Professional Documents
Culture Documents
SPECIAL THANKS
THE DAVEYMAN FAMILY
Thanks for putting up with my anxiety, the grueling hours, and my occasional rants about never finishing
this book.
JACQUELYN VELVETS
Without the investments you’ve made in time, money, and energy, this thing would never have gotten off
the ground.
IZZI OWENS
Your support has meant the world. From making rad intro stingers to giving us a platform to spread the
Dread word, you’ve been instrumental.
©2022 Gem and Eye RPG Studios, LLC All Rights Re- For more informaton, visit us as
served. Reproduction without the written permission of www.TheMidnightWorld.com or email us at
the publisher is expressly forbidden, except for the pur- James@themidnightworld.com
poses of reviews or blank character sheets which may be
reproduced for personal use only.
CREATOR’s FOREWORD
There’s a peculiar phenomenon happening in popular culture right now. For perhaps the first time in modern history, it
has become acceptable for sufferers of mental illness to speak openly and frankly about our struggles. Only a handful of
years ago, publicly discussing our symptoms and treatments could easily preclude us from social engagement, romantic
fulfillment, and in some cases, even gainful employment. Those of us who battle mental illness were widely mytholo-
gized as dangerous, explosive people. Commonly-held belief said that even the most docile among us might lose our
wits and give ourselves over to egregious acts of violence without forewarning.
But over the past decade or so, the advent of social media has allowed us a keener insight into the headspaces of the
people that we most admire. We are finally starting to realize that everyone suffers sometimes, and that such suffering is
not a reflection of failure or weakness. We’re starting to understand that mental illness does not define a person, but is
instead only a single part of a much more complex whole. As our cultural understanding of these conditions has broad-
ened, many of us, emboldened, began to share our own stories. In doing so, we often find that others have developed
tools that we can use to help ourselves.
The Midnight World began as an attempt to develop just such a tool. The initial developers, both combat veterans
suffering complex PTSD, sought ways to convey some of our emotional experiences to our friends and family. We’re
both life-long fans of RPGs, so we decided to test out various game systems in the hope that we could emulate some of
the core components of our lived truths, allowing the people close to us to experiment with those feelings in the safe
environment of collaborative fiction.
We found that, while many systems are fantastic at replicating the sudden lightning-strike of all-out terror, none seemed
to be able to capture the central feeling that had become a large part of our stories.
Put yourself into the shoes of someone who struggles with mental illness daily. A strange kind of anxiety plants itself
in your gut the moment you realize that something’s not right. You do your best to explain it away—to shape logic into
a spade that you can use to dig it out at the root. No matter how many of its wriggling shoots you pry loose, though, it
always seems to keep growing. You do your best to wish it away, but eventually its thorny tendrils twine around your ribs
and threaten to crush your breath right out of you.
The game that would become The Midnight World grew out of a single RPG mechanic we developed to help us replicate
that feeling, hoping that we’d be able to use the mechanic to explain our daily struggle to others. By immersing players
in this feeling for a little while, and then safely removing it from them at the end of a story, we started an open and frank
discussion about our own mental health.
As it turned out, we also really loved the stories that our mechanic enabled us to tell. Suddenly, we had a tool that
allowed us to really dive into speculative horror and thriller fiction in a way that felt unique. We could tell immersive
stories that included a systematic representation of how certain circumstances might affect a person. As these effects
stacked during play, we noticed that the pressure they created also affected a substantial change in the way the players
approached the game. They were more emotionally invested: more present in the moments their characters experienced.
What began as a simple attempt to create a mechanic for another game has now grown into its own entire game: a
love-letter to the works of Edgar Allen Poe and Stephen King that we truly hope excites you. We also hope that it pro-
vides you some catharsis if you share struggles like ours, or some understanding if you don’t. What we want most of all is
for you to enjoy your time in The Midnight World.
Dr. Martinette Lavigne
Priest of Atum, 3rd Circle
Temple of le Roi Soleil
Paris
Xan,
I have attached the firsthand account that we spoke about last week. As far as we
can tell, the Host in question survived the Transcendance. If you can find him,
the Priesthood would be fascinated with any details he’d be willing to provide.
We eagerly await your findings.
Mike had this great idea. Mike, my best friend. The guy who thought playing in construction sites
and drainage tunnels was the best thing ever. Mike, whose parents were never home and whose
house smelled like incense and old books and whose folks had an old-school stereo that played
vinyl records in their living room. Who had a whole wall devoted to faded sleeves and bright new
collector’s editions and box sets of CDs and record albums you could hold in your hands and drop a
diamond needle on when you wanted to hear the voices of the dead.
Mike with curly black hair and a mouth full of lies so bold that even I knew he was full of shit,
because whenever Mike spoke, he was lying and that’s just how he was back then.
My best friend was good to me. And so, he was my best friend. I never had many of those. These
days, I have even less of them. I haven’t spoken to Mike since the day he pointed a gun in my face,
but I’m getting ahead of myself and that doesn’t have much to do with the darkness and the day it
took me in and left itself inside my head.
I lived a different life in the days and years before then. I was shy, sure, and quiet in ways parents
appreciate and other kids make fun of. I had a head full of spaceships and monsters of the fun kind.
Life-and-death dramas played out on pages and screens, not in flesh and words that hurt to recall.
Life back then was special effects and homework and parents trying to hang on to the little kid I
didn’t want to be anymore.
I still thought I was a boy at the time. My body told me otherwise. And my parents. And the kids at
school. And the pervos passing on the street who couldn’t just let a kid be a kid and figure that shit
out when we got around to it. Especially them.
I was lucky. No one forced the issue on me. Came close a few times, yeah, but not the way I know
it got forced on other people. Mike accepted me. My parents accepted me. No one forced me to
decide who or what I was back then.
It was Saturday afternoon and a thunderstorm hung on the edges of the too-hot, too-bright sky. A
construction company was building a new housing development by Mike’s place back then. “Hey, Joie,”
he’d said when we’d gotten bored with listening to old Yes albums and had drunk enough Cokes to make
us feel like we could vibrate through the floor, “I found something cool the other day.”
“I’m surprised you could find it without a microscope.”
It took him a minute. Then he got it. We laughed. Everything’s funny when you’re 12.
“Not that,” he said when we caught our breaths. “I’m serious. I found this really cool place near
the construction site. Let’s go check it out!”
It says a lot about my friendship with Mike that even at 12 I didn’t question a boy wanting to “take
me somewhere” and “show me something.” It says a lot about him that he didn’t betray that trust.
We felt the hot breath of the storm ride in on the humid afternoon.
Back then, Reedsworth Farms still looked like the farmland it once had been. The prefab
developments hadn’t yet sprouted industrial acne all over Westland County, or left the
pockmarked craters of abandoned industrial parks, tree-stripped soil, and houses built too fast
and cheap to last. You could still see the horizon from Mike’s front yard. That day, the horizon
was turning black as Mordor on the march. We liked playing in the rain, though, so the idea of a
thunderstorm adventure on a hot afternoon appealed to us. We pounded off across hot asphalt
toward the new construction site nearby.
To imaginative misfits like us, buildings under construction loom like dinosaur skeletons from
strange dimensions. With the roaring machinery shut down for the weekend, those structures
breathed an eerie silence. Sudden cracks from across the fields tolled the advance of Mordor’s
dark horde. Wet-blanket heat pressed damp T-shirts and shorts to our skins, filling our lungs
with heavy cotton. Careful of debris, we scooched under the portable fences intended to keep kids
like us away. In that heat, its silence broken by incoming thunder, we could envision ourselves
survivors of an alien apocalypse, stalked by titans who spoke their name in storms.
We stealthed our way through bellies of alien war machines, forgotten ruins, and the remnants
of vast battles fought before our time. Occasionally, we’d whisper to each other, caught up in the
fantasy of invasion and the potential for discovery. That second risk wasn’t entirely unfounded.
Security guards made their rounds as we hid in shadows. Their voices and the electric snap of
radio replies sent our hearts jumping inside our chests. With a secret language born of such
adventures, Mike and I gestured to each other through the maze. Above us, light dimmed from the
approaching clouds.
In hindsight, I can’t imagine what it was for. My adult mind discards possibilities: A drainage
tunnel? A cable pipe? An escape hatch from an unbuilt panic room? I have no idea. In the years
since then, I’ve compared my memories of that concrete void against everything I know about
construction sites.
TABLE OF CONTENTS
Creator’s Foreword......................................................................................................................5
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Themes......................................................................................................................................................................... 99
Cost............................................................................................................................................................................... 99
Dread Manifestations by Theme.................................................................................................................................... 99
Decay..................................................................................................................................................................................................99
Fundament........................................................................................................................................................................................101
Hydromancy......................................................................................................................................................................................103
Molecular Mastery.............................................................................................................................................................................105
Planar Manipulation...........................................................................................................................................................................106
Refractive Mastery.............................................................................................................................................................................108
Stellar Invocation............................................................................................................................................................................... 110
Temporal Adept.................................................................................................................................................................................. 111
Thought Control................................................................................................................................................................................. 113
Vital Touch......................................................................................................................................................................................... 115
Void Mind........................................................................................................................................................................................... 117
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matter can be spontaneously created out of nothing legions of beautiful beasts, or contain themselves in
and reduced to nothing again. Due to their chaotic a single throbbing mass of limbs, pustules, and teeth.
make-up, nearly all of these dead realities are utterly Frequently, they simply eschew any specific corporeal
inhospitable to life. form. They are strictly conceptual, and their bodies
can encompass any terrible thing the human mind
Still, a scant few have somehow managed to nurture can imagine.
living creatures of a sort. Like the Corpse Universes
themselves, these strange entities can’t precisely be Their influence reaches throughout the multiverse;
described as “real.” So long as they remain confined nearly every version of material reality has felt the
to their native planes, they exist somewhere in the brush of their titanic claws. In each universe that hosts
imperceptible space between potentiality and actuality. sentient life, Dread Beings become part of common
lore. Some Humans have called them Fair Folk and
Sometimes, through determined effort or random aes sídhe. Others have labeled them venerable ani-
chance, these creatures can find a crack in the Twilight mistic spirits, or cruel demons that require the most
Veil. These weak points are never sufficient to offer perverse of sacrifices. In some cases, they’ve even
full entrance to the colossal things, but rips in reality been worshiped as Gods.
can nonetheless allow tendrils of their influence to
slip through into the physical universe. But the Dread Beings plague The Midnight World
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more than any other iteration of the physical universe. vitors disregard the mortals they encounter. Unless
Here, where the Twilight Veil is threadbare, they exert a human gets between them and the completion of
their power towards aims that seem utterly incompre- their task, they usually ignore the intrusion.
hensible to the mortals inadvertently grazed by their
talons. On rare occasions, two or more Beyonders will Sometimes, a Beyonder burdens its Servitor with a
come into contact through their agents in the phys- task too complicated for it to complete alone. In these
ical world. These brief moments of communication cases, several fragments of the Dread Being’s will come
invariably lead to conflict. Dread Beings simply aren’t together to collaboratively solve the problem. By sharing
accustomed to dealing with anything as powerful as their individual mental processing power, a collection of
themselves; they are petulant, jealous Gods, and they Servitors can meld into a new, fully autonomous sentient
aren’t willing to share their toys. being. The offspring of this merger is an Egregor.
It can be difficult to wrap your head around the Egregoroi are vastly more dangerous than the Servitors
concept of Beyonders. They’re never sympathetic used to create them. They are keenly intelligent and
or relatable, and they don’t think in ways that make ruthless in the completion of their assignments. Anything
sense to human beings. they assess as a threat becomes a target for oblitera-
tion, and nothing short of their complete destruction
They aren’t always evil by the modern definition of will prevent that eventuality. Even more frightening,
that word, but they are nonetheless incomparably Egregoroi are capable of learning and critical thought.
powerful, capricious, and totally unconcerned for the While enraged Servitors will throw themselves one after
lives of mortal beings. They each have specific goals in another into the same trap, an Egregor might manipulate
mind. In some cases, these aims are ostensibly in man’s the trap so that it springs against the ones who set it.
best interest. When that is the case, though, it isn’t by
design. Helping humanity is merely an unintended Like their lesser counterparts, Egregoroi usually take a
consequence of a much grander plan—one that will form that echoes the Being that birthed them, but with
end with the destruction of all life in the cosmos. much more subtle features. That same hive intellect
may spawn a gargantuan wasp that, from a distance,
Dread Beings are discussed in detail in Chapter 5. resembles a man bundled in a heavy coat. The dead
God might employ a stitched-together homunculus
SERVITORS, EGREGOROI, that can, with effort, blend into a crowd.
and CHIMERA The deadliest agents of Dread Beings are the Chimerae.
These monstrosities form when a Beyonder entirely
conquers a mortal’s mind. By meticulously breaking
Instead of working directly in the physical world, the Unfortunately for the host, that kind of energy can’t
Dread Beings dispatch Servitors, mindless fragments be contained in something as fragile as a human
of their will, to fulfill specific tasks. These drone-like body for long. From the moment Chimerae form,
creatures pursue their progenitor’s purpose bluntly, they begin to rapidly deteriorate. They may resemble
lacking the capacity for finesse or circuitous logic. humans for a moment, but before long, their master’s
They tend to take grossly exaggerated forms that recall conceptual structure begins to rip its way through. In
their parent Being. The Servitor of a hive intellect, the handful of moments before their doom, Chimerae
for instance, might become a hornet the size of a closely resemble their parent. They become Gods on
house-cat while a dead God’s minion might resemble Earth, and for that brief time, nothing in the universe
a massive, decaying hound. For the most part, Ser- is as dangerous.
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Species of otherwise well-adapted creatures were totally wiped out by inexplicable punctuations of bacterial
development. Other remarkably delicate animals survived these extinctions unscathed, only to morph four or
five generations later into entirely new phyla that dominated whole systems into oblivion. In this environment
of chaotic evolutionary peaks and troughs, it became increasingly unlikely that intelligent life would develop.
But an odd thing happened a few thousand millennia ago. Data, in the form of very limited proto-memory,
began to store itself in the bio-electrical systems of various types of anemone. These snippets of information
served to warn nearby members of similar species about threats or alert them to favorable conditions. Initially,
proximity limited the data’s spread, as communication only occurred when the two animals’ tentacles touched.
Before long, though, these rudimentary creatures developed an enzyme that allowed them to encode their
“memories” into a thin gel they could secrete. Small fish inadvertently coated themselves with the gel as they
darted among the anemones’ swaying branches. The fish then ventured into open water and encountered
one another, thus transferring the gel between them. As these tiny messengers returned to their homes, they
communicated their cargo onto the tentacles of new recipients, and an embryonic neural network began to
slowly emerge.
The ability to communicate, even so simply, created a massive advantage for the burgeoning colony—sufficient
to survive this Earth’s evolutionary system. As the network responded to the endless flow of threats, its ability
to form complex solutions grew exponentially.
When a new type of snail emerged and fed on the “memory gel,” the anemones reacted by learning to grow
only among hard coral that was inhospitable to their predator. When disease threatened to eradicate their
In only a few thousand years, a shockingly short time compared to similar developments elsewhere in the
multiverse, all life in this Earth’s oceans had become a part of a single enormous brain. This sentient brain
incorporates trillions of component plants and animals, and it has cognitive capabilities many orders of mag-
nitude higher than anything in our universe. It has conquered the bizarre structure of evolutionary law in the
Corpse Universe it calls home, rendering itself virtually immortal. It can create new forms of life as it desires,
and destroy them just as easily.
Yet it grows bored in its isolation. It grows lonely. It yearns for another mind like its own for companionship
or enmity. It bides its time knowing that, sooner or later, it will have a chance to export a few lines of code…a
simple proto-memory…to a world with similar atmospheric conditions. Then, it only needs patience as it waits
for its child to mature into its equal.
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each other, their various members are often willing to For more information on how to use The Midnight
work together to prevent direct and obvious threats Clock in play, look in Chapter 3.
to The Midnight World.
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each other to offer nuanced and respectful portrayals ideas, though, we highly recommend the following
of conditions that millions of us live with. books, movies, and shows. They should be able to
help you grasp some of the more advanced concepts
COLLABORATION of the game, and they’re all fantastic examples of the
slow-burn horror genre too!
Unlike other forms of fiction, stories told in a role-
playing game can’t really exist without the shared MOOD, THEME, AND PACING
input of multiple contributors. Each player at the
table works in concert with the Director to build a “THE WALKING DEAD,” AMC
cadre of characters and events. Together, along with a The earliest seasons of “The Walking Dead” exem-
foundation the Director has laid, these elements frame plify an important, but difficult to employ concept of
a narrative that the entire group builds together. The horror storytelling. Each episode teases the audience
end goal is to create an experience that everyone is by withholding moments of action, stingily rationing
proud of, one in which each participant feels invested them between long periods of monotonous travel
and satisfied. and labor. Conversations between characters seem
to drag as they endlessly repeat the pedestrian tasks
If you’ve played a lot of similar games, you may think of daily survival, and before long, boredom itself
that this is a lofty goal. Gaming groups are made becomes an integral character in the show. By the
up of all kinds of different people with sometimes time something horrible happens, the audience often
incompatible expectations. It can feel impossible to feels the guilt of being complicit, by hoping that blood
please everyone at the table. would start flowing.
That’s precisely why you’ll see so much text in this book “THE TERROR,” DAN SIMMONS
that focuses on cooperative story-building, sensitive and Set in the frozen wastes of the Arctic in the mid 1800s,
open communication between players, and enthusiastic “The Terror” is a fictional account that attempts to
participation in the creative process. Genuine collabo- explain the real-world loss of Sir John Franklin’s
ration isn’t as simple as sitting down together and tor- Third Northwest Passage Expedition. The story is
turing out an acceptable story. Instead, it requires each a master class in slowly compounding distress and
participant to be sincerely willing to both give and take. creeping dread. Many of the book’s events actually
took place, from frenzied mutiny to cannibalism.
Collaborators must be as sensitive to each other’s needs As the crew’s grasp on civility begins to rapidly dis-
as they are to their own. They must be able to identify, integrate, Simmons adds the influence of his own
verbalize, and tailor their personal expectations to en- Egregore, a demonic entity hidden somewhere out
sure that every person at the table has an opportunity in the ice floes, to explain the depravity of one of our
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“Us”
While the entire movie plays out as a traditional
horror film, one scene in particular is especially sig-
nificant. The lead character describes a memory of
her childhood to her husband. As Adelaide Wilson
(masterfully played by Lupita Nyong’o) tearfully relives
her trauma, she follows every beat of The Midnight
World’s Memory Creation System in Chapter 2.
Further, the memory she shares is illuminated as
the root cause of her psychological avoidance of the
beach near the family’s summer home. The scene is
a wonderful example of how The Midnight World’s
Memory and Trauma Trigger systems are intended
to work.
NETFLIX
Everything about Mike Flanagan’s breathtaking screen
adaptation feels right at home in The Midnight World.
The pacing is superb, jump scares are used sparingly
(and to unparalleled effect), and the supernatural
elements of the story set up a conclusion that is as
inevitable as it is mind-shattering. Of special note,
though, is the way that the frightening paranormal
events of the characters’ childhoods come to influence
the adults they become. No matter how far from Hill
House their lives carry them, there’s no escape from
the terrifying entities and events they witnessed
there. The characters aren’t ruined by their childhood
experiences, but they’re nonetheless unable to totally
put those things behind them. Just like the Touched,
they’ve internalized and incorporated the things they
experienced into their development as adults.
20
Why are we built to self-destruct?
What draws kids on a hot afternoon to squeeze into a narrow black tunnel burrowed beneath a
construction site? I have no idea why we did what we did that day. Only that Mike nodded to the
tunnel, I nodded back, and we went in.
Scrawny kids that we were, Mike and I still had to get down on hands and knees to enter that
tunnel. Gritty concrete dust bit into our palms and scraped our kneecaps raw. The humid
darkness of that pipe drew us forward, Mike in front of me, me watching his faded-denim
butt. The light behind us reached a few yards into the void. Far in the distance, a speck of light
encouraged us to keep going. As we advanced, the scuffle of our skins against the concrete
muffled and the echo of our breaths bounced back to us off the narrow round surface. Behind
us, the light darkened. Thunder rumbled down the pipe.
“Is it getting smaller?” My whisper hissed down the endless concrete pipe. My heart thumped
hard against my ribs. Bits of rock lodged in my palms and knees, scraped raw and probably
bleeding.
“No.” Mike’s reply barked back at me, ghosted with echoes and sanded rough by the drainage
tube. The strain of crawling through that circular tightness cramped my shoulders and my back.
Mike’s legs, butt and feet began disappearing as the dim light faded.
He was right. There wasn’t space enough to turn around. Going back meant...
My heart beat harder when I thought about trying to crawl all that distance backwards.
“What if…?”
“Shut up.” Though we still whispered, our voices bit back at us like snakes coiled in the confining dark.
Snakes. Spiders. Whatever kinds of bugs might live this far underground. Rats, maybe. Rabid cats or dogs or moles or...
“Mike…”
I didn’t see any light ahead. Not much reflected off Mike’s backside, either.
“Dude…”
“Shut UP.”
Our breath rasped against those walls. The tunnel rumbled as the storm broke overhead. Rumbled and hissed.
Water. I felt it splash against my palms and kneecaps. The tunnel went from dry to wet in seconds. The light faded. The darkness
roared.
From dryness to a trickle to a stream to a splash, the water rushed to fill the pipe.
Our sudden screams crashed back at us from the concrete walls, the weight of their humid stinking darkness pressing in on us
from all sides. Whatever words we yelled got lost in the frenzy that kicked in when my brain shut off.
Mike slammed back into me as he tried to back up and I tried to back up and we both got stuck in a screaming tangle of panicked
limbs. We wrestled and shoved as the water splashed against us. I bashed my skull on the concrete walls, saw flashes of light and
pain and the glow of sunshine far away.
Mike scrambled over top of me and crawled a beeline back the way we’d come. The faint shine of sunlight still beckoned from the
entrance. I thrashed around, banging my head again and again, tearing my skin on the rough concrete. Both of us kept shouting.
Our words blared together in a nightmare roar. My throat ripped itself raw. My ribcage squeezed against my frantic heart and
lungs.
“I’M STUCK,” I kept screaming. I remember that part, anyway. “I’M STUCK I’M STUCK I’M STUCK I’M STUCK!”
Mike yelled back at me, his voice drowned out by the thunder in my ears. My head wedged against my shoulder, my legs
locked under me, I felt water rise and pour against my face. Bolts of pain shot through every joint. My lungs clenched. My heart
hammered.
Squeeze.
Crushing me.
Swallowing me.
Xan,
It only gets worse from here. Far be it for me to tell you how to prosecute your
investigation, but if you’re a drinker, I’d pour myself something stiff were I you.
I know that the Host are something of a particular curiosity to you, but this
one’s tribulations might hit a little too close to home.
THE MIDNIGHT WORLD
each character’s headspace and function prior to play. complete traumatic memory to use as the base
of your character’s personality.
Unlike most of us, however, the memories that de-
fine the characters of The Midnight World are never The memory may be somewhat vague, and the
pleasant ones. While they certainly remember some details may not quite line up neatly, but that’s
happy events and comforting times, the characters’ okay! You’re encouraged to take time tweaking
actions are nonetheless driven by their memories of the details to match the story in your head.
the singularly most awful thing that ever happened Your Director should encourage you to refine
to each of them. These people have become who the character built using this method by nudg-
they are because they have seen the things that exist ing the points that have been allocated into a
beyond the Twilight Veil, and they have been forever form that best reflects the kind of character
changed by the horror of that moment. you’d prefer to play.
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Finally, you can choose to dispense with the table and STEP 5: CHOOSE APTITUDES AND SPECIALIZATION
rolls, and build your character completely to your own You may select the Aptitudes associated with a specific
specifications. This option will take notably longer Vocation, or you may pick your own. If you decide to
than Methods 1 or 2, but it will result in a character choose a Vocation for your character, simply record
that you’ve designed down to the most granular detail. the Aptitudes listed with it, and then pick one addi-
To create a character in this way, follow these steps: tional Aptitude from the list below. If you’d rather not
go this route, you may pick any four Aptitudes from
STEP 1: CHOOSE CORE ATTRIBUTES the list instead. Next, choose a single Specialization
for one of the Aptitudes you picked.
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I FOUND MYSELF...
FRAGMENT SOLACE TRIGGER
1. …walking through the woods at night. A familiar scent
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I SWEAR I SAW...
FRAGMENT TRAUMA TRIGGER
1. …a shadow moving towards me with impossible grace. Being unable to see
2. …someone that I know to be dead, with open wounds. Filth, grime, and disorder
3. …a creature from my childhood nightmare made flesh. Snakes or serpentine creatures
4. …a man with his eyes sewn shut, floating off the ground. Being unable to speak
5. …dark glowing eyes approaching as if hunting me. The movement of predatory animals
6. …a colossal golem carved of earth and stone. Dolls or mannequins
7. …a vision of myself, broken and bloodied. The coppery scent of blood
8. …a swarm of rats in the shape of a man. Swarms of vermin
9. …a tall, featureless gray man chanting silent words. Being unable to understand people
10. …a being of incomprehensible size and shape. Looking into reflective surfaces
11. …a shambling horror stitched together with the dead. The sharp, sterile smell of hospitals
12. …a huge man-wolf, towering feet above me. The overly sweet smell of rotten meat
13. …a swirling collection of debris shaped like a man. The sound of distant music
14. …an onyx-skinned beast with razor -sharp claws. Having your arms trapped
15. …a child made up entirely of licking flames. Flickering lights
16. …a void of negative space that moved like a man. Being trapped in large crowds
17. …a gelatinous abomination, still digesting its last meal. Being submerged
18. …Death itself, clad in billowing black. Complete silence
19. …a gargantuan insect, several times larger than me. The feeling of being lightly touched
20. …a demon ripped straight from the pages of Milton. Blasphemous iconography
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•••••• Legend
In certain very rare cases, a character may develop SECONDARY ATTRIBUTES
an Attribute or Skill to a level beyond the grasp of
mortals. The most common way to achieve this rank is Like Core Attributes, Secondary Attributes form the
by using Privileges that are only available at character foundation of a character’s potential. However, they
creation, but some Dread Manifestations can also differ from Core Attributes because Secondary At-
grant this level of prowess. In any case, a character tributes can be applied to a broader array of circum-
with this level of capability has transcended the laws stances. For instance, while Strength is difficult to use
of foundational reality and has become something outside of a physical contest, Resilience may determine
not entirely human. If they’re smart, they’ll probably a character’s capacity to withstand physical, social,
keep the extent of their ability well-hidden, as such or mental strain. Likewise, a person’s Coordination
otherworldly prowess almost always attracts the things can be applied to their manual dexterity or to their
hidden in the dark. ability to organize a large group of people. Like with
Core Attributes, each rank of a Secondary Attribute
adds 1d6 to relevant skill checks.
CORE ATTRIBUTES
COORDINATION
Stripped of everything else, of all learning and expe- Coordination measures a character’s ability to
rience, a person still possesses their most essential ca- organize various disconnected resources into a
pabilities. These Core Attributes measure fundamental single, useful stream. This effort may be purely
ability, and they’re used to determine how a character physical, such as when a surgeon translates visual
might tackle a task that requires an application of data from a screen into the delicate motions of
pure power. Because these Attributes are so basic, their hands. Other times, Coordination may be
they are most often used for tasks directly related to used for a mental task, such as when a scientist
physical, mental, or social pursuits. Whenever the needs to quickly categorize a lot of information
Director asks you to make a skill check using a Core in a way that makes sense.
Attribute, add 1d6 to your dice pool for each rank of
your character’s most appropriate Attribute. INTUITION
Intuition is best described as a person’s rapid, sub-
ACUMEN conscious ability to collect and parse data from the
This Attribute reflects mental processing power and world around them. Because this process occurs
the ability to recall and apply stored knowledge. It is independently of deliberate thought, people often
useful in situations where a character must remember
CHAPTER 2: CHARACTER CREATION
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Haggle
Only a sucker pays full price, and your character
can bet their paycheck that every effective swindler
in The Midnight World knows it. If your character
wants to avoid making themselves into easy prey for
the wolves on the sales floor, they’re going to need
to learn the intricate art of bargaining. When your
character tries to haggle over a price, the Director
may require a check using your Manipulation and
Coordination [Negotiation] against your target’s
Resilience and Composure [Negotiation].
METTLE
Just as Endurance represents a character’s physical
fortitude, Mettle reflects their mental stamina. The
mundane people of The Midnight World are fre-
quently exposed to distressing mental stimuli, from
terrific displays of violence to discoveries of malign
entities to the never-ending monotony of constant
existence. Mettle allows a character to momentarily
shake off these horrors and press on.
Keeping it Together
When exposed to something truly terrifying, the
human mind has the extremely inconvenient habit
of just shutting itself down completely. The last
Ignore Distractions
It’s relatively rare that a character is left to undertake
a critical task unimpeded. In most cases, especially
those that might mean the difference between survival
and doom, adversaries will attempt everything in
their power to foil your character’s efforts. Whenever
a character is trying to complete a task that requires
mental focus, the Director may have them roll a
Mettle and Coordination [Centering] check to tune
out distractions and concentrate on their intended
course of action.
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Resist Mental Fatigue blows, or your opponent may simply be too lithe to
Sometimes, even the smartest and most experienced dodge. Luckily, your character isn’t out of options.
experts find themselves working too hard to continue. You may make a check using Reaction and Strength
Hour after countless hour of smashing their mental [Weaponry] to parry another character’s melee or
machinery against a problem can lead to the dreaded hand-to-hand attacks. Just as when dodging, each hit
“Brain-Drain,” a state in which the most formida- you score on the parry roll removes a hit from your
ble intellects are all but useless. When a character opponent’s attack check. If you score more hits than
begins to mentally wear down due to fatigue or the the attacker, the attack is parried. More information
repetitiveness of a task, you may make a check using about resolving checks in combat can be found in
Mettle and Acumen [Centering] to hold on to their the Combat section of Chapter 3.
edge for a while longer. If they’re attempting to stave
off the Fatigued Condition, the Director may require TOUGHNESS
that they score more net hits on their check than the Not all conflicts can be resolved peacefully, and
level of the Condition that would otherwise apply. people will get hurt sometimes. When your char-
acter (inevitably) discovers just how true these
REACTION statements are, their Toughness will be crucial to
Reaction denotes the near-instinctual ability to re- determining the outcome. This skill encapsulates
spond to rapidly changing physical situations. In all of the actions that might be required in a face-
some cases, the character may need to move out to-face brawl, from the ability to swing a sword to
of the way of an oncoming attack. In others, they how well a character can take a punch. Further,
may have a split second to grab a ledge as the bridge Toughness represents a character’s ability to with-
underneath them gives way. Anytime that a sudden, stand the effects of various intoxicants.
almost unconscious physical response is needed, a
Reaction check is appropriate. EXAMPLE TOUGHNESS CHECKS
and Coordination [Athletics/Tactics] check. In the halve the Condition’s effects, but only for the single
case of avoiding an attack, each hit you score on your scene in which the check occurred. After that, the
Dodge check reduces one hit from the attacker’s check. symptoms re-emerge immediately at full force, unless
If the Dodge check results in more hits than the attack the afflicted character has found a way to purge the
check, your character has totally avoided being hit. offending substance or pathogen. Other check results
are widely open to the Director’s interpretation, but a
Reflexive Movement good rule of thumb is to allow phenomenal successes
It’s one thing to dodge an attack you can see coming. to entirely remove the Condition while catastrophic
It’s an entirely different story when you have no failures double the Condition’s effects.
idea what’s about to happen and only a split sec-
ond to keep yourself from getting hurt. When the Attack with Fists or Melee Weapons
ground crumbles underneath your character’s feet, Whenever your character attacks someone with their
or when an unseen threat drops from the rafters bare hands or with any kind of melee weapon, the
above, make a check using Reaction and Intuition Director will ask you to make a check using Strength
[Athletics] to avoid catastrophe. and Toughness [Hand to Hand/Weaponry]. Their op-
ponent will likewise make a dodge or parry check, and
Parry Attack the results of both checks will be compared. Whoever
Sometimes, dodging just isn’t an option. Perhaps your achieves the most hits will have “won” the attack. For
character is wedged tightly in a small area and can’t more information on how to resolve combat checks,
move far enough in either direction to effectively avoid see the Combat section in Chapter 3.
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THE MIDNIGHT WORLD
Looming
When people are pretty sure they couldn’t hurt your EXAMPLE VIGILANCE CHECKS
character if they needed to, they’re much more likely
to be compliant. If a character wishes to use their Sense Danger
pure physicality to ensure another’s cooperation, Some people have an almost uncanny ability to
they may make an opposed check using their Cha- sniff out peril. For them, there’s some autonomic
risma and Toughness [Psychology] against their physical or mental symptom that alerts them the
opponent’s Resilience and Composure [Centering]. second they’ve crossed the threshold from safety
If the character achieves more hits on the check, into a potentially deadly situation. Whenever your
the target is thoroughly intimidated and far less character is in danger, the Director may have you
likely to take hostile actions against the character. roll a Vigilance and Intuition [Investigation] check,
Further, the target will generally attempt to fulfill so that your character is able to either stay away,
the character’s simple and reasonable commands, if or at least avoid being surprised.
that’s what it will take to make the character leave
them alone. Phenomenal successes on a looming Improvise Contraption
check usually mean that the target will comply Oftentimes, your character won’t have access to the
with more difficult or lengthy requests, while a exact implements they might need to solve a prob-
catastrophic failure may mean that the character is lem. Nonetheless, enterprising Touched can usually
instead intimidated by the target. Note that looming cobble together some approximation of the thing
isn’t a form of mind control; commands need to they need, limited only by their imagination and the
be reasonable. Your character might be able to get available resources. Whether your character is trying
a legionnaire to drop his sword and run, but even to booby-trap a hallway or create a compass out of
the most thoroughly cowed centurion isn’t going fridge magnets and hair ties, make a check using
to hand over his 3,000-year-old Dread Gladius Vigilance and Coordination [Mechanics] to create
without a fight. simple machines.
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whether while searching for something or quietly might call for a Wit and Acumen check, with an
listening for signs of danger, you may make a check Aptitude based on the subject you’re trying to
using Vigilance and Intuition [Investigation]. piece together.
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ACADEMICS
Many people assume that the halls of Academia are
a relatively easy place to navigate. If you’re smart and
educated, they imagine, you should have no trouble
figuring out how to survive in a field of other smart,
educated people. Nothing could be further from the
truth, and people with the Academics Aptitude know
it. Characters with this Aptitude don’t know everything
about the topic they’ve studied, but they know where to
find the information they’re lacking. They’re likewise able
to spot data that doesn’t pass the ‘sniff test’ of rigorous
scholastic study.
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Academics differs from many other Aptitudes in that to withstand Compulsions. Centering can also be
it requires a unique focus that represents the field used to upgrade dice used to resist emotional trauma,
to which each selection is attached. These fields can such as when making a Keeping It Together check.
be relatively broad, and examples include “History,”
“Philosophy,” “Literature,” or “Economics.” Apply the Example Specializations:
Aptitude benefit whenever a skill check specifically • Guarding Thoughts • Resisting Mental Attack
requires your character to have knowledge or ex- • Keeping It Together
perience in the chosen topic. You can purchase this
Aptitude multiple times, with a new focus for each. CREATE
One of the most astonishing features of the human mind
Example Specializations: is its capacity for creation. By identifying and replicating
• History (American) • Philosophy (Pre-Socratic) the basic elements that make up certain complicated
• Political Science (Global Conflict) concepts, a properly dedicated person can transform
them from ideas into real, tangible things. Throughout
ATHLETICS history, people have used this talent to execute dazzling
Throughout history, society has widely considered feats of ingenuity. Some masterfully construct buildings
athletes to be the peak of human physical capability. or ships. Others compose beautiful poems. Still others
They condition themselves in muscular and cardio- spend their time weaving breathtaking tapestries or
vascular health and can operate under strain longer, painting historic pieces of art.
perform greater feats of strength, and move faster
than the average person. Their anatomy may not be The Create Aptitude applies to any skill check having to
different from anyone else’s, but they have honed do with acts of creativity. A wide latitude of situations
their bodies into perfect tools. may pertain to this ability. Examples include construct-
ing a shelter from saplings, authoring a literary epic, or
The Athletics Aptitude applies to any skill check made meticulously hand-tooling a design into leather.
to push the body past its normal physical limits. This
might mean that your character is running long dis- Example Specializations:
tances, lifting heavy weights, or holding their breath • Music • Sculpture • Architecture • Woodworking
for an inordinate amount of time. It may also be as
simple as playing a demanding sport. DRIVE/PILOT
Transportation is critical for exploration and the
Example Specializations: expansion of civilization. Industrial growth, the rise
CHAPTER 2: CHARACTER CREATION
• Climbing • Track • Weightlifting • Swimming of the automobile, and the advent of aviation have all
expanded the capacity for rapid movement, but also
CENTERING require detailed training to operate and maintain the
There is an unfortunate and all too common tendency means of transit they provide. In the modern world,
among people to focus on physical wellbeing while many people learn the fundamentals of driving a car
ignoring their mental health. Ailments and attacks or operating a motorcycle. Only a select few, though,
that affect the physical body are frequently immediate pursue the training required to master the art or pilot
and painful. They have effects and symptoms that can more advanced vehicles.
be seen by the naked eye. Even so, countless injuries
affect the mind itself, leaving wounds that are insid- Apply the Drive/Pilot Aptitude benefit to any skill
ious but devastating. Characters with the Centering check made to operate a vehicle. Vehicles may include
Aptitude have learned to prepare themselves for such anything from unicycles to horse-drawn chariots
cruelties. They’ve worked hard to fortify their mind to hyperspace cruisers, though the Director retains
against illness, intrusion, and attack. discretion to say that certain rare or complicated ve-
hicles are too difficult for anyone to operate without
The Centering Aptitude benefit applies to skill checks specialized training.
made to resist mental strain. Examples include de-
fensive checks against Dread Manifestations that Example Specializations:
attack the mind, attempts to push out intruders that • Automobile • Motorcycle • Airplane • Spacecraft
have invaded your character’s thoughts, or attempts
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Apply the Hand-to-Hand Aptitude upgrade to skill Passively, each time you purchase this Aptitude,
checks in which a character is throwing punches, choose a single language. Your character becomes
kicks, or any kind of unarmed strike. Other possible fluent in that language, able to understand, speak,
uses of this Aptitude might include making knowl- read, and write it. This ability doesn’t necessarily mean
edge checks if a character is trying to determine what that they’re familiar with obscure idioms or cultural
martial art discipline another is using, or making norms, and the Director may require skill checks to
perception checks if a character wants to analyze an decipher them if any come up.
opponent’s techniques for vulnerabilities. Further, the
Hand-to-Hand Aptitude allows you to upgrade your Actively, the Language Aptitude behaves like any
character’s Initiative dice when fighting unarmed. other. Its benefit applies to any skill checks that
are made to communicate in the chosen language.
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Example Specializations:
• Reading Comprehension • Literature
• Etymology • Obscure Idioms
LARCENY
For skilled criminals, even the best lock is little more than
an irritating waste of time. They’ve worked hard to ensure
that they can get anywhere they want to go. This talent
doesn’t just apply to doors, though. They’ve dedicated
themselves to relieving their marks of excess cash and
valuables, whether through clandestine home invasions
or outright brigandry. They’ve learned to disable alarms,
avoid cameras, and use misdirection to keep themselves
from being discovered.
Example Specializations:
• Hiding in Plain Sight • Lock Picking • Pickpocket
• Carjacking
MARKSMANSHIP
As early as half a million years ago, ancestors of to-
day’s humans discovered that their flint-tipped spears
were just as effective against distant targets as they
were against those in close-quarters. This innovation
allowed them to take down much larger and more
dangerous prey, as it protected their soft bellies from
the vicious claws of beasts by preventing them from
closing to striking range. Since then, people have
perfected the art of ranged warfare. We have devel-
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oped weapons capable of killing from ever-further know precisely how best to maintain and repair the
distances, from the simple atlatl that tripled the range human form.
of a thrown spear to modern rifle platforms that can
neutralize a foe from more than a mile away. Apply the Medicine Aptitude upgrade anytime you
make a skill check that requires an understanding of
Apply the Marksmanship Aptitude upgrade to any how the human body is supposed to work. There are
skill checks that involve using conventional weapons many possible appropriate usages of Medicine, but
to deal damage from outside of a target’s melee range. examples include checks to stop bleeding, deploy-
While pulling triggers or releasing bowstrings is the ment of Dread Manifestations that heal damage, or
most obvious usage of this Aptitude, you may also determining if a character is suffering some kind of
apply it on skill checks to identify particular kinds of active psychological crisis.
ranged weapons, or to spot the best places to position
snipers on a field. As with other combat Aptitudes, Example Specializations:
Marksmanship allows you to upgrade your character’s • Surgery • Ophthalmology
Initiative dice when using a ranged weapon in combat. • Emergency Field Medicine • Psychiatry
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Apply the Navigation Aptitude upgrade to skill checks The Occult Aptitude benefit applies to skill checks
your character makes to find their way from one place made to spot, understand, or create supernatural
to another. Perhaps they’re lost in the labyrinthine phenomena. Common examples include inter-
bowels of a massive cruise ship, or instead they might preting an ancient prophecy, identifying a Dread
need to plot a course between two mountains that Manifestation based on its effects, or attempting
avoids dangerous crevices in the area. Other examples
to construct a ritual that can contact a Beyonder
include attempting to locate a particular star-station
through the Veil.
in deep space or finding a landmark in the heart of
an unfamiliar metropolis.
Example Specialties:
• Shamanic Practice • Witchcraft
Example Specializations:
• Paranormal Investigation • Cryptozoology
• Wilderness • Nautical • Urban
• Near-Earth Orbit
PERFORMANCE
The ability to manipulate others’ emotions is a
NEGOTIATION
supremely important tool in competent hands.
Everyone you meet wants something. Often, one
Skilled performers learn to intuit and draw from
person’s desires may directly contradict another’s.
their audiences’ deepest feelings, redirecting them
This opposition can lead to conflict, and usually
at will through their preferred art form. In this
neither person ends up getting what they want.
way, they instill their own ideas in a palatable
People skilled at the art of Negotiation are trained
and moving way. Often, a talented performer can
to help each party find a compromise that everyone
challenge even a person’s most closely held beliefs
finds suitable. They broker agreements, mediate
through the power of art.
conflicts, and deflate tense situations by under-
standing what both sides want and how they can
Apply the Performance Aptitude upgrade to skill
work to achieve the best outcome for everyone.
checks that involve a character putting on any kind
of show. Possible examples range from reciting a
The Negotiation Aptitude benefit applies to skill
passionate poem, belting out an aria, or even telling
checks made to assist multiple parties in forming
a spooky story around a campfire.
a compromise. These scenarios often arise during
business transactions, as each participant angles to
Example Specializations:
get the best financial return for themselves. How-
• Oratory • Violin • Theater • Stand-Up Comedy
ever, negotiators also assist during tense hostage
CHAPTER 2: CHARACTER CREATION
44
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tude is especially useful when trying to determine Science Aptitude are on the cutting edge of scientific
how close a person is to a mental breakdown and advancement in their time, and they understand how
how best to de-escalate them before they become to apply the rules of the universe to achieve specific
results.
unmanageable.
Apply the Science Aptitude upgrade to any skill
Example Specializations:
check that requires a character to understand the
• Diagnosis • Therapy • Forensic • Developmental
fundamentals of a scientific discipline. Examples
include making knowledge checks to understand
RESEARCH
how an ecosystem works, attempting to correlate two
Among all the creatures of The Midnight World,
pieces of data in a way that makes sense, or analyzing
humanity has a unique capacity to seek out and
how a particular toxin might affect a human body.
store knowledge. This has been true since the dawn
of culture; through trial and error, our antecedents
Example Specializations:
discovered foundations that we have since built
• Botany • Physics • Chemistry • Biology
upon to create marvels and solve the mysteries
of creation. Once uncovered, we record these
TACTICS
facts in a breathtakingly vast number of ways.
Combat is a uniquely ter-
People who are trained in the Research Aptitude
rifying experience, a lethal
know how to hunt down such records and
ballet where one misplaced
interpret them.
step might lead to a painful
demise. While most people
The Research Aptitude benefit
who end up engaged in this
applies to a skill check when-
deadly dance have some
ever a character is trying
modicum of training, those
to find or understand a
who dedicate themselves
specific piece of infor-
to its mastery are vastly
mation. Often, this
more prepared for surviv-
means that they’re
al once bullets start flying.
actively poring
They understand the value
through texts or
of terrain, the capability of
searching for the
opposing forces, and what
perfect book. In
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beings are laughably weak and densely packed character, you can ignore them entirely.
with nutrients. Had we never developed the
ability to use tools, predators would have happily BRAINIAC
taken advantage of our relative lack of natural Quick to spot an issue and even quicker to react,
defenses and culled us into extinction. Luckily Brainiac archetypes are natural problem-solvers.
for us, that innovation came to us early on in
They’re mentally and socially tough, making it
our evolution. Perhaps the very first tool we ever
relatively difficult to steamroll or cow them.
learned to use was a simple stick, sharpened on
one end, that could be jabbed towards a hungry They tend to see other people as pieces in a grand
attacker to forestall being unceremoniously eaten. puzzle, and they can be insidiously manipulative
Since the advent of those simple arms, humanity when they want to get their way.
has created and mastered a truly stunning variety
of weapons. Examples:
• Hacker • Intel analyst • Political strategist
The Weaponry Aptitude applies to any skill check
that relates to the usage of a hand-held weapon Hour 1 Manifestation:
at close range. These weapons don’t need to be • The Madness Angle
simple blades or bludgeons; modern close-quarter
battle practices employ carbines, handguns, and
shotguns with devastating effect at short range.
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CLEVER Examples:
For characters with the Clever Archetype, no puzzle • Protester • Biker • Rodeo clown
is too complex to solve. They’re astute and inven-
tive, able to spot threats early and think their way Hour 1 Manifestation:
out of most problems. They tend to understand • Frostbite
how to get what they want out of people, but they
are often fairly brittle under prolonged pressure. Recommended Skills:
They’re used to avoiding fights, and therefore aren’t • Composure 3 • Empathy 1 • Endurance 2
Examples: DIPLOMATIC
• Computer programmer • Architect Often, the strength of one’s fist is so vastly outmatched
• Game designer that fighting a threat is unthinkable. Diplomatic ar-
chetypes shine in times like this. They are practiced
Hour 1 Manifestation: at remaining cool in social settings and letting their
• Janus’s Gaze way with words solve problems for them. Because
they’re rarely capable combatants, they’re prone to
Recommended Skills: breaking when things get tough.
• Composure 1 • Empathy 2 • Endurance 1
• Manipulation 2 • Mettle 1 • Reaction 2 Examples:
• Toughness 1 • Vigilance 3 • Wit 3 • Lawyer • Social worker • Talent agent
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Recommended Skills:
• Composure 3 • Empathy 2 • Endurance 1
• Manipulation 3 • Mettle 1 • Reaction 1
• Toughness 1 • Vigilance 2 • Wit 2
INQUISITIVE
Characters with the Inquisitive Archetype frequently
allow their curiosity to get in the way of their better
judgment. They’ve developed a keen eye for detail
and quick reflexes to get them out of the trouble they
always seem to find themselves in. Their incessant
need to find answers usually comes at the cost of
social grace, though, and some people find them
uncomfortable to talk to.
Examples:
• Journalists • Therapists • Diagnosticians
Hour 1 Manifestation:
• Janus’s Gaze
Recommended Skills:
• Composure 1 • Empathy 1 • Endurance 1
• Manipulation 1 • Mettle 2 • Reaction 3
• Toughness 2 • Vigilance 2 • Wit 3
INSOLENT
People with the Insolent Archetype have had enough,
and they aren’t going to take anymore! No matter
whether anyone has said asked them to do anything,
Insolent characters are resistant to the influence of
CHAPTER 2: CHARACTER CREATION
Examples:
• Comedians • Street toughs
Hour 1 Manifestation:
• Reflexive Cognition
Recommended Skills:
• Composure 2 • Empathy 1 • Endurance 2
• Manipulation 1 • Mettle 3 • Reaction 1
• Toughness 3 • Vigilance 2 • Wit 1
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PARENTAL Examples:
Parental archetypes often hold the center of a • Social media celebrities • Marketing experts
team’s moral and ethical structure. They’re al- • Wealthy socialites
ways in tune with the needs of their comrades,
but they’re also no-nonsense in their approach Hour 1 Manifestation:
to achieving their objective. They may not think • Dusk Sight
as quickly as some others, but they’re tireless
in their attempts to protect and encourage the Recommended Skills:
people around them. They know you can do • Composure 2 • Empathy 2 • Endurance 1
better, and they expect you to. • Manipulation 3 • Mettle 1 • Reaction 1
• Toughness 2 • Vigilance 1 • Wit 3
Examples:
• Coach • Overbearing parent • Youth minister
PROTECTOR
Some selfless people have devoted themselves to
Hour 1 Manifestation:
being the wall that shields others through the
• Oasis
night. These Protector archetypes are built to
spot threats and stand in their way. They’ve taken
Recommended Skills:
• Composure 2 • Empathy 3 • Endurance 1 beatings before, and they’ll do it again gladly in
• Manipulation 1 • Mettle 1 • Reaction 2 the defense of another. They’re generally not the
• Toughness 3 • Vigilance 2 • Wit 1 most social people, though, and better one-on-
one than in large crowds.
PITIABLE
Sometimes, people just seem too sad to be threatening. Examples:
Pitiable archetypes routinely come off as weak, fragile, • Mama bear • Devoted guardian • Street knight
or incompetent, even when they’re nothing of the sort.
They’re able to use their miserable demeanor to get Hour 1 Manifestation:
close to others, turning them into de facto protectors • Geolocate
or, in some cases, using the opportunity to strike. They
aren’t built for long conflicts or difficult situations, but Recommended Skills:
they can be deadly when they’re discounted. • Composure 1 • Empathy 1 • Endurance 2
• Manipulation 1 • Mettle 2 • Reaction 2
Examples: • Toughness 3 • Vigilance 3 • Wit 1
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SUPPLICANT
end it.
Supplicant archetypes have learned to survive by
attaching themselves to someone stronger. They have
Examples:
tough minds, forged by years of doing distasteful
• Boxer • Street brawler • Bouncer
things in service to their benefactors, but they always
feel safer when they aren’t on their own. They’re gen-
Hour 1 Manifestation:
erally socially submissive, but they’re great at subtly
• Coronal Flash
twisting people to do what they want.
Recommended Skills:
Examples:
• Composure 2 • Empathy 1 • Endurance 3
• Trophy spouse • Personal assistant
• Manipulation 1 • Mettle 2 • Reaction 1
• Religious volunteer
• Toughness 3 • Vigilance 2 • Wit 1
Hour 1 Manifestation:
SCRAPPY
• Geolocate
Some folks can eke out a meager life in the gutter. Scrappy
archetypes tend to excel there. They’re tough as steel and
Recommended Skills:
always poised to respond to a threat. They’ve built a life
• Composure 1 • Empathy 2 • Endurance 1
at the bottom, and no matter where they’ve ended up
• Manipulation 3 • Mettle 3 • Reaction 1
since, they’re always ready to return there.
• Toughness 1 • Vigilance 2 • Wit 2
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VIGOROUS AGRICULTURIST
Vigorous archetypes are the physical elite of The One of the first and most critical survival skills man-
Midnight World. Through either tireless training kind learned was to cultivate and harvest the natural
or genetic miracle, they’re fast and graceful, and flora of the world. Whether they study wheat, fruit, or
have cardiovascular endurance that others envy. medicinal herbs, these experts immerse themselves in
They may not be the smartest or the most charming the science of agriculture. They ensure societies are
people, but the near-perfection of their physical fed and our impact on the environment is sustainable.
form makes up for their other weaknesses.
Recommended Aptitudes:
Examples: • Nature • Research • Science
• Runners • Olympiads • Champion swimmers
ANIMAL TENDER
Hour 1 Manifestation:
Humans have long relied on beasts for labor, suste-
• Coronal Flash
nance, and companionship. Poor meat makes poor
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OCCULTIST
Humans have long been fascinated by the unseen
world. Whether it be an acceptance of superstition or a
certainty that things do, in fact, go bump in the night,
there have always been those willing to believe there is
more to our world than can be seen or proven. Often
shunned by the more studious in society, Occultists
remain faithful and stalwart, fighting the lonely fight
against the encroaching evils that lurk in the shadows.
Recommended Aptitudes:
• Language • Occult • Research
POLITICIAN
Civilization has often required those who assume
roles of leadership to represent the collective will of
the people. These leaders may take their positions
out of a sense of civic responsibility or out of a thirst
for power, but the end result is the same. Politicians
bear the burden of leadership, making policy and
campaigning for the privilege and responsibility of
determining the direction of their society.
Recommended Aptitudes:
• Centering • Negotiation • Performance
PUGILIST
Even the most deeply enshrined laws require a foun-
dation, and no law is more basic than that of the fist.
People with the Pugilist Vocation are at their very
best when they lack weapons or options other than
violence. They’ve trained extensively in various forms
CHAPTER 2: CHARACTER CREATION
Recommended Aptitudes:
• Athletics • Hand-to-Hand • Tenacity
SCIENTIST
Scientists are among the most important minds of The
Midnight World. They dedicate themselves to developing
in-depth understanding of the natural parts of physical
existence, and in so doing frequently gain critical insight
into the things that exist beyond the Veil. Characters with
the Scientist Vocation usually specialize their Science
Aptitude in their character’s specific discipline.
Recommended Aptitudes:
• Research • Science • Technology
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needs of the other people at your table. Remember counters their Trigger every few minutes isn’t likely to
that your friends may, unbeknownst to you, suffer be playable for long. If your character is traumatized
memories of events similar to those you’re building while walking through a forest, don’t record their
into your character. Situations that could easily be Trigger as “trees.” Instead, consider “the scent of pine
actual triggers for other players, such as sexual as- needles,” or “finding myself off the beaten trail,” or
sault, explicit racist language, or graphic depictions “the mournful call of the whippoorwill.”
of abuse, are best avoided.
There are several sample Trauma Triggers already
• We don’t advise you to keep your character’s included in the Memory Fragment Tables earlier in
Trauma Triggers secret from other players. this chapter. As with everything in this book, these
While their characters probably won’t know about are only suggestions. Feel free to alter or replace them
them, there’s no reason that the players at your table with Triggers that are more suitable to the character
can’t discuss them all out of character before play you want to play. Make sure to consult your Direc-
begins. This conversation is the best way to ensure tor before adding your creations to your character’s
that you aren’t setting yourself up to cause another sheet, as they are best able to tell you what might be
player accidental harm down the road. inappropriate for the story they’ve put together.
• Try to keep your Trauma Triggers resembling solid ground and help them prepare to
relatively general. face the night again.
If your character dreads “the back room behind the
bar at the dive down the street from my first college Whenever a character spends at least 10 minutes
apartment,” then it’s very unlikely they’ll encounter actively engaged in their Solace Trigger, you may
their Trigger in play. This circumstance might be great immediately remove 1 Minute from their Midnight
for your character, but it’s bad for the flow of the game, Clock. Once you have done so, make a Solace check
and you won’t really get a lot of entertainment out by rolling only the Distress dice that your character
of it. Instead, try to pick out specific details that may has accumulated. Each die that results in a 4 removes
call that memory to your mind, such as “flickering an additional Minute from their Midnight Clock.
fluorescent lights,” or “the smell of mold,” or “cracked You may make a Solace check for each additional 10
gray concrete walls.” minutes period that your character spends occupied
with their Solace Trigger.
• Likewise, don’t make your Trauma Triggers
too broad. Note that your Minutes cannot be reduced below
If your character is constantly at 10 Minutes because 1, and Solace Triggers are unable to roll the Hour
every possible scene the Director describes includes Hand back, no matter how successful your check
their Trigger, you’re going to end up causing a lot of may have been.
irritation at the table. Besides, a character that en-
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PRIVILEGES AND
CHALLENGES
Even in the direst of circumstances, nearly everyone
possesses some innate advantage that helps them
make it through the crises that arise in their lives.
Likewise, most people encounter certain road-
blocks—inhibiting factors that are peculiar to their
own personal situations. These Privileges and Chal-
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a natural talent when it comes to lies. They’re able of the normal 1. You may not choose this Privilege
to sniff them out more easily than most people, but if your character suffers the Anhedonic Challenge.
when they’re in a pinch they can easily turn that skill
around and spin falsehoods with the best. HARDY
Your character is simply built of tougher stuff than
Anytime you are asked to make a skill check to con- the people around them. It may be because of their
vincingly tell a lie, you may upgrade your Attribute genetics, or perhaps because of intense and prolonged
dice to d8s. This benefit also applies anytime your physical conditioning. Whatever the reason, though,
character tries to determine if someone else is being weapons or attacks that would normally maim anyone
honest. No applicable Aptitude is needed, but having else are noticeably less effective against them.
one upgrades your skill dice (and thus the entire
pool) as well. Normally, weapon qualities trigger any time an attack
nets 6 or more damage against a target. However,
It’s worth noting that Cunning doesn’t provide a characters with this Privilege do not trigger them
flawless means by which to determine if someone until they have suffered at least 7 damage from a
is lying to you. Instead, it helps you read the subtle single attack.
body signals that most people unconsciously make
when being dishonest. HEROIC RESOLVE
Sometimes, you have no choice but to face your
DREADBANE worst fear head-on. Characters with this Privilege
The servants of the Dread Beings fear your charac- have learned to accept this unfortunate fact, and
ter. Perhaps a prophecy foretold of their coming, or they have steeled themselves against the trauma that
they are destined to fell an ancient evil. For whatever such an exposure can create. They still can’t hold out
reason, though, the servants of the Beyond recoil forever; eventually even the most stalwart walls crum-
from them and will only approach if they have no ble. They’re able to stand longer than most, though,
other choice. through sheer force of will.
Anytime the Director must choose a target for a Once per session, your character may ignore exposure
Servitor, Egregor, or Chimera, your character is ig- to their Trauma Trigger for a single scene. During this
nored unless they present a clear threat. Otherwise, scene, your character doesn’t add Minutes to their
the creatures will do everything they can to avoid Midnight Clock for being near this Trigger. They are
interacting with you at all, including attempting to still ill at ease, though, and will attempt to remove
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LEGENDARY
Your character has the potential to become almost
supernaturally proficient at something. They still
require training to achieve this greatness, but
they tend to find that the most difficult lessons
are simple enough to them. No matter how bad
things might get, they never lose their basic ability
to function.
LUCKY
Whether blessed by providence or born under a cer-
tain sign, your character finds that they enjoy generally
good luck. It’s rare that any substantial misfortune
befalls them, and they frequently find themselves in
just the right place at the best possible time.
OPTIMISTIC
Your character has always been able to ward off
the oppressive influence of Dread with the power
of positive thinking. They see a way out of even
the most desperate of situations, allowing them
to maintain their resolve in the face of daunting
challenges. No matter how bad things may be, your
character faces adversity with a smile.
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the Director’s discretion, anytime your character but internally there is very little that excites them.
needs money or a mundane item, you may simply Even things that once comforted them or brought
claim that they already have it in their possession. them joy seem distant and bland now.
Your Director may also decide that your character
is able to purchase rarer items on occasion, such as When your character indulges in their Solace Trig-
Dread Artifacts. ger, they don’t immediately remove a Minute like
other characters. Instead, they make a Solace check
CHALLENGES as normal, but they halve the results, rounding up.
Even characters with this Challenge still remove a
minimum of 1 Minute when engaging their Solace
ABILITY IMPAIRMENT Trigger. You may not choose this Challenge if your
Your character suffers some impairment. The specific character has the Easily Consolable Privilege.
nature of the malady can be anything from physical
damage caused by a past injury to a mental or emo- This Challenge does not affect the removal of Minutes
tional affliction that negatively affected their early by other means, such as Dread Manifestations.
development. In any case, your character is simply
unable to perform some of the basic tasks taken for ANXIOUS
granted by others. Anxious characters are vastly more susceptible to
distress than the average person. Even the smallest
Choose a single Attribute affected by this Challenge. stressor can lead them into a self-destructive spiral
The character enters play with this Attribute at rank 1, that threatens to consume them entirely. They tend
and it can never be improved unless this Challenge is to fixate on things that worry them, and their minds
removed using a Dread Manifestation or some other rapidly concoct a dizzying multitude of scenarios
method approved by the Director. reinforcing their worst fear.
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BAD MAGNET distracted, and they often find their beliefs at odds
When something bad is going to happen to someone, with the real world.
it happens to your character. They have found them-
selves the victim of more than one supposedly random During character creation, choose a persistent and
act of violence, and anytime an A/C unit falls from unshakable delusion for your character. Perhaps they
the fifth floor of a nearby building, it’s going to land believe that the government is tapping all their lis-
on their new car. This Challenge is worse than simple tening devices or that others can hear their thoughts.
bad luck; your character actively attracts misfortune. Instead, their delusion may be less paranoid, and
they may believe that they’re secretly a Dread Being
In any situation where the Director needs to assign themselves. Whatever you decide, work with your
an ill effect to a random target, they simply choose Director to ensure that it’s appropriate to the narrative.
your character instead. Likewise, creatures that your When you are challenged on this delusion, you must
group engages in combat are likely to attack your either respond explosively in defense of your belief
character unless they have a compelling reason to or gain 2 Minutes.
target someone else, and when the Director needs
someone to be the victim of financial hackers, it’s DIMINUTIVE
going to be your character, every time. Your character is physically tiny, either in height,
build, or possibly both. Due to their small size, they
CURSED just don’t have the physical capabilities of other people.
Characters with this Challenge suffer some metaphys- They aren’t particularly strong, and even dedicated
ical injury—a stain on their existence that mars every training can’t overcome their limitations.
moment of their lives. Machines fail at exactly the Characters with this Challenge may never raise their
worst possible moment, ledges crumble beneath their Strength Attribute beyond rank 3, as their physical
feet, and items seemingly spring off shelves near their frame simply cannot support the musculature required
carefully chosen hiding places, crashing to the floor for higher ranks.
and revealing them to creatures hunting for a snack.
DREAD JUNKIE
Characters with this Challenge permanently suffer Most Dread-Touched denizens of The Midnight World
the Entropic Condition. For more information on spend their whole lives desperately seeking to avoid
this Condition, check Chapter 3. a repeat encounter with darkness. But while these
people may eventually find it impossible to evade
DELUSIONAL subsequent run-ins, your character actively seeks
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Anytime your character catches even a hint that themselves to a source of damage long past the moment
anything connected to a Dread Being may be nearby, that it has become potentially lethal.
they are compelled to drop everything else and try
to find it. For obvious reasons, this Challenge can be During play, players of characters with this Challenge
extremely dangerous to the group, and it is usually are never allowed to know how much Health remains
best that the character be subtle about their intentions. on their sheet, or how much damage they have taken.
Instead, the Director takes over responsibility for
You can find more information about Compulsions tracking this information. It is important to note
under the Conditions heading in Chapter 3. that this Challenge applies even if the player doesn’t
know their character is being hurt, such as when they
DRUDGE are standing on exposed nails.
Your character believes (possibly accurately) that they
have been anointed as a servant by a Dread Being. They In cases such as these, Directors should allow the char-
are convinced that they can hear the Beyonder’s terrible acter other means by which to notice that something
call, and they strive to fulfill its wishes wherever they are has happened to them, such as pools of blood appearing
able. They are compelled to obey their master’s bidding beneath their feet or spreading across their clothing.
at nearly all costs.
PERFECTIONIST
A character with this Challenge should discuss it with Your character cannot stomach anything short of
the Director so that they can design a set of require- perfection in their efforts. They obsess over the most
ments that best fits the story they are trying to tell. trivial details, refusing to accept failure or even modest
Once in play, the Director will occasionally order the success when they know they can do better. At times
character to complete a task that fits the established lines. this behavior can become hugely detrimental, as they
The character is compelled to complete the task to the compulsively restart the same task again and again
best of their ability. You can find more information in pursuit of perfection.
about Compulsions under the Conditions heading
in Chapter 3. Any time you make a non-combat skill check that
has a relevant Specialization, your character refuses
IMPAIRED SENSE to accept any outcome other than a phenomenal
One or more of your character’s senses are severely success. On any other result, the character gains a
inhibited. They may be blind, deaf, or even incapable Compulsion to redo this check until they meet the
of feeling touch, but no matter what senses are affected, required degree of success.
CHAPTER 2: CHARACTER CREATION
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TRAUMATIZED UNMOTIVATED
Your character’s brush with the Beyond isn’t the only Your character has difficulty mustering the energy
trauma that has come to define them. At some point to accomplish complicated tasks. While they don’t
in their life, they were subjected to one or more other generally struggle with the repetitive duties of day-
horrific events that have become ingrained just as deeply to-day life, they’re unwilling or unable to focus their
into their psyche. While all the Touched have some kind efforts in situations where they really need an extra
of psychological breaking point, your character is even internal push.
more vulnerable.
Whenever you gain Seconds to add dice, make re-
At character creation, choose a second Trauma Trigger. rolls, or purchase hits, add an additional 2 Seconds.
This second trigger behaves exactly as the first for the Characters with this Challenge may go above the
purposes of gaining Minutes. If your character is ever normal cap of 6 Seconds per turn, and can instead
subjected to both triggers simultaneously, they gain add up to 8 Seconds.
Minutes normally from both, effectively “stacking”
the effect. UNTRAINED
Your character was either rushed through their voca-
TWILIGHT BEACON tional training, or the lessons they learned there just
For reasons that even they likely don’t understand, didn’t stick. They tend to struggle with the nuances
things from beyond the Veil are keenly attracted of their profession, and it seems like they’re always
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VECTOR
Your character is a repository of some gruesome ill-
ness. Even if they never show any outward signs of the
disease, they are nonetheless capable of spreading it
to others if they’re not very careful. Sharing drinking
sources, kissing, or even holding hands might con-
ceivably transmit the malady, and the character has
likely seen people they cared about fall ill from it before.
WOUNDED
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Anie has decided to randomly generate her character. All she needs is a d20, the Memory Fragment Table, the
Archetypes and Vocations lists, and her sheet.
She starts by rolling the d20; its result is 5. She compares that number to the first memory fragment, “Once…,”
and sees that 5 corresponds to “…when I first moved out.” She also sees that the following Core and Second-
ary Attributes are listed beside her result: Acumen (Acu) 3, Charisma (Cha) 1, Strength (Str) 2, Coordination
(Coord) 3, Intuition (Int) 2, and Resilience (Res) 1. She records all of these items on her sheet and rolls again.
Her second roll results in 1, and she records the memory fragment “…I found myself walking alone in the woods
at night.” She also records her character’s Solace Trigger, “a familiar scent.”
Anie’s third roll is 17. She moves to the next section of the table and writes down the information listed there.
She rolls three more times, and generates 4, 18, and 6.
After writing down all of the information provided by the Memory Fragment Tables, Anie looks up the Ar-
chetype and Vocation that she generated, and records the Skills and the three Aptitudes listed under them. To
better hone her character, she chooses a fourth Aptitude from the Aptitude list.
Anie’s Archetype grants her the Hour 1 Dread Manifestation: Soothe. She writes that ability down under the
Dread Manifestations section of her character sheet.
Her character’s Privilege, Jack-of-all-Trades, allows her to add an additional Aptitude, but she can’t have Special-
izations. This circumstance is a bit of a bummer for her, since she was thinking her character might be a highly
skilled helicopter pilot. She considers asking her Director to allow her to select a different Privilege, but in the
end, she decides to stick with the Privilege the charts gave her, selecting Navigation as her additional Aptitude.
With this selection, her character can still be a fairly decent helicopter pilot, even if they aren’t the hot shot she
Because she really enjoys writing backstories, Anie cleans up her memory a bit, and adds a couple of flourishes
to it, as follows:
“Once, when my family first moved out here, I found myself alone during a long walk through the forest near my
house. I know it’s crazy, but I swear I saw a terrible creature…a gelatinous abomination. As it oozed through the
thick foliage towards me, I could see its last victim’s bones slowly being digested inside the translucent body. I totally
panicked…the only thing I could do was squeeze my eyes shut tight and hope that the thing would be gone when I
opened them again. Suddenly, I heard a voice speaking in an urgent, pleading tone. I couldn’t understand the lan-
guage, but I could tell the speaker was frightened. I opened my eyes to discover that the beast itself was speaking…to
me! Before I could recover from my shock, the creature just fell apart, dissolving into a shower of bizarre geometric
shapes. Ever since then, I’ve sought out ever-more-terrifying experiences, just hoping that I can find something that
makes me feel that alive again.”
Anie shows the character to her Director to ensure that it fits with the story, and receiving an affirmative answer,
she’s done!
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Arik wants to play a very specific concept: a former Force Recon Marine who has taken it upon himself to
hunt Dread Beings’ servants and collect their hides. He glances through the mechanical benefits of each
Memory Fragment and sees potential there to complete his concept.
From the “Once…” table, he chooses option 11: “…during Basic Training.” Not only does this fragment
work really well with his story, but it also provides him with some pretty meaty physical Attributes: Acumen
(Acu) 1, Charisma (Cha) 2, Strength (Str) 3, Coordination (Coord) 3, Intuition (Int) 1, Resilience (Res) 2.
He moves to the next table, “I found myself…,” and chooses option 11 again: “…alone on the shore, looking
out at the dark sea.” He likes the idea that his character is a bit of a loner who uses whiskey to cope with
a lifetime of terrible memories. Arik continues through the Memory Fragment Table, choosing the traits
that he thinks best fit his character concept. Once he has recorded it all, he looks up his Archetype and
Vocation, and records the Skills and Aptitudes they grant. He doesn’t really like the Dread Manifestation
listed under his Archetype, so he switches out Coronal Flash for the Hour 1 Manifestation: Frostbite, from
the Molecular Mastery theme (see Chapter 4). Finally, he chooses one more Aptitude and a Specialization
to make his character feel the way he wants it to.
That’s it! His sheet is finished, and his character is ready to kick some ass and drink some Scotch. His
character has ended up with the Privilege Legendary, which allows him to put an extra point into an
Attribute. He has chosen to make his character extremely well-coordinated, as this will affect checks he
makes to use firearms later.
“Once, when I was in boot camp, I found myself alone on the beach staring out into the dark ocean at night.
I swear I saw an onyx-skinned horror, standing nearly 10 feet tall, bearing razor-sharp claws and teeth. All
I could do was slowly sit down in the sand and cover my eyes with my hands. I was too terrified to even try
to save myself. The thing stopped and stared at me curiously for a moment, then exploded into a huge black
cloud. I couldn’t help but breathe some of it in. Ever since then, I’ve sworn to make it my mission to hunt these
things down and rid the earth of them. If I don’t do it, no one else will.”
Arik shares his memory with the table, and everyone thinks that it’s pretty scary, but also pretty cool. He’s
ready to enter play.
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Andrew wants to really dig deep into The Midnight World’s system and make a detailed character. He knows this
process will take a while, but it’s worth it to him. He starts by assigning Core Attributes. He wants to play a socialite,
so he prioritizes the Attributes that will help him the most when his character interacts with others. He chooses
Charisma and Resilience as his rank 3 Attributes, and Acumen and Intuition as his rank 2 Attributes. He rates the
remaining Attributes at 1.
Next, he moves to Skills. Since he’s making a custom character, Andrew doesn’t need to select an Archetype. For his
two rank 3 Skills, he chooses Empathy and Manipulation. A socialite is unlikely to crack under pressure, so he chooses
Composure as one of his rank 2 Skills. He completes his Skills by assigning them the way he thinks would work best
for his character, as shown on the sample sheet.
When he moves down to Aptitudes and Specializations, he notices that the Politician Vocation matches his intended
build pretty well. He isn’t required to use one of the listed Vocations, but he certainly can. He assigns his Aptitudes
based on the Politician Vocation. He then chooses a single Specialization to modify one of his four Aptitudes.
Andrew really wants to maximize his capabilities as a grand manipulator, so for his Privilege he selects Prodigy, which
allows him to add a Specialization in Negotiation. He chooses “Political Haggling.”
For his Challenge, Andrew thinks that it might be fun to play a character that’s a bit more fragile than he typically
prefers. He chooses Traumatized, meaning that he will have to build two Trauma Triggers instead of one. For his first
Trauma Trigger, Andrew decides to gowith Loud, Unexpected Noises. His character is a frequent target for would-
be assassins, and he can’t seem to let his guard down. For his second Trauma Trigger, Andrew decides that Having
Reason to Doubt a Comrade’s True Identity will be particularly anxiety-producing. He has a reason for this choice,
and he’ll include it when he constructs his character’s memory in a few moments.
Andrew considers what may comfort this character, and he decides on Being the Center of Attention. Sure, this Solace
Trigger is a bit on the nose, but it shouldn’t be too difficult to make sure the character has opportunities to indulge in it.
Finally, Andrew reads through the Hour 1 Dread Manifestations. He looks at the memory he’s drafting and decides
To put the finishing touches on his character, Andrew needs to create his memory. To do so, he decides to follow
the same basic structure used in the Memory Fragment Table. His memory should have at least six sentences that
ultimately describe the when, where, what, and aftermath of his run-in with Dread.
“Once, when I was on the campaign trail in some rural backwater, I found myself alone in a rundown motel room by
the highway. I felt cooped up, so I stepped outside for some air, and I swear I saw my campaign advisor, Jon. He was split
in half, viscera and bones exposed, and there was some disgusting insect-like creature controlling his body with terrible,
articulated limbs. All I could think to do was run to the manager’s office and beg him to call the police. But a few
seconds after I ran into the office, Jon came in behind me, fully reformed as if nothing had happened. He shared a
knowing look with the manager. I just tried to act like I hadn’t seen anything, and I went back to my room. Ever
since that night, I’ve dedicated my life to slowly but surely rooting out and cataloging the monsters in our midst.
Eventually, I’m going to expose them all to the world.”
Andrew’s character is done. When he shares his memory with other members of the group, Anie expresses
some discomfort. She says that she doesn’t want Andrew to change anything, but she’d like it if he’d be
careful with explicit descriptions of gore. He agrees, and the game moves forward.
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Mike’s ribs cracked under my fist. I don’t remember throwing that punch at all.
All I recall is Mike saying, “I’m sorry, I’m sorry,” over and over again in my doorway. Then something crunched and my hand was
in a fist and Mike was on the ground and his parents stared at me like I’d grown three heads and an extra set of hands.
Mike tried to breathe. And couldn’t. He laid there like a busted doll, eyes wide, mouth open, blinking hard and panting and
holding one hand over his chest like he might jump-start his lungs with some sudden electric-fingers burst.
“Mike?” His Mom looked down, knelt down next to him. Mike kept gasping. “Mike? Michael? Baby, are you okay?”
The search party found me in the fields two days after things went black. I’d been soaking wet, covered in scrapes and scabs
and grime. Nonverbal, they told me later. As one said, “You looked like you’d seen Hell.” It took three days before I could talk
again, and the last thing I remembered was being stuck in the pipe as water and darkness rushed in.
They all said it was a miracle. It had been. Just not the kind they thought it was.
Mike came to my house with his parents after I’d been cleaned up and checked out and released from the hospital to go home.
As I’d heard later, Mike escaped, waited in the rain for me to follow him, and finally ran off to fetch security guards. They’d sent
in guys with flashlights and rope once the water level dropped. I was gone. Wherever I came out, it wasn’t where we went in.
Mike got in a world of trouble. Got arrested, from what I heard. My survival got him mostly off the hook. Obviously, he felt bad
about the whole thing.
I wanted to feel bad about punching him in the chest. Standing there, over him, I couldn’t feel anything but a faint sting in my
knuckles and a deep cold everywhere else.
Then Mike finally took a deep breath, wheezed, coughed a few times. “Ow,” he said. “Ow, that really fucking hurts.”
It took several months and lots of therapy before I began using complete sentences again. My mind worked fine, but words got
lost in translation somewhere between where I thought about saying them and where my voice actually began.
“Now look, young lady…” Mike’s father finally found his voice.
“It’s…” Mike coughed again, wincing. “It’s cool, Dad. I deserved that.” His eyes glared like a wounded animal at me. His parents
helped him up as Mike stumbled over contrition. It was his fault, he said. “I’m just glad…” Mike looked for signs of his best
friend in my face. I don’t think he found me there. “…you’re not dead,” he finished.
Our parents, of course, forbade us from seeing each other again. We listened about as well as anyone listens to their parents
at that age. After many weeks of moving through the school halls like a ghost, an object of intense yet distant fascination, I found
myself at Mike’s locker between classes. “You okay?” I asked when he arrived.
“I’m sorry.”
“So am I.”
If this had been a movie, we might have hugged while a pop song tugged on the audience’s heartstrings. As it was, we walked off
toward class together, not talking, whispers from other kids trailing in our wake. Because I had more leeway to be late to class,
thanks to my “incident” and its effects on me, I guided Mike to Geometry and just said, “Later?” at the door.
It wasn’t cool, in hindsight. But we tried. That darkness hung between us both, swallowing everything we’d been before that day.
We kept up the old rituals. Backed each other when the rest of the world gave one or both of us shit. Listened to old records in
Mike’s parents’ house. The distance we kept from everybody else, though, was nothing compared to the distance ripped between
us by that day.
Our best friends drowned in that pipe, in the darkness. Someone else survived.
And neither Mike nor I knew how to reach across that gulf to find our friend again.
THE MIDNIGHT WORLD
hand also returns to 1, and all Distress dice are lost. at 1 o’clock, and moves forward 1 tick each time your
While Seconds are a resource that replenishes with character spends a point of effort. Your character can-
each new Minute, and Minutes can, in some cases, not spend more than 6 Seconds per round. In most
be subtracted, there is no coming back from the tick cases, your character can spend Seconds at any point
of an Hour. An Hour gained is an Hour lost. That is during your turn, before or after seeing the results
the essence of The Midnight World. Try as we might, of a roll. Generally, this encourages players to wait
even as we become capable of truly incredible feats, until after they have seen how well they’ve done on
we can never truly outpace the inevitable march of a check before resorting to using Seconds.
the Clock.
There is one exception to this rule, however. In the
In most cases, the Director will only allow your char- case of a contested check, you must decide whether
acter’s Hour hand to advance by a certain amount to use Seconds before the check is made. This rule
during each story. While progression remains at their ensures that the check is fair for both participants,
discretion, most Directors find that it’s best to limit and it increases the tension of making such a decision.
the Hour Hand to two ticks per episode. At first blush,
this limit appears to be a good thing; it means that Listed below are a few ways that Seconds can be used
no situation is enough to take your character from during play, but as with most things in The Midnight
challenge to calamity in a single sitting. World, further uses are limited only by your imagi-
nation and your Director’s approval.
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• Add 1 Second to reroll a single die that While Minutes gained through exposure to horror
didn’t roll a hit. or triggers can sometimes be managed using powers,
Privileges, or other means, nothing can prevent the
• Add 3 Seconds to add a single d8 to Minute Hand from ticking forward when a character
your roll. invokes a Dread Manifestation. The act of shredding
the natural order is too traumatic, even for the most
• Add 6 Seconds to remove all Distress dice well-versed Touched. Once the Minute Hand ticks
from a single roll. to 12, it returns to 1. You remove all Distress dice,
and the Hour Hand advances.
Again, you can’t add more than 6 Seconds to
your character’s Midnight Clock per turn, except In the case that a character has already reached the
in a handful of rare cases (such as those granted maximum allowable Hour for an Episode, the Minute
by certain Challenges or Privileges). Likewise, if Hand simply hangs at 11. The character cannot use
a character has reached the maximum number Dread Manifestations or spend Seconds if it would
of Hours and Minutes allowed during an epi- result in moving up to 12 Seconds or beyond. Ad-
sode, they can’t add more than 11 Seconds total ditionally, whenever the character would normally
to their Clock until they’ve reduced their Minutes. add Minutes due to a Trauma Trigger, contact with a
Dread entity, or any other scenario, they must instead
When a character’s Second Hand hits 12, it resets to make a Keeping it Together Check. More information
1 and their Minute Hand advances. about this check can be found later in this chapter.
The Minute Hand of The Midnight Clock tracks the With each tick of the Hour Hand, a character gains
level of Distress a character is experiencing, either dizzying new insight into the nature of the multiverse.
caused by some terrible display of otherworldly This knowledge allows them to become incrementally
horror, the metaphysical torment of using Dread more powerful, unlocking a deeper understanding
Manifestations, or by being exposed to their personal of their own precarious position in this reality and
Trauma Trigger. With each tick of the Minute Hand, forcing them to manifest new and ever-more-terrible
a character grows more anxious and uneasy. abilities to alter it at their whim.
Each time the Minute Hand strikes an even number, Each new Hour represents more than just power
your character obtains one Distress die (1d4), with a that has been acquired, though. The horrific truths
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normal lives. For 30 seconds (or three full combat At every odd-numbered Hour, the character instead
rounds), these characters transform into ghastly receives a new Dread Manifestation. They can choose
Chimerae, twisted avatars of the Dread Being that has this Manifestation from any theme, and from any
influenced them. During this time, the Director issues Hour at or below their current one. Dread Manifes-
a list of two or three Compulsions that the character tations are listed by theme in Chapter 4.
must follow, regardless of any consequences. These
beasts will tear through enemies and lovers alike
to fulfill their grisly mission, emboldened by an RESOLVING SKILL CHECKS
arsenal of deadly new powers and abilities.
In most cases, the actions that a player wants their
Should the character survive this awful experience, character to perform happen without any sort of
they will find the channels that once fueled their mechanical resolution necessary. When undertaking
otherworldly prowess burned to a cinder. Their Hour the normal activities of daily life, such as walking
Hand, Minute Hand, and Second Hand immediately across the street, opening a car door, or retrieving
reset to 1, never to move again. They lose all accu- an important document from the office, there’s no
mulated Advancement Points and Dread Manifes- reason to muddy the story with constant dice rolls.
tations, and no matter what they may try, they will
never be able to unlock them again. For all intents There are times, however, when your character will
and purposes, they become shells of their former wish to perform a task that isn’t a guaranteed success.
selves—impotent, mundane humans that will be Even though they may be very skilled at that particular
forever haunted by the unconscionable things they pursuit, it still requires substantial effort and carries
have done. the risk of failure. In these cases, the Director will
usually ask you to perform a skill check.
For more information on Chimerae, see Chapter
7 under the heading “On-Demand Antagonists.” Skill checks are dice rolls that allow a mechanical
means by which to determine success or failure.
Depending on the results of this roll, you should be
CHARACTER ADVANCEMENT able to define your character’s degree of success, or
how well they managed to fulfill their intended goal.
The Midnight World is unlike most other tabletop
roleplaying game (TTRPG) systems in that characters The Midnight World uses the Pendulum Roleplaying
don’t receive experience points for completion of par- System, which is explained in detail below.
ticular goals or story segments. Instead, a character’s
advancement is tied inextricably to their progression ATTRIBUTE DICE, SKILL DICE, AND
CHAPTER 3: ADVANCED SYSTEMS
Each time the Hour Hand of a character’s Midnight Just like in many games that utilize a dice-per-dot system,
Clock ticks forward, they gain a deeper understanding The Midnight World combines two of your character’s
of themselves and the bizarre depths of the multiverse. statistics to create a dice pool. Whenever a skill check is
This knowledge confers substantial benefits, including needed, the Director will determine which Attribute and
a more comprehensive grasp of their own abilities and Skill most accurately represent performing the action.
awe-inspiring powers that can remake the very fabric For each rank a character has in both categories, they
of reality. add 1d6 to their dice pool.
Every time a character’s Hour Hand hits an even-num- However, The Midnight World differs from similar
bered Hour, they receive a number of Advancement games in that Attributes and Skills are not necessarily
Points equal to that number. For instance, a character weighted equally. Whenever a Touched character has
at Hour 4 gains 4 points, and a character who has just an Aptitude that is relevant to the check being made,
hit their 6th Hour will gain 6 points. You can spend they upgrade the d6s granted by their Skill to d8s.
these points on a one-for-one basis to increase your Outside of specific Privileges and Dread Manifesta-
character’s Attributes and Skills, or to purchase new tions, Attribute dice can’t be upgraded.
Aptitudes and Specializations.
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In this way, Attributes represent a Touched’s innate on a check in this way, and in some cases, there may
talents, and Skills represent a range of accumulated even be more 1s rolled on Distress dice than there
knowledge that can become more potent when the are hits rolled altogether. In this case, everything
character has spent time perfecting it. has gone awry and something awful happens.
Kalem’s character has undergone a harrowing experi- Usually, players really want their characters to succeed
ence this evening, and the terror of it has forced him at the tasks they attempt. It can feel very frustrating
to consider the deeper structures of creation. As he when a night of poor rolls completely guts your
advances from Hour 7 to Hour 8, Kalem’s character character’s concept and makes them seem useless at
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CONTESTED CHECKS
RECOMMENDED DICE POOLS
In The Midnight World, obstacles can include much
more than razor wire atop a fence. Sometimes a
In many places in this book, descriptions list the At-
Touched character will need to test their skills against
another sentient entity, be that a mundane person, tribute and Skill recommended for particular skill
an Egregore, or another of the Touched. checks. It’s important to note, though, that these are only
recommendations; it’s ultimately the Director’s call to
Contested checks operate on the same success system determine how best to construct a dice pool.
as outlined above, with one major difference. The
player’s roll is followed by a relevant defensive roll For example, shooting a target with a handgun would
by the target of their action. typically require a character to make a skill check us-
ing Coordination and Composure [Marksmanship].
ASSISTED CHECKS However, the character may not be relying on their
steady hand in a given circumstance, instead hoping to
At times, several characters involved in a scene will
react instinctively to hit any target that might suddenly
be in position to work together to accomplish a task.
In these situations, the cooperating characters can appear. In this case, the Director might require that
make an assisted skill check, combining their many the check be made using Coordination and Vigilance
hands in the hope of making the work a bit lighter [Marksmanship].
and the outcome more favorable. To make an assisted
skill check, first choose the character whose player Similarly, the Aptitudes listed in brackets with each
will actually be rolling the dice. This player uses the recommended dice pool are subject to the Director’s
character’s full dice pool, including their Attribute, discretion. For instance, in the example listed above, the
Skill, and any applicable Specialization. character may not be trying to harm the target, instead
trying to force it into a more advantageous position on
Each extra participant may then add up to 6 Seconds
the field. In this case, it would be within the Director’s
apiece to add additional d8s to the check, at a cost
purview to allow the Tactics Aptitude to apply instead
of 3 seconds per die. If there are three characters
assisting the check, for instance, and each takes the of Marksmanship.
full 6 Seconds, the character making the check may
add an additional 6d8 to their dice pool.
table want to pursue it, there’s nothing stopping them.
CHAPTER 3: ADVANCED SYSTEMS
Assisted skill checks may not be used in combat. However, it’s important to remember that PvP content
wasn’t our focus when we created the delicate balance
PLAYER VERSUS PLAYER (PVP) between Dread Manifestations and Cult Perks.
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Example Scenario: Sean’s Character, “Blake,” is attempting to climb over a tall fence topped with concertina
wire. His Director requires that he make a Strength and Reaction [Athletics] roll to pull himself up and avoid
slipping.
CATASTROPHIC FAILURE
Roll: More 1s on Distress dice than hits on the check.
Result: The character has messed up in a big way. Not only did they fail to accomplish their goal, but
they’ve made things demonstrably worse.
Example Effect: Blake makes it nearly to the top, but he loses his grip and tumbles 12 feet into a bed of
triple-spooled C-wire. He is only lightly injured, but he is very much stuck, and his fall made a racket sure to
alert the guards.
COMPLICATED SUCCESS
Roll: No net hits.
Result: The character has managed to succeed at their task, but something has gone haywire in the at-
tempt. Even in solving this problem, they’ve introduced another.
Example Effect: Blake clears the fence, but somehow manages to cut himself pretty badly on the way down.
Not only does he take some damage, but now his blood is everywhere, and this is a bad place to leave your
blood laying around.
COMMON SUCCESS
Roll: Between 1 and 3 net hits.
CHAPTER 3: ADVANCED SYSTEMS
Result: The character has succeeded in their intended action with neither remarkable efficiency nor dam-
aging side effects.
Example Effect: Blake clears the fence cleanly, and he is in a good spot to make a run for it.
PHENOMENAL SUCCESS
Roll: 4 or more net hits.
Result: The character has performed perfectly. They have not only completely succeeded in their attempt,
but they have managed to make life easier for themself and their team down the road.
Example Effect: Blake effortlessly scales the fence, weaving in and out of the C-wire as if it isn’t even there.
While he’s on top of the fence, he’s able to disconnect a section of the wire, which falls away quietly. His entire
team can now cross safely.
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STEP 2: DECLARE INTENDED ACTION are all represented by the Marksmanship Aptitude.
To have their character use a ranged weapon, the
Once the Director records the initiative order, the player typically makes a check with Composure and
next step is for each participant in the scene to Coordination [Marksmanship].
describe the action they intend their characters
to take. There are a couple of different ways to do DODGING AND PARRYING
this, depending on what feels right to the Director Any time a character is targeted with a physical at-
and players. The most common method is to start tack, they have a chance to avoid damage altogether
at the top of the initiative order and have each by making a dodge or parry check. To dodge, the
player involved describe their character’s action player typically rolls the character’s Coordination
and immediately roll to resolve it. This method is and Reaction [Athletics] and compares the results
the simplest to use, and it allows for each round to the attacker’s roll. Each hit on a dodge check
to be resolved as quickly as possible. subtracts 1 hit from the attack check. If there are
more hits on the dodge check than on the attack
STEP 3: ROLL TO RESOLVE ACTIONS check, the character gets out of the way completely
and avoids being hurt.
The next step in a combat scene involves resolving
each character’s intended action using an appropriate Parry checks are similar, except that character uses a
skill check. There are several types of actions that melee weapon or unarmed strike to bat an incoming
can be performed in a combat round. Most of the blow away. To parry, players typically roll their char-
time, though, characters will choose to attack one acter’s Strength and Reaction with Hand-to-Hand
another using fists or weapons. Sometimes there are or Weaponry as an Aptitude. As with dodge checks,
also sophisticated mental attacks fueled by Dread each hit reduces the attacker’s number of hits by 1.
Manifestations. The rules for those powers are listed If you score more net hits than your attacker, you’ve
under their descriptions in Chapter 4. managed to escape the blow. Parrying can only be
attempted to thwart melee or hand-to-hand attacks;
For mundane attacks, there are several Skills that the your fencing saber simply isn’t capable of deflecting
Director may permit to be used in the check, depend- shotgun blasts.
ing on the method the character is attempting to use
to inflict damage. Whenever the target of an attack uses one of these
defensive actions, the number of hits remaining on
ATTACKING WITH A MELEE WEAPON the attack check after comparison becomes the attack’s
Any hand-held object that one character might swing net hits. This number is important when calculating
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ARMOR
To apply the effects of armor, subtract its value from
any incoming damage. If your character takes 5
damage from an Egregore’s claws, for example, but
they are wearing a kevlar vest (Armor Value 2), you’d
only record the loss of 3 Health.
WEAPON QUALITIES
Some weapon qualities require that a specific damage
threshold be met before they apply. In these cases,
only count damage that the target actually suffers;
damage reduced by their armor doesn’t trigger a
weapon’s Quality.
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spot these weapons with a successful skill check avoid. When making an attack check with a Precise
using their Intuition and Vigilance [Investigation] weapon, add 2 hits to every attack check rolled.
against the wielder’s Coordination and Manipula-
tion [Larceny]. STAGGERING
Weapons with this Quality hit hard and transfer
GRIEVOUS a huge amount of kinetic force to their target.
Grievous weapons are brutal things meant to cause Whenever a victim takes 6 or more damage in a
injuries that are as horrifying as they are painful. If single blow from such a weapon, they fall to their
a weapon with this Quality scores 6 or more damage knees. Until the end of their next turn, they suffer
in a single blow, the victim gains two Distress dice the Staggered Condition.
that cannot be removed until the injury has been
treated or healed. These Distress dice don’t function WOUNDING
quite like others. First, they are not tied to Minutes. Weapons with the Wounding Quality cause cata-
No matter where the victim’s Minute Hand sits, these strophic, debilitating injury. Whenever one inflicts
dice apply. Because of this penalty, a character suffer- 6 or more damage in a single blow, the victim must
ing a Grievous Wound can exceed the normal limit make a check on the Wound Table found at the end
of 5 Distress dice. Likewise, a character or creature of this chapter. Wounds gained in this fashion are
that does not have a Midnight Clock is still subject permanent, but can sometimes be removed through
to this Quality. applications of Dread Manifestations.
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FIREPROOF
Fireproof armor is made of special materials that make
it highly resistant to combustion. It can’t prevent intense
TAKING MULTIPLE ACTIONS
heat from harming its wearer, such as when they’re the
victim of a Dread Manifestation like Solar Flare, but the Some characters in The Midnight World are capable
components of its construction prevent it from bursting of incredible feats of dexterity and speed. By ma-
into flame. Characters wearing armor with this Quality nipulating static reality, they can move with such
are immune to the Burning Condition. awful quickness that often the human eye can’t even
track them.
IMPOSING
Armor with the Imposing Quality does more than It can be very tempting to reflect this quality during
protect its wearer. It also makes them appear larger combat scenes by allowing such characters to take
or more frightening to their opponents, oozing the multiple actions per round. The problem with this
impression that the wearer is even more ferocious approach is that when there are several characters at
than they actually are. While your character is wearing the table capable of taking two or three actions per
Imposing armor, add 2d8 to any skill check made to round, it takes substantially longer for the combat
intimidate an opponent. to resolve.
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the more likely it is that it will draw all the wrong at least 6 damage in a single attack, the wielder may
kinds of attention. choose to forego all damage dealt. Instead, the victim
gains 5d4 Distress dice that must be rolled on all skill
checks for the remainder of the scene. This Quality
EXAMPLE WEAPONS
WEAPON DAMAGE VALUE QUALITY
Assault Rifle 3 Penetrating
Battle Axe 4 Grevious
Compound Bow 3 Precise
Grenade 4 Incindiary, Staggering
Handgun 2 Concealable
Hunting Rifle 3 Precise
Longsword 3 Wounding
Machine Gun 3 Automatic
Shotgun 3 Staggering
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EXAMPLE ARMOR
ARMOR ARMOR VALUE QUALITY
Full Riot Gear 3 Imposing
Kevlar Vest 2 Discreet
Plate Carrier 4 Reinforced
Padded Clothing 1 Discreet
Turnout Gear 2 Fireproof
Imperial Musculata 3 Ceremonial
X-28 Combat Exosuit 4 Powered, Stalwart
Chain Shirt 2 Intractable
Mechanized Loader 2 Powered
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the scene, all of the tumors burst and recede, and TERRORIZING
the victim’s skin returns to normal. Artifacts imbued with this Quality are awful to
behold, and they pulse with a disorienting and
NULLIFYING disquieting energy. Once per scene, the wielder
Artifacts with this Quality are deeply connected to may choose any number of targets that are able
the peculiar energies of the Twilight Veil. Once per to see or sense the Artifact. If these targets have a
episode, the wielder of a Nullifying Artifact may Midnight Clock, they immediately add 1 Minute
choose to activate it. This activation doesn’t require and must treat the Artifact as a Trauma Trigger
an action, and it happens immediately whenever the for the remainder of the scene. If they don’t have
character chooses. For ten seconds or one combat a Midnight Clock, they instead gain 2d4 Distress
round, all phenomena that are not firmly rooted in dice that remain for the rest of the scene.
the physical plane are utterly disrupted. Servitors
and Egregoroi gain the Insubstantial Condition, any UNSEEN
active Dread Manifestations end, and no other Dread Unseen Artifacts are capable of briefly disrupting
Qualities may be used until the duration ends. all means of perceiving their owner. Once per ep-
isode, the owner of such an Artifact may activate
PACIFYING it with a thought. For the next 30 seconds or three
Artifacts with this Quality emanate an aura of supreme combat rounds, they become utterly unobservable
calm and comfort. Once per scene, the wielder of to any targets they choose. No matter what powers
such an object may choose any number of willing or equipment the targets try, they cannot sense the
targets in their line of sight. As long as these targets user of the Artifact. They may still try to attack the
can see or otherwise sense the Artifact, they may user, but must treat those attacks as if they have
immediately make a Solace check as if indulging their the Blinded Condition.
Solace Trigger. Beings that don’t possess Midnight
Clocks are instead deeply soothed and may remove VENGEFUL
any Distress dice that they have accrued through Armor that has been imbued with this Quality takes
Dread Manifestations or other means. on a single-minded defensiveness of its owner.
Once per episode, the wielder may declare their
TELEPORTING intention to activate it. For the rest of the scene,
Items with this Quality don’t obey the geometry the Artifact lashes out at any attackers who harm
of the physical world, and the owner can instantly the wielder, dealing half the damage to them that
transfer them to another. Once per scene, the wielder they dealt in their attacks.
of a Teleporting item may choose any willing target
CHAPTER 3: ADVANCED SYSTEMS
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THORN SINGER
Esoteric Dread Rifle
Damage Value: 4
Weapon Qualities: Penetrating, Automatic
Dread Qualities: Indomitable, Harrowing, Tem-
pestuous
CONDITIONS
BLINDED
Characters with the Blinded Condition suffer from
either partial or complete impairment to their vision.
They’re unable to rely on their eyes, making many
tasks far more difficult than they might be for anyone
else. They often miss vital details within the scene
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BURNING
For those afflicted with the Burning Condition, noth-
ing is more important than stifling the flames before
they increase. What might start as a relatively benign
fire can quickly consume everything near it, turning
even the most powerful Touched into a lifeless bed of
dull embers. Unlike most other Conditions, Burning
is ranked in severity from 1 to 5. Each round, at the
beginning of the victim’s turn, they take an amount
of damage equal to their Burning Condition’s cur-
rent rank. In addition, unless they sacrifice their
action to attempt to quell the flames, the severity of
the Condition increases by 1, to a maximum of 5. If
they decide to extinguish themselves, there’s no skill
check required. Regardless of the Condition’s rank,
they’re able to suffocate the fire with their action.
This action doesn’t, of course, prevent them from
being ignited again.
COMPELLED
Characters who are Compelled find themselves
pressed into service by unseen hands, either through
psychological pressure or Dread Power. Whenever a
character is the victim of this Condition, the Director
CHAPTER 3: ADVANCED SYSTEMS
CONFUSED
Confused characters have had their perceptions be-
fuddled in some way, and they find it hard to make
sense of their surroundings. They struggle to tell
friend from foe, danger from safety, or a good idea
from a potentially ruinous one. For the duration of
the Condition, add 2d4 Distress dice to all checks.
These dice apply even if they cause the character
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to go above the normal maximum of 5d4 Distress were to roll 4 total hits, but a 1 on a Distress die and
dice. If the character Catastrophically Fails any skill another 1 on an Attribute die, they calculate the result
check, or nets a negative number of hits on an attack, as 2 net hits, not 3.
they inadvertently hurt themselves or their allies in
some way. FATIGUED
No matter how desperate the circumstances, no one
DAZED can press on in the face of difficult odds forever.
Characters with the Dazed Condition have taken a Eventually, a body deprived of rest can’t help but break
crushing blow or been subjected to something so down, and a mind pushed too hard becomes fogged
shocking that they’ve lost control of their limbs. They and frozen. Like the Burning Condition, Fatigue is
can see and hear just fine, but they find themselves ranked in severity from 1 to 5. For each rank, the
almost entirely incapable of spurring themselves player temporarily removes one rank from one of
to motion. As long as this Condition is active, they their character’s Attributes, until the Condition has
cannot use Aptitude upgrades on any skill checks. been resolved. It’s up to the player to decide how to
distribute these removals. If they decide to remove
DEAFENED multiple ranks from a single Attribute, they are unable
Anytime a character has impaired hearing, they to reduce that Attribute below one.
are subject to the Deafened Condition. While
Deafened, the character may not apply upgrades INCAPACITATED
to any skill checks that require hearing, regardless Characters that have been Incapacitated aren’t dead.
of what Aptitudes or Privileges they might have. Not yet, anyway. Nonetheless, they are functionally
In addition, they can have substantial difficulty unconscious and thus unable to take any actions at
coordinating with their team, since they are unable all until the Condition ends, unless those actions are
to hear shouted commands. reflexive (such as activating the the Lazarus Word
Dread Manifestation). While Incapacitated, a char-
DISEASED acter is incapable of seeing, hearing, or interacting
Characters with the Diseased Condition suffer with their environment in any way. Likewise, they
from one or more crippling ailments. The narrative are totally unable to communicate.
symptoms can be any cruel thing that the Director
thinks appropriate, such as terrible coughing fits, INCORPOREAL
severe gastric distress, or pain that leaves the char- Those afflicted with the Incorporeal Condition be-
acter barely able to walk. Represent this interference come invisible and physically immaterial. They may
by temporarily removing two Attribute ranks from pass through barriers freely and perceive the world
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They may still be able to find other means to get their A character who decides to attack, for instance, doesn’t
point across, such as hand signals, texting, or holding get a defensive skill check if they’re attacked, nor can
up written signs, but they’re physically unable to they move out of harm’s way.
speak coherently enough to be understood by others.
TERRIFIED
NAUSEATED Terrified characters have lost their ability to cope
When a character suffers from this Condition, they with the horrors of The Midnight World, and they
find even the lightest physical activity to be excru- are even more susceptible to anxiety than normal.
ciating. Every step causes their stomach to flip, and While suffering from this Condition, 1s and 2s count
anything strenuous is certain to trigger a violent as failures on Distress dice, effectively doubling the
and painful purge. Whenever a Nauseated character chances that something might go horribly wrong on
makes any kind of skill check that is purely physical every skill check. Even characters with no Distress
in nature, they must score at least a Common Success dice are not immune to being Terrified, as they must
to keep their bile down. In the event of a Complicated always roll at least 1d4 on every skill check, even if
Success, they’re still able to perform the action, but they don’t have Minutes that would normally force
they lose their next turn to uncontrollable retching. them to do so.
Catastrophic Failures mean that the character also
fails to complete their intended action, functionally
robbing them of two turns as they empty their bellies KEEPING IT TOGETHER
onto the floor.
No matter how tough or well prepared a character might
Once a character has purged, remove the be, in The Midnight World there are bound to be mo-
Nauseated Condition. ments when they just can’t hold their anxiety and fear in
check any longer. It smashes past their carefully crafted
POISONED defenses, through the mechanisms they’ve developed
Characters with the Poisoned Condition must take to cope, and out into the forefront of their perception.
considerable care when planning out their actions, When this happens, it takes monumental effort for a
lest the toxin flowing through their veins becomes person to hold on to their faculties.
lethal. Whenever someone suffers from this Con-
dition, each 1 they roll on Distress dice also causes This effort is represented mechanically in The Midnight
them to take 1 damage. This Condition doesn’t stack World by Keeping it Together checks. Whenever a char-
with the Entropic Condition; only 1s on Distress dice acter is presented with stimuli that pushes them past
cause damage in this way. their ability to think clearly, the Director may require
them to make a skill check using their Resilience and
CHAPTER 3: ADVANCED SYSTEMS
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THE MIDNIGHT WORLD
WOUNDS
In most cases, characters in The Midnight World
eventually recover fully from the physical injuries
that they might sustain. Bones mend, flesh knits,
and though it may take substantial time, the deepest
lacerations eventually leave only scars. Even so, some
injuries are so devastating that they forever change
the victim’s life. In most cases, limbs can’t regrow.
Eyes, once destroyed, don’t regain function.
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WOUNDS
Roll REsULT WOUND Penalty
Vision Loss
One or both of your character’s eyes have been Your character permanently
1 badly damaged, or their vision is obscured by suffers from the Blinded Condition.
scar tissue.
Shattered Constitution
The system-wide injuries your character has Your character’s Health is perma-
5 suffered prove to be catastrophic, substantially nently reduced by 4 points.
reducing your overall physical wellbeing.
Cognitive Impairment
Your character’s Acumen perma-
Severe injury has, through constant pain or me-
6 nently reduces to a maximum of
chanical disruption of brain function, caused your
two ranks.
character to lose significant mental acuity.
Limited Capacity
Your character’s Resilience per-
Your character’s breathing has been adversely
CHAPTER 3: ADVANCED SYSTEMS
Atrophied Muscles
Your character’s Strength perma-
Trauma to nerves, ligaments, and blood supply
8 nently reduces to a maximum of
has caused a notable decrease in your character’s
two ranks.
muscle tone and capability.
Necrosis
Some of your character’s soft tissues have suffered
Increase all physical damage your
9 immense damage either due to infection or super-
character receives by 1.
natural abilities that promote decay, weakening
them against further injury.
Scarred
The wounds your character bears are superficial, Your character’s Charisma perma-
but have left their face damaged to the point that nently reduces to a maximum of
10
their appearance can cause discomfort in others. two ranks.
96
The blood didn’t care how I felt about myself. When I grew up, there weren’t nice words for the kind of
person I am. “Tomboy” was the most polite term. That, or “androgynous.” Short hair and skinned knees
were my childhood trademarks, so when puberty kicked in I added ace bandages, not makeup, to my
daily morning rituals. By that time, my knuckles got skinned more often than my knees. I fought like a
boy, took no one’s shit, and earned the nickname Psycho Jo.
The darkness left its mark on me. In strange ways, that was a blessing. People gave me space, for the
most part, and understanding when I decked some asshole for getting too close. My grades stayed
high, thanks to my parents accepting that “class participation” would never be my strong suit again.
Most folks assumed Mike and I were a thing. We never so much as kissed. Despite the gulf where our
old friendship used to be, he had my back and I had his. When he dated Amy, I approved.
When she dumped him, I beat the shit out of her. That last part broke whatever bond we’d had left.
“What the fuck, Joie?” I’d never seen him so mad. I caught a two-week suspension over that beating.
Mom and Dad had to talk them out of expelling me. Mike’s face flared red as he clenched his fists.
“What the fuck is even wrong with you?”
“That doesn’t mean you get to break her face.” I’d only just broken her nose, actually. To be fair, her
face was pretty much a mess to begin with.
“Sorry.”
“That was not cool.” His voice bunched up with quiet tension. Mike’s eyes narrowed.
That’s how I learned to sense it coming. The edges of my vision would start dimming and I’d hear
water trickling when no water was there. I whipped my head around and squeezed my eyes shut. My
hands had already snapped into fists.
“You FUCKING SHOULD BE.” I felt Mike’s spit on the side of my face. I smashed my skull against the
wall so hard the world lit up behind my eyes.
“Fuck you.”
“GET. AWAY.” His face was inches from mine when I opened my eyes. Whatever he saw in those eyes
made him run. I slammed my head in the wall again, arms wrapped so tight around themselves that
I dug scars in my biceps with my nails. Rushing water roared in my ears. I kept straining to open my
eyes. All I saw was black. Darkness flashed with stars forged from my pain.
I threw myself down and rolled myself raw. There was blood on the pavement when I finally stopped.
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can conceivably render your character immortal, it’s for the power’s duration. Armor granted by Rigor
important to note that Touch of Eternity only pro- Mortis does not stack with any other armor source,
tects your character’s body from the passage of time. and it cannot increase a target’s Armor Value above
A character who remains eternally 21 years old can the maximum of 6. Additionally, only supernatural
still drink themselves to death, and they can still clog abilities or effects can bypass this armor. If your
their arteries too badly for their heart to function. character uses Rigor Mortis on a willing target, the
skill check automatically succeeds, and the target may
To actively use Touch of Eternity, choose a target that remain in this state for as long as they wish. Your
you can perceive who has been reduced to 0 Health, character may use this Manifestation on themself.
and add 1 Minute to your Midnight Clock. Until the
scene resolves, the target is not subject to a Dread HOUR 7: GRAVEHIDE
Intervention, and thus does not need to choose an In the darkest recesses of the multiverse, there are
outcome. Instead, they revive at the end of the scene places where the natural processes of death and decay
with 1 Health, and they do not incur a Wound. function entirely differently than they do here. In these
locations, the cessation of vital function doesn’t mean
HOUR 3: FAIL-STATE the end of life. Instead, some profane mechanism causes
Sometimes gears jam, computers need to be defrag- flesh to remain animated. Touched who uncover this
mented, and wires short-circuit. In your hands, disgusting Manifestation can pull from the elements
Murphy’s Law is as fundamental as Newton’s Laws, of those worlds, clothing themselves in the trappings
and if something can go wrong with a piece of tech, of undeath.
you make sure it will go wrong. You can use the forces
of entropy to your advantage, exploiting the inherent Invoking Gravehide adds 4 Minutes to the user’s Mid-
flaws in man-made technologies and pushing them night Clock and causes them to assume a temporary
towards their inevitable breakdown point. state of undeath for one minute, or six combat rounds.
They do not require oxygen or sustenance, their heart
To use Fail-State, add 2 Minutes to your character’s does not beat, and they are immune to all Conditions.
Midnight Clock as they touch any machine or piece Their skin hardens and assumes a deathly pallor, im-
of electronics. If that object can break down or mediately granting an Armor Value of 6. This power
fail, it does so in spectacular fashion. The object cannot increase your character’s Armor Value above
remains useless for the remainder of the scene, the normal maximum of 6. The user may act as normal,
but it inexplicably returns to function thereafter. but their appearance for the power’s duration is that of
CHAPTER 4: DREAD MANIFESTATIONS
a desiccated corpse.
HOUR 5: RIGOR MORTIS
Sometimes, the only way out of a dangerous situation HOUR 9: DENY THE WINNOWER
is in a body bag. For practitioners of this Manifestation, Decay is natural, and in an equitable universe, it affects
though, that end doesn’t have to mean that they’ve all things. Flesh rots, stones crumble, and even stars tick
failed in their aims. In some cases, they’re trying to off every second until their violent, inevitable deaths.
incapacitate an enemy for later interrogation. Perhaps For the powerful few who have developed this Mani-
instead, they may be attempting to protect a grievously festation, though, even the ravages of passing centuries
wounded ally while dashing madly for cover. Whatev- can be brought to heel. With little more than a thought,
er their reasoning, Rigor Mortis allows them to seize they’re capable of halting internal entropic processes
control of a body’s post-mortem function, locking their and protecting others from the decrepit brush of aging.
target’s muscles briefly in the throes of death.
To use Deny the Winnower, your character must touch
To use Rigor Mortis, your character must add 3 an object or person and add 5 Minutes to their Mid-
Minutes to their Midnight Clock and touch a tar- night Clock. The target becomes immune to the effects
get. Make an opposed Manipulation and Acumen of entropy. Inanimate objects remain in their current
[Medicine] skill check against the target’s Resilience condition forever. They will never decay, rust, wither,
and Toughness [Tenacity]. If your character wins the or become inoperable, even if subjected to a Dread
check, the target suffers the Incapacitated Condition Manifestation that would normally advance their age.
until the end of their next turn. Their body takes on Living targets are likewise protected, but only for one
the aspect of a corpse, and they gain 6 Armor Value day per usage of this Manifestation.
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FUNDAMENT
Manifestations included in the Fundament theme
allow the user to tap directly into the massive pow-
er churning beneath the planet’s crust. Those who
dedicate themselves to this theme can sense and
use the lines of hidden energy that lattice the earth,
eventually learning to command the very ground
beneath their feet.
HOUR 1: GEOLOCATE
While many of Touched first discover Manifestations
that reflect their grasp of other realities, you have in-
stead developed the power to root yourself more firmly
in this one. You can tap into the lines of invisible energy
that weave across the globe and use them to isolate
yourself and others.
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By taking a moment to concentrate, your character can encases your character. While enclosed, they suffer
infallibly locate themselves anywhere on their current the Restrained Condition. They cannot move and are
plane of existence. They can determine where they completely immune to the next source of damage they
are geographically, their relative elevation, and any receive. When damaged, the shell violently shatters
dangerous natural phenomenon nearby. In addition, outward and deals half the damage it prevented to
they can also locate any other person with whom they the attacker. Damage caused by this eruption has the
are strongly familiar. Every time your character uses Penetrating Quality. Your character may end this
Geolocate, add 1 Minute. power at any time.
chracter is still able to sense it. However, without [Athletics] skill check or take an additional 2 damage
using a power like Panopticon to break through the when they slam back into the ground. The damage
mystical shroud surrounding it, they cannot perceive caused by falling does not ignore armor, but any target
its exact location. Homing Beacon lasts for one scene. that suffers at least 1 point of it is also affected by the
Staggered Condition for their next turn.
HOUR 5: STONESHELL
Mythology and art often depict the Earth as a loving HOUR 9: TREMOR
mother: a caretaker who nurtures and sustains human- In normal circumstances, the shifting and snapping of
ity out of selfless kindness. To the inveterate Touched tectonic plates miles beneath the Earth’s crust causes
warriors who perfected this Manifestation, though, earthquakes. These massive geological phenomena are
the living Earth is nothing of the sort. She is, instead, eons in the making, and thus have stymied human at-
fiercely protective and stubborn. She isn’t a Madonna tempts to prevent or predict them. Among the Touched,
who fosters life willingly so much as she is a rapidly though, incredibly powerful geomancers have learned to
deteriorating madwoman who is terribly infested with shift the very ground to their whims. This Manifestation
it. The Touched have learned to tap into the energy creates localized explosions of seismic force.
produced by this bizarre iteration of our planet, using
it to protect themselves and lacerate their enemies. To activate Tremor, choose any number of targets in
your character’s line of sight, and add 5 Minutes to
To enact Stoneshell, add 3 Minutes to your character’s their Midnight Clock. Powerful, but highly localized,
Midnight Clock and declare their use of this pow- earthquakes tear through the surface underneath
er. An ultra-dense shell of solid stone immediately them, opening magma-hot fissures on the ground and
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collapsing the floor within buildings. Targets affected your character may examine the same amount of
by Tremor suffer 7 damage as they are crushed by any kind of fluid and unerringly detect any poisons
falling objects or drawn into inhospitable cracks in or diseases that taint it. If you wish, your character
the earth’s surface. In addition, anyone hit by Tremor may then dip their finger into it and instantly purify
must make a successful check using their Coordina- that volume of fluid, converting it into clean and
tion and Endurance [Athletics] or be Staggered for drinkable water. This Manifestation cannot be used
30 seconds or three combat rounds. against living targets; you cannot use it to turn an
enemy’s blood to water, for example.
HOUR 11: TERRA’S FURY
The firm Earth you stand on sits atop an ever-shifting HOUR 3: PHASE CHANGE
ocean of molten rock and metal. Lesser expressions of Among substances, water is particularly fascinating.
Fundament allow a wielder to grasp only a fraction Like others, at any moment it can be a solid, a liquid,
of that power, a whisper of the heat and energy below. or a gas. Unlike most other substances, though, the
For those who have discovered Terra’s Fury, though, relatively narrow gap between the freezing and boiling
not even miles of solid stone can inhibit their capability point of water means that its state is incredibly easy to
to commune with the planet’s core and beckon its fury manipulate. For Touched with this Manifestation, that
to the surface. fact is doubly true. They don’t need to painstakingly
heat or cool a body of water to change its state; they
To invoke this Manifestation, select a location your can simply cycle it through its phases as they see fit.
character can clearly see and add 6 Minutes to their
Midnight Clock. Magma spurts and bubbles from the When invoking Phase Change, add 2 Minutes to
selected location, spilling into a pool that relentlessly your character’s Midnight Clock as they focus their
burns nearly anything it touches to ash. This pool attention on up to 200 gallons of water within line of
grows no larger than a 10-foot radius, and it destroys sight. You may choose whether this water becomes
nearly any mundane structure or object, provided it a solid, liquid, or gas. In any case, the water changes
cannot withstand absurdly intense heat. Characters state, but not temperature. Water solidified in this way
caught in the pool take 8 damage that ignores armor. has all of the same properties as ice without being
Additionally, any creature within 10 feet of the pool frozen. It is slick, brittle, and hard, but not necessarily
is afflicted with Burning (5) until they move at least cold. Likewise, vapor created with Phase Change does
10 feet away. not have the lethal heat of an equivalent amount of
steam. Nonetheless, anything in contact with the water
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HOUR 7: TORRENT
Water is most frequently portrayed as the foremost
building block of life, the essential spring from which
all living things must issue. This fact is certainly true;
without hydration, the world would be barren and
dead. Still, it’s only half the story. For all that water
is necessary for life, it is also a calamitous force that
takes as much as it offers. The Torrent Manifestation
is a singular example of its deadly force. By focusing
their will, users can create a brutal deluge that damages
structures and injures people caught in its path.
HOUR 9: DROWN
The human body is 70 percent water. It serves as the
basis for the blood that oxygenates our tissues, the
fluids that protect our brains and joints, and even the
lubricant that allows our sensory organs to function.
This Manifestation allows its user to suddenly and
forcefully take control of that moisture. With little
more than a thought, they remove it from their victim
in an uncontrolled geyser that can critically injure and
blockade the senses.
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victim’s mouth, nose, and ears erupt with a violent jet To use Frostbite, your character must touch their
of clear water that causes 4 damage and ignores armor. target and add 1 Minute to their Midnight Clock, as
Furthermore, they suffer the Blinded, Deafened, and you declare their intent. In combat, this requirement
Muffled Conditions for 30 seconds or three combat will likely require that you make a Coordination and
rounds, as gallons of water continue to stream from Reaction [Hand to Hand] skill check against your
their face. target. If so, your character can reflexively use this
Manifestation once they have established physical
HOUR 11: EXSICCATE contact. Objects that are subjected to Frostbite are
There is no more keenly edged weapon than the one that frozen and vulnerable to being shattered. Living be-
already lies inside a target, its hilt perfectly positioned ings who are the victim of this power take 2 damage
for a capable attacker to withdraw. Practitioners of that ignores their armor.
this Manifestation turn a victim’s very cells into deadly
explosives. By forcing every ounce of liquid in a body to HOUR 3: EXCITE
violently come to their command, deadly Hydromancers All molecules move. This motion’s energy creates the
obliterate lesser beings with little effort. To add insult to ambient warmth of the universe. You have learned to
annihilation, they are then able to sustain themselves exert control over the mechanisms that dictate molecu-
with the pure water they’ve drawn forth. lar agitation, and you are subsequently able to rapidly
increase the internal heat of a target object or creature.
To invoke this Manifestation, add 6 Minutes to your If properly channeled, you can warm a freezing object
character’s Midnight Clock and choose a target in enough to thaw it…or cause a foe to be spontaneously
their line of sight. The chosen target immediately and engulfed in flame.
violently drains any moisture it contains. The hydra-
tion drawn from the target coalesces into a wisping By adding 2 Minutes to your character’s Midnight
stream of liquid that flows into and is absorbed by Clock, they may cause anything they are touching to
the user. Mundane beings are instantly killed by this take 3 damage and burst into flames. This Manifes-
Manifestation, becoming shriveled, desiccated husks. tation inflicts Burning (1), even if armor reduces the
Supernatural creatures, including Touched, targeted damage. Note that establishing the required physical
by this Manifestation do not instantly die. Instead, contact may require you to make a Coordination
they take 8 damage, ignoring armor. Creatures that and Reaction [Hand-to-Hand] skill check, and this
survive are affected by the Incapacitated Condition attack cannot convey a separate source of damage.
until the end of their next turn as their body withers For example, your character cannot punch a target
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HOUR 7: TRANSMUTE are not borrowed from other realities or illusory; they
The philosopher’s stone is a common trope in are real and permanent unless destroyed, but they
myth and metaphor. According to some, it is cannot themselves be duplicated with subsequent
the mystical secret ingredient that catalyzes usage of this power.
the transformation of one metal into another.
For others, it represents the apex of internal Dread Artifacts can be duplicated with this Mani-
transformation, allowing one to become the most festation. However, it is worth noting that there are
idealized version of themself. Touched who have many beings that would immediately take interest in
mastered this Manifestation know precisely what a substantial increase in the number of such things
the masters of old meant when they described the that exist on any one plane.
stone. By focusing their minds, they can transmute
any unliving substance into the equivalent mass of HOUR 11: ATOMIC CACOPHONY
any other substance. In most solid objects, the atoms making up its basic
structure tend to move more or less in sync with one
By adding 4 Minutes to your character’s Midnight another. There are always some minor variations, but
Clock, they can change up to five cubic feet of any any severe differences among the gathered particles
substance they can touch into an equivalent amount can cause significant damage. Some Touched have
of any other substance. These substances don’t need learned to pervert this principle. They’re able to change
to be alike; your character can Transmute a plastic the vibrating harmonies of a target’s component atoms
cable into gold to allow for conductivity, or they can at will, causing some to repel each other and bounce
change a steel door to nitrogen gas so that they can madly while others cling together and nearly cease
walk through it. However, Transmute cannot be used motion altogether.
on living tissue, as not even the most adept alchemist
has cracked that code just yet. Activating this Manifestation adds 6 Minutes to your
character’s Midnight Clock and wreaks absolute havoc
HOUR 9: POLYMERIZATION on all selected creatures they can see. When this Man-
All of creation is built of the same fundamental ifestation activates, choose either heat or cold as the
material. Particles are arranged into atoms, and damage type that afflicts each target. Targets affected by
these atoms bind together to form molecules. cold take 8 damage that ignores armor, and they suffer
Likewise, molecules cling to one another in chains the Incapacitated Condition until the end of their next
that make up every rock, deer, and asteroid that turn. Targets affected by heat take 8 damage that ignores
CHAPTER 4: DREAD MANIFESTATIONS
exists in physical reality. Touched who have de- armor and are afflicted by Burning (3).
veloped this Manifestation can take direct control
over that process, replicating tangible objects PLANAR MANIPULATION
almost perfectly using molecules taken from the Practitioners of Manifestations within the Planar
air around them. Manipulation theme have learned to manipulate
the very strings of creation, giving them access to
To activate Polymerization, your character adds other iterations of themselves in any of an infinite
5 Minutes to their Midnight Clock and selects number of realities. They’re able to exploit those
an item they can hold, wear, or carry. After other versions of themselves to perceive in new
touching this item for at least 10 seconds, they ways, change their outer appearance, and eventually
can create a perfect duplicate of it. This copy can trade places with them entirely.
be completely identical to the original, or it can
have one minor visible or internal difference of HOUR 1: THE MADNESS ANGLE
your choosing. This variance can manifest as Your initial brush with Dread has left you with
different coloration, minor variation in size, or the ability to briefly peer across the Twilight Veil
some other cosmetic difference. and into iterations of the multiverse similar to
your own. By taking a moment to observe one of
This Manifestation can only copy an object in its these infinite parallel realities, you can readily spot
current state, and it cannot restore any parts of the things in your world that you may have otherwise
original that were missing prior to its use. Polymer- overlooked.
ization also cannot duplicate living tissue. The copies
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To use the Madness Angle, add 1 Minute to your HOUR 5: KARMA THIEF
character’s Midnight Clock and declare your intent There are, in the endless multiverse, an infinite
to the Director. Your character immediately spots number of iterations of you. Every decision you’ve
anything hidden by mundane means. In addition, ever made, and every action you’ve ever attempt-
they’re able to pick up on any plot-sensitive infor- ed, has been pursued a likewise infinite number
mation they may have overlooked, subject to the of times across all of creation. In many of those
Director’s discretion. alternate dimensions, you made good decisions,
and your desperate attempt succeeded against all
HOUR 3: PANOPTICON odds. Practitioners of this Manifestation can reach
The universe is a prison to some, but to you, it is a through the Twilight Veil and grasp one of those
playground. By reaching into other worlds, you si- triumphs, foisting their failure on another version
multaneously see through the eyes of every version of of themselves and claiming success as their own.
yourself in circumstances similar to your own. This
vision allows you to witness the shifts, changes, and By adding 3 Minutes to your character’s Midnight
truths of the world. Perhaps in one universe, you have Clock, you may forego any unopposed check and
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tained with Appropriate can only exist for an hour the multiverse and adopts the success enjoyed by the
in realities in which they are not native. Appropriate version in the most favorable similar situation. For the
can only summon objects that can be held, worn, or rest of the scene, add 5 hits to every check you make.
carried by the user. Note that this power can be used
to find a Dread Artifact, but such a bold theft is likely REFRACTIVE MASTERY
to have dire ramifications. By enforcing subtle control over the photons around
them, Touched who use powers in the Refractive
HOUR 9: DOPPELGÄNGER Mastery theme can turn light itself to their will.
It is easy to assume that no matter what else may be Some can see in total darkness, while others learn to
different in another branch of the multiverse, any par- alter the wavelengths that make up their appearance.
ticular person must remain fundamentally themselves. Masters can do all this and more, eventually learn-
While this belief is true to an extent, the variations ing to turn illumination itself into a deadly weapon
between two iterations of the same person – even on against their foes.
a genetic level – can be shocking. For those who have
developed this Manifestation, that bizarre truth can HOUR 1: SHADOWPIERCE
be put to mischievous purpose. By locating far-distant You manifest the capability to alter the electromagnetic
versions of themselves and briefly trading aspects, they wavelength of some kinds of light. On a large scale, such
can identically mimic another person in this reality. a change requires an immense amount of focus and
can only be sustained for the briefest of moments. To
Your character combs the multiverse for the specific counter this limitation, you have learned to enact this
reality in which they are genetically identical to the control inside your own eyes, conferring full visibility
person they seek to mimic, adding 5 Minutes to their to images nano-meters before they strike the retina.
Midnight Clock to undergo a gruesome and painful
transformation. The stats on your character’s sheet Even in total darkness, you may declare your char-
remain unchanged, but in all cosmetic ways, they acter’s usage of Shadowpierce and add 1 Minute to
have become their target. Unprepared witnesses of their Midnight Clock. For 30 seconds, or three combat
this metamorphosis add 1 Minute to their Midnight rounds, your character can see their surroundings as if
Clocks as the user’s flesh brutally reconfigures before in full daylight. Shadowpierce does not counteract the
their eyes. This transformation takes 10 seconds to effects of blindness caused by any means other than
complete, but when finished, you are indiscernible darkness. This Manifestation does not allow the user
from your chosen disguise at a genetic level. This to see objects that are hidden by supernatural means.
CHAPTER 4: DREAD MANIFESTATIONS
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However, Glimmer Guise does not allow for signif- are identical to them in almost every way, including
icant changes to your character’s proportions. They the capability to physically interact with the world
can pose as a person with a different silhouette by around them.
adopting their general features, but anyone who has
ever seen the target your character is copying will Add 4 Minutes to your character’s Midnight Clock
instantly see through the attempt if your character is to create a construct composed completely of hard
significantly different in size and shape. Further, any- light. This construct is tangible and capable of complex
one who is deeply familiar with the target may make movement and physical interaction, but it cannot
a contested check using their Intuition and Vigilance generate sound. The construct fully mimics your
[Investigation] against your character’s Charisma character, and it has all of their stats and the mundane
and Manipulation [Performance]. If they achieve properties of any equipment they have. For exam-
more hits than you on this check, they instinctively ple, your character can mimic their Dread Sword
understand that your character is not the person they in appearance, but the Simulacrum’s copy does not
know. Unless they are using a supernatural power like retain its supernatural power. It acts on your turn,
Panopticon, though, they aren’t able to determine follows your mental commands, and has 6 Health.
your actual identity. If this construct is destroyed, it bursts in a brilliant
flash of light that inflicts the Blinded Condition on
HOUR 5: ETHEREAL AFFECT any targets you choose that can see it until the end
In a world as dangerous as this one, feats of strength and of their next turn.
boldness often represent a one-way ticket to an ignoble
demise. There are certainly those who are capable of Your character can only sustain one Simulacrum at
standing toe-to-toe with the beasts in the dark, but a time, and it remains until destroyed or dismissed.
stealth is a far more attractive option for most. No one For the purposes of other Dread Manifestations,
is more adept at this skill than those who have mastered Simulacra do not count as living targets.
Refractive Mastery. By forcing photons to flow around
them like water in a stream, they render themselves HOUR 9: PHOTON LANCE
entirely invisible to the naked eye. For the most part, practical applications of the Re-
fractive Mastery theme deal in illusion and defense.
Invoking this Manifestation and adding 3 Minutes Touched who developed these powers tend to be very
to your character’s Midnight Clock allows them to good at getting out of a fight, but are less confident
become functionally invisible. Because this power when stuck in them. There are a few, though, who have
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this Manifestation, though, that very same nurturing When an opponent targets your character in combat,
ray can become a weapon too fiery for their opponents but before they make their attack check, announce
to gaze upon. They can briefly transubstantiate their your intent to use Coronal Flash and add 1 Minute
entire physical form into pure light, using it like a to your character’s Midnight Clock. The attacker
flaming whip to incinerate victims. cannot use Aptitudes to upgrade skill dice for their
next combat action.
To invoke this Manifestation, add 6 Minutes to your
character’s Midnight Clock and declare their inten- HOUR 3: SOLAR FLARE
tion to the Director. For 30 seconds or three combat The sun blesses us; without it, life could not flourish on
rounds, your character gains the Incorporeal Condi- this Earth. Still, our star is a terribly destructive force
tion and emits a terrific and fiercely hot light. They that feeds on constant fiery annihilation. Those Touched
gain total immunity to physical damage, and each who have learned to channel that power manipulate
round, they may choose one target within 40 feet. That the energy of solar plasma itself. Wielding the power
target suffers 6 damage that ignores armor and the of a matter state normally never seen on Earth, you
Burning (3) Condition as violent bursts of crackling can target your enemies with an unerring blast that
fire arc between the target and your character. You no armor can stop.
may choose the same target each round that this
power is active. To use Solar Flare, choose a target and add 2 Minutes
to your character’s Midnight Clock. A searing beam
STELLAR INVOCATION of plasma emits from their palm and unerringly slams
Manifestations under the Stellar Invocation theme into the target. You do not need to make an attack
create a momentary metaphysical bridge between check. The target suffers 3 damage that cannot be
the practitioner and the living core of a sentient star. reduced by armor.
Those who wield these powers can release them in
explosive flashes of nuclear light, eventually learning HOUR 5: QUARK PULSE
to cause the very atoms around them to take on the Sometimes the best explanation we have for malfunc-
mantle of dying suns. tioning equipment is to blame the effects on “solar
flares.” By replicating the electromagnetic frequencies
HOUR 1: CORONAL FLASH given off during these cosmic events, you can create
You have manifested the reflexive capability to daze similar results in a far more targeted, localized, and
your attackers. When someone targets you, you can devastating way, permanently frying the circuitry on
CHAPTER 4: DREAD MANIFESTATIONS
emit a short, directed flare of intense solar light. The a piece of delicate electronic equipment.
flash isn’t enough to cause any lasting harm to an
opponent, but it’s certainly powerful enough to cause To use Quark Pulse, add 3 Minutes to your character’s
them to miss their intended mark. Midnight Clock to permit them to emit a pulse of
electromagnetic energy that renders any one piece of
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mundane electronic equipment or machinery in their several thousand degrees Kelvin. All creatures in
line of sight permanently useless. Even expert attempts range without these protections immediately suffer
to repair the object will fail unless the components 6 damage, ignoring armor. If this Manifestation kills
are completely replaced; the internal circuitry and a creature, it reduces to a fine, black ash.
gaskets are irretrievably destroyed.
HOUR 11: SINGULARITY
HOUR 7: DAZZLE The aftermath of a supernova is even more bizarre than
As children, nearly all of us were admonished against that celestial event itself. Instead of spreading forever
starting directly at the sun. We were warned that do- into the void, the matter expelled in the explosion can
ing so could damage our eyes, and in some cases, the sometimes collapse back in on itself, creating a pinpoint
brain itself. Nonetheless (or, in fact, because of these of mass so incredibly dense that it shreds and consumes
cautions), almost everyone has taken a quick glance all matter around it. These black holes are by far the
at our star. Practitioners of this Manifestation have largest and most destructive phenomena in this uni-
learned to go a step further, subjecting anyone they so verse. Certain Touched have developed the awful ability
choose to an instant and merciless vision of the sun to replicate a tiny fraction of this incredible power.
only inches from their eyes.
Invoking this Manifestation requires adding 6 Minutes
To use Dazzle, add 4 Minutes to your character’s Mid- to your character’s Midnight Clock and designating
night Clock and choose any number of targets that are a location they can clearly see. At the chosen point,
currently able to see or hear your character. The targets your character manifests a small, localized black
gain the Dazed Condition as a fiery but immaterial hole with a radius of up to 40 feet. This Singularity
ball of solar plasma manifests directly in front of their completely obliterates any structures and causes 8
eyes. They remain Dazed until the beginning of their damage per round that cannot be mitigated to any
next turn. Any damage done to a target Dazed in this targets you choose in its area. The effect lasts for 30
manner causes them to immediately return to their seconds or three combat rounds, or until you either
senses. Additionally, make a single opposed skill check perish or dismiss it.
using your character’s Acumen and Manipulation
[Occult] against your targets’ Resilience and Mettle Note that an active Singularity doesn’t share all of the
[Tenacity]. Any opponent that fails this check suffers characteristics of its celestial counterparts. Victims
the Blinded Condition. This Condition persists until who are caught in a usage of this Manifestation are
healed or removed, and it does not abate over time. able to attempt escape; the Singularity doesn’t pull
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To use Janus’s Gaze, your character only needs to a point in space they didn’t intend, such as a within
touch their target and add 1 Minute to their Midnight a wall or floor. However, as with other usages of the
Clock, as you declare your intent to the Director. Temporal Adept theme, the future is uncertain. An
You may then ask a single question that begins with attempt to land in a specific location that you hope
“When…”. Simple questions, such as “When was this your character will eventually go may well be stymied
urn created?” tend to be the easiest for the Director by events that you cannot yet perceive.
to answer. However, you are certainly permitted to
ask more complex questions, such as “When does HOUR 7: IN ILLO TEMPORE
this person die?” It is worth noting that your Director The most studious ritualists know that there is a sacred
can only give their best guess when asked questions time before time, a separate and distinct chronology in
regarding the future. Events to come aren’t yet writ- which the holy can exist unimpeded by the restrictions
ten, and thus actions taken in the game may alter the of material space. Secular scholars among the Touched
outcomes predicted by Janus’s Gaze. know this phenomenon too, but posit that it isn’t so
much a divine bubble as a peculiar wave function of
HOUR 3: CHRONO-STUTTER space-time that exists outside of the multiverse itself.
One of the most concrete rules of our reality is the Regardless of their religious preference, wielders of this
famed Arrow of Time. For whatever reason, time in Manifestation can briefly use this corridor to perceive
this universe seems to follow a clear, linear progres- events of the distant past or hazy future.
sion from start to end. Those who have uncovered
this Manifestation are no longer bound by this rule, Your character adds 4 Minutes to their Midnight
though. By introducing a momentary recalculation Clock and can perceive any window in time they
in the metaphysical engine that dictates chronological choose up to one minute in length. The chosen
order, a Touched invoking Chrono-Stutter can cause moment presents itself to the user as a clear and
one physical action to occur twice, simultaneously. discernable vision, as if they were present for the
event. Future events, as they have yet to take place,
When making an attack check, you may add 2 Min- may be subject to change if circumstances change
utes to your character’s Midnight Clock to double prior to their occurrence. This vision is merely a
the effectiveness of their attempt. Each hit rolled on glimpse through the corridors of time and does not
the check functionally counts twice. These hits can physically place the user in that location or moment.
stack with additional hits from other sources. Chro- Thus, the user cannot interact with their surroundings
no-Stutter may be used reflexively, meaning that you in any way, and they are undetectable to any people
CHAPTER 4: DREAD MANIFESTATIONS
may choose to activate this Manifestation after you or creatures there unless those beings are capable of
have seen the results of your attack check. perceiving across temporal streams.
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THOUGHT CONTROL
Manifestations of the Thought Control theme allow
the Touched who wield them to manipulate the
brain’s electrical activity. Some practitioners learn
to control their own neural oscillations, allow-
ing them to process thoughts at speeds orders of
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magnitude higher than their peers. Others learn to to a nearly incomprehensible level. By tapping into
act as central links for large networks of telepathic the infinite network of universal consciousness, they’re
communication. While none of the powers in this able to create networks of telepathic communication.
theme can interrupt a cognizant creature’s ability to Of course, their ability to push past the barriers that
think freely, the most potent of its Manifestations hold minds distinct from one another has darker uses
allow a user to reprogram the very capabilities on for those of malevolent intent.
which a target has come to rely.
To activate Psychic Nexus, add 3 Minutes to your
HOUR 1: REFLEXIVE COGNITION character’s Midnight Clock. For the rest of the scene,
You can capture a target’s beta-waves during critical they can both receive and project the unspoken
moments, autonomously incorporating their thoughts thoughts of any willing target in line of sight, or with
into your plan of action. As your opponent moves out whom they are personally familiar. This Manifesta-
of harm’s way, you are already adjusting your aim to tion is highly selective, meaning that your character
the place they have unconsciously decided to go. Even can functionally establish “thought networks” that
the most agile fighters find it difficult to anticipate allow for silent and instant communication between
your attacks. team members, while excluding the intrusive ideas
of individuals the user didn’t mean to include. There
After you have rolled an attack check, but before isn’t a specific limit on the number of people that can
your opponent has rolled their reaction, you may be added to these networks, but keep in mind that
declare your intent to use Reflexive Cognition. Your your character, as the central hub, relays all com-
opponent cannot apply Aptitude upgrades to skill munications. Thus, extremely large networks may
dice defending against your character’s attack. Each cause undue stress to your character’s mind and will
usage of Reflexive Cognition adds 1 Minute to your likely suffer from significant delays, as your character
character’s Midnight Clock. receives, decodes, and transmits each message to its
intended recipient.
HOUR 3: DOUBLETHINK
The self is a curious thing. Some physicists believe that Your character can also focus Psychic Nexus directly
it is an expression of the quantum universe, poetically against an unwilling target to communicate mentally
describing independent human thought as “the way the or extract information. In this case, make an opposed
universe asks questions about itself.” Perhaps even more Acumen and Wit [Psychology] skill check against
intriguing is that cosmic forces link every iteration of a your target’s Acumen and Toughness [Centering]. If
CHAPTER 4: DREAD MANIFESTATIONS
single person’s mind across the multiverse. Touched that you win the skill check, your character may converse
have discovered the ability to Doublethink can reach with the target through thought alone, or pry out the
out to those infinite other selves and borrow fragments answer to a single question the victim doesn’t want
of the processing power their minds share. to provide.
When making any skill check involving your char- HOUR 7: LETHE’S CROSSING
acter’s mental prowess, they may add 2 Minutes to Ancient Greek mythology states that the river Lethe
their Midnight Clock to activate Doublethink. Once lies deep in the land of the dead. Even a sip from its
activated, this Manifestation doubles the effectiveness frigid waters would cause total amnesia, stripping all a
of that skill check, effectively making each hit count soul’s memories and carrying them downstream. Some
twice. Your character may activate this Manifestation among the Touched have learned to take control of a
reflexively, so it is often beneficial to wait until you small portion of that power, effectively giving them the
have seen the outcome of your roll before deciding ability to create or alter the narratives in other people’s
to use it. minds with nothing more than a touch.
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character’s Acumen and Manipulation [Psychology] To invoke this Manifestation, add 6 Minutes to your
versus their Intuition and Mettle [Centering]. If you character’s Midnight Clock and choose a target in
win this check, the creature does not notice a missing their line of sight. You may choose to either enhance
memory and believes any altered or created memory or hinder the target’s ability to mentally access the Ap-
to have always been true with no awareness of your titudes that they’ve learned. If you choose to enhance
character’s influence. the target, for the remainder of the scene they may
roll d8s on all skill checks, regardless of any Aptitudes
If the target wins the check, the memory still changes, they may have. In addition, they treat every check as
but the target knows that their mind has been invad- though they have an applicable Specialization.
ed. For 10 seconds, or one combat round, they suffer
the Confused Condition as their mind tries to parse If, instead, you choose to hinder the target, they im-
obviously incorrect information. mediately gain 3d4 Distress dice that must be rolled
on every skill check for the remainder of the scene.
Afterwards, they can’t recall the specifics of the orig- These Distress dice cannot be reduced in any way, and
inal memory, but question some or all of the replace- they can cause a target to have more than the max-
ment’s veracity. imum of 5d4 Distress dice. Further, the target loses
access to all Aptitudes for the remainder of the scene.
HOUR 9: SYNAPTIC RECONFIGURATION
If the human body is akin to a machine, then the brain VITAL TOUCH
is certainly the central system that controls its function. Truthfully, Dread Manifestations have relatively ag-
Like an incredibly complicated computer, it generates nostic morality. Though many are inherently de-
and distributes electrical signals throughout the body’s structive, they aren’t necessarily ‘good’ or ‘evil,’ so
branching neural paths to create sensation, movement, much as they are tools that the Touched can use to
and all the activity required by life. Just like any other reweave the threads of the cosmos. Practitioners of
computer, the brain is vulnerable to skilled technicians the Vital Touch theme, though, are hard-pressed
who know how to reprogram its basic applications. to use its powers for ill. By literally rebalancing the
natural processes of healing, users can heal injuries,
To use Synaptic Configuration, add 5 Minutes to your mend wounds, and calm turbulent minds. To the
character’s Midnight Clock and choose a target they most powerful among them, death itself is little more
can see. Your character can then alter any one of either than a temporary inconvenience.
their Acumen, Charisma, or Intuition scores. You
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HOUR 5: CONVALESCE
Life, growth, and healing are held in a precarious
balance. Practitioners of Vital Touch Manifestations
keenly understand this. The especially skilled among
them can focus their understanding of life and
growth to force another’s body to heal in tremendous
ways. Injuries seal together with a thought, and new
wounds seem to fade faster than they are inflicted.
This Manifestation can even restore function to
body parts thought forever destroyed. Eyes regain
sight, and limbs regrow when someone is subjected
to the raw power of Convalesce.
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worn by many modern paramedics and physicians. provide convalescence to the ill and injured. Masters
As with all symbols, though, the Staff of Asklepios’s of this path, though, are capable of far more potent
origins are rooted in very real power. Advanced applications of its power. By reallocating the energies
practitioners of Vital Touch have regained access to within a body, they can prevent death and even restore
this energy and can imbue physical tokens with a life, regardless of a corpse’s condition.
fraction of it.
Such is your character’s mastery of life, that they may
By adding 4 Minutes to your character’s Midnight add 6 Minutes to their Midnight Clock to snatch
Clock as they spend a minute in deep, uninter- targets of their choice from the jaws of death. All
rupted meditation, your character can focus the targets you designate within 40 feet of your character
raw power of the Overgrowth into a small physical are immediately restored to full health, cured of all
talisman. This talisman can be anything you’d like, Conditions, and may choose to remove any number
though many practitioners of Vital Touch carry of Wounds. This Manifestation is so potent, it can be
pewter representations of the rod and serpent. used while your character is incapacitated, or even
Once imbued, your character can keep these reflexively when unconscious.
items on their person or give them to anyone they
choose. Should the bearer of a Staff of Asklepios fall Alternatively, your character may choose to resurrect
to zero Health at any time, the talisman shatters into a single target that has been dead for any length of
pieces and releases all of its stored power, returning time and for any reason. Your character restores the
the bearer to full Health, removing any Conditions target to any age or state of health, as your character
they may have, and removing a single Wound. sees fit. Note that there may be consequences for
this dramatic application. If your character finds her
Your character can only sustain one active Staff of corpse, for example, they could return our ancestral
Asklepios at a time. Eve to life, but the world may not be ready for the
revelations that action might cause.
HOUR 9: RESTORATIVE RAIN
It is no coincidence that nearly every culture in human VOID MIND
history has included a myth about healing pools. In In the darkest recesses of the multiverse, where no
some stories, they’re described as crystal blue ponds light or sound penetrates, HagYe dances madly in
that can cure the sick and heal the infirm. In others, glorious isolation. With its perception uncluttered
they’re breathtaking golden fountains where fragrant by matter, it can sense the distant truth about its
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intent to use Dusk Sight and add 1 Minute to their point of damage the attack would have caused, the
Midnight Clock. Your character can then immedi- target instead gains 1d4 Distress die, up to 5d4, that
ately perceive Servitors, Egregoroi, and even cultists must be rolled on their next action. Wrack cannot
as marked by the Sigil of the Dread Being they serve. cause a character to have more than the maximum
While your character may not necessarily recognize of 5d4 Distress dice. Wrack can affect creatures that
specific Sigils, they can sense them well enough that do not have a Midnight Clock; even those beings that
they might be able to remember them later or jot do not normally accrue Distress dice can be forced
them down for further research. Additionally, your to do so with this power. Wrack’s effects last for the
character can identify the theme of any Dread Man- remainder of the scene, or until the victim takes an
ifestations they witness in use, even if they’ve never action that requires a skill check.
seen that Manifestation before.
HOUR 7: CONJURE SERVITOR
HOUR 3: DEVIL SIGN Lords among men do not busy themselves with the petty
The trained eye can recognize each Beyonder by a duties of daily life. For them, such menial tasks are
specific Sigil, a pattern of Dread energy unique to better performed by a cadre of loyal servants who exist
their home universe and the power they wield. By ex- only to serve their own preeminent will. Touched who
erting strict control over their servants on this plane, have discovered this Manifestation take this sentiment
they likewise confer that mark to them. Touched who literally. By isolating and externalizing a fragment of
have discovered this Manifestation can co-opt one of their own will, they can create autonomous servants,
these signs and cloak themselves in it, thus appearing in much the same way as the Beyonders themselves.
superficially to be in service to the Beyond.
To enact Conjure Servitor, add 4 Minutes to your
By adding 2 Minutes to your character’s Midnight character’s Midnight Clock as they detail a task that
Clock, they metaphysically brand themself with the they would like completed. This task doesn’t need
mystical Sigil of a Dread Being. The Sigil may be one to follow any specific format, but it does need to be
with which your character is familiar, such as through simple enough that an automaton-like Servitor can
the usage of Dusk Sight or occult research, but they comprehend it. “Defend me against all aggressors!”
can also simply mimic the Dread Power oozing from would be fine, for instance, so long as your character
any creature that they observe. only intended the Servitor to engage hostile, physical
threats. It likely cannot understand tense social sit-
This power does not confer any special knowledge of uations in which such aggressors might act without
CHAPTER 4: DREAD MANIFESTATIONS
the Sigil’s owner. Likewise, Devil Sign doesn’t prevent violence, though. Even if it were able to understand
Servitors or Egregoroi from carrying out their duties this nuance, its response to such indirect hostility
or force them to accept your character’s commands. would almost certainly be to dismember the agitator,
Instead, they simply see your character as one of their as these beings have a very limited set of skills.
own and are vastly less likely to attack unprovoked.
Other characters can perceive your Devil Sign using Once you have determined the set of commands your
Manifestations such as Dusk Sight. character wants followed, they can call up a Minor
Servitor and imbue it with a small fraction of their
HOUR 5: WRACK own will. This Servitor uses the Attributes and Skills
Like a viscous black sludge, trauma is difficult to dis- listed in the table below, and it has access to three
lodge from the sensitive spaces in your mind. It clings Aptitudes and a single Hour 1 Dread Manifestation
to every hidden corner of thought and expels droplets of your choosing. Since they are unable to spend
of uncertainty and anxiety when you most need to keep Minutes to activate these powers, they are instead
focus. Touched who have discovered this Manifestation able to use them once per scene.
have learned to weaponize this toxic metaphysical
fluid. By pulling on powers from beyond the Veil, they A Servitor conjured in this fashion acts on your
coat their weapons in the spiritual residue of trauma, character’s initiative and can take any form you can
inflicting intense anguish upon victims of their strikes. imagine, so long as it is no larger than a Saint Ber-
nard or smaller than a hummingbird. It lasts until
After resolving an attack check, you may add 3 Min- it is destroyed, dismissed, or until its task has been
utes to your character’s Midnight Clock. For every completed.
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COJURED SERVITOR
ATTRIBUTES SKILLS APTITUDES
Strength 4 Coordination 4 Reaction 2 Hand-to-Hand
Acumen 1 Intuition 1 Toughness 2 Tenacity
Charisma 1 Resilience 4 Vigilance 2 (Player Choice)
ATTACKS - Natural Weaponry: Damage Value 3 ARMOR - 2 HEALTH - 8
QUALITIES - (Player Choice)
DREAD QUALITIES - (Player Choice)
HOUR 1 MANIFESTATION - (Player Choice)
HOUR 9: THE GIFT OF PHOBOS of this Manifestation can bring it fully to the fore. In
Fear is vastly more complex than the simple sensations so doing, they turn themselves into living avatars of
that it causes. It’s an evolutionary self-defense, a critical horror so profound that none can stand against them.
set of physiological responses that support survival in
situations that might otherwise result in painful de- Your character adds 6 Minutes to their Midnight
mise. When properly harnessed, it can make a person Clock and erupts in a torrent of void energy. Choose
think faster, move with uncharacteristic grace, or even any number of targets that can perceive your char-
display nearly superhuman feats of strength. It’s a del- acter. Those targets are afflicted by a heart-stopping
icate mechanism, though, and it can quickly become supernatural fear. Mundane targets gain the Terrified
catastrophically overwhelming if left unchecked. This Condition and must immediately flee in an all-con-
Manifestation allows those who have discovered it to suming panic. If they can identify your character,
seize the reins of a target’s fear response, drowning them they will never willingly be in their presence again.
in a flood of insecurity and indecision that can be lethal. Touched and other supernatural targets gain the
Terrified Condition as well, and while they do not
To grant the Gift of Phobos, add 5 Minutes to your flee, they gain 5d4 Distress dice on any action taken
character’s Midnight Clock and choose a target. The directly against your character for the remainder of
victim suffers a flood of sensations and anxieties the scene. This Manifestation can cause a victim to
identical to those caused by immense terror. The go above the normal limit of 5d4 Distress dice.
target’s Minute Hand immediately advances to 11,
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Darkness ripples. Its touch is cold. As the waters reach my lips, shapes unfurl, black upon black.
From the absence of light comes the essence of Not-Light. A petal-vortex of overwhelming void. Alive in an awareness cruci-
ble, it writhes. Scuttles. Licks my skin. Past my skin. To my bones. To beyond.
Trapped, immobile, I breathe it in. Void ripples up my nostrils, down my throat. Fills me. Gestates. And expands.
Light seeps in, unwelcome, blinding. Faint light, but too much to bear. Shivering, I uncoil on the stone.
Void-chill runs in rivers down my face, trickles from my ears, pours from my nose. Cough. Buckle. Vomit darkness into
darkness.
Get up.
Wipe the darkness from my mouth. Above me, light. Dim. Fading. Flickering. Through bars. Too high to reach. Too faint to see by.
My hands are bone-shapes chipped from ice. Sheened with pulsing luminescence.
Cramped limbs untangle, too many limbs, a spider’s limbs bent to impossible degrees.
Get up.
Slip and skate in frozen black. Hell-pins prickle bones and skin. Shuddering, shaking, try to stand. Four legs now. Two legs. Two
arms. Vertigo reeling in my skull. Not-Light flows on the edges of my sight. Up angles. Up walls.
A cell paved and shaped with ice, lit from distant glow above.
Wake up.
“I can’t.”
Wake up.
“I won’t.”
Rocks underfoot. Sifting brush of rough weeds on scabby skin. A light. Two lights. One brightens. Turns toward me.
“Hello? Hello?” A man’s voice. His shape. “Holy shit – I found her.”
It’s not me they found, though. I’m not her. I never was.
My name is Void.
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themselves on subatomic chunks of much larger truly immortal, and many have been active since the
molecules. A handful of them don’t have a single split seconds after the initial act of creation. As such,
body; instead, they are hive-intellects that control an they aren’t limited to paltry constructs like time.
infinite number of unique forms. Still others have no They constantly work to progress their aims, but the
perceivable form at all, existing only in the frontal endgame generally remains millions of years from
lobes of creatures with the ability to imagine them. A coming to fruition. Resist the urge to create a goal
Beyonder’s aspect is its describable features, usually that your Dread Being might be able to reach in the
its appearance and behavior. Don’t limit yourself course of a story. Instead, outline a grand finale set
to narrow strokes when creating them, though. It’s untold ages from now, with small dependent points
important to make them as grand and impossible as that must be achieved along the way.
you can to firmly cement the otherworldly power
they contain. • They are inherently destructive to human life.
No Dread Being wants to destroy mankind simply
GOAL for the sake of doing so. In fact, many of them have
Beyonders are widely variable, including their am- developed a curious fondness for the infantile cogni-
bitions. There have been a handful of incredibly rare zance that has taken root across the living universe.
moments when their purposes have vaguely aligned, Nonetheless, even their most well-intentioned goals
but this cooperation has almost always resulted from (and some of them are well-intentioned) are ultimately
chance instead of intent. The same is true when their cataclysmic to the indigenous life of physical reality.
designs come into conflict; they almost certainly didn’t When creating a goal for your Dread Being, be sure
deliberately cross swords with one another. The truth to describe how the realization of its plan will nec-
is that, by their very nature, these entities are barely essarily lead to the end of existence as we know it.
capable of considering any needs outside of their own.
SERVANTS
However disparate their desires may be, though, their In most cases, characters in The Midnight World will
schemes always seem to bear a few distinct hallmarks. never come into direct contact with a Dread Being.
Characters may perceive them briefly through the
• They are colossal in ambition. Veil, or as part of some grim vision, but encounter-
Dread Beings make plans that are immense and ing something so grand and awful in person usually
timeless in scope. In many cases, they initiated these spells the end of a character’s existence. It is common,
schemes long before any form of life inhabited the however, for the Touched to encounter the servants of
planet we call Earth. Likewise, they often extend a Dread Being’s will. These creatures, simple-minded
well past the point when our orb will no longer be Servitors, lethally intelligent Egregoroi, and mortal
hospitable to us. When creating aspirations for your supplicants, embody the majority of a Dread Being’s
own Dread Beings, don’t limit yourself by considering impact on physical reality. As such, they often repre-
ideas that directly involve or affect mankind. Instead, sent the whole of a character’s understanding of their
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With each mind, the queen’s power grew, as did tiny creatures skittering beneath it. This is only one
her brood and the hosts that carried them. Soon city on one world; the Burrowing Crown is infinite.
the world was hers, and she was finally at rest. It
wasn’t long, though, before sentient beings from SERVANTS
other worlds in her universe began to threaten her The Burrowing Crown is made up of a vast colony
brood in much the same way her erstwhile enemies of arthropods dedicated to serving and empowering
had. While these alien threats painstakingly worked the hive. Beyond the workers and the specialists who
out means to travel to her from their homes many tend to the queen and her eggs, the Burrowing Crown
light years away, The Burrowing Crown turned the boasts a number of creatures that have been bred to
processing power of every mind under her control accomplish distinct tasks for the colony.
towards the same problem. Before other races could
even get off the drawing board, plagues of digging Hunters are specialists dedicated to seeking out new
parasites already sped through the cosmos to them. intelligent lifeforms and marking them with distinct
Before long, these threats were conquered too. With pheromones meant to attract the attention of Harvest-
the sum of her entire universe’s mental energy under ers. Hunters are the smallest of the brood, growing
her control, the queen entered chrysalis. It is there to be no longer than an inch, and they appear to the
that she dreams of other threats, beings outside of untrained as mundane centipedes. They have a distinct
her home universe, that must be brought to heel for blue tint to their carapace, however, with long spindly
the good of the hive. purple legs and antenna. Harvesters are much larger,
about a foot long in length, with powerful sharp legs
GOAL and mandibles.
The only way to guarantee the colony’s continued
survival is to completely absorb every independent While the Hunters and Harvesters do their work,
intellect within the multiverse. Once these minds the colony must protect itself and its queen. To do
are connected, all life can be united under a single, so, the queen has bred her Soldiers into massive
peaceful purpose. There will be no more war, no chitinous monstrosities. The size of small cars, these
more need, and no more unnecessary death. The armor-plated killing machines can burrow their way
Burrowing Crown seeks to create a utopian multi- through concrete and steel. Unlike the drones usually
verse where all needs are met and all hands help lift. seen in colonies of lower life forms, these Egregoroi
are deviously intelligent, able to devise and enact
Unfortunately, this goal means that concepts such clever traps for their enemies.
as “personal identity,” “private thought,” and even
“bodily autonomy” must fall by the wayside. The While a handful of mortals in The Midnight World
Crown is sentient herself, and she understands that serve the Burrowing Crown independently, the sub-
the transition won’t be easily accepted by her new stantial majority of her devotees belong to the Thought
subjects. If they’d prefer to end their consciousness- Wardens. These brilliant scientists, researchers, and
CHAPTER 5: DREAD BEINGs
es instead of joining hers, she’s more than generous philosophers are fully aware of their benefactor’s na-
enough to assist them. ture. However, they believe that human destruction
isn’t necessary to fulfill her aims. Instead, they offer
ASPECT a way to nullify any threat humanity might pose to
The few who have been able to view the Burrowing her…by linking their minds to hers, they offer her the
Crown through divinations report having seen a co- ability to monitor and influence human development
lossal, segmented arthropod. Like a gargantuan grub, on this plane.
it undulates in the ruins of what might have been a
human city. Across its massive body, electrical signals
fire constant streams of brilliant blue light. Around it,
billions of wriggling things mill, each clacking some
bizarre form of communication.
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Now, her universe is a nonsensical jumble of events In short order, Gnomonia murdered and devoured
happening either all at once, or never at all. Memory every entity in her entire universe that could wield even
plays out the same as forethought, and history and fu- the tiniest influence over destiny. With all that power
ture are free to intermingle on an unimaginable scale. invested in a single, devoted weaver, she imagined
she could now perfect the lives of every person in her
PATH TO TRANSCENDENCE charge. Perhaps she did, but it’s entirely impossible
Before the destruction of her reality, Gnomonia was to tell by looking at her home plane. It is a shattered
known as the Apportioner, one of three moderately place, a reality in which 10 billion-billion different
powerful witches revered in a tiny nation-state that timelines exist in impossible cacophony. If life exists
had only just begun to record history. With her there outside of the Time-Worn herself, it’s only for
sisters, the Threadspinner and the Stitchcutter, the the briefest of moments. Even that millisecond is an
three were renowned for their ability to understand, endless torment for those trapped within it.
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GOAL SERVANTS
Gnomonia desires to weave the perfect tapestry of Untethered from linear time, the beings native to
fate. She crafts each thread along its chosen course Gnomonia’s plane step through into The Midnight
until it has reached its ideal state before tying it off World at every time simultaneously.
to remain in that spot in perpetuity. Some of her As a result, their physical forms
disciples find themselves in unending euphoria, stretch thin, often to the point
but for many, what makes their particular mun- of non-existence, and they fre-
dane moment perfect to her is beyond their mortal quently seem very out of place for
understanding. Regardless of what prompts her to the era they are interacting with.
determine a particular thread ready to tie off, the Frequently, they are little more
result is a stagnant existence, without causality, than shadows in the night or foot-
consequence, or personal growth. An excess of steps across the floor. However,
order quickly becomes its own form of chaos as with enough energy and intent, an
linear time loses all meaning. Egregore may form with a greater
ability to interact with the physical
This outcome is irrelevant to Gnomonia. Time is a plane. Some remain invisible, but
mere inconvenience to her, and once she has locked can move objects, banging drawers
every fiber exactly where she wants it, she intends or throwing knives to guard a place
to commit her last and most impactful murder. She Gnomonia has decided she needs
will cannibalize the concept of linear time every- vacated. Others remain unable to
where in all universes, and then everything will be physically interact, but they appear
precisely as it was meant to be, forever. tangible, like a woman in her wedding
dress requesting a ride to an abandoned
ASPECT church night after night.
Gnomonia enjoys taking on the appearance of a
plump and pleasant old woman. She often pulls These shadows of Gnomonia’s home re-
upon the memories of elderly women from those ality become the ghosts and haunts of The
who look upon her, to craft an appearance that Midnight World, but the lives of her living
reminds the viewers of their own grandmothers or devotees can often seem just as ephemeral.
elderly women that they have loved or cared for in The Congregation of NOW preaches of the
the past. Coupled with her warm eyes and honeyed perfection to be found in Gnomonia’s grand
voice, Gnomonia uses this crafted appearance to design. Membership includes everyone from
take her victims by surprise. When angered or in hedonistic ravers, to forgettable PTA moms,
the heat of violence, the horrific truth of her inner to overlooked homeless veterans. The one
darkness comes forth. thing they all have in common is their ability
to live entirely in the moment, with no thought
CHAPTER 5: DREAD BEINGs
Like shattered glass, the illusion of tenderness to the past or the future. They are completely
falls away. What is left is a withered and sagging self-actualized, or so they believe, and they
crone. Gone are the warm eyes and grandmotherly desire nothing more from life.
tenderness. What remains is an eyeless horror,
screaming at its victims with toothless maw filled
with an endless sea of sand and ash. In her hands,
she holds all that remains of her first victims, her
sisters. The Threadspinner’s eye rests within her
left hand, which she uses to gaze out into the mul-
tiverse to hunt down a being’s perfect moment. In
her right hand, she wields a scissor-bladed scythe.
She uses it to shear away her target’s past and future,
trapping them in their perfect moment in time,
which replays for all eternity.
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HagYe is not innocent, though. The dirge she sings Usually, those who gaze into HagYe’s eyes seem to
is, itself, a distinct and integral part of the unmaking lose all will to discuss what they’ve seen. They become
of all things. Were her voice to be silenced, perhaps gaunt, afraid, and hopeless with the knowledge that
creation might survive for eternity. Other Dread she will soon sing a song for them. If they ever do
Beings know this potential and, while they’re clearly describe her, though, they often call her beautiful—a
unwilling to interact with her directly, she has been graceful dancer, larger than infinity, whose gossamer
forced to ward off their innumerable attempts to gown is made of the same nothing as the rest of her.
pause her song through clandestine means. These
incursions have made her paranoid and bitter, and SERVANTS
HagYe has begun to turn her gaze outward in hopes HagYe’s role is to bear witness to, mourn, and remember
of preventing her own demise. every aspect of reality that has ever been and ceased to be.
It is an awesome and lonely responsibility, and one that
Where once she rarely accepted new choristers into it has become hard for her to bear alone. The music that
her celestial choir, HagYe now finds and presses the underlies the universe exists as a way for the Beyonder
loudest voices into her service. Her purposes are to comfort herself, serving as both the conductor of the
twofold: on the one hand, an influx of new voices orchestra, and the prima ballerina who dances to it.
alleviates some of her boundless loneliness and helps HagYe’s Servitors, like herself, have no physical form.
her shoulder the burden that is weeping for the mul- They exist solely in the music of creation. However,
tiverse. On the other, these new recruits might be once perceived, they can enter the minds of sentient
turned against the bothersome Beyonders that harass creatures and gently manipulate them like musicians
her, so that she can sing a new song for beings whose conjuring incredible harmonies out of beautiful in-
time has long since passed. struments. The more minds HagYe can add to her
celestial symphony, and the greater their understand-
ASPECT ing of the universe’s music, the less overwhelming
HagYe is, in her truest form, nothingness made her own burden seems. There are others with her to
manifest. She is a vast and unending void found at mourn the deaths of past universes and to help her
the center of the multiverse, patiently waiting for create the music that preserves their memory and
another cosmic ending to ensnare itself within her brings her comfort.
pull. When this event happens, the barrier between
these two realities slowly fades away. She gently takes The people infected by the Servitors, the Null Host,
in everything that is or once was within that universe, will eventually come to her side. They will bring scores
cradles it in her loving embrace, and then obliterates more with them, driven by a maddening compulsion
it. As it fades, not just from this existence but from to seek her out and expose others to her song.
all existences everywhere, HagYe sings her silent
requiem in a final memorial to its end.
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This colossal thing sits at the heart of a sun, and it The Star Eater, though, seeks to preserve this branch
feeds on the power created by the sustained nuclear of creation. It despises other Dread Beings and their
reactions occurring there. Over time, incomprehen- irritating propensity to interfere on this plane. It has no
sible eons by human reckoning, it will suck a star choice but to utilize its will in constant defense against
dry, leaving the once-vibrant body cold and dead: a incursions from its more-ravenous peers. Perhaps, if
hapless victim for stronger gravities nearby. ever given a moment to regroup, it would become as
threatening to other universes as the other Beyonders
Lately, though, the Star Eater has grown disillusioned are to ours. For now, though, the Star Eater is as much
with this endless cycle. It hopes to create a new way—a a part of this world as the sun it devours.
reality wherein a local sentient populace might use
technology to defeat entropy’s ever-forward march, GOAL
so that it might find an inexhaustible fuel source to The Star Eater’s goals are, at least on their surface, bene-
feed upon. ficial to humans. It seeks to assist us in our survival and
to influence us towards certain ideas and technologies
PLANE OF ORIGIN that will eventually provide limitless clean power for
Unlike all other Dread Beings, the Star Eater is truly all mankind. Once we’ve achieved this marvel, we will
at home in The Midnight World. It was born here, deliver the Star Eater an endless meal, allowing it to
in the fractions of a second after the initial explosion rest happily in our sun forever.
flung matter across the void. It spent its infancy feed-
ing on and destroying entire galaxies. As it matured, However, as is often the case, these ends are nowhere
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process over again in another solar system. Even if colorful dust plumes spread throughout their semi-in-
humanity should manage to accomplish the goals set tangible forms. Most have a single brilliant binary
for it by the Dread Being, there is no guarantee that pair that illuminate their faces where eyes might sit
the entity will feel any need for our species to survive on a human face.
once it is no longer useful.
When a heavier touch is required, the Star Eater will
ASPECT sometimes form a “Solthyst.” These miniature stellar
Because the Star Eater is native to our reality, it isn’t bodies can take on the attributes of any kind of star,
insubstantial like other Dread Beings. While those oscillating from a simple sun-like yellow dwarf to
entities might take on different aspects in this realm a destructively pulsating quasar, depending on the
dependent entirely on their observers, the Star Eat- situation. While Solthysts appear as little more than
er appears the same to anyone able to see it. Like a floating balls of plasma, they are in fact lethally in-
monumental caterpillar, it coils in its cocoon in the telligent, capable of solving complex puzzles.
sun’s fusion core. It has grown incredibly resistant
to heat and light, and thus its massive form reflects By far, the most common servants of the Star
no color; it appears so thoroughly black that its finer Eater in The Midnight World are its cultists.
features are lost to the naked eye. Unlike most of the other human organiza-
tions that serve Beyonders, the Children of
No living thing will ever see this face of the Star the Everblazing Star worship their patron
Eater, though. The heat of its home is so intense as a caring and generous god. Throughout
that no matter can withstand it for more than a few their ranks, the Children foster a fervent
seconds. Even if this effect could be mitigated some- and genuine admiration for their deity:
how, the energy output of the sun’s core is measured a love born of immense gratitude for the
in yottawatts per second: power so absurdly strong gifts it has given humanity. They inhabit
that anything other than a Beyonder itself would be all corners of human society, serving as
vaporized in an instant. religious leaders and politicians, enter-
tainers and Little League coaches. They
Instead, most people who encounter an incarnation of often proselytize happily, so sure of their
the Star Eater will not see the being itself, but instead god’s beneficence that they can’t help but
look upon one of an endless cadre of selectively bred share that light with neighbors. Only the
and conditioned human hosts it maintains for the highest echelon of the leadership suspects
purpose of creating Chimeras. These bodies can’t last what ill intentions a liberated Star Eater might
for long, of course. The energy the Star Eater produces visit on mankind.
even in its latent form is strong enough to break down
the cellular bonds holding them together over time.
CHAPTER 5: DREAD BEINGs
SERVANTS
Because it maintains such a large and devoted cult
following, the Star Eater doesn’t often feel the need to
create Servitors or Egregoroi. On the rare occasions
when such a creature is required, the simplest among
them usually takes the form of a vaguely humanoid
nebulous cloud. These “Nebulyths” are all startlingly
unique, with intricate patterns of bright stars and
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THE TAKER
All living things need nourishment to survive. Eating PATH TO TRANSCENDENCE
brings health and energy, helping creatures big and The creature that would eventually evolve into a pu-
small thrive as they journey towards their evolu- trescent god began as nothing more than a tiny, sin-
tionary destiny. Likewise, a grand meal can provide gle-celled predator. Driven by its need to survive, this
more than simple sustenance. It comforts us, filling amoeba did what all such creatures do—it devoured
the emptiness we sometimes feel when things haven’t everything it could possibly find. In our universe, such
gone the way we’d hoped. Yet, hunger has its dark a being would naturally reach the end of its life cycle.
side. When it resists our attempts to sate it, it can The cell that would become the Taker, though, learned
drive us mad. We answer only to our need to feed, to disable the mechanisms that enforce mortality and
to gorge ourselves, and to try all the delectable and natural order. With its lifespan no longer dictated by
disgusting flavors that exist. natural limits, it devoted enormous energy towards its
continued pursuit of precious sustenance.
There are those who have felt this hunger: a hedo-
nistic desire to consume that goes beyond the need When it had devoured all the competing organisms
for sustenance. It has transcended to a state of in its vicinity, it turned its sights towards larger, more
unbridled and unstable gluttony. The ones brave complex creatures. When these couldn’t sate its rav-
enough to look inward when this hunger calls enous need, it feasted on small fish and rodents. With
may catch a glimpse at hunger itself, manifest each new taste it experienced, the Taker added new
in the form of a Beyonder known as the Taker. biological distinctiveness to its own. It grew larger,
more powerful, and more cunning. Before long, it
PLANE OF ORIGIN had consumed all living things on its planet, and had
Once, before the Taker’s rise, its home universe begun feeding on the crust of the Earth itself.
was a verdant plane that provided home to a
numberless menagerie of diverse life. Now, Soon, It began to feed on other nearby worlds. When
though, it’s little more than a viscous expanse they couldn’t sustain it, stars and whole solar systems
of tattered flesh and hanging viscera. Planets fell into its ever-expanding maw. As the Taker’s hunger
that were once made of stone and metal have expanded and its size grew, its universe dwindled.
been consumed and replaced with colossal Soon there was nothing left for the Taker to eat, so it
pustules of throbbing gore. The space between fed upon itself.
them is an infinite, pulsating mass filled to
bursting with the semi-digested excretions As the exquisite pain and pleasure of its final meal
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desires to experience the taste of every piece of reality ripped open in frustration by its own terrible claws.
and savor each moment of finality.
SERVANTS
Once the Taker devourers the multiverse and it sits As the Taker eats, its body reserves some of the
within a nothingness of its own making, it will once matter that it digests to form its Servitors. Much like
again turn to feed upon itself. Some speculate that if white blood cells, these Hunters protect the Dread
this outcome were to ever happen, the Taker would Being from foreign matter that might enter its realm
experience a second apotheosis. None claim to know uninvited. They swarm about the endless cavern it
what such a new transcendence might create, but that calls home, occasionally being plucked up and flicked
question is largely irrelevant. What does it matter what into our own material reality for some unknowable
the Taker might become, if all living things across purpose. These Hunters can take many different
creation are only flora in its bloated gut? forms, but most often they appear as massive vultures,
their wings coated in clotted blood and their beaks
ASPECT dripping with semi-digested ichor.
Very few people have ever seen an incarnation of the
Taker, and nearly all of those who have were con- More terrifying still are the massive wingless brutes
verted into nutrients by its brood shortly thereafter. that serve as the Taker’s enforcers. The Dread Being
Where writings exist about its perceived appearance, sends out these pulsating mounds of walking flesh,
though, they are largely uniform. They describe it as muscle, and teeth to deal with food that its Hunters are
a gruesome abomination, a poorly-stitched-together too weak to take on by themselves. The Juggernauts,
amalgamation of the rotting dead it has consumed. as they have been called, are clever creatures despite
Most frequently, it has appeared to humans as an their appearance. Many Touched have assumed them
unholy combination of massive ape and razor-beaked to be mindless, only to be outsmarted and devoured
carrion bird. Others have described it as being a gar- by a threat they didn’t take seriously enough.
gantuan composite of decomposing bears and lizards.
Members of the esteemed charitable organization
No matter which of its component pieces are most Epicurean Assets serve as the Taker’s mortal subjects
vividly on display when it appears to humans, though, on this plane. Unlike members of other cults, though,
they always describe it as being in some stage of de- the Taker’s devotees seek not to enact his terrible will,
composition. Blackened organs peer through massive but to curb his enormous appetite. They genuinely
wounds it has caused itself in fits of relentless appetite. believe that, by offering their lord an endless and
Jagged bones rip through flesh that is gray and thinned constant supply of succulent morsels, they may be able
by death. It smells of rot and dark earth, and when to slow his destructive hunger and protect creation.
it speaks, its voice gurgles from a throat long since
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Eventually, this nuance became overly burdensome Those who have studied That Which Grows’ servants
as the need for clean air and water outweighed the have noted that they harbor an unyielding aggres-
need for theatrics. The incarcerated, the infirm, the siveness towards any life that is not plant-based.
sick, and eventually the undesirable were all uncer- Some have speculated that this aggression may stem
emoniously sacrificed. from the Dread Being’s desire to feed, while others
believe it is just an instinctual form of self-preserva-
As the blood flowed, the plants grew. tion. Whatever the reason, That Which Grows has
presented itself as an unstoppable force bound only
Soon, all the world’s plant life had been treated with by the walls that separate realities from one another.
the new chemical. Unbeknownst to the people though,
the darkness that infused the chemical had leached ASPECT
into the plants as well. This corruption connected all That Which Grows is an entity that, with-
flora throughout the planet with a unified sentience in its plane of origin, has spread
that desired to grow and eliminate any threat to its through its universe via a net-
neonatal mind. work of root systems that span
throughout the vastness of space.
It began slowly at first. The seeds of oblivion needed It has taken root upon any
time to take root. Once people realized what was world capable of bearing
happening, it was already too late. The farmlands and life. Those worlds that
rural places fell first, but soon the very parks and gar- can’t now serve as an-
dens that had been so sparingly utilized in cities rose chor points. Like ivy
up and enveloped everything in their path. Eventually twisting its way up a
there was no place that had not become overgrown. wall’s surface, That
No creature of land, sea, or sky survived. Neither steel, Which Grows has
concrete, tooth, nor claw offered protection against touched every cor-
the spores and roots of That Which Grows. ner of its universe.
As animal life died, That Which Grows flourished. The hive mind that
It took root in the corpses of the fallen and created connects every
servitors dedicated to growth. With nothing left of its weed, tree, and
homeworld, That Which Grows looked to the stars and flower that is part
the worlds beyond. It sent seedlings out into space, of That Which
allowing the cosmos’ radiation to nourish it on its Grows is all that
journey. The trip was long and the destination distant, remains in this
but That Which Grows is nothing if not patient. With universe. Even its
CHAPTER 5: DREAD BEINGs
each world buried by the Dread Being’s overgrowth, Servitors are mere-
That Which Grows came closer and closer to transcen- ly shells housing
dence. After millions of years, the deed was done; its one aspect of the
universe became one massive garden of death. With hive mind’s collec-
nowhere else to go, That Which Grows began to hear tive system. The
the call of its children across the Twilight Veil: plants smallest seedling is
and fungi that yearn to be free from the oppression connected, trans-
of animals that devour and reap them. mitting emotional
impulses through-
GOAL out the network.
Unyielding growth is the closest thing to a goal That
Which Grows can be said to have. Like a tree leaning For countless
into the sun or a flower that has outgrown its pot, the millennia, That
Dread Being possesses a mindless desire to expand. Which Grows
has evolved
into a terrifying
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other beings, places, and things create a rich and ever opened the book. If anyone ever has, we’d never
unique storyline that fascinates the Unknowable remember that they even existed.
Word. It wants nothing more than to enshrine these
disparate tales in its pages, creating a definitive catalog SERVANTS
of every life that has ever been (or will ever be) lived. The easiest way for the Unknowable Word to collect
The Midnight World’s story is to trick its inhabitants
Unfortunately, each time the Unknowable Word into recording it themselves. Legends of magic tomes
assimilates a story into its collective narrative, it or secret journals no doubt have their origins in the
deletes that story completely from other forms of books it has strategically seeded throughout the mul-
existence. Most witnesses forget that the deleted tiverse. Where these Servitors are found, they create
subject even existed, with only a rare few retaining an almost irresistible urge to fill their pages. One rests
vague recollections of a person that never was. This on your shelf now, in fact: a simple book with pristine
phenomenon mostly occurs with children, whose pages. You’ve always meant to start journaling in it,
distress is often brushed off or boiled down to the but something inside you screams when you think
loss of an imaginary friend. of it. You know that once you commit pen to page,
you’ll never stop writing again.
This deletion is not malicious or evil, but a simple
act of efficiency and order. For the Unknowable The creatures that maintain the library of the Un-
Word, everything in the multiverse has its one and knowable Word are known as Librarians. These
only place, and that place is within the library that shapeshifting, psionic creatures offer terrible and
makes up its realm. unwavering devotion to the Unknowable Word’s goal.
They stalk the halls of the library and the realms to
ASPECT which they are dispatched, appearing at a distance
Tendrils of psychic energy lure those seeking the to be little more than hunched scholars with ink-
Unknowable Word’s knowledge deeper into the imag- stained fingers. Closer inspection, though, reveals
inary halls of its library with promises of forgotten ferocious talons and compound eyes among other,
secrets and forbidden lore. Yet the longer one gazes more egregious departures from the human form.
into the Beyonder’s home plane, the easier it becomes
for it to enter their mind. Eventually, like a dark mem- As far as anyone knows, The Unknowable Word
ory abruptly forcing its way to the forefront of their doesn’t maintain a mortal cult in The Midnight World.
thoughts, the Unknowable Word conquers its victims’ It may have servants here or there, but if a large-scale
consciousness, and its terrible transcription begins. group exists to suit its aims, that information must
lie hidden somewhere within its pages.
During the early days of its existence, the Unknowable
Word was a sentient story passed down throughout
generations via oral tradition. As the technology of its
CHAPTER 5: DREAD BEINGs
146
No one calls me “girl” at Lexa’s. Or kid. Or she. Just Jo. I’m Jo.
High school passed with a few bloody noses and a lot of stony silence. People stopped trying to define me. I stopped caring
what they thought. I never dated. People asked. I never said yes. Desire, for me, felt like an arm I’d laid on the wrong way for
too long. I could still feel the weight of it, attached yet cut off from complete sensation. When I’d try to move it, it hurt and
threatened to break. Eventually, I just got used to that dead weight. Sure, I knew I was missing vital bits of life. The void inside
me, though, snapped back with cold teeth each time I reached for something more. Finally, I stopped trying. Numbness took
over where feeling used to be.
Even my parents avoided looking me in the eye. They were grateful, I think, when I moved out. Clocks tick. Time moves on.
College slid off me like butter in a hot Teflon pan. After three semesters, I gave up and went to work. By then, I’d attracted the
right kinds of attention from the wrong sorts of people. After those people made some assault-and-battery charges disappear,
I went to work for them. Lexa’s needed security. I needed a paycheck and the chance to beat folks into cooperative states of
mind without going to jail for doing it.
We all have our place in this world, I guess. My life fell between the cracks of it, so that’s where I found a home.
Lexa’s only looks like a dive bar. The club squatting in a concrete box is just there for show-and-tell. The heart of the place
beats three levels down, beneath locked doors and storage rooms. Building inspectors never see it. Club patrons don’t see it
either. Most employees don’t even know it’s there.
I learned the truth bit by bit. Not through rumors, which is how you tend to learn such things. Through hard-won trust. No
one in the know said a goddamned thing. No one talking knew the truth. I won my place near the inner circle by doing things
no sane person would want to do. I knew where certain bodies were buried because I helped put them there. By the sixth or
seventh corpse, I could put them literally on ice. With a mental shrug and a brief flash of darkness, I froze bodies almost solid
with my hands. That, it turns out, is a very useful talent when your employers run a club like Lexa’s.
“So, Jo,” Mr. Lake said to me one night. “What do you believe in?”
“Not much.” I still spoke in small words and tiny sentences. Words are a liability. Too many words can pile up, fall down, and
bury you. I knew that from experience. I let eyes and fists speak for me instead. They tend to be safer and more honest than
words.
Mr. Lake wasn’t someone you’d expect to be running a place like Lexa’s. Shorter than me, stocky but well-dressed, streetwise
as a Disney princess at first glance, he seemed more like an accountant than a gangster. Those tend to be the most dangerous
people, though. Not the ones who can break you in half. The ones who get folks like me to do it for them.
“Are you a god-fearing man, Jo?” The words rode a razor between sarcasm and sincerity.
We went down more stairs than I’d seen there before. Neither of us spoke, so we descended in silence. I had lots of time to
think of things as we made our way down. I’d seen all kinds of debauchery by then. All kinds involving adults, anyway. If some
deep secret lay beneath what I already knew, I wondered, then what was I about to see? What would my limits be if I did see
something terrible? What would I do about it if I witnessed something I couldn’t turn blind eyes to?
And, most worryingly, what would Mr. Lake and the unseen muscle I knew was following us down those stairs do about it if
whatever was in that basement was more than even I could excuse?
Then there was that odd spin he’d put on “god-fearing.” Sarcastic, but reverent too. I doubted Mr. Lake was about to introduce
me to their bible-study group, so that mystery haunted me as well.
Knowing what happened to people who really fucked up bad at Lexa’s, what was about to happen to me? Was there some
mistake I’d made without knowing it? Was I supposed to become one of the screaming playthings whose cooperation in Lexa’s
games was not, as they say, consensual? What could I do if I was?
Such thoughts chased each other through my mind as we went down. And down. And down some more.
“No questions, Jo?” he asked as we reached a thick steel door at the bottom of that final set of stairs. “I can hear them buzzing
inside your head.”
“Oh, we know,” he said. “You’re very discreet. We’re noticed that. And we appreciate it. That’s why you get to see what you’re
about to get to see.”
I steeled myself.
“Don’t worry,” Mr. Lake continued. “You’re not about to be punished. You’re about to be rewarded.”
He ran a key card through the slot. Heavy locks clicked open. A hiss of air escaped. He reached for the thick steel lever that
opened up that door.
Light bled into the dim stairway as he pulled the big door open.
I was wrong.
Xan,
Pay particular attention to the next passage. As far as we can tell, this “Mr.
Lake” isn’t a Host himself. Instead, he likely runs an offshoot cell of Epicurean
Assets. It’s difficult to tell if he simply misidentified the relic in his posses-
sion, or if some more sinister circumstances were in play.
THE MIDNIGHT WORLD
CHAPTER 6: CULTS
Regardless of how far they’ve drifted from their or- • The relationship between a Dread Being and its
igins or how much they’ve evolved, at their core, all cult usually isn’t worshipful.
Touched are still human beings. As such, even the Well, not exactly anyway. Some cultists definitely
most powerful among them recognize that the threats view their Beyonder as some kind of omnipotent
hidden just on the other side of their perception are god worthy of unflinching adoration. Luckily, these
stronger than they can ever hope to handle alone. zealots tend to be fringe outliers among their peers.
Likewise, many of them have come to understand the For the most part, the major cults maintain something
desires and goals of specific Dread Beings. Touched like a respectful working relationship with the Dread
often learn that the Beyonders are infinite entities Being they serve. They know what its endgame is,
with little interest in the affairs of humanity. Their and they actively work to help it reach that goal. At
goals may be ultimately beneficial for mankind, but the same time, though, they struggle to ensure that
that’s incidental to the concerns of a god. With gentle the needs of humanity aren’t completely ignored in
guidance, these Touched believe that they can both a maddened rush to the finish line. The Children of
serve the interests of their benefactors and better the the Everblazing Star are the notable exception to this
lives of all mankind in the process. rule. Their lord is an unfettered good, they argue, and
thus requires religious devotion.
Throughout recorded history, groups of like-minded
Touched have gathered many times to pursue this • Every cult genuinely acts to protect The
precious balance. Most of them have failed, folded, Midnight World.
and died in short order due to the inherent lethality However they may approach their respective aims,
of the risks involved. Some, though, have withstood each cult does its very best to serve two masters. On
the rigorous testing of eons. These organizations form the one hand, there’s no argument that they exist at
the major cults of The Midnight World. While very the Dread Beings’ pleasure and whim. Without their
few of them bear more than a passing resemblance to patronage, there would be no power to distribute
their forebears, they have nonetheless carried certain among the flock. Nonetheless, even the most devoted
central philosophies and methods forward, enshrining cult knows that the Beyonder they serve will destroy
them in their faithful’s belief systems. the Earth and all life on it the moment it becomes
convenient to its aspirations. It’s incumbent on the cult
This service doesn’t go unrewarded, either. In most to make sure that there’s a compromise, somewhere
cases, the highest levels of a cult’s leadership are in between annihilation and utopia, where all parties
direct (if occasional) contact with the entity they can exist comfortably.
serve. So long as the Beyonder finds their progress
favorable to its design, it’s happy to provide them • Cults usually aren’t hostile towards one another.
with the resources they need to continue their work. Though they may have very different ideas on what’s
This arrangement does sometimes mean that cult best for the future of mankind, cults are very rarely
leaders must make difficult and potentially deadly willing to spill one another’s blood. If anything, cult-
CHAPTER 6: CULTS
decisions. If their benefactor demands an action that ists encourage one another to work with members of
will result in human atrocity, they can find themselves other organizations whenever they can. Partly, this
hard-pressed between honoring their commitment is a grossly cynical attempt to keep an eye on one
to mankind or losing the capability to restrain the another. Nonetheless, it often proves highly beneficial
Dread Beings’ darker and vastly more to combine the strengths that different cults enjoy
damaging impulses. when working to shield The Midnight World from
untimely destruction. This isn’t to say that cults never
CULT OVERVIEW fight, or that they’ve never engaged in ruthless and
Membership in a cult can be a nebulous concept. bloody wars against one another. At the end of the
Below are a few basic guidelines. day, they all answer to their own masters, and on
very rare occasions, this can lead them to conflict.
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The sun provides more than simple comfort, though. Instead, the Children of the Everblazing Star organize
Its light allows the plants of the field to grow. Without themselves according to their roles within the cult.
its warmth, the Earth would be too frozen for life to Based on their interests and skills, the cult assigns
flourish. In many ways, our solar host is the creator each new member of the Children to a general role
and protector of all human life. It’s unsurprising that that aligns with one of four cardinal rays depicted on
people have venerated our star as a god since the very the cult’s Solar Emblem. Each of these roles likewise
dawn of conscious thought. has two ordinal rays that further describe a member’s
responsibilities.
In fact, many still do. These worshippers make up the
Children of the Everblazing Star: a massive congre- THE CELESTIAL RAY
gation that seeks not only to revel in the sun’s gifts, The Celestial Ray points upwards, and its members
but to bring that brilliance to every dim corner of the predictably concern themselves with pursuits of the
world. Their methods vary in this lofty assignment. mind. They are the philosophers, researchers, and
Some Children have devoted themselves to physically thinkers of the cult, and their innovation is critical
combating the darkness brought into this reality by to its success.
the Dread Beings and their ilk. Others enter politics
in the hope that they might enact policies to brighten THE ATTENITE DIVISION: SCIENCE AND PHILOSOPHY
the future for all. Some dedicate their lives in pursuit Celestials who devote themselves to mundane disci-
of scientific breakthroughs that can strengthen the plines, such as scientists and philosophers, are assigned
Twilight Veil against intrusions, and still others simply to the leftmost ordinal ray, the Attenite Division.
work to spread the message of hope and warmth. Attenites are at home in the lab or the study, and they
have no particular mode of dress or decoration that
No matter what their approach may be, one thing is sets them apart.
abundantly clear—the Children of the Everblazing CHAPTER 6: CULTS
Star serve the will of the sun itself. They bring light, THE PRIESTS OF ATUM: SORCERY AND MAGICAL
safety, warmth, and hope to all who would have it.
THEORY
The Priests of Atum, the Celestial’s rightmost ordinal
They’re the good guys.
ray, study and develop the cult’s magical practice. They
are sorcerers, mystical theorists, and battle magi. While
At least, that’s what they believe. But there are some,
on duty, Priests of Atum often wear simple linen robes
including critics and former members alike, who
that are reminiscent of ancient Egyptian ceremonial
allege that the Children’s fundamental mission is ir-
vestments, though this isn’t so much a requirement
reparably flawed. What if the sun is not as benevolent
as a tradition.
as the Children insist?
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THE TERRESTRIAL RAY their jobs done. While the assignments may not seem
The Terrestrial Ray points towards the feet, and as exciting, without it, the whole machine grinds to a
such its members deal with the earthly matters that halt—sometimes with disastrous effects.
confront the cult. Functionally, the Terrestrials serve
as the cult’s martial arm. They form the bulk of the THE LUMINARIES: ADMINISTRATION
military, though certain highly specialized militant The Luminaries sit on the downward side of dawn
jobs lie with other rays. and serve as everyone’s “right-hand man.” Whether
they’re filing mission reports, working out vacation
THE LEGION OF SOL INVICTUS: THE INFANTRY schedules, or putting others in touch with the right
The Terrestrial’s leftmost ordinal ray is known as the political contacts, it’s the job of the Luminaries to
Legion of Sol Invictus. It is a highly disciplined, heavily keep everything organized, archived, accessible, and
regimented general infantry that forms the bulk of the executable. There’s a lot of paperwork involved in
cult’s army. Legionnaires receive intricately detailed running any worldwide (and sometimes spacefar-
armor in the style of old Roman Lorica Musculata. It ing) organization, and the Luminaries make sure it
would be foolish to assume that the armor’s efficacy gets done.
matches its style, though. It’s composed of state-of-
the-art materials. Members of the Legion may be THE DUSK RAY
trained on any kind of weapon; while they always The Dusk Ray points to the west. Children of Twi-
wear gladii on their hip, they often have AK-47s light recognize that where the sun shines, shadows
strapped to their back. spread, and this darkness must either be dispelled or
utilized. They are infiltrators and saboteurs whose jobs
HELIOS OPERATIONAL COMMAND: SPECIAL FORCES include everything from whistleblowing on corrupt
The rightmost Terrestrial ordinal ray signifies politicians (whose true crime is selling humanity
membership in the Helios Operational Com- out to entities beyond the Veil), to assassination and
mand. Children who belong to this ray are as- corporate espionage, to simply identifying problems
signed to small, heavily specialized units that and calling in a Helios strike team.
operate under particularly difficult circum-
stances. They function with a large amount of THE ILLUMINATI: POLITICAL INFLUENCE
autonomy to accomplish mission objectives that The upward facing ordinal ray of dusk is the Illumi-
are frequently nebulous at best. Generally, the nati. Despite that others often call them a “shadow
most elite members of the Legion comprise the conspiracy,” members of the Illuminati view their role
force. Like their infantry counterparts, Helios as shining a light into the murky corridors of govern-
Operators are issued armor that is stylistically ment. While they do attempt to achieve positions in all
reminiscent of something ancient (in this case, levels of government and bureaucracy, their mission
Alexandrian-era Greek armor). is to keep other politicians from furthering the goals
of Dread Beings, either intentionally or otherwise.
THE DAWN RAY Frequently, anonymous whistleblowers or surprising
The Dawn Ray points eastward. Children of the populist upsets are the result of Illuminati seeking to
Dawn form the backbone of the cult’s day-to-day oust or undermine politicians working against the
operations. The military and the mages may be best interests of humanity and the Children (which,
of course, are the same).
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Society navigate society’s shadows, infiltrating cor- them. Most, though, are relatively benign, and thus
porations and media conglomerates alike. They pose well suited for the kinds of operations that cultists
as everything from secretaries to sanitation workers might undertake. At Hour 9, Children of the Everblaz-
to lab assistants in order to keep up-to-date on who ing Star may submit a requisition for a Major Dread
may be selling out humanity in the hopes of cashing Artifact of any kind. Since the vaults of Ain Shams
in on the next big thing. Members develop a variety are literally endless, this perk allows a character to
of skills, allowing them to execute a wide array of describe the exact set of Qualities and Dread Qualities
missions, and they hold a fanatical devotion to their they wish the item to have. A character can only have
cause. After all, failing a mission simply isn’t an option one of these Artifacts at a time, though they aren’t
when reality itself hangs in the balance. required to return it unless they want another.
PERKS It’s important to note that, for the most part, Priests of
Atum who curate the vaults are too busy to transport
HOUR 3: REQUEST FOR ORDERS an item. Most Children will have to go to Cairo to
Frequently, junior agents of the Everblazing Star find pick up or return any requisitions they’re granted.
themselves totally overwhelmed by their sudden ex-
posure to all The Midnight World’s horrors. In these HOUR 11: ALTERNATE MANIFESTATION – PHOTOFORM
situations, many of them would probably fold if not The most powerful among the Children have de-
for the solid guidance offered by their experienced voted their entire lives to the sun, forsaking gods
leaders. Once per game session, when a player feels and earthly masters alike. In so doing, they’ve been
like they aren’t certain what to do next, they may granted a miniscule ember of their patron’s fire,
have their character call in a Request for Orders. The which dwells within their very soul. This fire will
Director should give their character a reasonable set eventually consume them; its light is too hot for their
of goals to accomplish towards the completion of faulty essence to contain forever. Until then, though,
the story. Hour 11 Children have learned to release it to dev-
astating effect. Instead of choosing one of the Hour
HOUR 6: BUREAUCRATIC ENTANGLEMENT 11 Dread Manifestations listed in Chapter 4, they
The Children of the Everblazing Star have spent may take the Alternate Manifestation: Photoform.
millennia infiltrating governments and religions at By adding 6 Minutes to their character’s Midnight
every level. Their drive has always been to bend these Clock, they instantly transform themselves into the
organizations towards the will of their master. The living embodiment of the solar chromosphere. For
added benefit, of course, is that they are well poised to the remainder of the scene, they cannot wear phys-
move political levers for the benefit of their members. ical armor or wield weapons, as their flesh becomes
Once per session, a member at Hour 6 can activate a roiling storm of superheated energy. Instead, they
this perk to ensure that any large organization, be it may invoke the Dread Manifestations Coronal Flash
a police agency, church, or even another cult, is more and Solar Flare for free. Any object they touch melts
disposed towards their interests for the remainder of in seconds, including weapons and Dread Artifacts
the scene. The effects of Bureaucratic Entanglement that make direct contact with their skin.
are subtle, and the affected institution is unlikely to
allow major changes to policy or sweeping alterations Further, any target they’re able to physically strike
to its internal structure. Nonetheless, one quick call (or who makes the unfortunate decision to strike CHAPTER 6: CULTS
from a Child of the Everblazing Star can gum up pro- them barehanded) takes 6 damage that cannot be
cedure, cause minor abnormalities to go unnoticed, or mitigated by armor.
allow an enterprising character to slip out of custody
due to suddenly unnavigable red tape. REQUIREMENTS
Unlike most other cults, which are usually highly
HOUR 9: REQUISITION ARTIFACT specialized, the Children of the Everblazing Star
Deep beneath the streets of Ain Shams, the Great proudly generalize their approach to serving their
Temple of Atum maintains facilities to lock away and master’s will. Each Ray is set up to fulfill only a small
catalog Dread Artifacts from all corners of creation. portion of the organization’s overall mission, meaning
Some of the relics are so powerful and so ancient that that people from just about all disciplines are need-
only the most senior Children have ever even seen ed and welcomed into the ranks. For a character to
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qualify for membership in the Children, they must Ms. Alice: Luminary
be at Hour 3 or later on their Midnight Clock, and If there is anyone who inspires respect (and arguably
be willing and capable of taking orders. fear) from every member of the Children of the
Everblazing Star, that person would be Ms. Alice.
DRAWBACKS A woman of indeterminate age, sharply dressed in
The Children of the Everblazing Star don’t resemble a skirt suit and horn-rimmed spectacles, Ms. Alice
a government. They are one, complete with an upper sits at the top of the Luminaries’ hierarchy. Nothing
administration, policy division, and military arm. happens in any ray without Ms. Alice learning about
Just like any other highly functional government, it. If one’s on her good side, they may find their ap-
they have a bevy of rules and restrictions aimed at plication for promotion ends up in the right hands
keeping their citizenry in line with their goals. Largely even before a position is vacated. Piss her off, though,
unlike other governments, though, the upper echelons and vacation requests are perpetually lost. and one
of the Children don’t have any external oversight in may find themself constantly reassigned further and
enforcing these laws. further from home.
NOTEWORTHY MEMBERS
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Given the tendency for writings of the NOW to Ultimately, it doesn’t matter what happened, only
vanish into history, it is unclear how these philos- that they were pushed out of the constraints of our
ophers’ ideology spread from ancient times to the temporal understanding. It isn’t that they dwell on the
contemporary Church’s structure and teachings, but past, not at all. Instead, it’s that they refuse to recall
its current incarnation seems to have grown out of it. They’re incapable of integrating it and allowing it
the New Age movement of the 1960s and ‘70s. The to influence their development. They just…exist…
Church of NOW argued that a world without racism, exactly as they did in that moment, forever.
sexism, or conflict could exist. It wouldn’t come from
seeing each other as one people, like other New Age The Lost are the forgotten people in any society.
churches taught, though. Instead, they believed that They’re the bum who camps out under the overpass,
the only true peace would be born when all humanity that guy whose clothes are a mishmash of styles
existed only as individuals. By mentally removing from the last five decades or more. They’re the
oneself from every group mentality, including goals PTA mother who has been ignored by everyone
for social advancement, one brings the whole world for so long that no one even notices that she still
that much closer to self-actualization. wears a bouffant. They’re Todd…or is it Bob…
from accounting who has worked here as long as
ORGANIZATION anyone remembers, but no one can tell you where
The Church of NOW doesn’t have anything resem- his desk is. For all that they believe they worship
bling the rigid organization of most other large cults. the urgent NOW, they’ve never been able to be full
There’s no leader, no ruling council, and no governing participants in it.
body. Instead, members explore their own versions
of the present according to their whims and the THE FATED
circumstances of the moment. On occasion, large The Lost don’t worry about the future because they
groups of congregants might come together to form don’t have one to speak of. The Fated, on the other
brief coalitions or perform complex rituals together, hand, lack concern specifically because they do.
but these cells never last for long. Instead of setting them adrift, Gnomonia’s touch
has had an entirely more cruel effect on the Fated;
ORDERS AND DAUGHTER CULTS they now possess a meticulous and completely
Due to the mercurial nature of the Church’s teach- accurate understanding of every major event that
ings, there are an innumerable number of offshoots will occur in their lives—even the circumstances
and denominations. Each has its own interpretation of their deaths.
of Gnomonia’s gifts, though they all share at least a
measure of agreement on the cult’s most principal Initially, many Fated attempt to disrupt the futures
philosophies. None of these splinter factions ever they have been shown. Eventually, however, they
last long enough or grow large enough to become come to realize that every attempt at deviation
a fully-fledged daughter cult. Instead, members of only serves to bring them closer to these inevitable
the Church of NOW tend to fall within a handful of events. Sooner or later, they all break and accept
different categories based on the circumstances that their destinies.
brought them into the flock and the ideology that
they’ve naturally developed in reaction to that event. THE DECADENT
To be Decadent is to be the embodiment of contem-
CHAPTER 6: CULTS
THE LOST porary hedonism. The past is tragic, distressing, and
In practical terms, the Lost simply don’t exist in time immutable. The future is volatile and unknowable.
the way that other people do. It’s as if they’re pinned, Maximizing the comfort of the present moment
like moths in a macabre display, to a specific moment is life’s only worthy goal. This faction makes up
from which they have neither the capacity nor the a surprisingly small percentage of the Church of
desire to escape. The event that cast them adrift varies NOW, given the seemingly universal appeal of their
from member to member. Perhaps the loss of a loved ideology. Perhaps a life of pure indulgence rings
one left them spinning, or a poor career decision hollow once time itself becomes meaningless. Per-
devastated their finely tuned life plan. Perhaps they haps, instead, those who would seek such gluttony
never had any plan and have felt Lost for as long as find greater satisfaction in other cults. However,
they can remember. even if their numbers are smaller than those of
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other factions within the Church, one should not as anyone reviewing such records find it impossible
overlook the significance of the addicts, fiends, to hold onto the character’s face and voice for more
and gluttons among the Decadent. than a handful of seconds.
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EPICUREAN ASSETS
Epicurean Assets wants to feed the world. On its subsidiaries instead recruit those with a genuine desire
surface, it’s hard to find fault with this goal. This cult to save the world, rather than simply to accumulate
desires to create a version of humanity where no one wealth, but the end result of having access to worthy
suffers from hunger or disease, and everyone has sacrifices remains the same.
time to be idle and relaxed, all while turning a tidy
profit along the way. Members pursue these goals Given its mission, Epicurean Assets has investments in
through multiple business avenues, from research into almost every industry on the planet, with the goal of
high-yield crops, to investment in fast food chains, making it more efficient. Clothe more humans, house
to services that reduce the need to run errands, to more humans, cure more humans, and, of course, feed
charity work seeking to reduce malnutrition and more humans. After all, the bigger the meal, the lon-
disease in third-world countries. Humanity has never ger it takes to finish, and that is to everyone’s benefit
been better fed or more idle, and Epicurean Assets (especially Epicurean Assets itself).
proudly takes full credit.
HISTORY
However, Epicurean Assets is fully prepared for the While recruiters for Epicurean Assets tell new members
day it kills the fatted calf. When the Taker eventually that the organization can trace its origins to prehistory,
makes it into The Midnight World, it will find a fat, the truth is somewhat less flattering. The Taker has
slow feast awaiting it. As it works its way through the had many cults over the years but, given their tenden-
banquet its cult has prepared, the businesspeople of cy for greed and self-indulgence, the organizations
Epicurean Assets believe they will enjoy all that life frequently fall apart due to the effects of their own
has to offer for as long as it still exists. Ultimately, corruption. For example, the classical cults of Plutus
being devoured is inevitable, but that doesn’t mean and Mammon also served the Taker, promising their
that one can’t aim to be last on the list and make those followers great wealth in return for a casual disregard
final moments of existence as indulgent as possible. for the fate of humanity. However, there seems to be
This is not to say that the members of Epicurean no direct connection between them and the current
Assets want the Taker to make it into The Midnight corporate structure of Epicurean Assets.
World; quite the contrary. They are simply preparing
for the inevitability while trying to slow its progress The first historic signs that the Taker’s followers had
for as long as possible—by giving it exactly what it begun to mold into something resembling the compa-
wants. A hungry Egregore will devour dozens of lithe ny’s current form can be seen during the exploration of
humans before its hunger is slaked; McDonald’s-fed the silk road and the spice trade. The Taker’s influence
desk jockeys make larger, more satisfying meals. is strongest, however, in the colonization of the New
Once they are fed, such monsters are much easier World and the import of all sorts of new foods, from
to dispose of. subsistence crops like potatoes, to pure indulgences
like cocoa and sugar cane. The colonizers viewed the
The company’s focus on accumulating wealth isn’t cost in terms of human suffering as inconsequential CHAPTER 6: CULTS
simply a result of hedonism. It also serves a purpose compared to the benefits. Epicurean Assets formed
in the greater mission to protect the world from the by adopting a corporate internal structure that emu-
Taker for as long as possible. Epicurean Assets recruits lated East India Company’s success, while remaining
low-level members with the promise of unfathomable discreet enough to operate without earning the ire of
wealth and influence in exchange for a willingness to international powers.
cultivate the rest of humanity to fit the Taker’s pal-
ate. But the very prosperity for which they sell their ORGANIZATION
souls makes them prime offerings for the Taker, and At the highest level, Epicurean Assets is a single cor-
their willingness to sacrifice others leaves the upper poration, with a unified mission. However, like any
echelons with no moral qualms about doing so when investment-based business, it has a number of subsid-
no other options seem available. Of course, some iaries. It includes the standard business delineations,
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with assets divided between branches with different ORDERS AND DAUGHTER CULTS
foci. One daughter company might investigate new Epicurean Assets is the largest, oldest, and most or-
technologies to speed food production, for example, ganized of the Taker’s cults, but it is hardly the only
while another spends its capital trying to pack as one. The selfish nature of the Taker’s devotees mean
many calories as possible into tasty treats for the not everyone is capable of assimilating to a corporate
middle class. Some subsidiaries seem to do nothing environment. Many prosperity doctrine televange-
to directly further the larger corporate mission ex- lists have built their own small cults, offering them
cept generating enough profit to fund research and the same perks as membership in Epicurean Assets.
development in necessary sectors. Small, independent brands with fanatical followings
are likely also run by the Taker’s devotees–ones who
Not every member of Epicurean Assets shares a were either missed by recruitment or simply didn’t
single, central ideology. Many recruits are naive seem like a reliable corporate fit. Again, the people
idealists who are genuinely dedicated to helping the running these entities have access to the perks and
less fortunate. Many more are selfish entrepreneurs drawbacks granted by understanding the Taker’s
willing to climb the ladder to success on the backs appetites, functionally marking them as subsidiaries,
of everyone else. However, the longer one works for whether they agree to that designation or not.
the company, one almost always shifts toward the
official corporate mindset. PERKS
At the top of the company sits the Board of Direc- HOUR 3: FIND FUNDING
tors. Six of the nine seats belong to the heads of each Epicurean Assets manages some of the largest hedge
division: food, manufacturing, entertainment, real funds on earth, and as such, the cult has limitless ac-
estate development, energy, and pharmaceuticals. The cess to financial resources when they’re needed. Once
remaining three seats are filled by general election. per session, a character with this perk may contact
This election, which occurs once every four fiscal their accountant to move decimal points around,
years, serves as a check against the power of the Board allowing them to easily secure items or services that
itself. Since the Board appoints empty division seats, would otherwise be unaffordable. There’s no hard
the three elected seats exist to allow the rank and file limit on the amount of cash a member can acquire
a voice in matters both fiduciary and occult. through this perk. However, remember that ambitious
competitors might take note of large expenditures
The three elected seats also end up overseeing any that don’t net a suitable return for the cult.
projects that don’t fall within the traditional invest-
ment categories, at least until such time as a new HOUR 6: ULTIMATE CONNOISSEUR
category has garnered enough subsidiaries to justify The Taker remembers every delicacy it has ever sam-
the creation of a new permanent board seat. Sitting pled, and its palette is impossibly refined. It is more
board members, protective of the undiluted power of than happy to share this information with its mortal
their own votes, often resist any such addition. The servants in hopes that they will fatten themselves on
Board is responsible for electing both a CEO and a the morsels it most enjoys. At Hour 6, a member of
Chairman of the Board (unlike many companies, Epicurean Assets gains the uncanny ability to de-
Epicurean Assets’ bylaws explicitly forbid these posi- termine almost anything of interest about an object
tions from being held by the same person). The CEO
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There are those, however, who have faced this question HISTORY
and come away with another conclusion entirely. Some Since individual Hosts rarely knowingly work together,
of them stumbled upon it while intensely pondering and since there’s no codified structure to their cult, the
existence. Others found it while staring into the Null Host has never kept any kind of explicit catalog
frozen black of space. Still others may have found of its history. Such a thing does exist, though. Other
themselves lost in the incomprehensible waters of the organizations, specifically the Stalker Movement and
Hadal Zone. Wherever these people have looked out the Children of the Everblazing Star, have been keep-
into nothing, they have made a startling discovery. ing an eye on the seemingly bizarre movements of
The Void is bleak, certainly, but is not empty. There HagYe’s servants for centuries. While those records CHAPTER 6: CULTS
are things out there in the dark, and they sing the are obviously incomplete, they nonetheless offer a
music of creation. fascinating insight into the Null Host’s strategies and
possible endgame.
It only takes a moment, a stuttering slip of conscious
control, for one of the beings out there to latch onto an As far as anyone can tell, Null Hosts aren’t a new phe-
unguarded mind. Once such a creature has taken root, nomenon. Indeed, teachings that suspiciously mirror
the Host is rarely aware that anything has occurred. theirs can be found as far back as the fifth century BCE,
As far as they’re concerned, they gazed into the abyss, when Leucippus and his pupil Democritus posited
it gazed back, and they averted their eyes in fear. As that all matter is composed of tiny atoms with nearly
such, most Hosts genuinely don’t know that they’ve infinite space between them. A few hundred years later,
been recruited to aid HagYe’s design. They return to Aristarchus proposed the first astronomical model that
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didn’t include the Earth as the center of the galaxy. ORDERS AND DAUGHTER CULTS
This theory began a trend that would continue for The Null Host only seems random to the unstudied.
centuries, eventually bringing with it the realization To those who observe and seek to thwart them,
that our planet is totally irrelevant to the universe at some delineations become clear. While the specific
large. Throughout much of recorded history, thinkers terminology used to describe these groups may
like these have popped up here or there and expanded vary depending on whether one reads the records
the Void’s will into our reality. housed in the Luminary Archives or one has a fire-
side chat with a renowned Stalker subject-matter
Scholars take part in lively debates within other or- expert, the functional distinctions remain fairly
ganizations as to whether these people were actually consistent. There is certainly room for overlap, and
infected by the Void or just coincidentally helpful to some Hosts may fall into more than one category.
its designs. Most agree, though, that a serious breach
in the Twilight Veil occurred sometime around 1820, THE MAD
leading to an explosion in the population of Null A significant number of the Null Host just seem to
Hosts in The Midnight World. Whether they were be people who, facing a revelation beyond what a
themselves Hosts, or only inspired by them, dozens human mind could handle, simply cracked under
of philosophical minds turned towards the idea the strain. A few, with the help of therapy and
that human life, the Earth, and even creation itself medications, seem to live relatively normal and
are meaningless baubles of no real value. Notorious unimportant lives. Some become raving street
writers like Schopenhauer, Kierkegaard, and Nietzche preachers and intimidating schizophrenics who
worked to bring existential nihilism to the masses, terrorize pedestrians in big cities. Others ride the
fueling a crisis of thought that would have devastating rails and hitchhike across the country, or backpack
consequences a century later during twin wars that across the continent, constantly trying to outrun
ignited the globe. a truth they cannot escape. It isn’t clear what use
these people serve to HagYe’s higher goals, but they
Humans are not creatures that can exist comfortably make up too many of the Host for there not to be
in the absence of some greater meaning, and when some purpose to their infection.
schools of philosophical thought deprived us of that
basic need, we turned our attention outwards to find THE POWERFUL
a new one. We explore the stars in hopes of finding Corporate CEOs and elected officials are valuable
someone else out there who can help us. We dive to any cult, and the Null Host is no different. Ul-
into the oceans, and we explore Democritus’s space timately, politicians decide school curriculums,
between atoms, all in the desperate hope that the grant allocations, and satellite regulations, while
meaning we’ve lost can be found out there somewhere. corporations control most cutting-edge research
The Null Host unwittingly guides this search, knowing and development. Without the ability to influence
that what we will find instead is far more beautiful, these things, the Null Host would find itself hold-
and terrifying, than we can possibly fathom. ing significantly less sway over humanity’s general
world view.
ORGANIZATION
The Null Host doesn’t have any sort of traditional or- CHAPTER 6: CULTS
THE INQUISITIVE
ganization. After all, they’re almost never consciously
Researchers, scientists, philosophers, and theolo-
aware of one another. However, they do have some-
gians all seek to understand humanity’s place in
thing like an innate, subconscious ranking system.
the universe. But the deeper these Hosts delve into
While humans themselves are relatively meaningless
their fields of study, the more they discover that
in the span of HagYe’s plans, the Servitor parasites
humanity’s place is largely irrelevant. It’s unclear
that they carry have very specific and important in-
whether these results are meant to be an impetus
structions. Whenever two or more Null Hosts gather
to drive even greater research to disprove these
together, they find themselves paying subtle deference
findings, sending more people farther and farther
to one another based on the power and function that
from their earthly home, or if the conclusions
their parasites bear.
themselves are the end goal.
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any one action. This action can’t be intricate or overly NOTEWORTHY MEMBERS
complicated. Examples might include “tear down this
barrier,” “attack that enemy,” or “defend me.” For the Congressman Dr. Max Hartwell
rest of the scene, whenever the character makes a skill Congressman Dr. Max Hartwell was elected because
check to complete this action, they roll as if they have of the recent push to appoint more scientists to na-
both the appropriate Aptitude and Specialization, tional office. An experienced marine biologist, he was
regardless whether this is the case. In addition, they an active field researcher until deciding to go into
may add an additional 3d8s to the check, and they politics. Obviously, Dr. Hartwell’s platform focuses
ignore all Distress dice they’ve accrued. Note that heavily on environmental concerns like fishing regu-
this perk doesn’t allow the character to take multiple lations and climate change, but he also endorses some
actions; the symbiote simply assumes command of unusual ideas. Dr. Hartwell argues that colonizing
their body and mind. the seafloor is just as valid a goal as extraplanetary
colonization, as well as claiming that the life forms
REQUIREMENTS that exist around deep-sea vents may in turn offer
The Living Void hides her celestial choir beneath all insight into developing more sustainable food sources
the other chatter of the universe in the deep silence of for humanity’s ever-growing population. With these
nothing. For this reason, Touched who are unfortunate ideas in mind, the congressman constantly campaigns
enough to become part of its mortal Host tend to be for increased funding for deep-sea oceanic explora-
explorers, philosophers, or scientists who are able tion and research, arguing that humanity’s next leap
to find the remote places it has hidden its Servitors forward probably lies somewhere in the seemingly
in The Midnight World. To reflect this likelihood, lifeless depths.
characters need an Acumen of at least rank 2 to join
the Null Host. They must also have at least two of “Prophet” James Alexander
the following Aptitudes: Navigation, Science, Create, James Alexander preaches to the masses about the
Research, Occult, or Drive/Pilot. worthlessness of humanity every Sunday at the corner
of West Ave and Northbrook. His “congregation”
DRAWBACK consists of an ever-fluctuating motley of indigent
By their very nature, the Null Host occasionally and disenfranchised people. While many come just
find themselves compelled to perform a task. These to chuckle at his mad ravings and go home feeling
things may be menial; perhaps they can’t help but self-righteous about their own sanity and life choices,
take a particular pupil under their wing for the night. there are always a few who stay to talk to the prophet
On the other hand, the duties asked of them may about his teachings afterward. Some only have one
be monumental and long-reaching, such as a Host in-depth conversation before seeming to fade away,
who is tasked to make a profound breakthrough in but others fill out the crowd week after week. Some
human understanding of faster-than-light travel. In city politicians have made noise about the gatherings
most cases, a Null Host will have a combination of the being a nuisance, but despite the crackdowns on the
two, with a difficult long-term goal being occasionally indigent elsewhere, the prophet’s sermons are always
interrupted by urgent but simple impulses. In nearly left unmolested. For this reason, many view Alexan-
every instance, though, the Host genuinely believes der’s teachings of abandoning the self to be a refuge
that the Compulsion is an idea of their own creation. in a world of otherwise active cruelty.
It’s exceedingly rare for anyone to realize that these
CHAPTER 6: CULTS
thoughts are exogenous in nature.
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The cult does have a set of expected roles, but the viability and arrange its execution. Pathfinders are
group rarely asks its members to pin their entire generally skilled at stealth and infiltration, and the
performance to one. A Subject-Matter Expert on best of them are masterful critical thinkers as well. It’s
the Appalachian Haint, for instance, might also be their job to put eyes directly on a target and confirm
a Pathfinder who specializes in reconnaissance in that the intel they’ve been given is accurate. They’re
the forested mountains of southern Tennessee and also responsible for filling in as much relevant detail
northern Georgia. A Logistician who coordinates for incoming Strikers as possible, such as amounts
teams in the sprawl of San Diego might also perform and kinds of resistance, helpful or harmful items
double duty as a hell-raising heavy Striker with a that may litter the battlespace, and possible means
focus in explosive ordinance. The Movement does of egress if things go sideways. Usually, a Pathfinder
not usually ask its new members to perform multiple will stay to observe an action, but they’ll only get
roles at once, but it isn’t uncommon for the more involved if they absolutely have to, even though they
experienced hunters to do so. are capable combatants in their own right. In fact,
the dangerous nature of their duties requires that
SUBJECT-MATTER EXPERTS they be just as competent as any Striker. However,
All Stalker field actions begin and end with a relevant it’s critical that their field observations make it back
Subject-Matter Expert (SME). These individuals have to the SMEs and, ultimately, the Librarians. They
spent thousands of hours engaged in meticulous simply can’t risk getting taken down before they can
research, direct observation, or some combination write their reports.
of the two. They’ve developed a nearly depthless
understanding of a particular field of study: any- STRIKERS
thing from one specific Dread Being to the kinds of Most Stalkers are somewhat proficient in close-quar-
extraplanar activity a region might expect. When a ters combat, but the direct engagement specialists
SME discovers an actionable item, they put together are masters of destruction. They may share the same
a thorough dossier that they then pass to Logistics for designation within the Movement, but no two Strik-
review and planning. SMEs invariably have hundreds, ers operate in the same way. Some work in heavily
or even thousands, of hours of experience with their coordinated teams, with clockwork finesse ensuring
chosen topic, and they are almost always powerful minimum collateral damage. Others may charge in
Touched in their own right. totally alone, intent to bring the block down if they
feel it’s warranted. Some generalists study combat
LOGISTICIANS maneuvers relevant to any situation, and still others
The members of a logistics team coordinate intel, may be deeply specialized in the elimination of one
resources, and operatives to ensure the best possible kind of threat. In any case, once an action is com-
outcome for field actions. SMEs understand Beyon- plete and a target is down, the Strikers responsible
ders, but Logisticians understand the Movement. A meet up with the mission’s Pathfinder, and together
single Logistician may cover a broad geographical they compile a detailed report to send back to the
area, or they may know which teams are special- SME who originated the action. These “after action
ized to tackle an exact threat. They have a thorough reviews” are imperative, as they allow a SME to up-
understanding of Pathfinders’ and Striker teams’ date their information based on real-time reporting
capabilities relevant to their interests, and Logisti- from the field.
cians have well-established and protected means by
CHAPTER 6: CULTS
which to contact them. They also enjoy a modicum ORDERS AND DAUGHTER CULTS
of begrudging respect; even those Logisticians who
aren’t fearsome combatants are absolutely crucial to THE LIBRARIANS
the success of any action. When a SME receives a Since its very origin, the Stalker Movement has had an
dossier, a Logistics expert will review it and form an almost-reverent relationship with the written word.
action plan. Ultimately, they’re responsible for assign- Prior to that innovation, demon hunters were only
ing Pathfinders and Strikers to support their plan. able to share the knowledge they had gathered in
person, through the art of storytelling. These stories
PATHFINDERS were shared at great risk, both of being heavily exag-
Once a logistics team forms an action plan, they assign gerated and of being entirely lost should an Egregore
a forward recon specialist, or Pathfinder, to assess its sniff out a meeting location. Once information could
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be committed to a physical medium, though, Stalkers who don’t maintain this tradition, multiple teams
across the world were able to compare notes and of experienced Strikers are usually required to ease
develop plans. Still, writing added another peril to them to their rest.
the burgeoning Movement. All that data had to be
collected somehow, and the storage locations had to Librarians are usually very powerful, and they may
be adequately maintained so that even the weight have trouble integrating into a team of player-char-
of eons couldn’t destroy it. Further, those areas had acters. It’s up to the Director to decide if a player may
to be fiercely protected against external threats, and portray such a character, but portraying one should
the protectors themselves could not be corrupted by be exceedingly rare. Stalkers must be at least at Hour
the depthless knowledge they were tasked to guard. 8 to be considered for Librarian duty.
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instead of one of those from Chapter 4. Exfil is meant the Movement officially and permanently severs
to be used as a last-ditch means of survival when an all communication with the retiree.
action has spiraled hopelessly out of control. To use
Exfil, add 4 Minutes to your character’s Midnight A few members baldly refuse this offer. Many others
Clock. They, and any willing targets they designate, find themselves ultimately incapable of restraining
suddenly, jarringly teleport from the battlefield to a from the use of their powers. In these cases, it isn’t
rally point up to five miles away. This effect is instan- long before the Movement dispatches a Striker team
taneous, and it can be thoroughly disorienting for any to ensure that the once-proud Stalker takes advantage
characters who weren’t prepared for it. of the rest they’ve earned.
a generous retirement package. They’re given ev- Murderous Fate and her servants.
erything they’ll need to live out the rest of their
lives modestly, but peacefully. In return, the Move- Damien
ment requires them to immediately cease all in- Because of the Stalker Movement’s loose structure, and
teraction with the Beyond. They must return any because of its permissive stance, allowing individual
paraphernalia from their time with the Movement hunters being able to pursue their own aims, there’s
to the armory, and any pending duties are reas- an unfortunate tendency for some Stalkers to go “off
signed to other operatives. Finally, the Stalkers the grid.” These loners are still loyal to the Movement
ask them to forever subdue their impulse to use and dedicated to its ultimate goals, but their methods
Dread Manifestations in any circumstance. Apart are often distasteful to other Stalkers. For his part,
from a specialized handler who monitors them, Damien made the decision to isolate himself after
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the Logistican controlling his cell had been deeply into an independent, one-person cell. These days,
corrupted. When Damien’s team went on an osten- young Stalkers whisper Damien’s name with awe and
sibly simple tag-and-release mission, he emerged as reverence: a sort of totem they invoke in hopes that
the only survivor. Armed with definitive proof that he might arrive in a moment of need to rescue them.
the Logistician had betrayed them, Damien might As outlandish and superstitious as such a thing might
easily have abandoned the Movement and signed on seem, it has happened more than once.
with a competing cult. Instead, he sequestered him-
self. He began to compile his own stacks, free from
the Librarians’ intense control. He taught himself a
litany of magical rituals and trained himself to the
point of collapse, attempting to transform himself
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THOUGHT WARDENS
When Plato’s Cave was devised in Republic, it present- It’s also inaccurate to assume that every single Thought
ed a challenge that philosophers have not yet been able Warden has joined a malignant hive-mind. While some
to adequately answer. Like the hypothetical prisoners members, especially at the highest ranks, remain con-
chained in that cave, the shadows cast on the wall in nected to their colleagues at all times, this connection
front of us limit all of humanity’s perception. For us, doesn’t suppress their own ability to think. Instead,
these shadows are the foundation of reality. In truth it adds their personal observations to the whole and
though, they’re only a pantomime played out by be- more fully rounds out the cult’s collective capability.
ings on the other side of the wall; their dramatization
of the cosmos is only as faithful as those entities are The Wardens maintain a respectful distance from the
willing to give us. To gain a purer understanding of Dread Being they serve. None would deny that they
creation’s nature, Plato argued, one must break the work to oblige the will of the Burrowing Crown, but
chains binding them. They must peer around the wall they insist that they’re able to blunt its curiosity and
to glimpse the sunlit beach outside, from which the slow its progress enough to indefinitely prolong human
shadow-puppeteers are taking their cues. existence. In many ways, the cult sees itself less like a
servant of the Crown, and more like its mortal handlers.
To the Thought Wardens, Plato’s direction was only a It’s hard to say whether this arrogance is warranted,
first tiny step towards understanding the multiverse. It but so far, most human minds in The Midnight World
isn’t enough to perceive the truth oneself, they argue. retain their unique and distinct properties—evidence,
Indeed, even if we can observe that distant horizon, the cult claims, of its success.
we are still beholden to the vagaries and miscon-
ceptions of our own individual perception. Instead, HISTORY
the Wardens have taken what they insist is the next The history of The Midnight World’s other cults is
logical evolutionary leap towards perfection. They often shrouded or forgotten. Even the Children of the
view human intelligence as something other than a Everblazing Star, who are arguably the most organized
solitary bastion, an isolated and insignificant micro- among them all, lost track of its origins before its many
processor tragically cleaved from its motherboard. component groups banded together in the late BCE.
Instead, they believe that each cognizant mind is a The Thought Wardens, however, maintain a detailed
part of a genuinely breathtaking whole—an organism and thorough account of their founding deep within
of pure intellect that can see beyond the wall, beyond their collective memory, an amalgamation of a dozen
the cave, and even past the beach itself. By collating first-person accounts.
their thoughts, insights, and experiences, the Thought
Wardens contend that they can plumb the depths During the earliest days of Greek philosophy, the
of the sea itself to piece together the most complete first Wardens were a group of like-minded theorists
understanding of creation possible. working together to imagine the purpose of physical
creation. Unsatisfied with the teachings of their time,
This isn’t to say that the cult frowns upon individual they sought any means by which to grasp the nature CHAPTER 6: CULTS
thought; much to the contrary, in fact. The wide vari- of the cosmos more fully. Eventually, this boundless
ations in the way that each person operates provides curiosity led them to ancient rituals that opened com-
the most clarity when ideas combine. Due to this munication directly with the Burrowing Crown. This
belief, the organization’s leadership encourages its contact granted them the insight they had hoped, but
members to approach every problem with their minds it came at a price none had anticipated. The Dread
open and with an unfettered willingness to put aside Being connected their intellects with the gossamer
their biases. Every Warden, no matter how they may tendrils of its web, allowing them to perceive in ways
approach a problem, has a perception that is equally no other human ever had. It also pressed them into
valued. When the Wardens collate and review all of its service, charging them with the responsibility to
these (sometimes shockingly divergent) points of prosthelytize and to add all sentient life in this universe
data, few obstacles or foes stand in their way. to its ever-expanding collective.
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Since their inception, the Thought Wardens have need when they report back to their Stewards. At the
pursued this mission, albeit with more caution and height of their powers, such paltry means of capturing
restraint than their benefactor would prefer. By their information becomes archaic; they’re simply able to
estimation, it’s worthless to attempt to contain all “upload” their findings to the Cortex.
human intelligence at such an early stage of our de-
velopment. Instead, they have recruited those minds DIACHEIRISTES, THE STEWARDS
most critical to aiding human evolution towards If the Mathites are the neurons that make up the
something worth the Burrowing Crown’s efforts. Cortex, then the Diacheirestes are its ganglia. Each
Steward receives and assembles input from multiple
ORGANIZATION Mathites, either by written report or telepathic signal.
This cult is composed almost entirely of academ- In some cases, that information can be particularly
ics. Educators, scientists, and medical professionals difficult to parse, and multiple Stewards may find it
make excellent additions, as do any other Touched more efficient to work together to pull it apart. In any
who dedicate themselves to constant learning and case, once they’ve worked the data into an acceptable
development of their mental faculties. Once they’ve form, the Diacheirestes archive it within the Cortex,
accepted official recruitment into the cult, it assigns where it will remain available for all Wardens who
new Thought Wardens to one of the group’s three might need it for future projects.
orders. Apart from that assignment, the cult does not
possess a concrete organization or structure. Though KYRIARCHOI, THE DOMINATORS
Stewards perform a higher cognitive function than Many among the other orders consider the Kyriarchoi
Learners, for instance, they don’t technically outrank to be a vulgar artifact of a bygone time—a vestigial
their counterparts. Nor does the cult expect a Steward tail used to whip a body that no longer requires
to serve the same group of Learners constantly. Like coercion. In the early days, Dominators existed to
processors in a computer, different resources from coral unruly Wardens towards their assigned tasks.
across the cult execute specific commands at different In the cult’s modern incarnation, they’re relied on
times, depending on need. to provide security for risky operations. Through a
combination of gross mental dominance and phys-
Wardens who advance to later Hours eventually ical prowess, they are the closest thing the Thought
join the Cortex: a kind of mental nexus that allows Wardens have to a militant force.
instant communication across all connected mem-
bers. Younger and less-experienced members receive ANEVIKE, THE ASCENDED
directives from the Cortex, usually by direct thought Most often, when a Touched makes direct mental con-
injection, but their connection to it is minimal until tact with the Burrowing Crown, it is the result of years
they’ve proven their efficacy and loyalty to the whole. of service within the Thought Wardens. Occasionally,
outliers open that channel without the discipline or
ORDERS AND DAUGHTER CULTS fortitude to withstand its intrusion. Usually, these poor
Three distinct orders exist within the Thought War- souls immediately break under the weight of infinite
dens, each dedicated to a different facet of their minds across infinite space, each taking or leaving bits
ultimate goal. of information without regard for their safety. What
remains is little more than a shell. These paralyzed,
MATHITES, THE LEARNERS
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182
I heard water trickling before the door had fully opened. Inside, it was beautiful.
The room beyond that door glowed a pristine white, lit by tastefully concealed illumination. This wasn’t the clinical harsh light
of exposure, but the soft warmth of luxury. A spotless gallery awaited us. A handful of couches and chairs, upholstered in
white leather, sat expectantly on white-tiled floors. Two small fountains, bubbling happily, poured water into a complex array
of channels. Through those channels, water flowed.
My amazement must have shown on my face. Mr. Lake chuckled. “Not what you expected, is it, Jo?”
“Come on,” he said, holding the door open for me. “I’ll show you around.”
We slipped off our shoes on a mat by the door. Tracking club grime on those white tiles seemed like blasphemy. Through my
socks, the floor felt warm. “It’s…” I let my voice trail off.
“Not many people see this room,” he said. “Only the special ones. And yes, you’re one of us now.”
As we stepped inside, I sensed an odd chime echo off my bones. Silent resonance, like a song in a frequency I could feel but
couldn’t hear. Welcoming, yet alien.
“So, you do hear it.” Mr. Lake smiled. “Even after that awful din upstairs, you’re still open to the finer things in life.” He nodded
further into the room. “That’s what I like about you, Jo.” Again, he repeated, “You’re one of us.”
The water channels, I noticed, formed designs in the tile floor. At their edges, that warm floor chilled. I hesitated at the edge of
one. Mr. Lake stepped past it, though, so I followed him. We wove our way through that design. “Our patrons,” he explained as
we went, “have special needs. Not the trite desires of the flesh. Something different. Something more.” I began feeling slightly
dizzy. The chime in my bones intensified.
“This is a nexus,” Mr. Lake went on. “The absurdities upstairs feed essence into this room. Energy, if you will. It sustains us. It
sustains… our patrons.”
“What…?” I began.
We rounded a set of folding screens, the kind you see in Japanese films. White paper stretched over white lacquered wood
frames. Behind them, another design in the floor. This one had been etched with shining gold and black complexity. Though
cut into the tiles, interwoven with the water channels, these designs seemed to float in the air above the floor. Hovering and
pulsing, they shimmered with cold light I felt more than I saw.
Someone slammed me in the face with a mirror made of ice. It shattered and I felt myself falling into every flying piece of
it. All I knew and all I was exploded into that cold and endless moment. I was everywhere but nowhere. I cascaded through
forever as a blast infinite shards.
Welcome home.
THE MIDNIGHT WORLD
This book provides a contemporary method for telling We see the Director/player dynamic in The Midnight
a narrative with others’ participation. Role-playing World as one of collaboration instead of competition.
games give us an opportunity to construct a one-of- When a player wishes for to their character to take an
kind tale for everyone involved. When a group of action that wouldn’t be automatic, the Director calls
people role-plays, most participants portray a single for a specific skill check that will dictate how well the
character of their creation. In our game, we refer to Touched accomplishes that task. Players should have
these participants as players. One of the participants a grasp of what their character can do. While the
represents the world, which includes everything from Director will generally keep up with mechanics such
the setting to any supporting characters that help as a Trauma Trigger or challenge, boons like Solace
tell the narrative. They also act as game’s guardrails, Triggers, Privileges, and Dread Manifestations are
working with other group members to advance their solely the player’s responsibility.
own stories. In The Midnight World, we refer to this
individual as the Director. Now that we have established the basics, let’s get
started on your journey as a Director. This chapter
Everyone has a chance to help weave the tale, and provides an overview of what is expected from you
all players have an equal right to shape the game’s as the game’s leader and offers some helpful tips to
progression. Directors are not the only storytellers in make your experience more enjoyable. We will share
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our (not-so) secrets to running an engaging game. needed. The goal is to have a good time, not to
In addition, we’ll go over how you can help create a create strife.
safer environment for collaborative storytelling. This
guidance includes examining tough topics such as Accept that you will make mistakes. You might mis-
consent and calibrating gameplay to meet the mental remember a rule or mix up different components of a
health needs of all participants. Finally, we will ex- plot. That’s alright! We’re human. If you obsess about
plore story-craft, how to break down a plot into its running a “perfect” game, ask yourself why you set
components, and how to maintain a pace that keeps such a high standard. Are you concerned about how
the players seeking more. your players will think of you if you make a mistake?
This is not a healthy mindset for anyone, especially
the Director. The key is to learn from your mistakes
UNEASY IS THE HEAD THAT and not beat yourself up. If you make a mistake,
WEARS A CROWN apologize to your players and move on.
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NAVIGATING DIFFICULT
TOPICS IN HORROR
In most storytelling genres, it’s simple to stay away
from themes that might be unpleasant or painful
for the audience. When telling a hilarious story or a
powerful tale of bravery, no one wants to make their
listener cringe in discomfort. On the other hand,
horror unsettles and disturbs its audience. This genre
can be a tricky tightrope to walk, as you don’t want
to cause actual harm to your players, but you also
don’t want them to feel like they are being ignored
or coddled. So how do you navigate these complex
topics without crossing the line?
A WORD OF CAUTION
Whenever mental health is involved, you need to
recognize your limitations. If you are not a mental
health professional, you do not have the experience
to diagnose or treat such illnesses. Even if you have
completed the appropriate training and licensing,
CHAPTER 7: THE DIRECTOR’S CHAIR
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players. Some connect the idea of harm solely with common, and many people quietly carry the weight
physical violence, such as hitting someone. However, of these experiences with them every day.
the two terms represent different components of an
experience. We use the term “violence” to describe We define trauma as “an emotional response to a
actions where someone or something forcefully takes deeply distressing or disturbing event.” Most people
physical, emotional, or psychological power away only recognize the big “T” traumas: natural disasters,
from another person. car accidents, physical violence, sexual assault, and
witnessing someone being harmed. However, other
Common types of emotional and psychological vi- types of events can cause trauma as well. These might
olence that can cause harm include: include chronic stress or anxiety, a sudden change in
life circumstances, bullying, or the death of a loved
• Verbal abuse one. Trauma can also be cumulative, meaning that it
Using any type of insult or attack, whether direct or doesn’t just happen once but instead builds up over
indirect. time. For instance, someone who experiences multiple
minor traumas, like a string of bad breakups or job
• Mental manipulation losses, may eventually reach a point of struggling
Using words or actions to control someone’s thoughts to cope.
or emotions.
Traumatic events leave an imprint in our memory.
• Exclusion A trigger can anything – a sound, a smell, a sight, a
One or more participants deliberately leaves someone touch – that sets off a traumatic memory or reaction.
out of a social situation or conversation. These triggers can be external, like seeing someone
who looks like the perpetrator of a past attack. They
• Threats can also be internal, such as hearing a noise that
This type of violence can be anything from making reminds you of the sound of breaking glass. Trig-
an empty threat (e.g., “I’ll kill you!”) to an actual plan gers can be small or large, marginally significant or
to harm someone. incredibly potent.
The term “harm” describes the after-effects of that When we experience a trigger, it can feel like the
experience, whether short-term or long-term. Under- event is happening again. Our heart races, our palms
standing emotional and psychological harm can be sweat, and we may feel like we cannot breathe. We
difficult because it is often subtle and unintentional, may become overwhelmed with feelings of fear, anger,
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subjects. What matters is that you are honest with past traumas, a person may have difficulty advocat-
yourself and others about your limits and boundaries. ing for their own needs, especially if doing so risks
disappointment or disapproval. This reality is why it’s
CONSENT AND BOUNDARIES essential to create a safe and supportive environment
where people feel comfortable saying “no” without
IN HORROR GAMING fear of judgment.
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• Mental boundaries
These boundaries relate to mental stress. For example,
a player might not want to be in a game that is too
intense, or they might only want to play for a certain
amount of time.
• Sexual Violence
• Pedophilia
• Incest
• Racism
• Sexism
• Homophobia
• Biphobia
• Transphobia
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Your group may have additional topics they wish to One of the most important things to remember is
add to this list. The key is to ensure that everyone in that you are not alone. We’ve all made mistakes.
the group is on the same page about what is and isn’t It’s normal to feel guilty or ashamed when a par-
acceptable. This means having a conversation before ticipant in your game experiences harm, even if it
the game starts about what topics might come up in was unintentional. However, your focus needs to
the game and how you plan to handle them. You may be on aiding the harmed individual, rather than
also want to have private conversations with each of soothing your feelings of discomfort or awkward-
the participants to identify triggers that they may ness. Here are a few tools that can help you navigate
be too embarrassed to share with the entire group. these tricky waters:
one of the may resources available includes licensed they feel uncomfortable. You may feel tempted to
therapists, who can help you work through chal- downplay an issue or write their feelings off as an
lenging topics. By defining what themes will not be overreaction, but it’s important to remember that
addressed during roleplay, you can provide a secure you don’t know what a player is dealing with outside
and helpful environment for your players without of your game. What may seem like a small thing
attempting to deal with issues that you might not to you could be a big deal for them, so, always err
be equipped (or trained) to handle. on the side of caution.
ENCOURAGING ACCOUNTABILITY
COURSE CORRECTION Accountability entails recognizing that one’s words
and actions have consequences and accepting respon-
Even when we take measures to provide a safe sibility for them. By helping players understand this
gaming environment, things can still go wrong. You obligation, you help them become better participants
might accidentally cross a boundary. Participants in the future. If someone in your group has hurt
may stumble on a trigger that they weren’t aware of another participant, it’s essential to encourage them
and experience an unexpected emotional reaction. to take accountability for their actions. This process
In these cases, you as Director must be prepared may involve talking with them about what they did
to handle these situations. and why it was hurtful. It can also include asking the
player to apologize to the harmed individual and take
steps to make sure the behavior doesn’t happen again.
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Remember that accountability does not mean pun- also need to adjust your behavior moving forward
ishment. Accountability is about recognizing the so that you don’t accidentally cause harm again.
negative impact of one’s behavior—punishment is Taking these steps can be difficult, but it’s important
about inflicting pain or inconvenience to discourage to remember that you’re not perfect, and mistakes
that behavior from happening again. Constantly will happen. The key is to learn from them and do
turning to punishment as a corrective action can better next time.
lead to further conflict and resentment. Instead,
focus on helping the individual to understand why
their words or actions were hurtful and how they STORIES OF THE MIDNIGHT
can do better in the future. Education and informal WORLD
coaching are essential tools for a Director. You
need to be able to provide guidance and support As Director, you need to manage both the large-scale
as players work to become better, more responsible elements of the game and the moment-by-moment
participants. play. The interconnected stories that you share con-
tain many parts. You need to balance between the
A person who experienced harm may inadvertently big picture and ensuring that your players remain
harm another through their reaction. For example, engaged. Doing both can be difficult, but it’s essential
someone may lash out verbally at the person who to creating a successful game. The following sections
hurt them or at a third party trying to provide contain advice on keeping the game running smoothly
support. In these cases, it is crucial to encourage while ensuring that everyone has fun.
accountability on both sides. This process can be
challenging without seeming like you are taking PACING
sides, but it is essential to remember that both One of the most important tools a Director can use is
individuals are accountable for their words and pacing. Pacing refers to the speed at which the story
actions. Promoting accountability includes helping progresses. It’s crucial to find a balance between mov-
participants understand why their reaction was ing too slowly and too quickly. If the game moves too
harmful and how they can do better in the future. slowly, it can bore everyone involved. On the other
hand, people might feel overwhelmed or lost if it’s
It’s also important to remember that not all account- moving too quickly. Finding the right pace can be
ability is created equal. There are different levels difficult, but it’s essential to keep the attention spans
of severity when it comes to harm, and the level of everyone involved in mind. If people are starting
of accountability should reflect that. For example, to get bored or antsy, it might be time to speed things
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SESSION
Typical Length: Three to six hours
EPISODE
Typical Length: One to three sessions
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over many gaming sessions. Leaving the timeframe format for a Midnight World game, and it allows for
open-ended allows players to take their time and the most character development and worldbuilding.
explore the story.
There are a couple of ways that Directors can use the
When creating an episode, it’s crucial to have a clear series format. For some, it’s easiest to keep the same
goal in mind. The episode should focus on one main cast of characters and ensure that their development
plotline, with a few subplots if necessary. Establishing on the Midnight Clock is slow and drawn out. These
these boundaries will help keep the story from getting series feel distinctly horror-centric, with characters
too convoluted. It’s also important to gradually in- that take months or even years of actual playtime to
troduce new characters and locations. Proper pacing transcend to the acme of their potential.
will help the players become invested in the story and
ensure that they don’t get overwhelmed. Other Directors might instead choose to make each
season distinct but related, in essence compiling an
SEASON anthology of connected stories. In this case, some
Typical Length: Four to 12 episodes characters may come close (or even hit) the Midnight
Hour during a season’s finale, and others might even
A season is a collection of episodes with a unified die. At the beginning of the next season, the Director
storyline arc, much like in television. A Director carries through important story elements from the
uses seasons to develop the world and its characters previous season, but they have the cast create all-new
even further. characters to move the narrative forward.
The season should end with a finale where all plot Few characters make it out alive in horror-genre
threads come together, and everything comes to a gaming, and those who do rarely escape unscathed.
head. The finale should be a turning point for the When the game comes to an end, it’s essential to
characters and the story, leaving the players wanting give the players a sense of closure. You can do so by
more. Some Directors end a season with a cliffhanger providing an epilogue that shows what happens to
that leads to the next story arc. At the end of each sea- the characters after the story ends.
son, players should feel as if they have accomplished
an important goal. When the series ends, your players may need to
process the events of the overall campaign. Give ev-
SERIES eryone a chance to debrief after the game and provide
Typical Length: Two or more seasons resources if needed. One way of providing closure
is to host a post-series session where everyone can
A series is a sequence of seasons that tells an over- talk about their experience. Setting aside time for
arching narrative. Think about popular shows like debriefing is an excellent opportunity for the Director
“Supernatural,” “Game of Thrones,” or (for those of us to receive feedback and for the players to reflect on
who enjoy streamed gaming) campaigns in “Critical their character development. During this debriefing
Role.” Each season had its story arc, but they were all session, players can ask each other questions about
connected to create a larger plot. A series is the longest their actions and intentions, and they may also in-
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quire about crucial plot points for more clarity. Feel the Director, will never be able to create anything as
free to share what you’re comfortable disclosing, but frightening as the players can imagine themselves.
remember that some secrets are best left unsolved.
Here are some more examples of how to create
The end of a series can be bittersweet, but it’s also dread in your game. Use what works for you, and
an opportunity to start anew. After the game ends, add your own ideas to the mix.
take some time to reflect on what went well and what
could be improved. This process will help you grow • Drip-feed information
as a Director and make your next game even better. One of the best techniques to create suspense in a
Ending a game is also a chance to start anew with narrative is to leave unanswered questions swirling
your players. If they’re interested, consider starting around the characters. Keep the players guessing by
up a new game, using the knowledge you’ve gained withholding information or giving them just enough
from running the previous one. to entice them into making mistakes.
the environment and tale to create fear in your • Use “Dread Herrings”
audience. When creating scenes and episodes, Utilize false clues to lead your players astray. You can feed
keep your player-characters’ trauma triggers in an illusory sense of hope, only to crush it. You can use
mind and utilize them. Offer them tempting bait misinformation to create suspense and make the players
for their problems, such as powerful weapons or second-guess themselves. Be mindful not to overuse
answers to their burning questions, but make sure this distraction, as it can quickly irritate. Likewise, try
that easy answers always come with hard conse- not to make Dread Herrings seem capricious. If a player
quences. Just like our reality, The Midnight World can see how their own assumptions led their character
is a living setting, likely to react harshly to those to ruin, they are vastly more likely to enjoy the story
who meddle too intensely in it. than if the situation seems to have been utterly random.
Pacing is more important than anything else when • Use ambient music
it comes to creating dread. A horrible little conflict Music can be a great way to set mood and atmosphere.
at the start of a session while the players aren’t It can help players get into the right headspace and make
prepared or armed is an excellent method to show moments more impactful. Having a speaker quietly play-
how serious their situation is. However, giving them ing ambient horror tunes and even minor sound effects
some breathing room to worry about what may be can transport the players, and it encourages the kind of
hiding in the woods or behind the next door can emotional investment required to really make scenes
significantly increase the tension in play. You, as memorable. These are just some of the ways you can
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create dread in your game. Use them as inspiration, The Pendulum Gaming System utilizes an intuitive
and feel free to develop your own methods. The key to mechanic to help the Director dream up an infinite
creating dread is to make the players feel like they’re variety of antagonists with minimal effort. By apply-
in over their heads without making them feel totally ing a series of adjectives called Tags, which are like
hopeless. It can be a very fine tightrope to walk, but those used to forge Dread Artifacts, you can stretch
Directors who manage it have their players hooked. the simple template below into a dizzying menagerie
of horrid baddies.
ANTAGONIST TEMPLATE
CREATURE NAME, TAG AND TYPE SKILLS APTITUDES
Strength Coordination
Acumen Intuition
Charisma Resilience
ATTACKS - ARMOR HEALTH
QUALITIES -
DREAD QUALITIES -
HOUR 1 MANIFESTATION -
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rote actions. This limitation doesn’t mean that they can activate its Hour 1 and 3 Manifestations once per
are weak opponents though. They’re more than ca- combat round, and it can call on Hour 5 or 7 Manifes-
pable in combat, able to call on their master’s power tations once per scene.
when it’s needed to eliminate a threat. To complicate
matters further, Servitors rarely appear on missions CHIMERA
alone; where there’s one, there are bound to be more. Dread Beings are the unchallenged masters of their
Unwary Touched can easily be overwhelmed if they realms, but in the physical reality of The Midnight
lack respect for a Servitor’s capability. World, there is nothing more abjectly terrifying than
a Chimera. Even though they’re only able to exist for
Servitors should always be given either the Minor or a very short time on this plane, Chimerae can cause
Major Tag. Their supernatural nature marks them as inconceivable destruction in the scant moments
more than a Trivial threat, and they can’t wield the provided to them. These creatures should be used
kind of power needed to transcend to an Esoteric level. only very sparingly as season-ending bosses or even
All Servitors gain a single Hour 1 Manifestation from the climactic final battle of a series.
those listed in Chapter 4, and they’re able to activate
it once per combat round. Chimera always receive the Esoteric Tag. Nothing
less would explain the chilling reputation they en-
TOUCHED joy. When creating a Chimera, you may choose five
Touched antagonists are relatively common in The Dread Manifestations of any Hour from Chapter 4.
Midnight World, and they derive their power from The Chimera may use Hour 1, 3, 5, and 7 Manifesta-
the same place that the player-characters have taken tions once per combat round, and they may activate
theirs. Likewise, they have terrifying memories of some Hour 9 or 11 powers once in the short time they’re
life-changing supernatural experience and have devel- allowed to exist.
oped Dread Manifestations in the wake of that event.
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MINOR ESOTERIC
Minor creatures form the bulk of enemies that most Apart from fully realized villains with completed char-
Touched will encounter. They’re powerful enough to acter sheets, no antagonists in The Midnight World are
be dangerous, especially in numbers, and they enjoy more dangerous than those with the Esoteric Tag. These
abilities and protections that Trivial creatures lack. Two creatures defy all natural laws of existence, twisting the
or three of them can easily be a challenge for a low-Hour threads of the cosmos into some perverse and mocking
Touched character. Servitors, especially weaker ones, display. One Esoteric monster is more than enough to
are often Minor creatures. annihilate entire parties of well-coordinated mid- to
late-Hour Touched.
When applying the Minor Tag, give your creature be-
tween 7 and 12 Health. They gain an attack with a To apply this horrific Tag, grant your creation an
Damage Value of 3 or 4, and they can add both a amount of Health between 24 and 36. When this
Weapon Quality and an Armor Quality. They gain 2 hardy frame also utilizes the Armor Value of 6 these
Armor Value and 4 points to spend however you wish creatures receive, they can be nearly impossible to
to upgrade their Attributes or Skills. Finally, they gain kill by any traditional means. Their attack gains a
a single Dread Quality from those listed in the Artifact Damage Value between 6 and 8, and they benefit
section of Chapter 3. from any combination of four Weapon or Armor
Qualities. Next, add three of the Dread Qualities listed
MAJOR in Chapter 3, and upgrade their Attributes and Skills
Antagonists with the Major Tag are truly dire threats to using 8 points that you may distribute as you see fit.
the group. In the right circumstances, even one of them Note that Esoteric creatures are not limited by such
can take down several Touched characters of lower Hours petty rules as general relativity, and thus don’t need
effortlessly. Until the group has advanced enough to to cap their Attributes or Skills at rank 5.
counter the menace these creatures represent, Directors
should use them sparingly as mini-boss encounters. The process to convert a PC who has hit Midnight
into a Chimera is similiar to creating an On-Demand
To add the Major Tag to your creature, start by giving version. When one of the characters falls victim
it between 12 and 24 Health. Keep in mind when de- to this terrible fate, simply add 3 Dread Qualities
signing encounters around these monsters that they and 15 Health to their sheet, along with a severe
also receive an Armor Value of 4. Unless the characters Compulsion that must be completed within three
have some way to mitigate that defense, high-Health combat rounds. Should the character fail to pursue
antagonists can be extremely hard to take down. The the Compulsion, or once three combat rounds have
ANGRY BADGER
TRIVIAL, MUNDANE ANIMAL SKILLS APTITUDES
Strength 4 Coordination 1 Toughness 2 Hand-to-Hand
Acumen 1 Intuition 2 Vigilance 2 Tenacity
Charisma 2 Resilience 4 Reaction 2 Investigation
ATTACKS - Claws or teeth - Damage Value 3 HEALTH - 3 ARMOR - 0
QUALITIES - Penetrating
DREAD QUALITIES -
DREAD MANIFESTATIONS -
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JOHN WINSTONE
MINOR TOUCHED SKILLS APTITUDES
Strength 2 Coordination 1 Mettle 3 Negotiation
Acumen 4 Intuition 4 Wit 2 Larceny
Charisma 1 Resilience 2 Manipulation 3 Performance
ATTACKS - Hidden Revolver - Damage Value 3 HEALTH - 12 ARMOR - 2
QUALITIES - Concealable, Reinforceable
DREAD QUALITIES - Vengeful
DREAD MANIFESTATIONS - Wrack, Simulacrum
200
“Give him back,” Mike said. “Give me back my friend.”
I don’t know how he found me. I hadn’t spoken to Mike in years. I found out later that he’d been asking questions around Lexa’s
and trying to track me down. Why, I couldn’t say. Maybe he remembered the friend I’d been to him. Or he still felt guilty about
leaving me behind in the tunnel that day.
As Mike faced me with that Glock, his hands shaking, his voice frantic, his reasons for being there didn’t matter. Just the gun,
and how he knew I wasn’t Joie anymore.
I’d gotten careless, I guess. After the room, and the secrets in that room, and the secrets I found beyond that room, my aware-
ness had expanded outside human comprehension. Time, space, the weight and force of earthly physics, all showed them-
selves as lies to me. Like one of the heroes I watched and read about as a kid, I’d become so much more than just another guy.
Moving through a crowd on the street or in the club, I sensed heartbeats and essence and the things they might do or had
done in the moments before or after those people did those things. I moved before they could think of moving. I froze bodies
without touching them with my hands.
Mr. Lake eyed me as I carried my old friend towards the door that led to the stairs which led to our secret space beneath the
club. Ronnie, Lexa’s main muscle guy, moved to stop me. Mr. Lake shook his head. Ronnie stopped. I did too.
Mr. Lake met my eyes. Looked at Mike, whose frost-filmed eyes were the only part of him that moved. Looked back at me.
Whatever thing he paid fealty to had finally met the void in me.
He nodded.
Strong as I am, it was a rough climb. Mike’s brittle body cracked. Bits of him broke off. He tried to speak, or scream, or appeal
to that kid I used to be when we would listen to Yes in his parents’ living room. Against my skin, the cold seeped in. It didn’t
bother me, though. That cold, I was used to. It was, after all, part of me.
I said nothing.
My key card slid like ice through the reader. The locks opened. We went inside.
I left my sneakers at the door, hefted Mike in my arms, and carried him over water, toward the screens.
His eyes rolled and begged and wept.
Sounds wheezed from his throat as Mike saw what waited for us there.
.
By that point, I knew the song between the stars. That melting-wax reality had become my comfort zone.
I set Mike on his feet. The gun, by then, had chipped and froze past uselessness. I searched Mike’s eyes with mine.
The deep breath I took then reverberated across worlds.
With the same nod we’d used as kids, I motioned toward the grand design. Toward the living smear of realities inside.
“This is where the tunnel goes,” I said. My words buzzed with the chiming in my bones.
Just the look in his eyes as he’d seen what waited for him behind my own.
THE MIDNIGHT WORLD
AVERY, MAINE
A STORY OF THE MIDNIGHT WORLD BY JAMES DAVEY AND COREY MCINTYRE
Avery, Maine is a starter module for The Midnight • Have a speaker somewhere in the room playing the
World. It’s good for introducing some core concepts sounds of a distant thunderstorm. Don’t make it too loud
to your players, and it allows them to dip their toes or intense; you want it to give the impression that it might
into the system without things getting too intense. actually be raining outside.
The entire story can be told in a single session.
• Likewise, consider playing some quiet horror-inspired
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Or, rather, it was. God only knows how bad the damage
BACKGROUND is. The last reports you got from the town indicated that
the flooding is significant and that large parts of the
The story of Avery, Maine takes place during the downtown area are mostly underwater. That was at
course of a single night in 2017. All the characters least a couple of hours ago. At this point, nobody has cell
in the story should know each other well. After all, reception and the radio in the car only picks up static.
Avery is a small town, and most of the group have
lived here their entire lives. Before the game starts, give Highway 125 cuts straight through the center of town,
the players a few minutes to discuss their characters’ so if the waters really are that high, you’re probably not
relationships. Are there things they admire about one going to be able to make it through to your homes. Right
another? What about their friends might annoy the now, your plan is to head to the Avery Municipal Police
characters? Do any of them have a secret that only Department. The PD sits right along the highway lead-
one other character at the table knows? ing into town, and it’s on a decent rise, so it shouldn’t
be too badly affected by the flood. Hopefully, the police
Play begins with the characters carpooling home will be able to either help you get to your houses, or at
from the nearby town of Eagle’s Pointe, where Avery’s least evacuate you to the storm shelter at the Looper
own Looper Green Wolves won the 2017 high school Greens high school gym.
football state championship last night. During the
fourth quarter, a severe rainstorm began. The group You’re only about three miles away, and the rain has
stayed overnight at a roadside motel, hoping that the lightened up slightly. Mercifully, you’ve been able to
rain would lighten up, but they’ve had no such luck. raise your speed to around 30 MPH. The drive might
It’s now 6 p.m. on Sunday, and the group must try to be dangerous, but you really need to make it home.
push through the rain and get back home. Reports
are coming out of Avery that there’s some severe
flooding, and they’re anxious about the state of their GAMEPLAY
homes and businesses.
After reading the intro, allow the characters a few
minutes to discuss their situation. Keep in mind that
AT RISE no one has any cell reception; the tower must have
been damaged in the storm. Likewise, neither satel-
INTRODUCTION lite radio nor FM bands can pick up anything other
Avery is the typical quaint Northeastern hamlet. It’s a than dead air. If they think to search for it, the local
quiet little town nestled comfortably in the evergreen emergency AM station is playing a repeating message
embrace of Northern Maine’s endless coniferous forests. from the Avery PD urging civilians to evacuate to
A handful of wealthy residents have built impressive the Looper Green High School as soon as possible.
estates on the shores of Lake Canderly, the town’s
picturesque centerpiece, but most families have found Take this time to determine which character is driv-
CHAPTER 8: AVERY, MAINE
themselves riding the outer edge of an economic down- ing the car.
turn. Avery used to make millions a year on its export
of high-quality lumber, but demand has fallen as more Whenever you feel it’s appropriate, play the First Turn.
and more consumers look for ecologically sustainable
sources.
THE FIRST TURN
The small businesses that once thrived there have felt
the pinch too. These days, almost every third window on With the weather obscuring their vision and the
the square is shuttered. There are still quite a few shops distraction created by the other people in the car, the
open, though, along with a handful of restaurants and driver doesn’t see the moose lying across the road
a couple of bars. Townsfolk gather most nights on the until it’s too late. Have them roll their Coordination
small main strip, coming together more out of mutual and Reaction [Drive/Pilot] to try to react in time.
boredom than any sense of community. Even with the It’s early enough in the episode that no one should
decay creeping up around the baseboards, Avery is a have any Distress dice at this point, so catastrophic
beautiful place. failure shouldn’t be possible. The driver can’t entirely
avoid hitting the moose, but a phenomenal success
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will allow them to minimize the damage to their enough to stop the characters from simply running
vehicle. A complicated success will cause the car away. You may want to play with the idea that the
to spin off the road into the tree line, likely causing car doesn’t immediately start, but otherwise nothing
minor injuries. In any case, the characters will need stops the group from fleeing the terrible sight with
to figure out how to move the animal, if they want extreme haste.
to continue on their way.
However, if your group insists on putting an end to
THE MOOSE the creature, use the stat card below.
The animal is clearly hurt. It breathes raggedly and
unevenly, and swirls of crimson stain the rainwater If they’re able to kill the moose, all of the vines wrap-
pooling around it. As the characters approach, its ping it wither and fall away, and the film across its eyes
foreleg jerks bizarrely and it exhales one last tortured resolves. A successful Acumen and Wit [Medicine]
breath. Thick vines appear to be wrapped around its check will uncover that the animal was still alive
neck and torso; perhaps it got tangled in a patch while before the fight began—the wounds caused by the
trying to run from whatever scared it. It doesn’t have characters were what ultimately killed it.
any visible external wounds, but the moose appears
to have blood pooling around its mouth, and its eyes Once the characters have either fled from or destroyed
have some strange yellow film covering them. If any the moose, they will probably decide to go to the
of the characters investigate more closely, a successful police department. It was their initial plan, after all,
Intuition and Vigilance [Nature] check allows them and it’s the most easily accessible place for them right
to spot that several of the vines are actually moving, now. If they try to skip the station and try to reach
constricting as if to choke the beast. Further, the their homes or the high school, they’ll find that a
yellow film over the animal’s eyes seems to glow very few miles down the highway, the flood waters have
slightly with a pale inner light. completely washed out the road. They aren’t getting
through there without a vehicle equipped to survive
As the characters try to piece together what to do next, the conditions.
the moose’s legs begin to furiously scramble, and it
shakily stands up. Its head thrashes violently and at THE POLICE DEPARTMENT
an unnatural angle. If there are any characters near The PD sits atop a slight rise about 25 yards off the
the moose’s antlers, roll an attack check against them highway. Luckily, this location means that it should
using the stat block below. Other than incidentally be more or less dry inside. In the worst-case scenario,
striking someone in its attempt to stand, it doesn’t the characters believe they will probably be able to
immediately move to attack. Instead, the thing just… wait out the worst of the storm there. As they pull
stands there. Vines like the ones around its neck start into the parking lot, though, they’ll spot a flickering
to emerge from its legs, splitting its hooves and form- orange glow coming from around the building’s left
ing thick supports for its back legs. As the characters side. It looks like lightning has hit the generator,
and its on fire. There doesn’t appear to be any power
BRAMBLE MOOSE
MINOR SERVITOR SKILLS APTITUDES
Strength 4 Coordination 2 Toughness 2 Hand-to-Hand
Acumen 1 Intuition 1 Vigilance 3 Tenacity
Charisma 1 Resilience 3 Reaction 3 Athletics
ATTACKS - Antlers - Damage Value 3 HEALTH - 14 ARMOR - 1
QUALITIES - Staggering, Stalwart
DREAD QUALITIES - Impervious
DREAD MANIFESTATIONS - Reflexive Cognition
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BRAMBLE HOUND
MINOR SERVITOR SKILLS APTITUDES
Strength 3 Coordination 4 Toughness 2 Hand-to-Hand
Acumen 2 Intuition 1
Vigilance 2 Tenacity
Charisma 1 Resilience 2
Reaction 2 Tactics (Pack)
ATTACKS - Claw or Bite - Damage Value 3 HEALTH - 6 ARMOR - 1
QUALITIES - Staggering, Intractable
DREAD QUALITIES - Indomitable
DREAD MANIFESTATIONS - Shadowpierce
The characters will probably try to approach the wound- Sandy and Mark are stuck in the back room of their
ed animal, or at least investigate it a bit more. When shop. They live in a small apartment upstairs, and
they do, read them this: they intended to wait out the storm there. When
the flood waters rose to waist depth, though, they
As your light plays over its features, you see that a both decided to try to make it to the library up on
tangle of writhing vines covers the dog. From the ends the hill. As they struggled through the stockroom
of its paws, vicious thorns have torn through its fur and towards the front of their store, Mark collapsed in
formed long, curved claws. Its teeth are likewise altered, pain. Now Sandy has him up on the counter. The
with more of those terrible thorns emerging from its group can hear him moaning in the background.
gums. Its eyes glow very faintly; pale yellow light ema- Sandy is thoroughly panicked, sure that he’ll die if
nates from somewhere within them. You stumble back no one comes to rescue them.
a step, startled by this impossible creature. Only then
do you notice the two others rushing you from the side. This module assumes that the characters will make
haste to Sandy’s shop in town, but they may have
As the Bramble Hounds die, the vines wrapped around other plans. Feel free to allow the characters to wan-
them crumble to dust. The yellow film covering their der according to their own desires. If you need help
eyes clears up. If the players have figured out a way to reigning them in, check the “The End, and How to
harm the vines without harming the dogs themselves, Get There” sidebar for ways to get them where they
the animals can still be saved. They’re wounded and need to be.
scared, though, and they’ll try to run away.
GETTING THROUGH THE FLOOD
Even though the characters were raised in and are
THE SECOND TURN deeply familiar with Avery, trying to pick their way
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THE OLD TOWN AVERY MUSEUM AND weak to open it. If the characters call out to Sandy, the
HISTORICAL CENTER only response is a muffled moan from the other side
Mark and Sandy’s “museum” is really more of a gift shop of the door. If they open the door, the characters will
that stocks local goods. You can get a few jars of Jenny find Sandy Church. Like the creatures they have seen
Crummley’s pumpkin butter, or a copy of Don Hegland’s before, wriggling leafy vines totally cover her. Her eyes
book, The Haunted History of Avery, or a dress made by are likewise affected, glowing the same dull yellow they’ve
one of the Home Economics students at Looper Greens. As seen before. As long as they don’t move to attack her,
you pull up to the shop and your headlights illuminate the Sandy seems more or less disinterested in their presence.
front room, you’ are sad to see that most of those items have She’ll move into the kitchen, pull down a saucepan with
been destroyed or badly damaged. Flotsam has shattered a clatter, and pantomime stirring something. She won’t
the two large plate-glass windows out front, and the pine react to anything the characters do unless they attack
doors have swollen and burst from being submerged. As or harass her. If they choose to do that, use the stat
you make your way into the building and towards the block below.
back room, you see that at least the large resin model of
Old Town Avery has made it through intact. When Sandy dies, the vines controlling her desiccate
and fall away. It is possible to destroy the vines and
Allow the players to make a check using Intuition and save her. The group might think to find and use her-
Vigilance [Investigation] if they’d like. Success reveals bicide, for example, or simply have a couple of people
an undamaged copy of The Haunted History of Avery. hold her down while the others pull the vines off. If
When the characters look closely at the cover art, they’ll they are able to remove the vines without hurting
see that it depicts a huge malformed monster made Sandy, she will immediately wretch violently, babble
entirely out of vines. For more information, see the incoherently for a moment, and fall into a deep sleep.
section below.
• The Haunted History of Avery
• The Stock Room Don Hegland certainly has a unique writing voice, and
The stock room is full of books and boxes, most of them his book is filled with stories that would be laughable
badly damaged. There are also several mannequins in any other situation.
and dress racks. Mark Church is lying on the counter
towards the back of the room. Sandy is nowhere to be There is one story, though, that immediately catches the
seen, but the group can hear what sounds like someone characters’ eyes. “The Bramble Beast and the Troubles
jiggling a doorknob upstairs. Mark himself is cold and of 1917” begins by offering an alternate explanation of
blue. The characters can try to revive him, but after a Avery’s initial construction. It’s well known that the town’s
few moments, it’s clear that he’s gone. current location isn’t its original space. In fact, the first
site of the town sits at the bottom of Lake Canderly these
• Upstairs days. At some point, the town elders decided to create
Upstairs, the group will find a small apartment with the lake and rebuild Avery on its shores. While there
are a lot of theories to explain this decision, Hegland
CHAPTER 8: AVERY, MAINE
SANDY CHURCH
MAJOR SERVITOR SKILLS APTITUDES
Strength 4 Coordination 4 Toughness 5 Hand-to-Hand
Acumen 2 Intuition 1 Vigilance 2 Tenacity
Charisma 1 Resilience 5 Reaction 2 Weaponry
ATTACKS - Axe or Thorn Whip - Damage Value 4 HEALTH - 16 ARMOR - 4
QUALITIES - Penetrating, Wounding, Reinforced
DREAD QUALITIES - Infesting, Terrorizing
DREAD MANIFESTATIONS - Reflexive Cognition
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In 1817, the people of Old Town Avery accidentally gave the Overgrowth a path to achieve its plans when they brought
an invasive species of flowering vine to town in the hopes of controlling runoff. The plant quickly began to serve its
master’s will, and it grew wildly out of control. Within months, it encroached on the town, and it resisted all attempts to
stymie it. Eventually, the people of Old Town Avery decided to simply abandon the town and rebuild. They dammed
the nearby river, creating Lake Canderly, and drowned the plant in the hopes that they’d never have to deal with it again.
100 years later, in 1917, flood conditions very much like the ones occurring tonight caused Lake Canderly to jump the
dam and inundate the new town. The waters also carried a small piece of the vine’s heart, which took root nearby. Using
the same playbook it’s using tonight, the Creeping Heart set to work trying to bring the dam down and free itself from
its prison under the lake.
If not for the intervention of the Children of the Everblazing Star, a cult devoted to worshiping the sun, the Vine Heart
would have prevailed and Avery would have been destroyed in 1917.
Now, the Creeping Heart has emerged again and is intent on fulfilling its lord’s plan. It is currently growing in the center
of the Looper Greens High School football field, and it has overtaken most of the town’s residents to use as its hands.
There are several ways to lead the group to the football field. Here are a few suggestions:
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THE MIDNIGHT WORLD
in the area. By the time they realized their mistake, The players can roll Acumen and Wit [Investigation]
they had stripped the hills around the town of the checks to discover that Avery isn’t the first town to be
plant life that was critical to controlling run-off, and built on this site. Indeed, an older town was built in
Avery was subjected to nearly constant flooding. They the early 1800s, but it was destroyed when the people
tried several strategies to fix the problem. Ultimately, dammed the river and created Lake Canderly. The Old
they decided on transplanting a non-native species Town is still down there somewhere, though local divers
of vine to cover the affected areas. tend to avoid it due to the danger of getting disoriented
in the murky water and trapped by debris.
Within a few months, though, the vine began to spread
out of the areas the townspeople had designated for The characters will also discover that the land where
it. They tried everything they could think of to beat Looper Greens High School was built used to be a large
it back, but nothing kept the creeping tendrils at bay farm. After the town flooded back in 1917, though, the
for long. Eventually, the vine patch reached the edge owner of the land sold it to the county and relocated
of the town and began to damage the buildings there. to Eagle’s Pointe. According to the court records, he
The town elders believed that the plant couldn’t grow cited “uncontrollable invasive weeds” as the reason for
underwater, so they created Lake Canderly as a way to relocating his farm.
protect the new Avery they intended to build. Their
idea seems more or less correct, though local legend
has it that divers still won’t allow their feet to touch THE THIRD TURN
the bottom of the lake in fear that a vine will grab
them and keep them from coming back up. You’ve seen several abandoned vehicles on your way to
the high school, but there’s something about this one that
In the spring of 1917, a massive storm damaged the catches your eye. It’s resting in the middle of the road
Jackson County dam. While most of Avery escaped on the driver’s side. The flooding isn’t too bad here, only
damage, the area where Looper Greens High now sits about knee deep, so most of the matte black SUV is visible.
was under several feet of water at the time. Again, Despite the distance, you can see that there are no exterior
Hegland’s book offers a supernatural explanation for markings and no license plate. You can also tell that it has
what transpired. According to unnamed “sources,” been modified with a layer of thick armor. Even so, the
several townspeople spotted a massive creature made SUV has several deep slashes that are aligned into what
entirely of vines trying to tear the dam apart. It likely appear to be claw marks. The passenger-side front door
would have succeeded, except for the inexplicable has been torn off and thrown about 30 yards away. There’s
appearance of several ancient Roman soldiers who something floating next to the vehicle. It might be a body,
pushed it away from the area and destroyed it. There’s but you’d have to get closer to be sure.
no explanation for who the Romans were, and they
were never seen again. If the group investigates the vehicle, they will find that
the floating object is, in fact, a corpse. The man is dressed
The Bramble Beast of Jackson County has become in black tactical gear, but there’s something not quite
CHAPTER 8: AVERY, MAINE
an obscure local legend, with a handful of supposed right about his chest piece. While it’s made from the
sightings occurring over the years. kinds of materials they’d expect of modern body armor,
it’s shaped like Roman Musculata, and there are several
THE LIBRARY ornately carved brass discs attached to its front with
Because of its position on a small hill, the library has leather straps. A successful Acumen and Wit [Academ-
been largely unaffected by the flood. It has, however, ics] check indicates that these discs are ancient Roman
sprung its fair share of leaks, and you can hear water symbols of rank and station. The corpse is clutching a
dripping in the stacks. The building hasn’t been well shotgun, and he has a Gladius strapped to his side. The
cared for since the storm started, and it smells of wet characters’ eyes are drawn to the sword, and when they
paper and mold. With the power out, the computer look at it, they feel a deep sense of comfort. There are
systems can’t help you find what you need. Luckily, several more corpses inside the SUV in various states
there’s an old card catalog in the back office, if anyone of dismemberment, but they have nothing of value.
can remember how to use it. The only other thing worth noting inside the vehicle
is a small rectangular sheet of brass with the carving
“MCDLXXVI.”
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211
THE MIDNIGHT WORLD
212
Ronnie was next. Then Shelly. Then Grace. And Rollo. Now, finally, Mr. Lake.
Not all at once, of course. I was careful. They had their talents. I had mine. I’d learned plenty in my years between the cracks.
Like how to make folks disappear before anyone noticed they were gone.
The white room sings to me as I shuck my sneakers and carry Mr. Lake past sigils and over water, toward the screens.
Unlike the others, he doesn’t try to fight. His eyes focus on what waits beyond for us both.
“Thank you,” I say as we stand beside the grand design. Inside, that cosmic hunger waits. “I appreciate all you’ve given me.
This isn’t anger. This is fate.”
I heft Mr. Lake in my arms. “You’re not being punished. You’re about to be rewarded.”
The endless instant flickers, the moments of release, before release, and after release stacked and playing on top of each
other, rolling like puppies on a bright summer day.
He was wrong, that day, Mr. Lake was. He thought I was one of his people. I’m not, though. My patron claimed me long ago.
A different darkness, from a different universe. Similar, but realms apart.
That shattering ice-mirror that broke the Jo I was into the Jo I’ve now become shimmers before me. Calling me in.
Beyond that space, my patron calls.
It’s time.
The cramps in the shoulders of the child I was flow away like water down a pipe. The chiming in my bones rises to a pitch I
can finally, delightfully, hear. Tightness in my chest, held in all these years, melts. Expands. Rises in my ears. Then drifts away.
In my throat, a wordless song. A hymn past darkness. To something More. It’s time. Deep breath.
I close my eyes, fall forward. Fall inside.
DREAD TOUCHED
Krista Contino Saumby, The Autiohaus, Raevyn Fletcher, Holly Holt, Overlord Edil A. Sanchez, OgreM
EGREGOROI
Ian McFarlin, Richard Kreutz-Landry, Derek B., Keith W. Davis, Scott Kuban, Andy Whitfield, Kellie Mullis, A.G. Ellis, Daniel Atherton-Moore, Thorin
Ruriksson, Ginger Streusel, Andrew Bennett, Sean Sherman, Michelle Webb, F, Darrell S. Lusardi, Chazz of the Story Told, Walter German, Riccardo
Trentadue, Jim Mangiameli, Alan Ultimately, Gusty737, Jonathan Korman, Michele "Snake" Gelli, Jonathan "Buddha" Davis, THE Donnie, Andrija Popovic,
Michael Bertolini, Mike Welham, Purpose-Porpoise, Kory Chambers, Christopher M Watts, Matthew C. Malis, Abby Peterson, Loreley Weisel, Kurt "Z-Did-
dy" Zalewski, Jared F Tremor, Amber DeSadier, Vance Rawson, Richard Sands, James "Squiggy" Whitchurch, Alaric Shapli, Dullahan, Trip Space-Parasite,
Eleanor Hingley, Razz Faeling, Joseph "Grout" Borawski, Jeff Dahl, Robin S., Steven Orenshaw, Tommie Boatwright, Jen Fenner, Jon Galvin, David Millians,
Amber Vergauwen, Josh “Ninjacat Brining, Mark Benes, Evil Hat Productions, Amanda Atkins, BigBadShadowMan, Matthew Russo, Trevor Hannon, Lynda
Schwartz, Fay Onyx, Leny Wagner, Kel White, Professor Shyguy, Amadan, Jennifer Crymes, Jonathan Johnson, M. Bielaczyc, Judgment Dave, Martin Sil-
venar, Laura Wood, Ms. Sid Simpson, Anonymous, Kai Gillespie, Aimee Collier, Robinson Fulcher, Elizabeth M. Lahoz, Andrew Mauney, John Holt, Doug
Hagler, Dremcyfer, Jason E. Bean, Paul Adams, C. Derrick Varn, Danny Atwood, Cathi Gertz, Earthbound, Jason “The Favorite” Hughes, Mo Ferrer, Rev.
Phillip Malerich, Adam Davis (Knight Aspirant), Roger & Jessica Moreau, David Spencer, Rhys Wolfe, S. Gates (@harpydora), Jeff Hjelm, Mathieu Guittard,
JR Cillian Green, Nicholas MacDonald, Jennifer Wolff, Joe S. M. Gonzales, Jeffrey Osthoff, Tiffini, Jon, Robert Wood, J. Asher Henry, Phaedra Eason, Brick
& Ivy, Deborah Oldham, Zombie, Ian Campbell, Craig S. Quertermous, Jennifer Seggev, Brian Patrick Smith, Ryan Josefsberg, Ethan “Steelangel” Deneault,
Shimon Klein, Justin Pulsipher, Ashlynn Anderson, Nerestro, Jason Pace, Alex Lippert, Bob de Lange-Arensman, Alan Manganti Lalonde, Darla Burrow,
Morgan, Morgan Weeks, Drinking Horn Games, Raffael Boccamazzo, The Faracellis! (Carie, Ryan, and Dakota), Brian “Fitz” Fitzpatrick, Philip D Keating,
Jeff Slaikeu, Tony Hood, James T, Aaron Bolyard, Sarah Johnson, Griffin D. Morgan, Randy G., Phoenix, Matthew Montalto, Staci L. Dufrene, Jake “ChiefMc-
Clane” Cook, Conn Hanson, Cenere, Indigo “Cape Person”, MorgenGabe, Liza Jane & Scott E Falk, J. Evans Payne, Scott E Vigil, Daemon & Colette, Kyle
Atwood, Andrew Kovacs, Chase Hamilton, Amanda Lea Erickson, Curtis Davies, Sean Gallagher, Jenna Sparks, Louis La Rey, Eric See, Brody Butler, Dream-
erTheresa, Adam P., Sam Yoon, Joshua P. N. Miller, Thanks Heather!, Jared Ragland, Kory Rodabaugh, Barrett Trapp, Ido Magal, Stacy Psaros, The Sovereign
Duchy of Haughelstein, Aly F, Cheyne Clark, Amy Blackthorn (<3), Jimmy Reckitt, Sky Schermerhorn, Thomas Williams, Kiba, Nate White, Matthew Mc-
Farland, Robert Brandon Baldwin, Charlie Rose, Grant B., Stefan Holmström, Stephen O’Brien, Elizabeth Beck, Stephen Oppelt, Mark Lewis, Logan Rollins,
Phillip A., Tyler Nikolich, Mikel Ocejo, Alicia White, Michael K., Cavan and Theresa Rider, Matthew Webb, Michael Jacobson, Corey Slate, Jessica Karels,
Robin Jerome, Drew Wendorf, Lisa Padol, Jacqueline “Jax” Bryk, Anthony Smith, Jason Schindler, Gary Raymond Fry, Jr., Graeme V. Copeland, Jonathan
McCulley, Lee Alley, Vanessa Haas, Dave “Frosty” Lazarek, Sarah Young
CHIMERAE
Robert C. Kim, Mads Turley, Jeremiah Evans, Michael Langford, Cameron Lyle, Justin Clawson, Jason T. Alexander, David M. Dabney, Be Johnson, McKenna
Kelly, Gabe Harkins, Jacob “Reluthless LaRude” Relue, Sam Hing, Mateo Marshall, Hayden Nussbaum, Slinky Nexus, Patrick Fawcett, Andrew S Adair,
Samma Lynne, Charles J. Grochala, Philip W Rogers Jr, Denis Gaty MSW, Sandra H. Bruel (aka SLN), Carl Merschat, Sean Reinke Fairchild, Gaulter Reis,
Sean J. M. O’Connor, Darrel (Beast) Crenshaw, Drew Biddle, Beth Bromley, CBG, Rob Bristow, Wesley Reid, J. Michael Arons, Dylan Coffey, Thomas Allen
Newman, Nicole Smoluk, Lord of Gondor and Planet Earth - Jack Koziol, Scott McKendry, Don’t Care, Kara Shostrom, Cody Barnette, Christopher Delano,
Stelios Christos Kargotis, Sean Phipps, Josh DelGato, Ryan-O - Lord of the ThunderBats, Jassi AL-Qadi, Chris Fortune, Katherine Majewski, Cam Lewis, JP
Ray, Brand Grinslade, Jason Boyd, Saleem Halabi, Popa Cubède, Sergey Yulin, Mike Todd, Ruth Gibbs, Brandi Gamache, Max Vaillancourt, Toreinne, Dono-
van Call and Nik Evans, Jeffrey Fowler, Artemis McClain, Garry Richards-Foster, Christopher Gallo, Michael Spredemann/2 Old Guys Games, TGW Ardent,
Nicole Padilla, Amber Walton, Brett Gordon, Crystal Shilling, Michelle Flamm, Geoffrey M Allen, Scott Grubbs, Jonathan "Bear" Knoche, DJ Kalinasty,
Kimberly Stewart, David B, Reid Wooldridge
CULTISTS
Jason Andrew, H. Banks, Charles Beck, Wynton Bean, FeriumX, Jen "Loopy" Smith-Pulsipher, Adam Daniels, Annie Barrett, Jesus (Rey) Reyes Rodriguez,
Scott Chandler
CULT LEADERS
Mike Rilee, The Owl-lord of Stoneshore, Renee Ritchie, Brian Bartholomew, T. Doug Madsen, Egger Baldrsen, LoriBeth Blair, Daniel J Allen, Rory McIntosh
MASTER ATTENITES
Gary Michelberger, Giga-Bites Tabletop Cafe, Level One Game Shop
DREAD BEINGS
The Martin Family, James W. Keller, Jayne L. Strickland 🌈, House Quix
215
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Acumen, 32 Examples, 90 C
Artist, 52 Catastrophic Failure, 82, 95
Addicted, 62
Assisted check, 80 See also Successes
Advancement Points, 78
Athletics, 40 Initiative, 81
See also Hour Hand
Atomic Cacophony, 106 Caregiver, 47
Gaining, 78
Attack, 83 Centering, 40, 182
Example, 79
See also Combat Ceremonial, 86
Spending, 78
Hand-to-Hand, 41 Challenges, 57
Agent Xan, 156
Melee, 83 Character creation, 25, 58, 197
Agriculturalist, 51
Toughness, 36 Descriptions, 62
Amends, 193
Attenite Division, the; 153 Memory Fragment Tables, 29
Anevike, 180
Attributes, 32 Chameleon, 58
Anhedonic, 62, 161
Character creation, 25, 62 Character, 14, 24, 187
Animal Tender, 51
Definition, 31 Character creation, 24
Antagonists, 197
Increasing, 60, 61 Examples, 67, 69, 71
See also Chimerae, Egregori, Inspira-
tions, Servitors, Tags, Type Charisma, 32
Memory Fragment Tables, 27
Dread Manifestations, 198 Charmed Life, 58, 161
Authority-Averse, 62
Examples, 199 Children of the Everblazing Star, the; 136,
Automatic, 85
153, 209, 212
Anxious, 62
Avery, Maine
Drawbacks, 156
Appropriate, 107
See Module
Noteworthy members, 156
Aptitudes, 39
216
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217
THE MIDNIGHT WORLD
Gaining, 77, 86, 115, 118, 119, 170 Eclipse Society, the; 154 Geolocate, 101
Removing, 76, 115 Egregori, 13, 123, 125, 198 Spire, 102
218
THE MIDNIGHT WORLD
See also Midnight Clock, Solace Trig- Intoxicated, 62, 93 Luminaries, the; 154
gers
See also Addicted, Conditions
Advancement Points, 78 M
Intractable, 87
Increasing, 76 Million-Mile Stare, 170
Intuition, 32
Increments, 76 Minor
Investigation, 41
Maximum, 77 See Tags
Investigator, 53
See also Midnight Minute Hand, 17, 77
Isolationists, the; 160
Pacing, 76 See also Distress dice, Keeping it
It Gazes Back, 119 Together, Midnight Clock
Hydromancy, 103
Increasing, 76
Drown, 104 J
Increments, 76
Exsiccate, 105 Jack-of-all-Trades, 59
Maximum, 77
Manipulate Humors, 103 Janus’s Gaze, 111
Minutes, 77
Oasis, 103 Jasmyn Valoure, 176
See also Keeping it Together, Minute
Phase Change, 103 Hand, Solace Triggers, Trauma
K Triggers
Torrent, 104 Karma Thief, 107 Gaining, 55, 61, 62, 63, 65, 77, 92, 95,
119
I Keeping it Together, 94
See also Minute Hand, Trauma Trigger Removing, 56, 62, 77, 94, 117, 160
Illuminati, the; 154
Centering, 40 Module, 203
Impaired Sense, 64
Malignant Growth, 89 Molecular Mastery, 105
Impervious, 89
Mettle, 35 Atomic Cacophany, 106
Imposing, 87
Minute Hand, 77 Excite, 105
Incapacitated, 93, 100
Kyriarchoi, 180 Frostbite, 105
Incendiary, 86
Polymerization, 106
Incorporeal, 93 L
Rime Shield, 105
Indomitable, 89 Language, 41
Transmute, 106
Infesting, 89 L’appel du Vide, 170
Ms. Alice, 156
In Illo Tempore, 112 Larceny, 42
Muffled, 93
Initiative, 81 Lazarus Word, the; 117
Mundane
See also Combat Legendary, 60
See Type
Optional Method, 85 Legion of Sol Invictus, the; 154
Mundane, the; 160
Tactics Aptitude, 45 Lethe’s Crossing, 114
Murderous Fate, the
Weaponry Aptitude, 46 Lethonomia, 160
See Gnomonia
Inquisitive, 48
219
THE MIDNIGHT WORLD
N Penetrating, 86 Pugilist, 54
Perfectionist, 64
Nature, 43 Q
Nauseated, 94 Perfect Synergy, 181
Quark Pulse, 110
Navigation, 43 Performance, 44
220
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221
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Thought Control, 113 Twilight Veil, 11, 169 Void Mind, 117
Time
V Using, 36, 83
222
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223
The collosal horror of the Dread Beings has existed since
the beginning, since the inconcievably hot flash that birthed
the entire Multiverse. Most universes are protected by the
Twilight Veil, a fine net of quantum particles that enforces
the division between realities. But here, the Veil wears thin,
and the Beyonders turn their titanic gaze upon us. This is
The Midnight World.