired by White Wolf’s World of Darkness and nobody can convince me otherwise.

Now available in ebook (ePub and mobi) formats as well as print: classic Mage: The Ascension novels Penny Dreadful and Truth Until Paradox Revised!

Penny Dreadful

Penelope Anne Drizkowski-Penny Dreadful to her friends-leads an interesting life, but it’s starting to get just a bit too interesting. First off, a young lady has enough trouble fending off unwanted advances, but what is one to do when they’re from vampires? What about werewolves?

Then again, most girls aren’t witches. With the help of a silver luckpiece, a mummified hand and a talking black cat, any number of things are possible. For example, protecting two helpless orphans. Well, not completely helpless-and their father’s a vampire, so they’re not precisely orphaned either-but Melanie and Malory Gorian still need her help, and she intends to give it.

Of course, mixing Jewish folklore with Catholic heresy isn’t the best idea, especially when you add magick. And looking for helpful hints in an evil sorceress’s Books of Shadows doesn’t exactly help matters, especially when our heroine is forced to use an ancient and obscene rite, too dreadful to be mentioned here, except to relate that it will shock, horrify and amaze!

Black magick, windswept mansions, ghostly visitations, sinister housekeepers and any number of locked chests-as well as butter knives, Number Two pencils, fountain pens and Hello Kitty. After all, this is ’90s, and Goth is in.

Truth Until Paradox

Reality is a Lie
Most people do not understand how mutable the world truly is. Most people do not realize that they hold the power to shape reality. But a few do, and they are called mages. Mages know that reality is a lie, or rather that any reality can be truth. The mages of the Traditions believe that mankind is destined for Ascension, that we can all be led to a greater relationship with reality. But other mages are less caring. They want their truth to be the truth.

The World of Magic
Collected herein are seven stories set within the World of Darkness, a world much like our own but wherein the supernatural exists and where dark forces beyond the sight or comprehension of mankind are at work. These stories have been selected and edited by Stewart Wieck, creator of Mage: the Ascension and co-creator of the World of Darkness.

Here’s the open development page for Clan Gangrel!

First, a quick note: I’ll be closing comments on the Lasombra page as soon as I post this. As I mentioned previously, I’m going to try to keep to about a week’s time of open development so that I can keep things moving.

Following the vigorous discussion of Clan Assamite for Lore of the Clans, we have Clan Gangrel, written by Ree Soesbee. The link to the Google Doc containing her material is here:

Clan Gangrel Google Doc

Ree’s actually about a thousand words under, and she’s admitted that she has room for some more material. I have some ideas of what to fill that space with, but I’m curious what you think. I’ll close comments on this one on Friday, August 1st. I’ll put a big note on the document when I close it so it’s clear.

A few things to keep in mind (and I’ll be repeating these points a lot):

Comments only: Everyone (except me) is restricted to comments only. Some people seem to be able to edit the document, but I’d ask that you do that sparingly. Don’t resolve someone else’s comments or mine, but feel free to discuss whatever makes sense. Please keep it civil, though, even if you disagree.

Keep calm and carry on: This is a preliminary draft. Things will likely change between this draft and the final book. If you see something weird or that you don’t agree with, don’t freak out. Just comment on the concerning area, and I’ll look into it. Certainly don’t give the writer shit for it or claim they don’t know what they’re talking about. There’s a possibility that we have something else in mind and it’s just not coming through.

Substance over style: I’m focusing purely on the content, not punctuation or grammar. That kind of refinement of the material will happen in a later draft. Don’t worry too much about commenting on those concerns, unless something makes the material confusing to understand.

Cards close to my chest: Because I don’t want to bias the discussion, I’m keeping my thoughts on how I want to redline this chapter to myself. I’ll certainly answer questions and help steer conversation away from unproductive avenues, but in general I want to see what you think, not tell you what I think.

Here’s the open development page for Clan Assamite!

Next on the open development tour for Lore of the Clans is Clan Assamite, written by Alan Alexander. The link to the Google Doc containing his material is here:

Clan Assamite Google Doc

Alan’s pretty heavily over his word count, so I’m pretty focused on where we can tighten things up and cut material. As always, though, I’m curious to see if your comments reinforce my instincts, or point in a different direction. I’ll close comments on this one on Thursday, July 31st. I’ll put a big note on the document when I close it so it’s clear.

A few things to keep in mind (and I’ll be repeating these points a lot):

Comments only: Everyone (except me) is restricted to comments only. Don’t resolve someone else’s comments or mine, but feel free to discuss whatever makes sense. Please keep it civil, though, even if you disagree.

Keep calm and carry on: This is a preliminary draft. Things will likely change between this draft and the final book. If you see something weird or that you don’t agree with, don’t freak out and tell the Internet OMG VAMPIRE IS RUINT. Just comment on the concerning area, and I’ll look into it. Certainly don’t give the writer shit for it.

Substance over style: I’m focusing purely on the content, not punctuation or grammar. That kind of refinement of the material will happen in a later draft. Don’t worry too much about commenting on those concerns, unless something makes the material confusing to understand.

Cards close to my chest: Because I don’t want to bias the discussion, I’m keeping my thoughts on how I want to redline this chapter to myself. I’ll certainly answer questions and help steer conversation away from unproductive avenues, but in general I want to see what you think, not tell you what I think.

Wallpaper for your computer is now available on DriveThruRPG!

The Hunters Hunted II Wallpaper

Most mortals turn away from the darkness that preys upon them, going about their lives in despair of the Damned and the evils they visit upon the world. But a precious few wage a personal war to shine light on those shadows and diminish them, like solitary candles shining in the night.

A selection of electronic wallpaper files featuring a collage of the art from Hunters Hunted II.

Includes these sizes:

  • 800×600
  • 1024×768
  • 1280×1024
  • 1920×1280
  • 2560×1440


Anarchs Unbound Wallpaper

Tear down the tyrants! 

Paint the streets with the blood of Princes and Archbishops! 

A selection of electronic wallpaper files featuring a collage of the art from Anarchs Unbound.

Includes these sizes:

  • 800×600
  • 1024×768
  • 1280×1024
  • 1920×1280
  • 2560×1440