AN INTRODUCTION TO CHRONICLES: CHRONICLES is a dark-mythology-setting based on "one or more of the Chronicles of Darkness gamlines" (aka: CofD), infused with "a ton of lovecraftian yog-sothothery*"! It's a setting where traveling back in time is never ever an option. And a setting steeped in philosophic reflection on the human condition, as well as on the implications of the many creations of science. CHRONICLES merges the opposed metaphysics of "Gothic Horror" and "Cosmic Horror": Ending up with a "modern weird tales setting", that greatly enjoys the horrors and wonders of facing the unknown, uncertainty and weirdness. ------------------------------ THE SPECTRE OF GENRE IN CHRONICLES: Modern Weird Tales in all its plentitude, from "Gritty Pulp" to "Cosmic Horror", with lots of investigation (& gritty action).
DESCRIPTION OF CHRONICLES:
System: Chronicles of Darkness Storytelling System.
Place: Anywhere involving the planet Earth
Time: Anytime involving the present Now
THEMES FOR CHRONICLES: 1) The general shrouds the specific
2)There's nothing that can't change 3) The bravest rebellion is hope**
THE STREET TIER (a.k.a. tier 1):
A CHRONICLES chronicle is always founded in a sense for our present reality. And the setting builds upon the mundane and the real, as much as the extraordinary and the supernatural. Without a tale of the mundane there is no tale of the weird. THE ESOTERIC TIER (a.k.a. tier 2): Your keeper will decide whether there is an esoteric underground in your chronicle. That is which "Chronicles of Darkness" gamelines, if any at all, will take part in your chronicle. Players wont always be informed of such choices.
THE COSMIC TIER (a.k.a. tier 3):
Your keeper will think of something that defines a chronicle's reality. EX: Call of Cthulhu, Dreamtime, God-Machine, Monolith, Nothing, Orpheus, Panopticon, Planetary, Ragnarok, Singularity. But to you it's always unknown. ------------------------------
ACADEMIA BEHIND CHRONICLES:
In order to achieve a different kind of sensibility towards horror and weird tales roleplay. CHRONICLES tries to lose an "essentialistic take on representative reality" and instead play around with a "complexity take on entangled experience".
* That actually means lovecraftian yog-sothery, not necessarily cthulhu mythos!
** This sentense is from the rpg “Deliria” no further analogy intented!
STANDARD RESOLUTION: The Double-it & The Max-10 Rule:
Double-it: Instead of rolling the dice again with the "roll-again" rule; we double a success with our "double-it" rule. Max-10: No matter how big your dicepool; you neverroll more than 10 dice! If you generate at least one success with your dicepool; then your dicepool above 10 is added as sure successes. The Threshold & The Penalty Rule:
Threshold: The number of successes you must subtract from the successes rolled in order to calculate your effective successes. Penalty: The number of dice you must subtract from your dicepool before rolling the dice. The Chance-Dice Rule: A chance-dice delivers one success on both a roll of 9 and 10 (not just on a 10). It dosn't use the double-it rule. And still delivers a Critical Failure on a roll of 1. ALTERNATIVE RESOLUTION:
The Default Rule: Use the default rule when you need to determine your "degree of success" in a "non-dramatic situation". Instead of rolling your calculated dicepool you choose the lowest rank of "the attribute" and "the skill" that composites your dicepool. The chosen rank is then used as your number of successes. For every third bonus or penalty applied to the test, all in all, you modify the result by one.
The Action Rule: When applying the action rule; the first dice of your dicepool is an automatic success. The rest of your dice you roll normally adding any successes rolled.
SIZE OF DICEPOOL:
The Equipment Rule (items):
Bonuses from non-weapon items are limited to range from +1 to +3. To calculate the new bonus, half the old bonus and round it up (+1 and +2 = +1; +3 and +4 = +2; +5 = +3).
The 3-2-1 Rule (untrained):
Untrained mental skillrolls have a -3 penalty.
Untrained physical skillrolls have a -2 penalty [not -1].
Delaying: If you're "delaying" your action into the next turn, your Initiative remains the same in your next turn. So if you had an Initiative of 9, and you delay your action into the next turn, your Initiative would still be 9 in the following turn!
Sergio Leone: If you want to improve your Initiative you have to use the merit "fresh start*". By using an action the merit allows you to act, as if you'd rolled a natural "10" on your initiative, for the rest of the scene. If you bought the merit "fresh start*" this rule allows you to "abort" to it's use, if you havn't spend your action at the end of a turn.
THE TURN RULE (time & space):
A Turn is 6 seconds instead of 3 seconds. An extra mode of movement is therefore introduced. Besides: 'Standard' (base speed x1) and 'Running' (base speed x2). 'Sprinting' (base speed x4) is added!
* You get "fresh start" when buying "Edge" at rank 2 - See the "Merits" post!
The "willpower point pool" will be restored when, and if, a goal is achieved that significantly brings your character closer to fulfilling her “core aspiration”! A core aspiration is your characters primary long-term aspiration. A character must have a core aspiration, that is defined and writen down, in order to benefit from this advantage! With this rule in use characters now gain three willpower points from acting according to their virtue instead of restoring the entire willpower pool.
ROLLING WILLPOWER: All "resolve+composure" rolls are substituted with "willpower rolls". Because "willpower" is calculated based on 'resolve+composure' the consequences are minor. The consequence that do exist, and the reason for this rule, is that it now matters if your "permanent willpower" is lowered for some reason. YOU GAIN WILLPOWER POINTS... 1) By approaching your core aspiration (ALL) 2) By acting according to your virtue (THREE) 3) By acting according to your vice (ONE) 4) By retaining selfcontrol through chaos (ONE) 5) By having seven hours of undisturbed rest (ONE) YOU CAN SPEND WILLPOWER POINTS... 1) On a +3 bonus to most dicepools, except resistance! On a resistance trait you'll gain a +2 bonus! (CofD, p. 73) 2) To substitute for loosing Integrity points when face to face with unnatural as well as mundane horrors! 3) On fueling "merits" and "powers" when needed! (RTR)
NATURE: A character without any willpower points remaining is mentally and emotionally exhausted and will act in accordance with the characters nature i.e. virtue & vice.
INTEGRITY AS ... INTEGRITY: With the Integrity trait in use, you are still free to let your character behave, respond or do whatever you like. But the Integrity trait should change to comment on your characters behaviour. At its best: the trait will provoke and inspire you to tell stories of a different scope. At its least: Integrity will stroll along as a subtle whisper. When it's a matter of your characters individual integrity and conscience, it will be up to you as the player, to decide whether your characters Integrity-rank should fall or climb throughout the game. But, it's strongly recommended that you use the breaking-point-rules, as a compass to guide and provoke your decisions. And when it's a matter of your characters societal integrity and conscience, you can consult the crude list of breaking-points below:
Integrity: The action that troubles your conscience. Protects; Conscience, Allegiance & Self (Humane): 10: Didn't work hard enough to be ready 09: Should have seen it coming 08: Could have helped 07: Petty Theft or Hurting Lie Protects; Allegiance & Self (Thug): 06: Grand Theft or Troublesome Lie 05: Mass Property Damage or Dangerous Lie 04: Impassioned Violation or Murder 03: Planned Violation or Murder Protects; Self (Beast): 02: Casual Violation or Murder 01: Driven Mass Violation or Mass Murder INTEGRITY AS SANITY: In CHRONICLES you don't just have Integrity-ranks, you also have Integrity-points. When confronted with the horrors of the mythos as well as the mundane, you'll be forced to roll a sanity-roll. Each success on a sanity-roll shows, how well you realise and are impacted by, the reality of the horror in front of you. You can see how to roll a sanity-roll in the paragraph below named: "Sanity-rolls and threats".After calculating how many successes you have on your sanity-roll: You must subtract an equalent number of Integrity-points from your Integrity-points pool. This is the toll and impact the situation has on your characters sense of integrity. You may in the situation choose to substitute Willpower-points for Integrity-points. If ever your Integrity-points are reduced to zero, you must roll a breaking-point-roll, and risk loosing a rank of Integrity. If you succeed a the breaking-point-roll, you succeed! But, as long as there's a number of successes left from your sanity-roll, equal to your present Integrity-rank, you'll have to roll another breaking-point-roll. First you lower the number of excessive successes from your sanity-roll, by the number of your present Integrity-rank. And then you roll the breaking-point-roll. Repeat this procedure until there's no longer successes enough to provoke another breaking-point-roll. If you fail the breaking-point-roll, you loose one Integrity-rank, and your Integrity-points are refilled up to your new rank. If there're more successes left from your sanity-roll, you remove Integrity-points from your Integrity-points pool, if you're reduced to zero again, roll a new breaking-point-roll. Repeat the procedure until there are no more successes from your sanity-roll; or until there isn't any Integrity left in your character. Further: A grimoire, creature or phenomena can force you to roll a sanity-roll more than once. Typically: "When you see it!" and "When it attacks you!". And sometimes again "if it's consequence is somehow inescapable!". Sanity-rolls and threats: When rolling your sanity-roll. If one of the following threats apply; Helplessness, Violence, The Unnatural; use "the Double-10 rule". If two of the threats apply use "the Double-9 rule". And if all three of the threats apply use "the double-8 rule". Sanity-rolls are the only kind of roll where "the Max-10 rule" doesn't apply. Dicepool 02 (cthulhu: 1-2): Disturbing Dicepool 04 (cthulhu: 1-4): Threatening Dicepool 06 (cthulhu: 1-6): Horrific Dicepool 08 (cthulhu: 1-8): Violating Dicepool 10 (cthulhu: 1-10): Torturous Dicepool 20 (cthulhu: 1-20): Impossible Dicepool 30 (cthulhu: 1-100): Apocalyptic
Subversion: If the situation subverts one of your "Foundations". Then you must double the successes achieved on your sanity-roll. That is after you have applied the "double-it" rule to the successes rolled on your sanity-roll. Conditions: When loosing Integrity-points or when rolling a breaking-point-roll, and certainly when loosing Integrit-ranks, you're very often in the receiving end of all kinds of troublesome Conditions. FOUNDATIONS: (PROCESS) Your character has one foundation for every two ranks of Integrity from rank one to seven. That is: 1st, 3rd, 5th & 7th rank. ??Are Foundations good for something beside storytelling the character? Can Integrity Points be renewed through roleplaying related to your foundations? Or is it only renewable through keeping control in sanity threatening situation??
------------------------------------------------------------ "The sanity-rolls" are from "Call of Cthulhu" "Threats" are from "Delta Green: the Roleplaying Game" "Foundations & Subversion" are inspired by "Trail of Cthulhu"
Note on Manipulation: incl. persuasion, subterfuge, intimidation.
SPECIALITIES (a.k.a core activity): Instead of adding a dice to your dicepool a speciality reduces threshold by one! When you define/activate a speciality, it becomes your skills "core activity". You can choose to acquire two further specialities, beyond the one you start out with in a given skill. You can thereby hold up to three specialities in one skill. All your specialities, whether you hold 1, 2 or 3, defines your skills core activity.
POWER TRAIT: Human (enochian) : 01-06 Witch (witchcraft) : 03-08 Ghost (kerberoi) : 05-10
MERITS; GENERAL: You can have no more than 10 different merits! AREA OF EXPERTISE (adjusted to the new "specialities" rules): Area of Expertise adds a +1 bonus to all specialities in one skill.
GIANT (a modification of the merit):
You gain a +1 bonus to both health and strength.
LINGUISTICS (substitute for the language merit):
You gain two languages at character creation, english and a language of choice. Additional languages are no longer bought with the "Language Merit" but with this new "Linguistic Merit". You can use your dots in "Linguistic" to roll for insights into issues concerning language:
O +1 additional Language all in all
OO +3 additional Languages all in all
OOO +6 additional Language all in all
OOOO +10 additional Language all in all
OOOOO +15 additional Language all in all
EDGE (a merge of four merits):
Prerequisite: three dots in either attention or dexterity, two dots in the other.
O Quick Draw & Fast Reflexes I
With all specialised weapons
OO Fresh Start & Fast Reflexes II Use an action to decide your initiative roll. OOO xxxxxxxxxx & Fast Reflexes III xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
EIDETIC MEMORY (a modification of the merit):
If you want to make use of this merit you must make it playable, typically by narrowing its focus. F.ex: Stockmarked, Investigations within a month, etc. RESOURCES [private income]: O 12.000,- * or more a month ( 1,800 US$ ) OO 25.000,- * or more a month ( 3,600 US$ ) OOO 50.000,- * or more a month ( 7,200 US$ ) OOOO 100.000,- * or more a month ( 15,000 US$ ) OOOOO 300.000,- * or more a month ( 45,000 US$ ) OOOOOO 1 million * or more a month ( 135,000 US$ ) OOOOOOO 5 million * or more a month ( 675,000 US$ ) OOOOOOOO 25 million * or more a month ( 3,375,000 US$ ) OOOOOOOOO 100 million * or more a month ( 13,5 mill US$ )
These merits are not part of our game: Common Sense (cofd, p. 44)
Titel: Human the Descent Books: Gameline & Cthulhu The Chronicles of Darkness corebook heavily stepped in cosmic horror from: Call , Delta Green, Trail & Lovecraft. Humans dream of otherness Ghosts dream of reality