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Chronicles of Darkness (CoD) is the setting created by White Wolf for their various relaunched horror lines.

The work on the setting has continued under a new company but with many of the same writers. The new company
is Onyx Path Publishing.

The basic idea is that the CoD is a dark mirror of our own. It’s a world in which all the monsters are real, the shadows are full of dark things and humanity is not safe. Yet the monsters have their own minds and concerns and
in most of the game lines you play as one of these monsters.

One thing to know about the way that this setting works is that it’s meant to be modular. So any setting information given in any of the books is up to the Storyteller (GM) and his group to decide if it applies to their version of
the setting.

Note: A second chart detailing the more recent splats starts on page 14 and the upcoming Deviant: The Renegades starts on Page 23.

Splat Vampire: The Requiem Werewolf: The Forsaken Mage: The Awakening Changeling: The Lost Hunter: The Vigil

Alternate Name The Kindred The Forsaken The Awakened The Lost N/A

Basic Game Concept Live the life of one of the Kindred, Hunt as one of the Uratha, the The first thing a mage learns The Lost were stolen from this Monsters live in the shadows, but
the Vampires who live the shape-changing monsters that upon awakening is that the world world by the True Fae. They most people don’t know about it.
Requiem—undead life feeding on inspired our legends of werewolves. is Fallen and that most people are escaped their tormentors but Hunters are different—they have
bound to the fallen world by the returned to the world warmed by discovered the evil that lurks
the blood of mortals to live and They live a life torn between the
Lie that this is all there is. faery magic. Unable to return to around them and have decided to
seeking in between to find ways to world of the flesh and the spirit, Beneath the Lie are symbols that their old lives, they must forge a hunt it. Yet there is always the
make their life of eternal night hunting prey in order to maintain the control all reality as we know it, new place for themselves in this danger in hunting monsters that
tolerable as they wrestle with what balance between the worlds and and their knowledge of this world and protect themselves from they might become monsters.
they have become. protect their boundary. allows Mages to alter reality to their former masters.
their will through magic.

What drives them? The need for blood and the desire The drive to hunt and the task given Chasing after arcane knowledge Regaining as much of a semblance Hunting the monsters that live
to maintain a reason for living in them by Mother Luna to maintain and perhaps ascending to the of a normal life as possible and among us—for reasons ranging
their undeath. the Gauntlet—the boundary between Supernal world. avoiding the True Fae. from personal gain to righteous
flesh and spirit. devotion to God.

Society Vampires call themselves the The Uratha organize themselves into Mages are drawn together into Changelings gather together into Hunters gather together into Cells
Kindred, and they live in complex packs. These packs take up a society with each other through groups called Motleys both to have to support each other against
societies that exist in nighttime territory which they are bound to their obsession with uncovering society in isolation from ordinary monsters more powerful than they
parallel to those of the mortal protect, hunting within it to maintain the arcane knowledge of the mortals and to protect themselves are.
world. Moreover, that society is the Gauntlet. The packs are bound Mysteries, something they can do from the True Fae. On a larger
not just parallel, it influences the together around a Spirit Totem who better together. Most mages scale they are organized into
mortal world and the mortal world they have bound to their service and belong to one of three sects—the Courts of power as described be
influences it. their territories are usually focused Diamond Precept, who maintain low.
around weak spots in the Gauntlet what they claim is an Atlantean
called Loci. pedigree; the Council of Free
Assemblies, who seek to
modernize magic; and the Seers
of the Throne, who serve the
Exarchs.

Their Struggle Humanity/The Beast - They live in Harmony - Werewolves must Wisdom – There are many Clarity – Changelings are altered Integrity – Like any other mortal
complex societies, yet within each maintain the balance between their dangers to the use of magic, so a by their time in Fae, associated human, Hunters deal with
vampire lies the Beast, feral urges human-flesh element and their wolf- mage must be wise in their use of with Faery magic, and Faery magic psychological integrity and the
spirit element. A werewolf that goes it. The mage who strives to be is mad. Changelings that lose various threats that their
that will take them over and drive
too far towards their human side wise gains control over their clarity begin to have trouble experience of the supernatural
them mad with bloodlust if they risks losing their ability to magic, but the temptation is distinguishing between the real poses to that integrity. A loss of
aren’t careful. However, it is also shapeshift or travel across the always there to take the easy path world and Faery, potentially going integrity represents degradation of
from the Beast that vampires draw Gauntlet. One that loses too much of Hubris and thereby lose stark raving mad. Morality plays a sanity and morality that a life of
their powers. This is the tension humanity can fade away and wisdom. Acts of Hubris include role in maintaining clarity, but so hunting and killing supernatural
they live in — hunting humanity to become a bestial spirit. Rage also such things as performing does their interaction with the horrors inflicts upon a person.
sate their need for blood while plays an important role in this obvious magic in the presence of world of Faery and their adherence
balance. The hunter’s rage is an a Sleeper (an ordinary human) to contracts they have made.
trying to maintain their own
essential part of the werewolf’s risking a Paradox as described
humanity. They live in a highly existence, yet it also puts them in below.
complex, often rigid, society while danger of losing control.
fighting against a monstrous
bestial urge within.

Origin The Embrace - Mortals become The First Change - Werewolves are The Awakening – Something stirs Abduction and Escape – For one A Hunter’s reason for joining the
Vampires when another Vampire born to a human parent and a parent a Sleeper from their acceptance reason or another, a True Fae Vigil can be as varied as their
chooses to Sire them by drinking of the wolf’s blood. They live their of the Lie. They experience this became interested in a mortal. methods. One way or another they
their blood and then making the Awakening as a journey where Perhaps they stole the mortal as a discovered that monsters lie in the
youth as humans, unaware of what
mortal in turn drink the Vampire’s they are called to reach a child, perhaps they seduced them darkness and prey on humanity.
blood. lies within them, but often outcasts Watchtower, climb it, and mark it to cross over. However it They decided to fight back.
because of their inner ferocity. At (often with their true name). happened, the mortal became
some point in their adolescent years Afterwards, they return to the trapped in Arcadia. Eventually,
they go through their first Fallen world with eyes opened to they escaped and found their way
transformation in a moment of pure behold (and manipulate) the to the real world, but their time in
rage and become a full werewolf. reality behind it. Faery forever altered them.

Why are they hidden? The Masquerade - Vampires are Lunacy - Humans who witness Paradox and the Lie – Mages are The Mask - Changelings hide Hunters are normal humans, but
bound to maintain the masquerade, werewolves in their supernatural hidden for two reasons. The Lie themselves using the magic of they often hide their activities
that is, to keep their existence and forms are often driven at least causes most people to be glamour in order to attempt to because they know the world in
the existence of their society a temporarily mad. This madness unaware of the reality of Magic. regain their former lives and also general will not believe them about
secret from ordinary mortals. This upsets the spiritual world and What is more, however, when to hide from the True Fae. monsters and that can get in the
is about self-preservation, as weakens the boundary of the Sleepers witness magic it can way of their hunt. Others are part
ordinary mortals far outnumber Gauntlet. Moreover, it typically twist magic to terrible effect as of conspiracies seeking to use the
them. causes them to have blackouts as to their acceptance of the Lie reality of the supernatural for
what they witnessed. influences the Mage’s altering of wealth or power, and so they do
the world. The Lie also causes not want the reality known.
Sleepers to experience
Dissonance, which can cause
spells to unravel and Sleepers to
rationalize away magic.

Their Legends - While no one The Vampires lack any common In the primordial time before In the time before the Fall there What unifies Changelings is not There is no general legend for
knows for certain the origins of story of their far origins, but one history, Father Wolf and Mother was Atlantis, the Golden City. some common myth, but their hunters. The only thing that unites
these supernatural beings, many of piece of legendary history does Luna had children together. These The story of how it happened common experience. They were all hunters is that, for one reason or
them have legends of their ancient varied, but the hubris of the snatched away from their existence another, they hunt monsters.
mark them. They were once a beings were the first werewolves,
origin. Mages of that time led to the by the True Fae, held captive, and
powerful force in the Roman gifted with Father Wolf’s ferocity shattering of the world that split escaped through the hedge back to
Empire in the form of the lost clan and Mother Luna’s mercurial nature. the Fallen world from the the real world only to discover that
of the Julii. It was in those days Father Wolf was the spirit who Supernal realms. Now it is said they could never truly go back.
that the Masquerade was instituted. guarded the boundary between the that the split is maintained by
The Julii, however, were destroyed world of Spirit and the world of beings called Exarchs who used
by the Strix, a story that still Flesh, but he grew weak and so his to be mages and who maintain
the Lie in order to keep their hold
haunts the Kindred to this day. children slew him. As punishment
on reality.
for this, Mother Luna cursed them to
take up his responsibilities and to be
vulnerable to silver.

Magic Vampires have magic called Werewolves are capable of casting The very nature of Mages is to do Their magic is built on contracts – Tactics: Tactics are not magic, but
Disciplines which draws on their powerful spirit magic that draws on magic. The Mage creates an ancient arrangements between the they allow a group of hunters to
vampiric store of blood (the vitae). their essence. They are also image in her mind of what she natural world and their former coordinate to take down a more
wants to affect in the world. The Faerie masters. These contracts are powerful monster.
This can be everything from shapeshifters who can move
Mage’s magic is an imposition of activated by spending glamour or
turning into mist to hypnotically between five forms: human (hishu), her will on the world in by finding and exploiting
mesmerizing someone. near-human (dalu), half-man/half- contradiction to the Lie. This contractual loopholes. They can
Endowments: Hunters do not have
wolf war form (gauru), power depends upon a Mage’s also themselves bind Mortals and
native magic, as they are regular
near-wolf/dire wolf (Urshul), wolf gnosis. changelings into magically
human beings. However,
(Urhan) conspiracies can offer hunters
various means to supernatural
power. For example, the Cheiron
group will surgically graft
empowered monster parts onto its
members and the Malleus
Maleficarum draws on the
intervention of Saints.

Power Stat - How is their magic Blood Potency - Primal Urge - Gnosis - Wyrd -
powered?

Other World N/A The Shadow - An animistic spiritual The Supernal World – A platonic Faerie/Arcadia – This is a twisted, N/A
world exists beyond the Gauntlet. Its world of symbols that define alien landscape. It is beautiful but
surface is a parallel to the material what the world is and upon also terrible. The laws that govern
world that also influences that which Mages draw for power. faeries are not natural law or even
world. Yet there are also deep Also the realm of the mysterious human magic, but a vast series of
Exarchs who enforce the Lie. It is contracts. Between the mundane
realms of Shadow that do not reflect
encountered differently by world and Faerie lies a barrier
the material world. different mages. Between it and called the Hedge.
the Fallen World lies the Abyss.

For most of the splats, there are Clans - Each vampire is part of Auspice - When a werewolf goes Paths – When a mage awakens Seemings - In Fae Changelings Tiers of Affiliation – Hunters
five basic types that function one of five clans by virtue of the through its first transformation, they find themselves on a served different roles. Upon their remain human (mostly anyway)
roughly like races in something clan their sire was in they are marked by the phase of particular path to power based return, their altered appearance and so do not undergo basic
on the manner of their and psychology is shaped by that transformation. Instead they have
like D&D Mother Luna at the time of
awakening. role. These further breakdown organizational affiliations. These
transformation. into specific versions of the come in three tiers. Tier-One are
Seeming called Kiths. There are those hunters who never join an
six seemings organization larger than their
cell.

1 Daeva – The Seducer. These are Cahalith (Gibbous Moon) – Those Acanthus (The Witch) – Beasts – Those Changelings used Tier-Two (Compacts) – Loosely
the stereotypical modern sexy marked by the gibbous moon are the Enchanters who work with luck, or treated as beasts during their connected organizations that
vampires who use seductive magic storytellers and lorekeepers of their intuition and destiny. Their captivity. They take on something provide some special resources.
awakening involved a journey of an animal’s appearance,
to lure in their prey. They are also pack. They are also blessed with The Long Night – Fundamentalist
into the Supernal realm of sensation, and instinct. Kiths
vulnerable to this reality, however. prophetic dreams. They are Arcadia, land of the Faeries. include such types as broadback Christian hunters trying to destroy
If they drink more than once from particularly skilled in Gifts They are epitomized by the (associated with stubborn animals monsters to facilitate the second
the same person they risk concerning Inspiration and witches in MacBeth, showing up and possessed of great stamina) coming of Christ.
becoming emotionally addicted to Knowledge. at crucial times to manipulate and runnerswift (associated with
that person. time and fate towards their ends. fleet footed animals and possessed
However, this also means they of supernatural speed)
are weak in using magic that Null Mysteriis – A group that seeks
controls fundamental forces like to scientifically study the
Lighting and Fire—which instead paranormal.
stand for them as the fixed points
around which time and fate are
weaved.

2 Gangrel - The Survivor. These are Elodoth (Half-Moon) - The judges Mastigos - Warlocks who work Darkling - Changelings who were Network Zero – A group trying to
the primal, bestial vampires who and arbiters who stand most wholly with perception and inner taken away to dark twisted, alien expose the supernatural world to
hunt their prey like wolves. between the world of flesh and demons. They awoke through a parts of Fae for transgressing the public via the use of media
journey into the Supernal realm Faery boundaries. They embody sites.
They’re the vampires who will spirit, called upon to judge within
of Pandemonium, abode of shadows, fear, and deception, and
turn into wolves or mist and hunt werewolf society and to be envoys demons. Their magic while not transparent, they
down their prey, soaking in bullets. to the spirit world. They are gifted manipulates Mind and Space, but somehow feel less substantial than
They revel in the Beast within, but with being able to see the line
this is also their curse as they find between the darkness and the light, they are weak when it comes to other Changelings. Kiths include The Union – Consists of regular
it much harder to resist its call the spirit and the flesh, clearly and Matter. They are exemplified by such types as the antiquarian (who folks mostly trying to protect their
when they need to. they can sometimes push another the infernal Warlock who locks hoards ancient tomes and neighborhood from oppression of
horns with gods and demons. possesses arcane knowledge) and any kind (humans or monsters).
werewolf into or out of a death rage.
the leechfinger (who can draw life
They are skilled in Gifts concerned force from others to heal wounds).
with Insight and Warding.

3 Mekhet - The Voyeur. These are Irraka (The New Moon) - The Moros – Alchemists and Elementals - Changelings who The Ashwood Abbey – Thrill
the vampires who hide in the scouts, spies, and trackers of the Necromancers who work with were used as inanimate objects or seekers who want to experience
shadows, cloaking themselves in werewolf world. Their connection to death, mortality and material forces of nature in Faerie. They everything involving the
things. Their awakening involved have power over their associated supernatural from the most benign
magical darkness and sneaking up the darkness of the New Moon
a journey to the supernal realm of elements and are extremely to the most psychotic (torture,
on their prey. They are spies and allows them to suddenly appear near Stygia, abode of Shades. They durable, but they are also even mutilation, and worse).
watchers, collecting information to their prey for a quick strike. are skilled in magic concerned more removed from humanity than
use against their enemies. with Death and Matter, but weak other Changelings. Kiths include
However, their closeness to the in magic dealing with Spirit. airtouched (who are associated
shadows also makes them more with air, clouds, smoke, or sky and
vulnerable to sunlight, fire, and the thus possess magical alacrity) and
The Loyalists of Thule – Guilt-
the manikin (who are associated
call of endless sleeping torpor. driven knowledge seekers who use
with human-made objects such as
what they learn to help the world
mannequins or clockwork beings
after their assistance in creating the
and are skilled in artifice).
Nazi Party.

Keepers of the Source - A group of


protectors who safeguard places of
power and protect forbidden
knowledge

Illuminated Brotherhood -
Organization that focuses on the
use of drugs for understanding and
creating supernatural events.

The Hunt Club - A group of


wealthy socialites who partake in
hunting normal, non-supernatural
human beings for sport

4 Nosferatu - The Nightmare. These Ithaeur (The Crescent Moon) - Obrimos - Theurgists who work Fairest - Those Changelings who Vampire Focused
are the vampires that manifest fear. These are the spirit-keepers and with the divine energies infusing were stolen because a Faery fell in
the world. They awakened love with them. They were taken The Barrett Commission - Groups
The hideous, fearsome beasts who occultists - the “shamans'' of the
through a journey into Aether, to a world of sweet but hollow and of business and politically minded
fill people with abject terror. Many werewolf world. They can let out a individuals in high positions of
the realm of the celestial spheres often treacherous delights and
are ugly, twisted monstrosities. spiritual howl that causes lesser and the abode of Angels. They possess dangerous and enchanting power dedicated to fighting
Yet, because disgust and fear spirits to flee in terror from them. are skilled in the magic of Force beauty. Their kiths include Bright vampiric influence in America,
oozes from them, they are unable and that of Prime (direct Ones (associated with elves, will- primarily through politics and
manipulation of magical forces), o-the-wisps, etc and capable of economics
to connect with others and are
but weak in Death magic. casting illumination at will) and
eternally lonely. the draconic (associated with Maiden's Blood Sisterhood -
dragons and capable of being College sorority created to protect
skilled in combat). colleges and universities from
preying vampires.

5 Ventrue - The Master. Rahu (Full Moon) - These are the Thyrsus - Shamans who work Ogres - Those who were given Night Watch - Organized vigilantes
Machiavellian masters of the night warriors of the Uratha, those most in with all aspects of the natural great strength to serve as guards, who protect slums and other urban
whose powers lie in dominating tune with their spiritual rage but also world. They awakened through a gladiators, and heavy laborers in areas from vampires.
journey in the Primal Wild, Faerie, and suffered great torture
the wills of others or simply capable of being keen tacticians. At
Abode of Beasts. They are and torment while there. They are
manipulating them into attaining times, they can ignore any skilled in manipulating the magic possessed of terrible strength.
their desired ends. hindrances in combat coming from of Life and Spirit, but weak in Their kiths include Farwalkers Werewolf Focused
such things as injuries. the magic of Mind. (resembling mysterious wandering
monsters like sasquatch and yeti The Bear Lodge - American hunter
and gifted in stealth) and the group who pursue werewolves and
gargantuan (freakish in appearance other creatures for pure sport.
and capable of magically growing
to great stature).

Wizened - Those who were taken The Talbot Group - American


to Faerie to work as smiths, organization founded as a
craftsmen and the like. They are counseling service that aims to
nimble and gifted in artifice, but rehabilitate werewolves and other
also spiteful and cruel. Their kiths supernatural beings to humanity.
include the artist (tasked with
creating stunning works of art and Mage Focused
gifted in craftsmanship) and the
Chatelaine (tasked with serving as Division Six - Extra-governmental
manservants, butlers, etc and gifted group devoted to eliminating
with perfect knowledge in matters mages and other magic users.
of etiquette). The Promethean Brotherhood -
Mage hunters who steal temporary
supernatural magical abilities.

God-Machine Demon Focused


Utopia Now - A business-driven
collective of utopians, libertarians,
and businessmen that hunt
demons, especially institutional
ones, for parts in order to build a
utopia free of their influence.

For most splats their are five Covenants - Though the vampires Tribes - Werewolves choose to be Orders – Mage society organizes Courts – Changeling society Tier-Three (Conspiracies) –
affiliations that serve as the receive their clan from their sire, part of tribes. The tribe transcends itself into Orders dedicated to organizes itself into courts. The Global secret organizations
rough equivalent of classes. they get to choose which of five their pack and gives them certain paths of knowledge and courts gain power from some
connection to a more global means of opposition to the organizing concept and grant Task Force: VALKYRIE ("The
covenants they will join. Men in Black") – Secret
ideology. Importantly, each tribe is Exarchs. their members power and
connected to a kind of prey the protection. In the West these are organization using high-tech
werewolf is most drawn to hunt. based on the seasons, so there are weaponry to protect the public and
four of them. Each seasonal court keep them from knowing things
rules the local area during their they do not want to know.
season.

1 The Carthian Movement - The Blood Talons - This is the tribe The Adamantine Arrow - spiritual Spring – The court of desire and The Lucifuge – Children of Satan,
Carthians are vampires fed up with dedicated to the life of a warrior’s warriors and masters of conflict, hope. They seek to forget their who use their infernal powers to
the static nature of vampire savagery in the hunt and loyalty in who claim a heritage going back torments and to create beauty in hunt monsters.
to the First City's defenders. the world. They are those who
society. They borrow the pack. Their primary prey are
Currently, the Order of the seek to be the closest to humanity.
revolutionary ideologies from the other Werewolves who have Arrow could perhaps be At the same time they are often
living and try to use these to shake abandoned or failed their task of described as something akin to a driven by their desires. Their
up the vampiric world. Most often protecting the Gauntlet. “Concepts: knightly sect, though bushido and heraldry is bright colors of green
they go in for democracy. War-leader, conflict resolution other warrior codes find a place and blue. They gain contracts that
“Concepts: Sexy campus recruiter, specialist, in The Arrow. These mages allow them to manipulate the
firebrand ideologue, distant capable beta, motivational speaker, conduct intensive physical and desires of others as well as bring
mental training, honing the minds about growth and healing.
intellectual, street ganger, angry young punk, alpha in over her
and bodies of order members into
disenchanted war veteran, guilt- head.” deadly weapons which magical
ridden liberal arts teacher, well- society may then wield against its
intentioned political extremist, enemies
middle-class freedom fighter,
liberation theologian.”

2 The Circle of the Crone - Vampiric Bone Shadows - The keepers of Guardians of the Veil - spies and Summer – This court is dedicated The Cheiron Group – Group of
neo-Pagans. Those in the Circle of secret wisdom, openers of conspirators who claim their to defending changelings from international corporations who
the Crone see the vampiric curse as doorways, and explorers of the descent from the intelligence direct threats, especially those experiment on monsters in order to
depths of the Shadow and other officers and enforcers of the First coming from the Fae. They can be find cures for modern diseases
a blessing and revel in being
monsters. They dedicate strange realms. Their primary prey City's laws. Currently, they bear anything from warriors to such as cancer and HIV, and
themselves to the service of a dark are wayward spirits and other a resemblance to a combination politicians so long as they are attaching parts of monsters to their
pagan goddess. “Concepts: Riot dangerous denizens of the Shadow. of many occult conspiracies, such focused on challenging threats. field agents.
Concepts: Shadow cartographer, as the Thule. Many obscure their They are driven by wrath. Their
girl, working-class matriarch,
exorcist, occult fixer,Underworld activities and identities even heraldry is forest greens and dark
indigenous people’s rights explorer, speaker for the dead, from other mages, and act as a reds with symbols of weapons.
campaigner, reclusive wealthy demon fighter, antiquities procurer” check on humanity's dangerous They are gifted with contracts that
occultist, dissolute swinger, curiosity for "that which man was allow them to manipulate the anger
technopagan clubber, body not meant to know". of others and to control the sun and
modification enthusiast, voodoo its heat.
priest, strange-eyed street ganger,
witchy librarian, aging old-school
libertine; suspiciously friendly
laird of the manor.”

3 Invictus - These are the old power Hunters in Darkness - The silent The Mysterium - dedicated to Autumn Court – This court is Aegis Kai Doru (Greek for "Shield
vampires who sit at the center of hunters and the fierce defenders of pursuit of magical lore and the focused on the magical power of & Spear'') – Empowered by
modern vampiric princedoms. territory. They hunt anything that acquisition, cataloging, and study faerie and on using it to instill fear ancient relics and bound by a vow
endangers their territory, but bear of mystical and occult knowledge in those who would threaten the to destroy both werewolves and
They are “the man” of the
particular animosity towards the and artifacts. The "mystagogues" Changelings. Their heraldry is the mages for an ancient grudge.
vampires. “Concepts: Old-school Hosts for their inherent violation of (as they are called) continue the colors and symbols of autumn.
Eurotrash, Merc-driving capitalist the Gauntlet. “Concepts: Stalker, ancient heritage of the scholarly They have contracts that allow
bloodsucker, intimidatingly silent local historian, neighborhood watch and intellectual of Atlantean them to manipulate the fear of
bodyguard, Man in Black,well- leader, security specialist, urban society. Their internal structure others and control the weather.
bred dominatrix, boarding-school explorer, exterminator.” often resembles the academic
teacher, privileged frat boy or structures of the part of the world
in which they reside. The
sorority girl, soulless bureaucrat,
Mysterium gathers, catalogs and Ascending Ones – Ancient
Man of Wealth and Taste, military maintains items of all types of Egyptian cult turned Islamic
officer, working-class magical and historical hunters, they are well known for
entrepreneur, business-like significance. their use of drugs to help aid their
mobster, jobsworth security monster hunting.
guard.”
4 The Lancea et Sanctum - This is Iron Masters - Those closest to The Silver Ladder - dedicated to Winter Court – This court is the Malleus Maleficarum – Secret
the established vampiric church. humanity and most interested in ruling, guiding and reshaping the court of mysteries, spying, and enforcers of the Catholic Church,
They understand themselves as adapting to changes in the world. world, the viziers, senators and subterfuge. They are marked based on the heretical book from
Yet dangerous humans are also their priests of the First City remain in particularly by sorrow. Their the Inquisition and specialize in
being like Satan in the book of Job
primary prey. “Concepts: Urban force. Politicians and heraldry is white and black and vampire hunting.
- the adversaries sent by God to legend come to life, hardheaded authoritarians, the théarchs includes symbols like arrows, ice,
test humanity. They work both to futurist, doomsday prepper, union believe in creating a perfect and holly. They are gifted with
defend the living Church from advocate, civil engineer/geomancer, hierarchy (with themselves at the contracts that allow them to
outside enemies while also striving serial killer hunter, supernatural top, of course) which will seize manipulate sorrow, ease grief, and
to test believers with trials. They diplomat.” control of reality, subjugating it control ice and the season’s cold.
feed on those they perceive as to the will of mankind; this
dream is not without its altruistic
sinners and try to use fear to
appeal. As a member of the
shepherd mortals towards virtue. Ladder might point out, control
They hold that their founder was over reality could bring an end to
Longinus, the centurion who human suffering in all its forms.
pierced Christ and was cursed for
it with vampirism. “Concepts:
Creepy nun, apocalyptic street
preacher, father confessor, earnest
student evangelist, delusional
derelict, church janitor, night Vanguard Serial Crimes Unit -
Department of the FBI that uses
manager at the orphanage,
psychics to track and capture serial
Pentecostal middle-class killers and slashers.
professional, nurse, old-school
BDSM enthusiast, uptight middle-
aged bachelor or spinster of the
parish, placard-wielder or leaflet-
giver, “reformed” serial killer,
librarian.”
5 The Ordo Dracul - Vampiric secret Storm Lords - Cold ruthless hunters The Free Council - Modernists Other Court Structures – In Asia Knights of St. George - A group of
society that gathers artifacts of who seek to instill strength in all who wish to create new forms of the Courts are based around the so-called knights of England who
power and researches to try and Uratha through their example. Their magic, a union of mages who cardinal directions, and in Slavic seek to keep mages and magic
primary prey are those humans have discovered ways of using countries there are often two courts users from attracting the attention
improve the vampiric condition to
possessed by spirits (the Ridden). magic that do not adhere to the based on the night and the day. of beings greater than humanity.
something new and transcendent. “Concepts: Extremophile, family Atlantean methods, joining the Rumored to be responsible for the
Like the Lancea et Sanctum, they counselor, spiritual guru, Pentacle during the Industrial Tunguska Incident.
believe that God created vampires, lone wolf, exorcist.” Revolution after their previous
but in their eyes that makes God form rejected an offer from the
the enemy and so they believe in Seers. The "Libertines", as they
using their own powers to are also called, possess a strong
belief in democratic process and
overcome the limits of God’s
anti-authoritarianism.
curse. “Concepts: Venturesome Les Mysteres - Practitioners of
archaeologist, charismatic occult Haitian vodou and Louisiana
study group leader, underground voodoo, the conspiracy hunts
bare-knuckle boxer, cold-fish werewolves under the belief that
doctor, quirky writer, failed they kill the spirits the group
communicates with.
suicide.”
Knights of St. Adrian - The
Knights began as a mercenary unit
headed by Casey Howard, who
was approached by an angel with a
mission from God to fight demons
in return for angelic scripts in the
form of their Ink tattoos.

Prominent Enemies VII - VII are a covenant of The Pure - The Pure are werewolves The Abyss – Not an entity, the The True Fae – Mad godlike Any sort of supernatural power in
vampires who work as serial who believe that the Forsaken, with Abyss is the chasm between the beings from Fae. They are the world can be an enemy to a
killers hunting other vampires. their oath to Luna to protect the Supernal Realms and the Fallen immensely powerful and utterly given hunter group.
gauntlet, are an abomination and so World. Those subject to the Lie alien in motivation. They are the
Someone or something has set
they hunt the Forsaken with a are bound to the Abyss, and it is enemies of the Changelings
them up to do this as they all hunt genocidal rage. from the Abyss that paradox because they made them what they
in a post-hypnotic trance, unaware comes when a Mage’s magic are by abducting them from the
of what they are doing. There are Spirits - Spirits are not all enemies fails. world. The Changelings always
multiple ideas presented in the of the forsaken. Yet spirits that fear they will take them back.
rulebook ast to what VII might be violate the territory of the Uratha or Exarchs – Rarely directly
up to. cause the kind of chaos that weakens involved, the Exarchs are the Fetches – Not enemies exactly, but
the Gauntlet must be hunted. ascended mages who live in the sources of much of the
Supernal realms and maintain the Changelings suffering. The
The Strix - The Strix are owl Hosts - There were ancient gods in Lie. Fetches are automata of faerie stuff
spirits. They suck the life directly the Shadow that Father Wolf hunted who replaced the Changelings in
from their prey and they embody and killed, yet their shards remain. Seers of the Throne –The Seers their normal lives. Since they are
themselves in the world through They seek to reforge the ancient of the Throne are mages who perfect replicas of the way the
corpses… corpses like vampires. gods. They inherently violate the serve the Exarchs. There service Changeling was before they were
They hate all corporal life for what gauntlet and are capable of causing to the Supernal masters and their abducted and the Changelings have
it gets to experience. Some want to it terrible damage. The most notable willingness to use magic for their been altered, they make it very
Hosts: own gain has made them difficult for the Changelings to
destroy the corporeal. Some want
● Azlu (the Spider-Hosts) - extremely wealthy and powerful recover their lives.
to take corporeal existence so they They appear in the world as compared to the other Mage
can experience it for themselves in ordinary spiders, but they societies, but they are also
modes of total debauchery. And can crawl into humans and plagued by internal strife.
the Strix see vampiric bodies as the puppet them. A human
very best hosts since they are full infected by an Azlu soon The Banishers – The Banishers
of power. Vampires fear the Strix. becomes a suit of skin filled are Mages who hate what they’ve
with spiders. Eventually, the become and so hunt other Mages
They are the predators that hunt
Azlu will become a horrific to kill them, often believing that
the predators and give them half-spider/half-man hybrid. in doing so they will find a way
something to fear. The Azlu are driven to to return to their normal lives
weave webs that harden the before their Awakening.
gauntlet, completely cutting
off the world of the spirit The Gulmoth – Beings who
from the world of flesh in a inhabit the Abyss. They long to
parody of the Uratha’s task enter our world in order to
of maintaining a balanced destroy the cosmos and can do so
gauntlet. Regions infected by through paradoxes.
the Azlu become spiritually
lifeless, leaving humans and The Acamoth – Abyssal beings
animals listless and who have become trapped in our
apathetic. world and who make deals of
● Beshilu (the Rat-Hosts) - power with mages in exchange
Children of the Plague King, for their souls.
the Rat Hosts appear in the
world as rats and like the The Scelesti – Mortal Mages who
Azlu infect the body of a have dedicated themselves to the
human till it first becomes a Abyss and so to the destruction
suit of skin worn by a host of of the Cosmos.
Beshilu and then a hideous
human-rat hybrid. They Goetic Demons – Some mages
gnaw at the gauntlet to bring will give their vices physical
the boundary of balance form in order to control or
between the flesh and spirit destroy them. Sometimes they
crashing down. Here they escape or even possess the Mage
have infected the world, who summoned them.
spirits spill over frequently
or humans find their way
into the Shadow.
● Others - Srizaku (the Locust-
Hosts) who swarm and
consume, Halaku (the Crow-
Hosts) who haunt battlefields
and desecrate graves, and the
Razilu (the Snake-Hosts)
whose horrible motives are
unknown.

The Ridden - Not merely a human


possessed by a spirit, the Ridden are
a human and a spirit fused together
into a lethal combination of both.
Think, for example, of a death spirit
who feeds on death possessing a
human being to become a
methodical serial killer.

The Idigam - Lovecraftian


nightmares called the Formless.
Unlike other spirits who reflect
things in the physical world, the
idigam have no anchor. Long ago
they were banished to the moon, but
they have returned since humans
travelled there. Little is known about
these alien spirits, but their
mercurial presence has begun to
shatter what little balance the Uratha
had been able to maintain in the
world. One thing for certain - the
Idigam hate the Uratha and want to
utterly destroy them.

Potential Allies Ghouls - Ghouls are mortal Wolf-Blooded - Not all the children Sleepwalkers – Not necessarily Fae-Touched – The Fae-touched No particular allies beyond other
humans who are allowed to drink of Werewolves and humans allies, but Sleepwalkers are non- are humans who have had some Hunters in their cell, compact, or
Vampire blood without dying. themselves become Werewolves. Awakened mortals who brief encounter with the Hedge or conspiracy.
Some maintain their humanity but nevertheless aren’t bothered by Arcadia that changed them, but not
They gain a modicum of power
still have a greater connection to the the Supernal like other Sleepers as drastically as the Changelings.
from the blood they drink but also spiritual world. These often become and so they don’t increase They have limited access to
find themselves bound to the will allies for Werewolf packs. Paradox or experience contracts and can see through a
of the Vampire who feeds them. Dissonance. Changelings Mask.
They are important as daylight
servants for the Vampires. Proximi – The Proximi are whole
family lines who often produce
mages and otherwise tend to find
themselves mysteriously drawn
into Mage affairs on a regular
basis. Some even have access to
limited magical ability.

Eras - For many of the splats Roman Empire (360 CE), Neolithic Era (5500-5000 BCE), Noir (1940s), Neolithic Era Victorian (1837-1904 CE), Edo period Japan (1640-1660 CE),
White Wolf/Onyx Path has Elizabethan England (1587-1593 Viking Era (700-1100 CE), (5500-5000 BCE), Post- Elizabethan England (1587-1593 Colonial America (1690-1695 CE),
released era based settings. CE), The Black Death (1346-1353 Gangland New York (1970s), Alexandrian Hellenist Period CE), Three Kingdoms China (220- Rise of the Last Imperials - China
Roman Conquest of Germania (9-12 (330-320 BCE), Mutapa Empire 280 BCE), Reign of the Sun King (1644-1911 CE), King Arthur’s
CE), French Revolution (1789-
CE), The Great War: Western Front (1501-1568 CE), Inquisition in (1600s CE - early 1700s CE), Britannia (400-500 CE), Empire of
1799 CE), Islamic Golden Age (1914-1918), Necropolis of Hawara Europe (1600s CE), Golden Age Industrial England (1812-1820), Mali in West Africa (1360-1390
(750-1258 CE), New Wave (1604-1204 BCE), Science Fiction of Piracy (1716-1726 CE), Wild Seven Wonders of the Ancient CE)
(1980s) Golden Age (1938-1946 CE) West (1865-1895 CE) World (100-50 BCE), Wild West
(1865-1895 CE)

Splat Promethean: The Created Geist: The Sin-Eaters Demon: The Descent Mummy: The Curse Beast: The Primordial

Alternate Name The Created The Sin-Eaters, the Bound The Unchained The Arisen The Begotten, Beasts, the Children

Basic Game Concept Born from a mingling of dead This is a game about a second lease Behind the world there is a force The game about playing A Horror entered your dreams and
flesh and divine fire, the Created on life. Sin Eaters were mortals who called the God-Machine. It is mummies… sort of. The mummies devoured your soul. In turn, your
are brought into life by humans or died with unfinished business in a utterly alien and utterly cold, of this game, called the Arisen, soul was replaced by one of the
running the universe for some were granted immortality through great monsters of legend – a
other Prometheans. Many myths of powerful, dramatic way and then
mysterious purpose. People are a rite involving their dragon, gryphon, kraken, or other
man-made intelligent creatures, contracted (Bound) with a spirit who mere cogs in its inscrutable mummification in an ancient Horror.
from Frankenstein to Golem they work together with to act as plans, and most never encounter forgotten empire. Their bodies can
legends, find their reality in the intercessionaries between the worlds it. Those that do usually do so by be killed, but they will always
Created. of the living and the dead. They running across some bit of reform.
become Sin-Eaters by having a infernal machinery “behind the
strong desire to change the scenes” that nearly drives them
mad. It is not, however,
circumstances of death for ghosts,
omnipotent, and may not even be
out of an ability they had in life to the creator, and as such mortals
see the injustice and unfairness of can at times disrupt its plans in
the world. small ways. Demons are not
traditional abrahamic demons,
but rather former agents of the
God-Machine who “fell” by
gaining free will.

What drives them? Prometheans live a tormented Each Sin-Eater died with an The Mummy seeks apotheosis. The Begotten are driven by the a
existence, despised by human “unfinished business” which drives When it achieves this, it attains to Hunger to feed on fear.
beings and even creation itself. them incessantly to seek out true life again, but retains some
Most therefore seek to escape this fulfillment for it with the help and power from its former cursed life.
existence by embarking on the goading of their geist.
Great Work, or Pilgrimage to gain
a soul and so become human.

Society Prometheans live a nomadic Sin-Eaters form small religions Brood


existence to escape the worst known as Krewes, which work
effects of their wrongness. They together in geographical areas for
may travel in small groups, called similar causes. The internet
Throngs, but they have no larger community of Sin-Eaters is known
social organization. as the Twilight Network.

Their Struggle Humanity/Torment – The Created Synergy – The Sin Eater is a Cover Satiety -
strive to gain a soul. To do so they combination of a living human and a
must go on the Pilgrimage and part Geist (a former ghost who has
become an embodiment of an aspect
of that quest is slowly learning to
of death). The Geist has wishes of
act human. Those that fail in this its own, and synergy comes from
rarely succeed in becoming enacting these wishes, yet this can
human. The struggle to gain also lead the Sin Eater down a dark
humanity is a struggle against their path they might not wish to tread.
Torment, which can overwhelm a
Promethean, causing them to act at
the mercy of their primary
humour.

Origin The Generative Act - A The Bargain - Sin Eaters died and Fall In an ancient nameless empire that The Devouring - After a lifetime of
Promethean comes into existence upon dying were approached by has been forgotten by history, a nightmares, an individual turns to
when a human or (more often) Geists. The Geists gave the Sin rite of magic was created in an face their nightmare and instead
another Promethean brings them to attempt to gain immortality. has his soul devoured by one of the
Eaters the opportunity to return to
life with divine fire through one of great monsters of legend and
several rites. life, but to do so bound to the Geist. becomes host to it.

Why are they hidden? Disquiet – Prometheans are wrong. Secrecy – Despite the disorganized The God-Machine
They are automata powered by the nature of Sin-Eater society, Sin- Cover
Divine Fire. When they spend too Eaters are bound to secrecy by
long amongst humans, those ancient tradition, largely for
humans begin to feel Disquiet— protection.
the sense that there is something
utterly wrong with the
Promethean. With time even the
landscape itself becomes tainted
with Disquiet, becoming a
Wasteland. This forces them to
keep on the move and that, in
combination with their rarity,
keeps them hidden from most of
humanity.

Their Legends - While no one Sin-Eaters have existed for as long The God-Machine While shrouded in myth, the
knows for certain the origins of as humans have died, but it was only Begotten trace their origins back to
these supernatural beings, many of with World War 1 that global the Dark Mother who spawned
them have legends of their ancient monstrous Horrors that dwell in
communications allowed for enough
origin. humanity’s shared dream space,
contiguous contact to form a proper called the Primordial Dream.
society.

Magic Transmutations – Prometheans Plasm - Ectoplasm, essentially. It Embeds Atavisms-


draw upon the divine fire to can be found in ghosts, in the Exploits
alchemically transform their Underworld, and in haunted objects, Nightmares -
bodies and produce miraculous and it is formed and spent by the
effects. Sin-Eater in various ways to create
“Haunts.”

Power Stat - How is their magic Azoth - Synergy - How well you know and Primum - Sekhem Lair
powered? work with your geist

Other World N/A Twilight - A layer of reality over the Lairs?


world of the living, where ghosts
exist so long as they are mourned
and remembered, tied there by their
Anchors. Ghosts can use a force
called Plasm to Manifest, if strong
enough, causing supernatural
“haunting” effects in the world of
the living.
The Underworld - Found through
Avernian Gates, it is a mass of
forgotten dead below the Twilight
that includes rivers, ghost
shantytowns, cursed dominions of
the Kerberoi, and the Ocean of
Fragments, a place where ghosts can
dissolve into a second death

For most of the splats, there are Lineages – Prometheans fall into Burdens - Sin-Eaters are classified Incarnations – The God- Decrees – A Decree is that aspect Families – All Beasts are children
five basic types that function lineages based on how they were by the reason that drove them to Machine creates his angels for of a mummies five-fold soul that of the Dark Mother, but they are
roughly like races in something created. make a bargain and return from four general purposes and their was embraced when they faced organized around certain primal
like D&D the dead. form and abilities match these judgment. It determines their fears.
purposes. These forms and strongest path to apotheosis.
abilities persist even after the
Fall.

1 Frankensteins - Their creation The Abiding - Abiding are driven to Destroyer – Destroyers were The Decree of Heart (Ab) - Anakim – Nightmares of
follows Mary Shelley's novel, with return to life because they died angels designed by the God- Passionate "Lion-Headed" helplessness and hopelessness.
a few distinguishing variations: without a legacy or a great work to Machine to destroy or erase mummies who live by emotion and
things that were in the way of its desire. Also called "Sphinxes,"
Frankenstein created his monster outlast them, or a significance to be
agenda. In their new life, they are usually the best at dealing
using a mixture of current remembered by. therefore, they have to come to with mortals being less cold and
scientific knowledge and terms with their drive to destroy. alien than Arisen of other decrees
Paracelsian alchemy, and the
monster survived the death of his
creator to create others like
himself. Frankensteins are created
by taking the best parts from
multiple corpses, assembling a
patchwork man from said parts,
then animating it through a
mixture of the Divine Fire and
electricity. Frankensteins are
aligned with the element of fire
and are imbalanced towards
choler, and are thus driven towards
vengeance and ambition.
Frankensteins are also known for
their massive strength.

2 Galateids - They are known for The Bereaved - These lost a loved Guardian – Guardians were The Decree of Spirit (Ba) - The Eshmaki – Nightmares of
their beauty and want of one to death, either at the same time angels tasked with protecting Charioteers know often that action darkness.
companionship; unlike their as their own death or earlier in life some agenda of the God- is required instead of words. They
Machine. As Unchained, they are driven to do and achieve,
progenitor, they are not fashioned that marked them forever. They now
now seek to find things to be sometimes driving them to
from stone, but rather from the search for that dead loved one devoted to, but this devotion can recklessness.
unmarred corpse of a beautiful through the Underworld, hoping one become obsessive, even stalker-
youth. Less commonly, they are day to be reunited and feeling like.
built from two or more corpses forever incomplete until they do.
possessed of components (eyes,
hands, legs, etc.) considered
beautiful by the Promethean
Maker. They are walking
contradictions, attracting people
through their beauty while driving
them away with Disquiet.
Galateids are aligned with the
element of air and are imbalanced
towards blood, often making them
courageous and amorous.

3 Osirans - The Osirans draw from The Hungry - These left something Messenger – The Messengers The Decree of Essence (Ka) - Makara – Nightmares of the
their legacy as "children of a god" behind on Earth they couldn’t bear were angels tasked with These devoted and driven depths.
and often carry themselves with to be parted with - a house, a spreading the word of the God- mummies are ruled by relentless
Machine and gaining followers focus, giving them the nickname
regal bearing, expecting others to fortune, usually material
for its purposes, often by "Millstones." They follow their
follow them and bow to their wills. possessions. manipulating the flow of Judges' directives without
Another element they share with information behind the scenes. hesitation and are difficult to talk
their progenitor is an incomplete The fallen Messengers have the out of a task once committed.
body; as in the legend of the greatest ease interacting with
resurrection of Osiris, the creation humans.
of a Nepri involves the division of
the body into 13 parts, the "least"
of which (decided upon by the
creator and not limited to the piece
that Isis "could not find" in the
original legend, i.e. his penis) is
thrown away, and reassembly of
the remaining 12. Osirans are
aligned with the element of water
and are imbalanced towards
phlegm, giving them a tendency to
seem cold and uncaring to others.

4 Tammuz - Also known as The Kindly - Died with regrets so Psychopomp – Psychopomps The Decree of Name (Ren) - While Namtura – Nightmares of
"Golems." Golems draw their powerful that they returned to make were angels tasked with the the "Bull-Headed" followers of revulsion.
history from conflicting tales, one amends however they can. Self- construction of the God- Essence are driven by a single
loathing and guilty, but forces for Machine’s infernal infrastructure. purpose, the "Serpent-Headed"
Hebrew in origin, the other resting
good. As Unchained, psychopomps are followers of the Name fixate on
in Babylonian myth. Nevertheless, therefore particularly adept at anything interesting they come
the stories share one common building cover for themselves. across. Insatiably curious, the
element: rejection of the bonds of Whisperers are sponges of
slavery. The Tammuz loathe information.
slavery in all its forms, and wish to
achieve mortality in order to break
away from the fierce restrictions
that Disquiet confers upon them.
Golems are not created directly
from clay, as in Jewish folklore;
rather, a body is imbued with the
Divine Fire and buried in the earth.
Once the Tammuz awakens, it is
his duty to claw his way out and
face his new life. Tammuz are
aligned with the element of earth
and are imbalanced towards
melancholy, making them both
introspective and prone to fierce
rage. They are also known for their
seemingly limitless stamina.

5 Ulgan - The Ulgan's origins lie in The Vengeful - Blame someone else Antinomian – Antinomian The Decree of Shadow (Sheut) - Ugallu – Nightmares of exposure.
shamanism, drawing from an for their death or for the suffering Unchained are those who choose Occult-minded to the point of
initiation rite in which the hopeful they experienced in life, the to entirely reject their original conspiratorial, the "Jackal-
purpose. For example, a Headed" Ferrymen are the masters
shaman's spiritual body is torn Vengeful are angry and are back for
destroyer who chooses to live of mystical concerns among the
apart by hungry spirits and revenge. their fallen existence as a Arisen, leading themselves and
reconstructed piece by piece. pacifist. others through Unlife.
Sometimes, the rite goes horribly
awry, and the young initiate's
physical body is torn to pieces as
well. The remains, when stitched
together and reanimated, produce a
Riven, who can perceive and
interact with the realm of ghosts
and spirits. The occurrence of the
rite in the life of the corpse is not
necessary, as long as it is
replicated in death by the Ulgan's
creator. Some Ulgans draw their
origins from the legend of
Orpheus, who they claim was
brought back to life after being
torn apart by the Maenads. Ulgans
are aligned with the element of
spirit and are imbalanced towards
ectoplasm, driving them towards
intuitive and instinctual thought
and action.

More rare are two other kinds of


Prometheans, the Unfleshed, who
are Prometheans with mechanical
origins and thus essentially
sentient AIs; and the Zeki, who are
Prometheans powered by Nuclear
fire.

For most splats their are five Refinements -A Refinement is Krewes – A tiny religious group of Agendas – The fallen angels of Guilds – Ancient organizations Hungers – Beasts are driven to
affiliations that serve as the equal parts philosophy and Sin-Eaters who work together with the God-Machine choose to that held power in the Nameless sate innate hungers that define
rough equivalent of classes. alchemical regimen, framing the a common philosophy. There are a follow one of four agendas in Empire. Versions of them their monstrous role.
few main categories, with famous their new life. continue today as half-
Promethean's outlook on
examples of each. remembered adaptations of those
humanity and their own organizations.
existence. This dictates their
journey towards mortality.

1 Aurum - the Refinement of Gold, Furies - Sin-Eaters that form Inquisitors – Inquisitors gather Maa-Kep, the Engravers of Prey – A hunger to hunt prey.
or Mortality. The Refinement of tribunals to forward justice and and hoard information, fearing Amulets - The grand puppet- Those with this hunger are
Aurum requires the study of eradicate sources of harm and that any lack of information will masters of the Arisen. Their Predators.
inequality. They hold courts to make them vulnerable to the favored vessels are amulets.
humanity: their cultures, their
decide best outcomes in instances of God-Machine and its agents.
beliefs, their emotions, and their wrongdoing, Platonic dialogues, and
actions. Truly "understanding" folktale parable tellings. Battle
humanity may take many routes, becomes a ritual. They focus on
some as benign as attending restorative justice and case by
church services, others as horrific situational ethics. Their Heresy is
as committing cold-blooded taking joy in violence and becoming
vicious.
murder in order to understand why
humans do the same

2 Cuprum - The Refinement of Mourners - Dedicated to reviving Integrators – Integrators desire to Mesen-Nebu, the First Alchemists Power – A hunger for power.
Copper, or Self. Practitioners of ideas and art and concepts that died return to the God-Machine, but and transformers - They create Those with this hunger are
Cuprum wish to gain total control with their originators. They find lost they want to do so on their own power from raw materials both Tyrants.
of their bodies, their minds, and ghosts by contacting living families. terms. human and inanimate. They favor
hopefully their Torment, in order They take pride in finding the most regia vessels.
to ease the control their humors obscure forgotten and lost lore.
Their goal is to make sure no ghost
have over their bodies and the toll
is forgotten, and to record
their Disquiet takes on the land. everything. They want to map the
Many followers of the Refinement Underworld and are looking for the
take to isolation in nature, avoiding most permanent form of record
the "threat" that humans affected keeping. Their Heresy is keeping
by Disquiet pose towards them. things from each other out of
snobbery or becoming artifact
thieves.

3 Ferrum - the Refinement of Iron, Necropolitans - They try to bring Saboteur – The Saboteurs work Sesha-Hebsu, the Inscribers of Punishment – A hunger to enact
or Corpus. Those who practice joy and friendship to the dead via to actively subvert the plans of Texts - They remain the scholars punishment. Those with this
Ferrum follow the path of the wild parties and mutual emotional the God-Machine. and loremasters of the Arisen as hunger are Nemeses.
support societies to keep them from well as the keepers of law and
practiced warrior, believing that
despair and depression. Outgoing, custom. Unsurprisingly, they favor
they can earn the trust of humans charismatic, loud, want ghosts to be texts.
through martial prowess and the visible and no one to be alone.
necessity for defenders in times of Heresy is the “missing stair” abusive
crisis. Practitioners of the community member that gets
Refinement often learn as much forgiven too many times. Sometimes
from martial arts and military they go bad and become just drug
dealers. The mortar that holds the
training as their Disquiet allows
social ghost world together.
them to do.

4 Mercurius - The Refinement of Pilgrims - Fascinated by the Tempters – Tempters focus on Su-Menent, the Shepherds of the Ruin – A hunger to cause ruin.
Quicksilver, or Pyros. Followers of Underworld, against attachment, enjoying the worldly pleasures Shell - The priests of the dead, Those with this hunger are
Mercurius believe that for Pilgrims want to fix the state of the now open to them and who serve as the spiritual leaders Ravagers.
Underworld by radical acceptance of manipulating others in order to of the Arisen and as the impartial
Prometheans to understand what
its alien terrors and freeing ghosts accumulate resources to protect and relentless servants of Fate.
makes a mortal a being with a soul, from their Anchors and guiding that freedom from the God- They favor uter vessels.
they must first understand that them through the Underworld. Machine.
which serves as a replacement in Buddhist-aligned. They need to
themselves: the Divine Fire. To accept and understand the beauty in
gain such an understanding, they scary places. Their Heresy is being
often demonstrate a moral, too strict and harming their students,
or getting so deeply into the mindset
intellectual and spiritual flexibility
of their enemies to understand them
unmatched by other Prometheans, that they become like them.
pursuing whatever avenues they
believe might lead towards
enlightenment.

5 Stannum - The Refinement of Tin, Undertakers - Try to get the living Uncalled - Unchained who strike Tef-Aabhi, the Builders of Effigies Hoard – A hunger to hoard. Those
or Torment. Disciples of Stannum to fear death less, so they don’t cling out on their own - Once the masons and engineers with this hunger are Collectors.
have most likely witnessed first on as ghosts. They cover up fearful of ancient Irem and now the
ghost incidents in the world of the architects of much more. They
hand the horrible effects that
living and are responsible for favor effigies.
Disquiet has on humans; often, funeral rites all around the globe, to
they have been the target of that psychologically ease passage into
very rage. They believe that the death. Always cynically preparing
best course of action is to get even, for the living to find out about
cultivating the flow of Disquiet ghosts. Their goal is to make the
and gaining revenge on those who Underworld known and to have
mainstream human society accept
have wronged them. Many
death as just another step. Their
Prometheans likely practice Heresy is becoming too cynical to
Stannum at some point in their help anyone, or manipulating the
journeys, but many outside of the living into doing dirty work.
Refinement view it as "youthful
rebellion" at best, and obsession at
worst.

Prominent Enemies Pandorans – The Promethean Ghosts - The shade left behind by a Angels – The Angels of the God-
must create another Promethean in person, animal, or object that once Machine
order to become human, but this existed. Not all ghosts are enemies,
but sometimes stuff happens.
can go wrong. Pandorans are
misbegotten Prometheans. They Reapers - Ghosts who have put on a Stigmatics - Can also be allies
are driven to consume pyros and so Deathmask and become servants of
will hunt Prometheans as sources the Cthonic Gods, sworn to bring Cryptids - Can also be allies
of this power. ghosts back to the Underworld
where they belong
Centimani – These are
Necromancers - Humans who,
Prometheans who seek to
through rituals or contact with
transcend their existence not by Mementos, seek to use the world of
become human but by embracing ghosts for their own gain without
more of a monster. fully understanding it

Ghost-Eaters - Humans who have


figured out how to consume ghost
Plasm, which grants them special
powers or even immortality

Kerberoi – Arbiters and masters of


the dominions of the Underworld.
They enforce the Old Laws of their
dominion and this can bring them
into conflict with Sin-Eaters when
the latter violate these laws.

Cthonians – Utterly alien denizens


of the Underworld that are neither
living nor dead. They are native to
the Underworld, whereas ghosts and
spirits were born elsewhere and
arrived there.

Allies Quashmallim – Angel-like Demon-Blooded


manifestations of divine fire who
act according to what they only
refer to as The Principle. They are
single minded in their pursuit of
their goal. Their motives are
mysterious and they can appear as
benefactors or enemies on the
Promethean’s pilgrimage.

Eras - For many of the splats Dustbowl (1933-1940 CE), Washington, DC, USA (1968 CE); Fall of Constantinople (1453- The Fall of the British and Reconstruction (1865-1877 CE),
White Wolf/Onyx Path has Germany/Switzerland (1816 CE), Mobile, Alabama, USA, (1910 CE); 1458 CE), Aztec Empire (1485- Ottoman Empires (1893-1924 CE), Islamic Golden Age (150-1258
released era based settings. The Black Death (1346-1353 CE), Edinburgh, Scotland (Modern); 1502 CE), Cold War Germany Cleopatra’s Reign (69-30 BCE) CE), Necropolis of Hawara (1604-
Quilombo dos Palmares, Brazil (1961 CE), Russian Revolution French Revolution (1789-1799 1204 BCE)
30 Years War (1618-1648 CE) ,
(1654 CE); Winslow, (1917 CE), French Revolution CE), Mutapa Empire (1501-1568
The Great War: Western Front Massachusetts, USA (Modern); (1789-1799 CE), Inquisition in CE), Rise of the Last Imperials -
(1914-1918 CE), Seven Wonders Carcassonne, France, (1360 CE); Europe (1600s CE), Empire of China (1644-1911 CE),
of the Ancient World (100-50 Bru na Boinne, Ireland (Modern); Mali in West Africa (1360-1390 Scandinavian Witch Trials (1450-
BCE), Necropolis of Hawara Beijing, China (Modern); Calicut, CE) 1750 CE)
(1604-1204 BCE) India (1526 CE)

Splat Deviant: The Renegades


(forthcoming so not a ton of info
yet. Info updated 3/22/19 based on
this post)
Alternate Name The Remade

Basic Game Concept You play the Remade, humans


transformed into something else by
other humans, causing their soul to
crack.

What drives them?

Society Conspiracies

Their Struggle Conviction/Loyalty - Deviants feel


only a desperate, burning need to
act externally and define
themselves by loyalty or
opposition to others. Remade who
stagnate, refuse to follow their
drives and attempt to cut
themselves off from humanity
undergo Instability; a process
something like spiritual organ
rejection in which their changes
fester and the downsides of their
transformation worsen.

Origin Created by human progenitors


through everything from weird
science to magic.

Why are they hidden?

Their Legends - While no one


knows for certain the origins of
these supernatural beings, many of
them have legends of their ancient
origin.

Magic Variations - Strange supernatural


powers that come with terrible cost
(called scars). The more powerful
the power, the greater the scar and
the more dangerous your
adversaries.

Power Stat - How is their magic Their power derives directly from
powered? their variation.

Other World

For most of the splats, there are Origin


five basic types that function
roughly like races in something
like D&D

1 Autourgics - The Elect who


wholeheartedly chose to be
Remade.

2 Epimorphs - Volunteers who


become Remade due to threats and
promises.

3 Exomorphs - The Unwilling were


Remade intentionally by a
Progenitor against their will

4 Genotypal - The Born who became


Deviant because of their parents,
either due to circumstances of their
birth or some genetic legacy

5 Pathological - Deviants who are


Accidents, victims of pure
circumstance.

For most splats their are five Clades - The kind of creature
affiliations that serve as the you are.
rough equivalent of classes.

1 Invasive (Inanimate implants:


cybernetics, relics, machine
grafts/prosthetics

2 Cephalist (Psychic/Mental powers)

3 Chimerics (Animal/Human hybrid


- chimeras)
4 Coactives (bound to some
otherworldly power source or
concept or entity - the astral, the
fae, the spirit world, the
underworld, time itself, etc)

5 Mutant (also called Grotesques.


has a focus on body horror and/or
mutations. Bit of a catch-all).

Prominent Enemies Progenitors - the Creators of the


Remade. In gaming terms they are
built on a point system based on
how powerful the deviant is.

Devoted - Remade still loyal to


their Progenitors.

Allies

Eras - For many of the splats Inquisition in Europe (1600s CE),


White Wolf/Onyx Path has Golden Age of Science Fiction
released era based settings. (1938-1946 CE)

Beyond the basic splats, it should be noted, there are all kind of other supernatural beings in the nWoD with rules for playing them, from small time magicians to immortals who live by stealing bodies, there are plenty of
corners of this world to play in. Some of these include:
● Blood Bathers – Immortals who gain their eternal life through a ritual involving bathing in the blood of others.
● Body Thieves – Immortals who gain eternal life by swapping their souls into the bodies of others.
● Changing Breeds/Shape Shifters – Various other were-creatures besides Werewolves. These include Bull-Men, Sasquatch, and Werebears.
● Dampyr – Balkan half-vampires who possess some of the powers of Vampires and often work as vampire-hunters.
● Ghouls – The vampiric allies described in Vampire the Requiem
● Heroes – Think ancient Greek heroes blessed by the gods with great prowess not necessarily much regard for the “little people”
● Other Vampires – Various vampire-like monsters, from the Malanesian Penanggalan who live in the day as ordinary women (often midwives) and at night detach their heads and entrails from their bodies to fly around
hunting prey, to the Formosae, bloated fat creatures who feed on human misery and disappointment.
● Proximi – Mortal Sleepers who have an uncanny tendency to be drawn into mage affairs and sometimes even develop minor magical abilities.
● Psychics – Otherwise ordinary mortals with some psychic ability.
● Purified – Humans who obtained immortality by transforming themselves into part-spirit.
● Skinchangers – Various humans who have found ways to shapeshift, including stealing the skin of animals and magically enchanting them.
● Slashers – Serial killers with minor edges (such as the ability to seemingly always have their signature weapon).
● Thaumaturges – Minor magicians who can cast subtle magic by relying on rituals.
● Wolf-Blooded – The Werewolf allies described in Werewolf the Forsaken.

A fan attempt to map the realms (the creators have said that it really isn’t mappable):

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