12 December 2015

THE CHAPTERS:

Here there'll be houserules to a version of Chronicles of Darkness.
The fun & thrill of storyplay you'll find around the table.

1) BLOG CONTENT: "THE CHAPTERS"

2) CHRONICLE INFO: "THE CHRONICLE"

3) SETTING INFO: "THE SETTING"
   A) Adapting Chronicles of Darkness
   B) An example:  The Demon
   C) An example: The Psychic
   D) An example:  The Ghost
   E) The archaeology of CHRONICLES

4) HOUSERULE INFO: "THE SYSTEM"
   A) The Dicepool
   B) Timing
   C) Willpower
   D) Integrity
   E) Traits
   F) Merits
   G) Aftermath

21 May 2012

THE CHRONICLE:

CHRONICLE TITEL:
Doors to Darkness (keeper: ST)

INTRODUCTION:
It's probably nothing, but let's look into it...

GAMEPLAY:
Investigation

TIER:
Street

NEXT CHAPTER:
Creation: Tuesday 10/10-17 at 18:45-22:15
Chapter one: Tuesday 31/10-17 at 18:45-22:15
Chapter two: Tuesday 07/11-17 at 18:45-22:15
Chapter ...

GAMELINE: 
Chronicles of Darkness

BENEFITS TO CHARACTER CREATION:
Attributes: 6/5/4; Skills: 12/8/5 (3);
Merits: 10; Freebie*: 3 dots;
Experience points: Zero
Two Chronicle Skills at 4.

SPECIAL ADVANTAGE; Friendship:
When first meeting up after a week of being separated,
your characters all gain three willpower points.

* freebie points can raise: Attributes, Skills, Merits & Integrity/Wisdom.

30 July 2010

THE SETTING:

A) Adapting Chronicles of Darkness
B) An example:  The Demon
C) An example: The Psychic
D) An example:  The Ghost
E) The archaeology of CHRONICLES

* press the "The Setting" label to see all the posts

Adapting Chronicles of Darkness:

"There are no endings, only pauses."

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AN INTRODUCTION TO CHRONICLES:
CHRONICLES is a 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.

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GENRE CONTINUUM OF 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) There's nothing that can't change
2) The general shrouds the specific
3) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

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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 UNKNOWN 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.

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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".

28 July 2010

THE SYSTEM:

A) The Dicepool
B) Timing
C) Willpower
D) Integrity

A) The Dicepool:

STANDARD RESOLUTION: 

The Dots-Matter Rule:
Instead of rolling the dice again with the "8, 9 & 10-again rule"; we double a success with our "8, 9 & 10 double-it rule". AND no matter how big your dicepool; you never roll 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 Mark & Penalty Rule:
Mark: The number of successes needed to gain the first success. The following successes will always be 1 to 1.
Penalty: The number of dice you must subtract from your dicepool before rolling the dice.

The Push Rule: [PROCESS]
If it's narratively possible to justify a second attempt. You may push to roll a second time with a "push roll". A "push roll" halves your dicepool and if you fail you suffer a critical failure. When attempting a push roll you never roll more than 5 dice! If you generate at least one success with your dicepool; then your dicepool above 5 is added as sure successes. Willpower Points can't be used on a "push-roll".

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 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. The "dots-matter" rule still applies.


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].
Untrained social skillrolls have a -1 penalty.

B) Timing:

THE INITIATIVE RULE (initiative): aka: "the sergio leone rule"

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!

Fresh Start: If you want to improve your Initiative you have to use the merit "fresh start". The merit allows you to act as if you had rolled a natural "10" on your initiative roll. The new result is your Initiative for the rest of the scene. You are allowed to "abort" to "fresh start" if you havn't used your action at the end of a turn.



THE TURN RULE (time):

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!

C) Willpower:

The "willpower point pool" will be restored when, and if, a goal is achieved that significantly brings a character closer to fulfilling its ambition! An ambition is your characters primary long-term aspiration. A character must have an ambition, 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 it.

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 achieving a major goal towards your ambition (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 "heroic effort" or "resistance"! (CofD, p. ???)
2) 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.

D) Integrity:

With the integrity trait in use, you are still free to let your character 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. As it is a tool for having fun, and nobody likes to be told what to think, it will be up to the player to decide whether his characters integrity rank should fall or climb throughout the game. It's recommended that a breaking-point roll is used as a compass to guide and provoke your decissions. And ... if the keeper, or all the players, agrees on your decision - a climb also wont cost any experience points.

E) Traits:

ATTRIBUTES:
MENTAL: Intelligence, Attention, Resolve.
PHYSICAL: Strength, Dexterity, Stamina.
SOCIAL: Presence, Empathy, Composure.

SKILLS:
MENTAL: Academics, Computer, Engineering, Esoteric, Finance, Investigation, Medicine, Politics, Psychology, Science.
PHYSICAL: Athletics, Brawl, Crafts, Drive, Firearms, Larceny, Operations, Pilot, Stealth, Survival.
SOCIAL: Animal ken, Culturewise, Diplomacy, Expression, Intimidation, Leadership, Persuasion, Rapport, Socialize, Subterfuge.


POWER TRAIT MAX:
Demon: 10; Psychic 6; Ghost 8.


VIRTUES: *
charity . . compassionate & generous . . holy
hope . . constructive & visionary . . spirit
fortitude . . courageous & determined . . will
temperance . . attentive & patient . . social
prudence . . foresightful & discerning . . mental
justice . . egalitarian & ethical . . society
liberty . . independent & tolerant . . soul

VICES: *
envy . . jealous & malicious . . ahriman
greed . . avaricious & gluttonous . . mammon
lust . . wanting & obsessed . . asmodeus
pride . . arrogant & narcissistic . . belial
sloth . . cynical & apathetic . . bephegor
truth . . fanatic & delirious . . baal
wrath . . violent & vengeful . . abaddon

* CHRONICLES doesn't use the "CofD: Virtue/Vice" rules.

F) Merits:

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 choose your initiative roll.
OOO Furious* & Fast Reflexes III
Two combat penalties less on brawl & firearms

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)
Fighting Styles (cofd, p. 60-65)

* Danish Kroner (Dk. Kr.)

G) Aftermath:

HORIZONTAL = DICE IN THE DICEPOOL*
VERTICAL = SUCCESSESS ACHIEVED*

[mark of difficulty/degree of success]

THE STANDARD ROLL:
(x) 01 02 03 04 05 06 07 08 09 10
(1) 30 51 66 76 83 88 92 94 96 97 [simple/standard]
(2) 10 23 36 49 59 68 75 81 86 89 [routine/complete]
(3) 00 05 13 23 33 44 53 61 69 75 [challenging/effortless]
(4) 00 01 04 09 16 24 32 41 49 56 [very hard/connected]
(5) 00 00 01 03 06 11 17 23 31 38 [arduous/exceptional]

THE DOUBLE 9 ROLL:
(x) 01 02 03 04 05 06 07 08 09 10
(1) 30 51 66 76 83 88 92 94 96 97 [simple/standard]
(2) 20 37 51 62 71 78 83 87 91 93 [routine/complete]
(3) 00 08 20 32 44 54 63 71 77 82 [challenging/effortless]
(4) 00 04 11 20 30 39 48 57 65 71 [very hard/connected]
(5) 00 00 02 06 13 21 29 38 47 55 [arduous/exceptional]

THE DOUBLE 8 ROLL:
(x) 01 02 03 04 05 06 07 08 09 10
(1) 30 51 66 76 83 88 92 94 96 97 [simple/standard]
(2) 30 51 66 76 83 88 92 94 96 97 [routine/complete]
(3) 00 09 22 35 47 58 67 74 80 85 [challenging/effortless]
(4) 00 09 22 35 47 58 67 74 80 85 [very hard/connected]
(5) 00 00 03 09 16 25 36 45 54 62 [arduous/exceptional]

* See the "dots-matter rule" in the post
 "the dicepool" under the label "system".

27 July 2010

An example: The Demon

Titel: Demon the Descent *
Books: Gameline & Cthulhu

THE COMING OF THE WATCHERS:
"An extract from the testimony of the temple scribe Ishur Ninku, The coming of the Watchers. Mesopotamia, circa 4000 BC.: The strangers came, and they were not like us. Something else, but wearing the skins of men, the eyes of men, their hands. We took to collecting the sound of them in our Flesh, the aorisms of Power, without substance; an unexplored integrity of sound. In these waveforms of kelestic symmetry, we felt the remote passing into the definite. We saw the wings of change form within the ichor of their sound; a thick smoke, sweet upon the tongue, curling into unimagined shapes that suggested sublime surrender, ecstasy, pain, renewal. We learned the names of these strangers, the ancient names of the Sumerland; in this place, on this planet of now reality, the names are different, but the old cadences can still be uttered, chanted; they will still vitalise the call. We stand together in the wildest places of the planet, and form a forest hands against the black sky, stretching up, reaching for what is ours to take yet never to attain. Our bodies begin to pulsate to a subliminal rythm and we feel the imminence of contained energy, soon to be released. We dilate our throats to the air and resonate the ancient names. We convoke the Watchers, and they come to us, strangers with the eyes of men . . . "

A different kind of monolith.
A game of sovereign powers.

* Demon the Descent founded in lovecraftian cosmic horror.

26 July 2010

An example: The Psychic

Title: Psychic the Sublime *
Books: Gameline & Cthulhu

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* The "Chronicles of Darkness" corebook, supplemented by a
  psychic power system inspired by "Geist the Sin-Eaters".  

25 July 2010

An example: The Ghost

Title: Ghost the Ascent *
Books: Gameline & Cthulhu

Lovecraftian dreamlands meets
Chronicles of Darkness’ full
legacy of ghost-stories.

Some wells are deeper than you'll like!
This is your warning! Please sense my fright!
That is not dead which can eternally lie!
With strange aeons even death may die!
It's been written and turned a read!
Now it rewrites us all until we plead!
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If you see into it! It also sees you!
Please keep walking! Never to look back!!

Orpheus: Shadowland (deep)
Geist: Underworld (deeper)
Wraith: Tempest (deepest)

Humans dream of otherness
Ghosts dream of a reality

* Geist the Sin-Eaters founded in lovecraftian dreamlands

21 July 2010

The Arcaeology of CHRONICLES:

Exchanges the humancentric parts of "the chronicles of darkness" with the cosmic horror of "lovecraftian roleplay". And enjoys the apparent paradox of mixing "gothic horror" with "cosmic horror.













The concept behind the CHRONICLES setting was concieved the 21/7-10 on an odd wednesday. And the setting joyously changed it's name from "world of grimoire" to "chronicles of grimoire" the 12/12-15. 

And then, after getting tired of saying "of Grimoire" to many times, changed again to "CHRONICLES" the 30/3-17 ; )